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/agdg/ - Amateur Game Dev General

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Thread replies: 766
Thread images: 116

File: dancomfy.gif (127KB, 1344x756px) Image search: [Google]
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The meaning of comfy edition

> Next Jam: Comfy Jam
itch.io/jam/agdg-comfy-jam
> Play Demo Day 12!
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
>>166114398

> 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
>>
>>166156304
Actually decent OP on first try. Good job!
Now watch three more threads being pushed.
>>
>>166156304
So close to a good thread.
So close, yet you used that abomination of an image.
>>
>>166156304
Good thread.... I think
>>
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No more arguing. No more hating. It's time for you to make a game. Practice your skills, and make your game great!
>>
>>166156770
you're the rob, boss.
>>
>>166156763
>misc
>((other))
>gm on top
>unity on top
Dayum son.
>>
>>166156763
>gamemaker on top
>when Godot outclasses it in nearly every aspect
When will this meme end?
>>
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>>166156763
>unity listed above ue4
Unity is at most the wife of UE4. Like a common whore, Unity gets used by everyone and in the end bends over for UE4.
>>
>>166156886
>>166157057
>defying game maker's rightful place on olympus
The list doesn't lie.
http://www.homph.com/steam/
>>
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>>166156620
Got any recommendations?
>>
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Remade my aiming system to be more free.
IT was a pain in the ass to make it work in both client and server.
>>
>>166157183
I recommend just like making game!
>>
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>>166157094
>Like a common whore, Unity gets used by everyone
Yes anytime an application does it's job well and is used by many people it's because the application is trash, like a whore. I get it.
>>
>>166157183
>the heat
>the noise
>the smell
>the projectiles threatening to destroy unstably positioned electronica
>the person in the inaccessible compartment above the door who is most likely dead
This picture is not comfy.
>>
>>166156886
>>166157057
You niggers will argue about anything

I suppose next you'd argue skub belongs up there somewhere, wouldn't you? Fucking degenerates.
>>
https://webmshare.com/yAazW

Continued toying with the shield shattering effect, now the music slows down when everything else does
>>
>>166157392
>pro-skub
What kind of casual are you taking me for, boyo?
>>
>>166156763
pretty sure the abyss is enginedev
>>
>>166156763
>unity on top
Objectively Correct
>>
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I was banned for posting racist shit on /v/, and i was too lazy to pass this gif to my ban evasion laptop.

There was an anon having trouble with shoulders
hope this helps
>>
>>166157562
not that guy, but i am working on modeling atm so thanks!
>>
>>166157392
Well there wasn't even a point to making that image in the first place. So I can throw in my opinion too.
>>
>>166157562
>let's use an animated format for referential instruction pictures
How about not doing that?
>>
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>>166157694
Best tutorials come in this format
>>
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>>166157512
There are fouler things than engine devs in the great deep. Wretched things. Worse than nodevs.

The undev.
>>
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>>166157694
>>
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subtle spoilers
>>
>>166157853
Much better. Appreciated.
>>
Experiment status report update. Metroid Prime clone project "Dread" is nearing the final stages of initiation.
>>
What was the name of that single-click game?
The player could only perform 1 action, clicking...
>>
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>>166157183
that rake is gonna injure somebody

what kind of psycho brings a rake to a pillow fight?
>>
>>166158034
Same kind of people using boardshields and 2x4s
>>
>>166158034
Don't be a pussy. They're just grills
>>
>>166158034
Leafs need to go.
>>
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>>166158034
THE ONE WHO'S GOING TO WIN ANON
>>
>>166158034
>>166158196
>>166158271
I think the dude trapped in the upper right compartment is about to get raped.
>>
>>166157969
There's a million of those games. Often called incremental games, idle games, or clicker games.
>>
>>166158376
The technical term is struggle-snuggle.
There's also someone filming it, right next to the previous, spent victim.
>>
>>166158457
>tfw haven't resumed clicker heroes game in over 1.5 years
The numbers are probably unthinkable now and would take forever to reach just leveling everything up.
>>
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All right, now that I've got 3D fighters working, I need some input.

For context, for people who might not have seen my progress stuff, the game is effectively Smash MUGEN. You'd be able to drop in all sorts of fighters and take them to battle with each other. My question to you is, what extent of work do you think is reasonable to expect a content creator to do? Keep in mind the game will be released in an open-source format, meaning anyone could open up Unity and modify things if they needed to.

1. Should character creation require the creator to use Unity? Even if it's just for simply creating a prefab or an animator?

2. For 2D fighters, which do you think is more reasonable? Manually defining, for each sprite, any anchor points (like for holding items, or for keeping articles like the pictured headband in place), or to convert any frame-by-frame animation to bone animation to use a similar parenting structure as 3D models?

3. Is it reasonable to expect for 2D animations, a text file that defines the boundaries and framerate of every spritesheet animation?

4. Should stages be able to be created dynamically from configuration files, or is it all right to expect a user to create a Unity scene for the stage?

Basically, what do you think should be the technical level I can expect from a fighter creator? Should I do everything in my power to make sure it's 110% idiot proof, or just accept that the only people likely to want to make fighters are willing to put in some work to make sure everything's going to go smoothly?
>>
>>166158376
There is a guy outside the 4th wall
>>
>>166156763
>Game Maker
>anything but twelve year old tier

>UE4
A great engine, but only optimized for one very specific type of game.

>Unity
Objectively trash. There is a reason everyone is moving away from it.

>>166157529
Only if you're retarded.
Proprietary software is shit.
>>
>>166158854
So then what remains? Just enginedev?
>>
>>166158854
unity, gamemaker and C++/OGL are the top three finished games tier approaches for AGDG
>>
>>166158924
The only move to win is not to dev.
>>
>>166157937
Ooh, that's the tutorial boss ship, right?
>>
>>166158683
ask around on some mugen forum, so you get to know how is their workflow for characters right now, I bet you'll get better information than any of us can give you.
>>
>>166158683
>1. Should character creation require the creator to use Unity? Even if it's just for simply creating a prefab or an animator?
Nope. Isn't the game in Python?
>3. Is it reasonable to expect for 2D animations, a text file that defines the boundaries and framerate of every spritesheet animation?
No. People are lazy.
>4. Should stages be able to be created dynamically from configuration files, or is it all right to expect a user to create a Unity scene for the stage?
You'll simply need to parse config files.

The answers to all your questions are obvious, they're just the answers that require more work.
>>
>>166158946
If you're making a game in gamemaker, you limit yourself to such an extent that you can barely call the game yours. You may as well consider mods for Half Life "finished games".

Unity does have a lot of finished games and a lot of non-retarded users, but they're moving away from Unity and into better tools. Unity is shit. It's users aren't though.

>>166158924
Godot or [any GraphicsLibrary].
>>
>>166158683
Expecting Unity use is alright, it's free. Gold would be in-game but character generator is gonna be a mountain of work for you. As long as it's not too complicated.

Limit as little as you can.
>>
>>166158854
>Objectively trash. There is a reason everyone is moving away from it.
That's a weird way of saying it's the most used engine and is still growing in popularity. Think you can rephrase that maybe?
>>
>>166159604
>it's free
As in beer, not freedom. If I have to install a large corporate application to make content for his game, and then recompile the game too, I'd just not make content for his game.
>>
>>166159438
It was in Python. It got too unreasonable to maintain, and the framerate was garbage unless you have a beastly processor since Pygame is missing any sort of real hardware rendering.
>>
>>166159704
You wouldn't need to recompile. I've got dynamic prefab loading, so if you just put it in the folder, it'll load it.
>>
>>166159707
Well, fuck, looks like another potentially great FLOSS game goes down the trash.
I'll probably just stick to Smash + an Emulator if that's the case. ;-;

Have you considered using Godot or JavaScript+Canvas? Both of those are great performance-wise. Godot would be mostly copy and paste from your Python.
>>
>>166159596
>If you're making a game in gamemaker, you limit yourself to such an extent that you can barely call the game yours.
What an idiotic thing to say.
>mods for Half Life
Oh you're the shitposter.
>>
>>166159859
>Acknowledging the existence of any possible shitposters
You're likely a certain shitposter.
>>
>>166159939
Indeed I am. But I am not the shitposter. And you will not compare game maker to half life mods on my watch.
>>
>>166159829
Why is it bad to switch to Unity? The game should be the same, gameplay-wise.

My reasons for switching to Unity were that if I have to start over from scratch, I might as well start over in the engine that gives me the most features, and Unity supports 3D, handles a lot of the physics and collision stuff I was struggling to make fast enough, and is well known enough that I can easily find tutorials, assets, and collaborators.
>>
>>166159704
It's very niche anyway. Those in that niche wouldn't really mind. Casuals would never do much but just play the game.
>>
>>166160007
Yes I will. I just did. I'll do it again.
Game maker does not supply you with a genuine fully featured engine. It is closer to a 2D map-making system than a true game development system. Sure, you can hackishly create things that don't belong on GM in it, but it's insanely bad performance wise and it just makes your workflow more stupid.
>>
>>166160104
>Why is it bad to switch to Unity?
Because I don't want to run code that I can't read on my system.
I don't trust a corporation to be truthful about their code with things like Windows Telemetry in the world, I definitely don't trust some guy from 4chan to provide me with a binary that isn't malicious.

Godot gives all the features you've listed.
>>
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How can I make a game if I don't have any limbs, please help
>>
>>166160109
I'd be in the niche and I mind. Especially the fact that I have to install shitware on my PC to make content for the game.
>>
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>>166160454
By trying harder
>>
>>166160529
Post mugen characters you've made.
>>
>>166160454
I wonder if a snake owner has ever let their snake wrap itself around their dick
>>
>>166160568
what animal is this?
>>
>>166159704
>>166159438
>>166159604

Okay, so, here's the thoughts I'm getting. I need to have a way to load a super basic character with no Unity. A person should be able to drop in some sprite sheets, and modify the Hitbox definitions, and have a fully realized character.

I think it's also not ENTIRELY unreasonable to expect someone who wants to make a really complex fighter, like Ice Climbers or Little Mac, to create the fighter in Unity and import it.

>>166160380
I mean, technically any binary I included with the Python version could technically be anything anyway. I don't really think it's worthwhile to change engines just to dodge some download paranoia.
>>
>>166160706
100% yes.
>>
>>166160124
But there are no source games released from here. Like ever. And there are many finished game maker studio games.
>>
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>>166156304
there is no such thing as comfydev even if you put your sweatshirt on
this is why comfy jam will fail
>>
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How many people will appreciate the MSX BG tile lightning?
I'm guessing: 0 peoples.
>>
WIYG > JLMG
>>
what do you do with a thickness map?
>>
>>166161289
Only by quantity though.
>>
>>166161273
Most people who play video games are too young or live in a place like America where home computers never took off to understand that reference
>>
>>166161357
Find a new gf
>>
>>166161273
the vast majority of people will just say "hhaa old games epic"
>>
>have had a song to write on my list for weeks now
>still havent produced anything
>have left the dev hanging without proper communication
Sometimes I just hate myself ya know
>>
>>166156304
I have a question about the engines and if there's a FAQ please direct me to it, but I'm wanting to design a game for smart phones looking around online http://www.lua.org/ seems like one a lot of people use, but I can't seem to find out why. I noticed that you all don't have that one listed. I was just looking for reasons to use or not to use it, and if I'm lucky maybe what would be a good language to use.

Thanks.
>>
>>166161725
I've been there before
the best antidote is like a weekly/semi weekly forced meeting
even if you don't have anything to say it will keep both of you from forgetting
>>
>>166161273
well i think it's cool
>>
>>166161859
There's a small write-up here: http://tools.aggydaggy.com/engines.html

Lua itself isn't an engine but a language. LÖVE is an engine / framework implementing Lua.
>>
ignoring all the random stuff on top, do these splatters look ok?
>>
>>166162384
yes
>>
>>166162384
Ain't much, but it will do.
>>
>>166157094

Unity is the best game engine there is tbqh senpai.
>>
>>166162384
lol you forgot your image hahahaha
>>
>>166162014
Ahhhh thank you. I'm very very new to this in many ways. I'm the least experienced member of the team. I'll look into this. Thank you again.
>>
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>>166162384
>>166162421
>>166162416
>>166162474
>>
>>166161273
haha old games epic
>>
>>166162546
They take a lot of visual emphasis away from the other stuff which I dislike
maybe you could try a dither shader ala downwell?
>>
>>166161273

why doesn't the lightning tile have an alpha ?
>>
>>166162526
You said you wanted to deploy to smartphones. You should be aware that many proprietary engines charge extra for export templates to non-PC platforms. If that kind of money is a factor for you, you should inform yourself about that before you select an engine.
>>
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just played Pony Island and I marvel the creativity
This "debugger" game mechanic is 100% unique. I've never seen it anywhere
>>
>>166162546
>>166162637
counterpoint: paint the screen red
>>
>>166162740
Thanks for the heads up I'll alert everyone to that possibility. Love's site says "You can use it freely for commercial purposes with no limitations." is that some lawyerese that isn't accurate?
>>
>>166162805
nice dark souls clone
>>
why do all the confusing bugs always start when i'm tired as fuck, this is funny anymore

it worked for the past hour now it suddenly doesn't anymore ???????????????????????
>>
>>166163129
i think there's lead in the water
>>
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Chamber draw animations done for a client

click click

>"M4"'s dust cover isn't modelled on the underside so I couldn't animate it
:(
>>
>>166162940
Nah, LÖVE is free in that regard. Same for exporting to any platform.

The warning was more meant to alert you to the fact that Unity or GameMaker charge extra. Some people would argue that for a complete beginner, LÖVE may not be the best choice, because it requires you to do things that bigger engines may take care of for you automatically.

Nothing wrong with LÖVE though. It's neat. Just gotta fiddle around a bit.
>>
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>>166163129

sometimes coding feels like building a house of cards
>>
>>166163287
The arm seems to be clipping through the AK's mag outside of the frame. I'm not the least bit /k/ though, so whaddoino.
>>
>>166163297
Is there a good LOVE for complete and total fools I could look at?
>>
Say strong, comf-jammers.
>>
>>166163287
I don't like the crosshair
>>
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>>166163413
It isn't. I'm very /k/, I do know.

>>166163658
It's just for my renders to show camera movement. What would look good though? Updating my demo reel soon, want it to look noice.
>>
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>>166163473
http://www.sheepolution.com/learn/book/contents

Fair warning: even though love supports android/ios the last time I tried it you had to be decently comfortable with compiling the engine yourself, and things that you might want for mobile gamedev like ad support/https, you'd have to write bindings for it. The basics like touch support are built-in, at least.

also the particle engine is really inflexible holy shit
>>
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i removed everything on top
does the shape and general look/pattern of these splatters look alright? thats all i want to know
>>
>>166163473
Can't really recommend anything with a good conscience, cause I haven't had a lot of contact with LÖVE. I would have recommended starting out with Gamemaker, because it is well documented and aimed at people getting into gamedev. You seem bound for going commercial with your team on the first try though, which is a bit risky, if I may say so.

Are you the guy supposed to do the coding part?
>>
>>166163963
What exactly are you going for, aesthetically? Bloodsplatters? Paintball impacts?
>>
pushing the commit button is comfy
back up your work is comfy
>>
>>166164105
just nvm.........
>>
>>166164348
If I knew what you were going for I could give an accurate statement and constructive criticism, which is what you've been asking for twice now. So don't nvm me, nigger.
>>
>>166164331
A game where you create commits and push them.
>>
>>166163963
is it supposed to be blood? then no

https://www.google.com/search?q=blood+splat&safe=off&biw=2560&bih=1310&source=lnms&tbm=isch&sa=X&ved=0ahUKEwib3uDcsdLRAhVDXBoKHfC8C94Q_AUIBigB
>>
>>166160769
>I mean, technically any binary I included with the Python version could technically be anything anyway. I don't really think it's worthwhile to change engines just to dodge some download paranoia.
The difference is I could just right-click > compile-to-bin or compile-to-exe a Python script and I wouldn't have to worry about you doing anything fucky.
>>
>>166162805
https://en.wikipedia.org/wiki/Hack_'n'_Slash
>>
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>>166160730
It's a shark in a cat costume.

Now the logistics of how they made that picture...
>>
>>166165617
3ds max
>>
>>166165617
on a computer
>>
What about a game where you play an office cubicle worker?

And you have to deal with shit like the dry cleaner ripping your suit, getting pulled over for speeding, your wife divorcing you and you slowly turning to alcoholism
>>
>>166165721
>>166165726
HAS SCIENCE GONE TOO FAR?
>>
>>166165843
sucks about your wife anon but you really shouldn't speed
>>
>>166157220
Why doesn't the gun follow the camera rotation?
>>
>>166165843
A game where you spend your free time, between soul crushing work, posting OC you made in Source engine and then samefagging 100 times about how disgusting it is.
>>
hmm...
>>
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>>166156304
Hey guys I'm thinking about getting into learning GameDev and I need to figure out what engine(s) I should start (And most likely stick) with.

My goal is to start out by making simple 2D games but eventually I want to gitgud enough to start messing around with 3D games.

What I'm trying to figure out is would it be best to:
Start with learning Gamemaker then move on to Unity/Unreal Engine for 3D.
Or (what I'm sorta leaning on) to focus on 2D and 3D in Unity and just stick with that.
And because I sometimes hear Unity is terrible: To start with and focus 2D/3D with Unreal Engine.

I'm hoping on having to learn one engine but I can compromise, though I don't know if what I'm suggesting is even viable or efficient.
Any help or advice would be nice though.
>>
Is Unity for 2D a bad idea. Is Unity for 3D but not using the 3rd axis so it's fake-2d a better idea?
>>
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>researching italian wars
>first spanish and french work together against naples and venice, then pope allies with france against venice, but switches sides to venice when he deices he's bored and makes an alliance of christian nations against france

what the FUCK is wrong with these people? there are NO clear sides, just a clusterfuck of land grabs and ad hoc alliances for short term gain
>>
>>166166568
>just a clusterfuck of land grabs and ad hoc alliances for short term gain
Yes. You're surprised by this?
>>
>>166166105
that's not really how this gamedev thing works these days, there's no graduating from 2D to 3D because 3D has one more dimension and you've mastered 2D so now you can comprehend the 3rd dimension.

really the main difference between 3d and 2d is how you create your assets. do you have to learn how to create 2d assets before you can create 3d assets? i don't know. either way, to get back to your original question, if 3d is your goal, you should start with a 3d engine.
>>
>>166166568
Welcome to Europe, where the borders are made up and the alliances don't matter.
>>
>>166166125
If you're experienced with Unity and not GM or Godot, then you may as well use unity.
Unity's fake 2d is technically inferior other 2d methods, but the extra overhead isn't a significant issue, even for mobile (don't develop for mobile).
All three engines have some good features and some bad ones.
- GM is generally easier to program with for non-programmers, but lacks features big time and has to compile the game every time you run.
- Unity has great features like the auto sprite cutter, good UI, superior 3d implementation and the ability run the game in the inspector and make changes while the game is running, but it's also inefficient and requires more coding to do things that are relatively simple in GM and Godot.
- Godot has some nice features like built in tilemapping and 2d lighting, decent 3d implementation and lots of drag and drop stuff, but the UI and language is pretty shit compared to Unity and GM.

Work with what you know and if you don't know anything, start with GM or Unity, because they have all the tutorials.
>>
>>166166898
>but the UI and language is pretty shit compared to [...] GM
I oppose this statement.
>>
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I recorded this thinking "it's nice for things to work for a change" before realizing it doesn't actually destroy those pins properly.
It's fixed now though.
>>
>>166166627
Both, are my goal is was I was trying to say I suppose.
>>
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>>166167046
>A bowling game where the player is a pin and whenever the pins get swept or struck they fall into bowling hell and have to fight their way out again so that they can get set up again. Sort of like Sisyphus, but with demon killing and bowling pins.
>>
>>166166898
I know how to program, so it sounds like I should jump into Unity. If Unity 's 2D is inferior, I guess I'll make 3D assets and stick to 2.5D.
>>
>>166163939
Ok

>>166163972
No I just want to be able to understand that part I'm more in the story, level design, and making the fighting numbers add up/
>>
>>166167483
2.5D doesn't make sense for a 1MA unless you're very skilled at 3D and can make excellent art.
If you're not you're just going to be investing a massive amount more time in making assets for a final product that will probably look worse than doing pixel or vector art. I can't think of a single 2.5D game that actually looks good, can you?
>>
>>166167838
Ikaruga
>>
>>166167838
Kirby 64
>>
how do i animate billboarded, 8 directional sprites in unity
>>
>>166168024
Yes, I am very certain that that post is not you.
>>
I made a laser beam

volume warning
https://www.youtube.com/watch?v=N0liCh_H_0o
volume warning
>>
>>166168159
But is it a homing laser?
>>
>>166168159
nice
>>
>>166167949
Off the top of my head I would make attach the sprite to a parent game object and then find the rotation of the game object relative to the player and call all your animations based on the rotation + whatever activity the sprite is supposed to be doing.
>>
>>166168369
Wait I just realized I was meme. Deletion commence.
>>
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>>166156763
>>
>>166167949
>>166168306
Actually, come to think of it, finding the rotation between the base gameobject and the billboard would be a lot easier.
>>
>>166168560
Stop trying to be so special and different Rust. Jeez
>>
>>166168494
How many people have you claimed to be yourself so far? 12? Including danny who you always have to mention because you're obsessed. Such a mastermind.
>>
>>166168494
Aw, what a qt
>>
>>166168494
There is no such thing as a sourcefam. Do not acknowledge it's existence. Any sequential posts after this should be ignored.
>>
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>tfw using GLFW and XInput separately
I don't really care about Linux or OS X or non-XInput controllers (they can use x360ce).
>>
>want to generate randomly shaped rooms
>all the tutorials are for dungeons with mazes connecting perfectly square rooms
>>
>>166168494
>>166168024
Report these posts and any more that pop up. Let's have a break for a day.
>>
>>166169196
How randomly shaped?
>>
>>166169196
>I need my hand held
>>
>>166168494
>>166168794
>>166168795
>>166168827
>>166169258
>>166169052
(you)
>>
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r8 my pir8
>>
pirate scumbag ajaja
>>
>>166169347
No. I actually do think they are cute.

>>166169387
Report this shit too.
>>
>>166169305
I'm thinking at the moment of just trying to iterate around a grid and make chains of objects coming in from the outside edge to make wall things.
>>
>>166169418
>no wooden legs/10
I don't quite get why you're going for firearms in your magic themed game / magic in your firearm themed game.
>>
>>166169418
add more teeth
>>
>>166169528
You could also go for a drunken_walk or line displacement algorithm to create your outline.
>>
>>166169528
If I have the idea right, that sounds good.

Sort of random place some seed rooms that are a tile big. Grow them all iteratively until space is filled. Add doors so that the graph is complete.

The other one would be to pick a bunch of rooms and then run some sort of fitting/packing algorithm on them.
>>
>>166169604
>You could also go for a drunken_walk
Glug Glug.
>>
>>166169531
Whats wrong with wizards using guns?

I'm only gonna have a couple of guns, they'll make your left-click stronger but you won't be able to cast magic

>>166169562
desu shouldn't pirates have less teeth than normal?
>>
>>166169805
Not him. He looks like he has cute buck teeth.
>>
>>166167838
Isn't is infinitely easier to make an animate 3d assets?
>>
>>166169805
>Whats wrong with wizards using guns?
Nothing. The school of accelerated lead is mighty. Just wondering how you got there.
>>
>>166169805
it's still an aligator. Give it a row of teeth and remove one or two
>>
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Guys...I took the memes too far
>>
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Which one is the best angle for a sci fi brain crack game?
and the second:
Is RPGM that bad all others said?
>yes I´m a robot
>>
>>166169897
Once you have learned how to properly rig them and not to make animations that are objectively shite, yes. The more animations you need, the better 3D becomes in comparison. Or go the Overgrowth route and interpolate between 13 different poses to create a very goodlooking flow of motion.
>>
>>166169942
>>166169805
Alligator needs a snaggle tooth.
>>
>>166170006
45
>>
>>166170006
>implying thats 25 degrees
>implying you even understand triangle math or circle math
>>
>>166169871
They're supposed to be fangs

>>166169941
>Just wondering how you got there.

I started off making a Nuclear Throne clone with wizards cuz I always use wizards as a base sprite, intending to replace it later. Then I saw Google's halloween game where you draw with your mouse to cast spells and thought it would be cool to do a wizardy shooty game.

>>166169942
>it's still an aligator.
Yes, and?
>>
>>166169897
That greatly depends on the style of game and style of art you're planning to do. Hand animating a 64x24 pixel sprite or lerp animating a vector character for a scrolling game vastly, vastly faster and easier than modelling, unwrapping, texturing, rigging and animating a decent quality 3d character.
>>
is bokudev okay?
>>
>>166170380
>Yes, and?
>>
>>166170419
I just wanna make a danmaku. So.. I'd just need to model some ships, and then I can steer and rotate them around really easily instead of having to animate different sprite frames.
>>
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>>166170354
>mirror angle
>is just a question
>>
>>166170505
Yes.
>>
>>166170568
>I just wanna make a danmaku. So.. I'd just need to model some ships, and then I can steer and rotate them around really easily instead of having to animate different sprite frames.

For something as simple as a danmaku, 3d would be a massive waste of time. You don't need any animations on a danmaku ship, just draw one sprite and be done with it.
>>
Will someone let me steal their comfy idea?
>>
>>166170949
But I ALSO want experience working with 3D modelling and effects.
>>
>>166171002
You're on a boat, floating in the waves.
>>
>>166171275
That is what you will get then, because you aren't going to get around to completing useful assets for a long time.
>>
>>166170586
Wow that picture thinks it's clever but it's actually retarded. Whoever made it must be a real douche.
>>
>>166172089
Report this one.

Fucking Australians.
>>
>>166172089
Did boku ever recover from this?

Boku, can you shed some light on the situation?
>>
>>166169791
>>166172089
>here's my """meme""" from 2015 get it?
>here's my """meme""" from a few months ago get it?
Shutup.
>>
>>166171953
Well, if you want experience doing 3d, a danmaku probably isn't the best option, since very little in those games needs a skeleton or animations and the stuff that does get animated is usually needs pretty advanced rigging.
If you want to make a danmaku make one with sensible sprite art and just practice 3d separately.
>>
>>166171002
game adaptation of the kotatsu picture

you create a loli avatar and sit around a kotatsu with other anons over the internet
>>
>>166171953
I'm trying to think of the most small-scoped project I can that would use 3d assets so that I can become accustomed to the workflow of both blender and unity3d.
>>
>>166172089
Wow. I can't believe ""he"" did this
>>
>>166172234
Meant for

>>166171275
>>
lol this place is retarded
>>
>>166172259
Hey, I didn't say it was a bad idea at all!
>>
>>166172272
Shut.

Up.
>>
>>166172089
Why would someone try to fake someone else's death?
>>
>>166172234
Do you have a better suggestion?
>>
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>>166170005
did you make this by any chance?
>>
>>166172554
No. Someone you know or used to know did?
>>
>>166172550
If you want to make a danmaku you should do that; working on an idea that you're not interested in is the best way to lose motivation.
If you really have to use 3d right now, then I would suggest using 3d for the ships and the backgrounds, but like that other guy said, it will take you ages to complete useful artwork if you try to learn 3d at the same time as you're making assets for a project.
>>
>>166172873
Hm..ok. I'll use Unity2D then. Thanks.
>>
Thank you janitor.
>>
>>166172952
Sourcefag, you seem to be obsessed with danny, rotate, boku, nick ridgeway, am I missing anything else? Besides the fact that you rant about yourself as well (ebin false flag so smart). You need to get a life, nigger. Shitposting and habitually mentioning these people for over a year is not an ebin troll, it's not a meme, it's not catching on. Fuck off.
>>
>export project in debug mode to test
>see lots of red flashing up in the commandline
>program crashes without giving me a chance to read errors
Thanks, Godot.
>>
>>166173641
we told you about meme engines
>>
>>166173852
Worked for DemoDay though.
>>
I'm trying to come up with six elements represented by colors (orange is fire, yellow is electricity, etc.)
But what should red be?
>>
>>166174081
Love.
>>
>>166174081
fire
>>
>>166174081
Blood.
>>
>>166174081
chaos
iron
>>
>>166174440
Chaos sounds like a good fit, thanks anon
>>
>>166174081
(You)s
>>
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>>166174081
heart
>>
>>166174145
>>166174367
>>166174413
>>166174561
mine got the return (You) >>166174440
get rekt kiddos
>>
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>>166174536
C&D is in the mail.
>>
>>166174081
Memes
>>
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>>166173641
Apparently exporting has decided to break dependencies from now on.
>>
>>166174664
whats a heaning?
>>
>>166175263
A way to misread this excellent font's M.
>>
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What are some cool wizards I can stea- I mean draw inspiration from?
>>
>>166175334
>excellent
oh brother, it falls apart when letters are alone - you can mistake the N or an R out of context at the top
>>
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>>166175365
>>
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>>166175675
>>
>>166172817
it was "fan art" for my game. more like a mechanic suggestion.
>>
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>>166175212
Apparently I managed to use res:// in exactly the right way in the demo.
Fucking fineprint.
>>
>>166176365
cute
>>
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Got swapping between gamepad to k&m controls display working (shows keyboard & mouse controls if input is detected from there, and shows gamepad controls if input is from there).

Also added toggle of this controls display to minimize it.
>>
So I had an odd idea for a game mechanic.

It's a CYOA text game, but several times the choices would be on a roulette wheel, as though there are things you cannot fully control. They player hits where they want to stop the wheel, but there is a large chance of drift.

Like a coin flip, for a basic example. Wheel would be 50% heads and 50% tails. Not all of them have to be even, and percentages can be tweaked to fit a situation, like fleeing a zombie can be 80% success, 20% fail.

Or if you get turned into a vampire and there's a chance you'll either do what you say you will do or the roulette wheel might cause you to give-in to your urges and bite your friend.

Kind of inspired by CoC, where you can be a corrupted, sex-addled demon person and yet still have full control over your decisions. I think we could make some cool horror games with this, like how a bad end would cause the a 100% "Bite your friends" roulette wheel.
>>
>>166177339
your abilities far surpass agdg as a community
>>
I know idea guy posts usually get ignored but I feel this is more of a question than anything. Why has no video game in the vein of Supernatural (the tv series with the ridiculous plot) been done? Like I dunno you have a world map, you travel places, hunt things, save people. Maybe some minute RPG elements for whatever then throw in some third person shootan and you're done. Why has this not been done? Is it stupid? Impossibly hard?
>>
>>166177913
I mean I won't lie, it looks decent and all that. But what? It's not something so high above us we couldn't possibly begin to divine how such a thing could bee accomplished.
>>
>>166177913
that's a bought model.
>>166177780
>CYOA
>but you actually don't control anything
go away molly.
>>
>>166177969
That's not a game idea, that's framing for a story/setting.

The Witcher has a story framing similar to that, although not in modern time.
>>
>>166177969
So The Witcher except in Supernatural setting?

The answer to your question is that video games are a bit too modular, it's hard to merge several different types of gameplay together (combat with traveling with detective work/puzzle solving). Some people just want to have fun playing the game/enjoy the combat and don't want to get "stuck" on puzzles. Other people want to solve puzzles, but don't have the skill to get past the combat section. You end up alienating two different large crowds, ending up with a very niche fanbase, which for AAA devs is not worth the costs.

A solution would be to add a "skip button" for one of the two (L.A. Noire added skip to gameplay, Lords of Shadows added skip to puzzles, as some examples), but in my opinion this feels like detracting from the original intent and artistic vision behind such a game.

Personally one of my dream games is similar to what you mentioned, basically a SCP foundation game where you're the leader of a search team and have to travel across different countries and retrieve objects/creatures while solving the mysteries behind them and occasionally fighting off monsters/cultists/superstitious locals. However the scope is too big so I plan on working on it after I've already finished and released 2-3 other games.


>>166177780
Sounds like a gimmick mechanic and not something that could carry an entire game. It'd be fun to see it, but if the writing in the text-adventure game is bad then it really won't do anything for the player.
>>
>>166178158
I did throw in a small amount of gameplay elements in there. Like I dunno you have like a HUB room where new 'cases' come in and you gotta go figure out what's going on then shoot the fucking shit out of the werewolf or whatever. As I said I was just curious why someone hadn't jumped on it when the tv series is like 20 seasons deep and it could either be something similar or a straight up adaption of the show.
>>
>>166178158
>>166178389
I did try to play the Witcher 1 once, didn't like the combat system, if I recall. The third one is better I take it?

And I see what >>166178389 means especially, it would involve a lot of different gameplay elements.
>>
>>166178414
The thing is, the gameplay elements you're glossing over is what will make it "stupid" or "impossibly hard" to do. The story framing has no bearing on the plausibility of the game, really.
A Supernatural-esque game could be executed in any number of ways, and it'd be the actual gameplay that determined if it were viable.
>>
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Surely using a discrete collision system won't bite me in the ass down the line, right? :^)
>>
Would you guys say in general you prefer a user controlled camera, or an automatic camera like in God of War that tries to give you the best view for the scene? For a zelda-type game.
>>
>>166178821
user-controlled.
>>
Screenshake good? (Y/N)
>>
>>166178742
Hmm yeah see what you mean now. I didn't really have much in mind I just had the thought the other day, 'why hasn't anything like supernatural been done?'.
>>
>>166178976
>gif
Please, no.

Screenshake looks fine.
>>
>>166178976
Make WEBMs
>>
>>166178976
looks bad.
could be the gif could not be.

Swing looks like it has no weight therefor the screenshake looks jarring.
>>
>>166178773
nah, just build around it. Everyone does it.
>>
>>166166568
Basically usa's beta.
In the final version the side are even less clear, alliance even shorter, violent attack even more frequent, and it's all inside a single country.
>>
>>166179093
how?

I'm an idiot
>>
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pushing shit around works again
>>
>>166179331
search "webms for retards" on youtube
>>
>>166177913
Force of habit, I guess. I've been browsing 4chan since about 2007, so I like to hang out here. And I got good feedback from the demo day.
>>
>>166179347
Wow you really changed the stylistic appearance of this game. What would be beneficial to moving the opponent's pieces?
>>
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My levels are spaces that are full of entities. The player is an entity like any other and goes into the same pool, but the player is still special. It receives controller input and is followed by the camera. (Other entities may or may not also have an input component.) It is also targeted by enemy entities.

But how do I keep track of the player? Do I just put a pointer to the player at the space level and assert there is only one?
>>
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>>
>>166179876
You're trying to juice before you have gameplay.
>>
>>166179912
What if juice IS the gaemplay?

Juiceplay, if you will.
>>
>>166179985
then his juiceplay is awkward and bad.
Everything is slow and clunky.

And the background with the sprites clash a bit. I get the feeling they're giants, but I'm not entirely sure.
>>
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>>166179542
The other half of that attack, which I just implemented, is to crush enemies if they're against a wall.

The basic unit can move 3 times, and its crush attack does 2 damage, which is potentially 6 damage per turn (very high as currently balanced). You would have to align it perfectly, however. Most of the time it will only get 2-4.
>>
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>>166179985
>>
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>>166180086
The sprites are all placeholder
What would make the game feel less clunky? Making the animations faster?
>>
>>166180259
I think they're a disaporition between gameplay and polish.
You're trying to polish what isn't really there.
Now everything has to be fast to not be clunky.

I think you just need to put more work into the core gameplay before trying to add special things to it.
>>
>>166180259
Don't have it flash when you get attacked, that's annoying.
Faster movement and attacks would be good.
>>
>>166180332
not everything*
>>
>tfw too intelligent for C++
>>
>>166180443
>tfw haskell has sfml bindings and I'm getting more tempted every day
>>
>>166180527
Nodev is comfy and fun like video games.
>>
Any tips for mobile gamedev regarding performance? If I want low-end devices to run the game as well what vertcount should I aim for? How many textures? How many drawcalls?
>>
>>166181146
Haskell is great though.
Most things in other languages that take 2-5 lines you can do in one.
>>
>>166180332
>>166180335
Ok, ill work on my core gameplay and try to make it feel more responsive, thanks for the feedback
>>
>>166157937
i don't understand i thought that was the enemy ship
>>
>>166181194
you can't make a game in haskell
even john carmack couldn't do it
>>
>>166179985
>juiceplay
My friend, no. No. It is not like that. That is not the way. If you go that way you will have nothing. Nothing. Nothing is what you will have. Do you hear what I am saying to you my friend. This is not a good way. It is not good. It is bupkis. A game is not much and this is not even a game. It is bupkis. Do you hear what I am saying to you my friend. Do you hear what the anons are saying. Listen to the anons. Make a game. Listen. If we knew what a game was then we would not be here. But I hear that you can find such persons as have made a game with the Google. Use the Google. Maybe they can tell you. But this, this is bupkis. This is not a game. This is just jibber jabber. My friend I know jibber jabber and this is jibber jabber. You do not want this. This is not the way to go. This is bupkis. No. You will have nothing. Nothing. Do not be a dumb goy like all the other dumb goys. Make a game. Do you hear what I am saying to you my friend.
>>
>>166181681
>you can't make a game in haskell
carmack re-wrote doom and co in haskell though.
>>
>>166181758
no, he tried but gave up partway through
>>
>>166161273

1 out of maybe 50 people will get it.

I dig it, but I'm the kind of guy who hates widescreen "retro" style games like Shovel Knight due to autism.

>>166162730

See?
>>
>>166181706
So what you're saying is...

The juiceplay revolution starts right here, right now! The age of gameplay is dead, but the juicy future, the juicture, has just begun!
>>
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>>166182206
>>166181706
No, stop shitposting juiceplay
>>
Did juiceplay kill the thread?
>>
>>166160706
I heard from my folks at MGQG snakes feel like a cheese grater
>>
Nodevs are asleep post comfy progress
>>
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>Finally have an idea to work with
>Can't sum up the energy to actually get started
>>
>>166183553
break it all down to small tasks.

make sure each single task is as simple as it can reasonably be, and can be done in a week or less. if not, break that down further.

give each task a rating of how hard it is.

give each task a rating of how important it is.

put low difficulty, high importance tasks at the top

start on the first one
>>
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>>166183485
>>
>>166183715
Neat
>>
>>166183485
progress isn't comfy
can I still post?
>>
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>typical unity user
>>
Why are the walls so short
>>
>>166184010
meant for
>>166183715
>>
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>>166156763
Where's monogame?
>>
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>>166183485
>Should be finishing refactoring some code so I can implement a new combat system
>Instead wasting time on some bad attempt at making the player sprite

I don't even know why; I haven't tried animating actual things before. Maybe the rectangles are starting to get to me.
>>
>>166183984
What the fuck, did he just put the whole game in one script without ever testing it?
>>
>>166184243
most unity fellows are not software developers
they don't have any idea what they're doing
>>
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>>166183984
>coding project at uni
>has to pass a automated test before it can be submitted
>if a function has more than 5 operations its deemed too complex
>spend more time splitting my code into 100 different functions than i spent writing it in the first place

>>166184010
No particular reason, they're just placeholders
>>
>>166184114
This
>>
>>166183984
>30k lines in a single method
>complexity limit in "programming language"
>30k lines of simple conditionals.
>doesn't even click run once during that time

>somehow doesn't know that the solution is just splitting the damn thing up into smaller functions.

Seriously, I can only assume "30 k lines" was some kind of typo and he actually means "30 lines". I can't even think of what 30 k lines of conditionals could possibly be used for in a video game.

>>166184398
>500 operations for a uni project
What was it?
>500 operations in a single function
You're a fucking idiot. Drop out of school so someone more capable can have your place.
>>
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>>165923243
added some combat to this fighter type game I'm working on
>>
>>166183978
Ok, but be sure to do it quietly else the nodevs might wake up
>>
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>>166184798
>500 operations in a single function
who r u quotin
>>
>>166185047
>5 operations in 100 functions
>>
>>166185079
They weren't originally all in one function you dummy. Had to split it up so much because something like
>if(x + y < z) { x += y; }
already takes up 4 operations
>>
>>166185198
that is one operation you retard, ifs don't count only the bracket shit does
>>
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>>
Finished the best feature of the game.
Now the Corgi could BARK
>>
Realistically... What can you expect from a somewhat experienced programmer?

Is like, shitty GW2 combat the most I could get? Or could one make TERA/more advanced darksouls combat?
If I have to find a couple of highly experienced programmers, then it's kinda hopeless...
>>
>>166185474
Well, does it work?
>>
File: door2.png (13KB, 648x506px) Image search: [Google]
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disregard this
>>
>>166185462
Not according to the stupid bot that was assessing our programs
>>
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>>166185495
>rotating turret
>no rixels
>>
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no u
>>
>>166185527
Have you even seen code generated by a bot? For example the WYSIWYG editors? It's fucking trash. Not even god could untangle that garbage. Bots are autistic retards when it comes to checking code quality and they aren't qualified to do it.
Your professor is a retard.
There is only one thing you can do now. When you submit your program, do not send it as a file, but print it out on a right side of a large paper and on the left side put a picture of the diploma.tif guy
>>
>>166185676
I complained to my professor about it and his justification was "It means people HAVE to split up their code, which is good practice!"
>>
>>166185835
You are probably laying since i refuse to believe that someone who says crap like that became an actual professor.
The correct answer to almost everything code is: IT DEPENDS ON THE SITUATION
>>
>>166185973
I wish I was. Some of the students were absolutely retarded though so I can't really blame him for being overzealous on the some of the idiot-proofing
>>
Shit I really want to make that flower girl raising game but I can't come up with actual gameplay besides watering them and giving them light/fertilizer.
I don't want to make it that when a plant has fully grown you sell it or something, and I don't want to make it so the plants can die if you don't treat them well because that would be too sad.
>>
>>166185973
>i refuse to believe that someone who says crap like that became an actual professor
You are so naive
>>
>>166184890
>fighting game
abandon all hope, ye who enter here
>>
>>166186241
If you don't take care of them properly they NTR you
>>
>>166186381
the tentative idea right now is a beat 'em up with fighting game mechanics
>>
>>166177339
>>166177913
>>166178043
I'm mostly impressed of the tools he has made for his game. That attack editor was fucking awesome.
>>
>>166186241
>too sad.
This is good
>>
Does anyone else feel like their game ideas are incredibly normal or even generic? Like successful indie games are usually somehow weird or different.

Should I be worried? I think the 'indieness' of some of those games have helped them to stand out and be successful and I'm afraid that my ideas won't achieve that due to being too normal.
>>
>>166187004
yes, you should be worried
>>
>>166187004
My ideas are shit and I will never be succesful
>>
>>166187004
i forget indie games that aim for realistic/painted artstyle in a fantasy setting 3 seconds after i see them
but then again it might be because i'm a tremendous autist
>>
>>166187004
the whole concept of
>ideas don't matter
is a meme
you need to have really great ideas to end up with a decent game
there's a reason why "game designer" is a thing that exists
>>
>>166187004
>Like successful indie games are usually somehow weird or different.
It comes from years of playing of games. The unique ones stand out. No one makes a game copying the same old shit, why would they?
Those unique ideas are used because we want to see a game do those things and not enough games are doing them. Even the best "new" ideas get their inspiration from somewhere.

in other words, don't be afraid to copy, as long as it's obscure.
>>
>>166185583
how does one go about rixelless rotation without creating 6 gorillion sprites
>>
>>166187431
8 directions is pretty decent for all angles
>>
>>166187509
? elaborate.
>>
>>166187431
By using RotSprite software/algorithm, which is also part of some pixel art software
>>
>>166187563
Draw one picture for the sprite facing North, North East, East, etc (8 in total!)

Choose one based on the angle of movement.

For most cases this will be more than enough to look good.
>>
>>166187653
but >>166185495
uses more than 8 pictures and has no rixels
>>
>>166187772
Sure, but that's overkill.

So, yeah.

Another option if you want it smoother is to programmatically rotate into rixel shit, and then manually clean up the gorillion frames.
>>
>>166187431
rotate the sprite in its native resolution
>>
>>166187431
you should be rendering your game at its smallest possible resolution, so if it's 300x200, then it should be a TINY fucking window on your monitor.
At that point, all you do is nearest neighbor upscaling and it will keep the square pixels, but be blown up to be a visible size on your monitor.
it's easy enough to do in game maker
>>
>>166187823
btw I remember riotdev (RIP) saying he got better results by upscaling, then rotating, then downscaling again
>>
>>166180106
Really like your style mate, even though I have no idea what is going on with that gameplay.
>>
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>>166187849
This.


---> P R O G R E S S <---

Starting to look like a game.

>Graphics overhaul, no more just boxes
>Juice: weapon kickback, enemy death effects, knockback on damage

>Revamped enemy movement system, now the enemies use pathfinding when they can't move directly to their goal
>>2 movement modes: random and player hunter

And a bunch of other shit.
>>
>>166188130
this game already exists it's called Shoot First
>>
>>166187849
How did this post have anything to do with the post you replied to?
>>
>>166188130
Neat

>>166188197
Nice salt my man.
>>
>>166188265
it's impossible to have rixels at native resolution. a perfect upscale can't have rixels either.

kids today...
>>
>>166188130 (me)
>>166188197
>implying I'm not blatantly ripping off (and improving on ( :^) ) Shoot First
>>
>>166188265
Not that guy but it's easy to see why, because if you rotate a sprite in its original resolution it will absolutely never yield rixels.
>>
Has anybody here ever used this?
http://www.earslap.com/page/otomata.html
Seems like it could be useful to make music. Too bad all I make sounds like shit.
>>
>>166188343
ok, good luck. i wasn't salty btw
>>
>>166188361
it's just a gimmicky sequencer.
>>
File: rope bridge.png (683KB, 1412x1025px) Image search: [Google]
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made a bridge
>>
Are you fucking kidding me? 3dsmax shortcuts can't select multiple faces?

ctrl/shift/alt, all they do is select all the face between the two faces I want to select.
As if I was in explorer, and used shift between two separated files... But you can't make it select as if you held ctrl.
>>
>>166188932
i'd eat that chocolate
>>
>>166188932
Looks awesome.
>>
>>166188957
Meanwhile in Blender.
>>
>>166188932
I wanna chop that rope and drop some enemies in a ravine.
>>
>>166158683
1-Unless there is no other way around it, no. Doing that will alienate a lot of people that could want to make a character but don't want to touch unity. Mugen was a success partly because of how smple the character creation was, as long as you had paint and notepad you could make your own character.

2-Manually, more precision

3-Yes.

4-Again, don't forget the way mugen did it. The less resources you need to make a character and stage the more mainstream tussle will become.
>>
https://www.youtube.com/watch?v=4p3tN_iFHY0&t=1031s
>>
>>166189581
>3 hours

fuck you
>>
>>166166031
dummo. thought it looked nicer that way, I dont want to make a fps. That way is a little harder to aim, just like Real life.
>>
>>166189078
I am using blender.

It's like a fucking battle against the controls.
Now I can't use my scaling or rotation anymore, after copying a piece... Instead, when I want to rotate or scale, it makes a new copy of it. Translate still works, for some reason.

Literally have to press the buttons on the interface.
>>
>>166188932
fug those are some high quality wood textures and not so high quality rope textures.
>>
>>166189717
noob to pro
>>
>>166189656
just listen to it while you work

some of you really need to listen to it
>>
>>166158683
The easier and more approachable you make your creation systems the more popular your game will be, for everyone.

see:
rom hacks vs mario maker
warcraft 3 editor vs starcraft 2 editor
game engines vs c++

just don't go so simple that you go backwards like doom snapmap
>>
>>166189581
HIT PLAY NIGGA
>>
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The momento is stating to die down. But. Yey 200 downloads.
>>
>>166189918
time to cruise on 2 downloads per day for 10 years
it's all about the long tail, yo
>>
>>166188130
dunno why people are bullying you. game looks like a neat tds
>>
Can anyone give a rundown on turn based rpg combat?

I was thinking of the obvious
>stat
>value
Moves with a duration would be added to a list, decrement the duration each turn, do actions each time or when it's 0. e.g. a debuff would debuff on entry, buff on exit.

`Seems functional, but it's not a subject well documented and I can't trawl through github right now.
>>
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>>166189998
As long is not a zero. Im happy.

People could leave feedback though. 200 downloads and nobody said a single word. Not even to call it shit
>>
>>166159829
>>166160380
you are a fucking pussy
>>
>>166190016
I'm pretty sure nobody is bullying me. One guy just pointed out it looks like Shoot First, which it does because it's inspired by said game.

But thanks :^)
>>
https://youtu.be/7KXVox0-7lU
I haven't laughed this hard in years.
Really it's amazing the games Bungie managed to release despite all of the effort they put into preventing themselves from getting done.
>>
>>166190519
why are you pretending to be the dev?
do you honestly have nothing better to do?
>>
>Camera in unity is shaking when it makes any movement
>an hour later, frustrated that I can't find the problem, close unity.
>Come back to it after I eat, problem is gone

I hate that shit.
>>
>>166188130
keep doing the good work
>>166190519
fuck off retard
>>
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>>166190746
>it's a "the physics in Unity are sperging out and causing everything to explode into another dimension when the game starts but it stops happening after a restart" episode
>>
>>166190746
Use a closed-source engine, they said
It doesn't matter that it's so massive that they can no longer fix bugs without breaking compatibility, they said
>>
>>166190746
do you have the last version?
Each time they make a new version of unity my fucking editor just stops working and freezes constantly.
>>
>>166190973
Nah I'm using a few addons that aren't compatible with the latest version so I'm not upgrading until I'm done my game.
>>
>>166190746
How can an engine make that difficult to debug? Isn't there a clear way to figure out where your camera is being affected.
>>
>>166190746
UE4 also has seemingly unsolvable issues that resolve magically with a restart, just so you know.
>>
>>166191042
thats probably it then. did you try to desable the search for new versions?
>>
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>>166190653
>500 core developers
no fucking wonder destiny is garbage

I genuinely think it's impossible to make a good game with more than 50 developers, and impossible to make a masterpiece with more than 20
>>
>>166191073
My favorite is when the editor crashes when trying to move an asset into the scene for no reason.

Not enginedeving was a mistake.
>>
legit question:
do you think a mobile game made with the intention of being good and feature complete without nickle and diming the player would generate positive attention?

sometimes i play mobile games when there are power issues (lots of storms around here) but even with paid apps, pay walls are frustrating

or is that a bad idea since the mobile market is shit? i feel like there is good potential but i dunno
>>
>>166191153
> impossible to make a good game with more than 50 developers

arbitrary contrarianism
>>
>>166191153
>I genuinely think it's impossible to make a good game with more than 50 developers,
Developers being what exactly?
Core programmers or total amount of people working on a game?

50 people for a AA/AAA game is not a lot.

I do think more than a hundred or so people not counting marketers and all the other non-game spots starts to negatively affect a game unless you have SSS+ management.
>>
>>166191153
You haven't even seen the 15 megatask system they used to build their game. The amount of people isn't the issue.
>>
>>166191230
I feel like making revenue from mobile game is literally impossible without gorrilion marketing budget desu
>>
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>>166190653
>tfw a Bungie developer tries to explain their multithreading architecture to you
>>
>>166190712
>>166190787

what the fuck guys
>>
>>166191330
50 people is about the average AAA team back when AAA was still decent
>>
>>166191415
That doesn't look that bad though. From afar anyway.
>>
>deving like a madman
>eat a meal
>can't dev
hmm
>>
>>166191508
When was that exactly?
Teams were huge even in the early 2k days.
>>
>>166190653
drinking game

everytime he blinks take a shot
>>
>>166191415
how many of these are graphics stuff that don't improve gameplay at all?
>>
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Ok so I know all I do now is post camera related shit now but I've been watching a lot of God of war vids are I really really like the dynamic camera they have. So I wanted to try it out since some ppl said they don't want to use the mouse to control the camera. Is something like this good for a camera system? It's kind of nice on my end because I'll never have to worry about clipping or the players view being obstructed.
>>
>>166191786
it's fine but I'd panic a little if there were enemies behind the camera that I can't see. so for combat areas I'd imagine you'll be positioning the camera differently. just like in God of war, you'd likely have different ways the camera is positioned per area, for this.
>>
>>166191786
Why not have an option to switch between dynamic camera and controlled camera?
>>
>>166191786
Seems quite jerky
>>
Asking again.

If I want a game with "action combat", much like TERA/enhanced dark souls, with proper animation integration... Do I need a real professional, or is a semi-experienced hobby programmer good enough? Or a student programmer?

How long would it take to actually code such a combat system?
>Animation starts
>Attack animation starts, moving hit boxes as collision
>If it collides with player, count as a hit
>Ending animation
Possibility to "combo" attacks may also be there, where you'll activate an attack faster (like skip start up animation) after a specific attack.
And as said, actually have all of this transition well with each other, so it looks fluid.

After that, some game rules, probably DM/TDM to start with.

Or would I need multiple coders for such a game? If we're looking for a 6-12 months project?
Obviously using something like UE4, or unity (rather not, never seen a good unity game), not having them write a whole new engine.
>>
File: MenuAnimations(1).webm (2MB, 720x480px) Image search: [Google]
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Did a small generic animation that I can use on any window/dialog.
>tfw too retarded to use Unity's animation system and had to code it myself.

>>166158683
I feel like you are making these questions way in advance, I'd focus on having a playable set of characters before making the game moddable. People need to get interested on it by playing first, and also doing that might help you answer most of those questions on your own.

>>166163287
Looks great

>>166167046
I thought that was a group of humans being disposed of and it seemed interesting.
I've never seen a sports game posted here, good stuff.

>>166169418
>>166183715
Looks good, the green skin blends with the gray hat too much though, maybe a lighter green would be better.

>>166170005
Cool. You are pretty fast at modeling stuff.

>>166177339
Good progress.

>>166178976
>>166179876
Too barebones to tell, maybe add more stuff to your game first.

>>166179347
Snek? That style looks interesting.

>>166179642
Yes, you could also use a static reference to manage that.

>>166184890
What's the plan for this?

>>166185495
You are using Godot right? I think the Godot people would probably be interested in promoting your game in their homepage once you finish it, it looks pretty nice.

>>166185635
>frame moves with rest of the door.

>>166188130
Looking pretty juicy

>>166188932
Excellent textures.

>>166191786
Looks fine, can be improved but I'd get on to other things and get back to polish it later if I were you.
>>
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Adding backstories, that will slightly change the game
>"Granted, I wasn't in the best shape then": -5 REASON
>"I just was released from a hospital": random treatment card, -5 STAMINA
>"It was a complicated case": 6 mysteries needed, instead of 5
>"When I got there, it has already started": 5% doom, starting in day 2
>>
>>166193141
That's a good decision, it will add a bit of replay value.
>>
>>166193062
this is looking pretty neat
>>
File: shooter6_guns.webm (3MB, 480x300px) Image search: [Google]
shooter6_guns.webm
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PROGRESS

More gun variables: Bullet life, bullet size and bouncing bullets
A few more guns utilizing new features

A new enemy type
>>
>>166193483
nice nuclear throne clone
>>
How do you feel about #tagging games which are similar to yours?
>>
>>166193062
Nice, when is this playable?
>>
>>166193590
It's the fans that should be doing it, not devs. It feels cheap
>>
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>>166193590
Makes you look like an absolute cuck

>mfw a game on Steam mentions its inspirations by name
>>
>>166192027
>it's fine but I'd panic a little if there were enemies behind the camera that I can't see. so for combat areas I'd imagine you'll be positioning the camera differently. just like in God of war, you'd likely have different ways the camera is positioned per area, for this.

Yeah pretty much. Gonna do a lot of studying looking at the God of War games to see how they deal with their camera in different scenes.

>>166192219
>Why not have an option to switch between dynamic camera and controlled camera?

Far too many headaches. For example with a dynamic camera It can be pointed to and zoomed in on an area of interest to help the player know they need to go there. If they are using a controlled camera no such thing can happen.

>>166192265
>Seems quite jerky

Yeah looking at the webm it does look kind of jerky, I assume its because of the quality of the webm and not the game though since its not as apparent while playing. Though I still need to play around with the ease in and ease out aspect of it to make it a smoother transition between camera change points.

>>166193062
>Looks fine, can be improved but I'd get on to other things and get back to polish it later if I were you.

Yeah agreed Ive got a backlog of shit I really need to get to.

I'm sticking with this camera for the final time, I promise!
>>
>>166193683
Is that even legal?
>>
>>166193573
thanks
>>
>>166193710
>no such thing can happen
Well, you can force control of the camera and zoom in for a second or two
>>
>>166193590
>#hey guys I'm making a cheap rip off of "much better game", why would you buy my game instead of theirs? Because I made my game!
>>
>>166193590
Wouldn't that be used against you in case of a lawsuit or C&D situation?

>>166193446
Thanks!

>>166193649
It has beenn 100% playable since the second day of development, but I still need shitloads of polishing before I can release a demo. I want to have it in a state where all that's left to add is more content.
I feel like releasing a game without decent visuals might be shooting myself in the foot.
>>
>>166192817
Anybody knows?
Want a reality check.
>>
>>166194024
>dark souls
you should give up on trying to make meme games
>>
Where can I find royalty free Anime for my video game?
I want to bait weeaboos into playing it
>>
>>166194024
>>166192817
you can probably do that in minutes with ue4 if you already know the engine
for example, see this webm
>>166184890

as for how experienced a programmer you need, you just need someone who doesn't quit after a week and isn't completely incompetent
>>
>>166185583
>>166187431
Excuse my ignorants but what is a rixel?
Rotated pixel? That is, rotating after scaling?
Yes? That would destroy illusion of a low resolution
>>
>>166194237
a rixel is a rotated pixel image with smooth edges instead of jagged edges. It looks incredibly jarring
>>
>>166194131
make your own faggot
>>
>>166193141
That's hot
>>
>>166194193
That webm isn't very impressive...

I mean a really good combat system, with really fluid animation stuff (I mean in the programming side), and effects.

Not just shooting projectiles, but integrating hitboxes into animations...
Oh, and also multiplayer.

>>166194091
I said enhanced dark souls, dark souls only have the very basics of "action combat".
>>
>>166193483
are you the dev who was making that cool as shit metroid-like game with the rad mobility and hookshot stuff? Your little character and art style look similar
>>
>>166194024
>>166192817
That's pretty common stuff, so it shouldn't take too long even with a mediocre programmer, however depending on how polished and elaborate you want things to be such a project could take years.
>>
Do you guys have any resources for guard routes in top down stealth games (in unity)?
It seems unity has an integrated nav mesh, but it only works in 3D
>>
>>166185495
Oh shit, this is still alive! It's looking very good.
>>
>>166191153
Are you shitting me? Handmade hero had 500 devs? It looks like garbage. I always thought it was only one guy working on it
>>
>>166194743
having "really fluid animations" requires someone to make "really fluid animations"
it doesn't have much to do with programming
the webm demonstrates all of the other things you wanted
>>
>>166193723
Why would it be illegal
>>
>someone posts progress of a good functional game
>but it uses only cubes
>2 meme replies, only 1 "nice" reply

>someone posts a bridge
>4 "awesome" replies

Every time.
>>
>>166191786
instead of having the camera go by "phases", like you do right now, I would have it moving smoothly along with the player.

I was the one who suggested the GoW cam to you, btw
>>
Why is there no torrents for aseprite? I don't want to pay 15 bucks to make better pixel shit
>>
>>166190653
What the fuck? Does he have the turret syndrome? If he squints one more fucking time i'm going to fucking punch him
>>
>>166194842
You got me. The character design is actually exactly the same, only with a bigger gun. The platfomer project got bloated as fuck, but I still have it.
>>
>>166195371
>wanting to pirate an open source program
Is this a meme?
https://github.com/aseprite/aseprite
>>
>>166195308
>don't care about presentation
>surprised you don't get replies
>>
You guys ever get one of those problems that just makes you sit and do nothing for an hour because you can't think of a solution.

In the middle of that right now (and most likely will be again tomorrow )
>>
>>166195515
This is amateur game dev. Do you understand what the word game means? Probably not.
>>
>>166195308
No one owes you any replies. If you post boring/ugly shit I'm just going to scroll over.
>>
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>>166195605
Where is your game?
>>
>>166195410
I hope you return to it one day with a clearer mind and a more streamlined approach.

Still rooting for you though, I look forward to this game too, if you really are taking inspiration from shoot first, that's pretty rad
>>
>>166195257
Because you're using someone else's brand to make money.

Off-brand cola can't write "It's like Coca-Cola® but cheaper" on their bottle.
>>
>>166195643
Thank you for proving my point.
>>
>>166195747
No problem. Either shitpost or get good art if you want attention.
>>
How do I motivate myself to work on something nobody will ever play, instead of just going back to sleep?
>>
>>166195308
I look at every progress post, but I only reply when I actually have something to say about it. So sorry I didn't have something to say about your game.
>>
>>166195730
they can say exactly that in a commercial
>>
>>166195791
if you want people to see it, motivate yourself by working on a game so interesting it will peak everyone's interest. Get creative.
>>
>>166195308
>be enginedev autist who doesn't understand what makes the game fun
>expect anything
Sorry, I keep my (you)s for the cool kids
>>
>>166195562
yeah, usually the solution pops into my head when I'm doing something unrelated. maybe try going for a walk, or having a shower or something?
>>
>>166195791
Making something is also about improving your skills, not just getting recognition.
>>
>>166195419
>aseprite
>open source
The code is publicized and compiling it for yourself isn't hard, but Aseprite is not open source
>>
>>166195679
Thanks.
>>
>>166195104
It demonstrates nothing of what I wanted.
It demonstrates 2d movements with physics-less projectiles.

I'm pretty sure the programmer has to stand for the transition of animations, like when or how the limbs should start to try to transition to the next animation etc.
Not just, "oh now animation 1 is playing... something happened... So lets just play animation 2 immediately without a transition".
>>
>>166195873
Not in civilised countries
>>
>>166195927
I actually think I just solved it lol.

Basically my issue was that in my GOAP planner I want to "reserve" objects in the scene so that I can't have two entities trying to form a plan with it.

But I'll probably end up taking a shower anyway to think about somethings
>>
>>166196170
Alright, the point is it's free, so there's no reason to pirate it.
>>
>>166196170
It is open source. It is not free software.
>>
>>166196234
it's like 90% of what you wanted, even though the games are not even the same genre

I'm not sure how to communicate this to you effectively
>>
>>166196304
Interesting problem.

In real life, dibs/ownership is not a property of an object, but an emergent property of interpersonal interactions between the actual owner and other people who might have been the owner. One way to distill this down for AI is to make communication with nearby entities part of the process of an object acquisition plan, like maybe as soon as an entity decides he's gonna pick up the bazooka, he announces "I'm going to pick up the bazooka" and then all the entities around him add his ownership of the bazooka to their knowledge states. You might still get some contention over objects at the planning stage, but since you're using GOAP you should already be accounting for the cost of entities frequently assembling a plan and then having to discard it a few seconds later when the prerequisites for executing it are no longer true.
>>
>>166196430
It is free as in liberty.
Also free as in beer if you're not stupid, anon
>>
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>>166193141
I should finish it this weekend, post backstories ideas
>>
>>166196430
It is source available. OSI defines "open source" very similarly (at least at a technical level) to FSF's free software, and it is the accepted, common usage among developers.
>>
>>166197561
The schoolgirl fucks foreign guys in love hotels and she got cursed because one of them turned out to be a necromancer
>>
>>166193483
When did you start learning to code?
How long have you been developing that game?
>>
What about an online game that disguises stock trading as some mechanic
Then you watch the best players and replay their trades for real
>>
>>166174081
apples
>>
>>166197826
gta 5 already has that
>>
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Last PROGRESS post for tonight.

>Added environmental hazards, aka SPIKES
>Another gun showing the effect of large firerate + gun kick
>>
>>166181194
brain cancer
>>
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>>166197896
>>
>>166197727
What do you mean?

>When did you start learning to code?
10 years ago? I think, maye a bit more

>How long have you been developing that game?
A week, give or take. However, I've pretty much done everything in the game before this, so it's not like I'm doing anything completely from scratch, just combining things I've learned.
>>
>>166196936
It's nothing of what I wanted.
You think that webm represents 90% of this? https://youtu.be/HkIel63zsZg?t=50s


What's 90% done with dishes to you? Put on the tap water?
>>
>>166193062
in the animation of the screens, maybe keep black than white... white hurts my eyes...
>>
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I have a strong lateral punch, and a strong uppercut.

What's something interesting a bomb knocked into the air could do?
>>
>>166197352

I did think of a similar system, I have a state system that is basically a list of a personal state and the map state that is used when planning actions.

Personal state: isHealthy, haveTool, haveWeapon, canUseMagic, isWearingClothes, etc
WorldState: isRaining, noEnemiesOnMap, etc
Basically this state list is used during the planning process to satisfy preconditions of actions and it works fine now. So I could give this list of states to nearby people.

The reason I chose not to was my plan is to have relatively big settlements, basically you wold start with 5 people and you could reasonably get to 40-50 members of your settlement. The issue with that system was you could be announcing to 50 people that you're about to open a door. If you make it local, the issue is with that is what happens when two wood workers on opposite side of the map want to use the same work station? While this isn't a big deal with just a few people, having a settlement of 50 people trying to find a seat inside of a church for a marriage ceremony could just look absolutely horrible. Especially with all that extra path finding as they all realize their seat is taken over and over and over.

Right now I just pass a list of actions to the entity, then the entity goes through each actions and does a request for all objects to reserve. Then the entity goes through all objects and flips the isReserved bools and tells the object who he is reserved by (for UI reasons).

When entities request objects the Map class only returns objects that aren't reserved, so all in all, I think this may work. Any glaring issues with this?
>>
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Well, mid year exams are done, so it's time for a break and some progress too hopefully.
I added a hook which can be used to attach the ship to stuff. (Like to anchor it to another larger ship, so it won't float away)
I will have to add a separate hook on the back somewhere, since this one can't be used for pulling stuff, due to the attachment position, where flooring the gas will make you puke instead of pull.
The webm is shit quality because it's long.
>>
>>166198550
Explode?

That game actually looks like something, and is original.
>>
>>166197516
I hate this "free as in X" shit, I never understand what it means.
>>
I just want to make a comfy game you can pay with a gamepad.
>>
>>166197516
>liberty
liberty ain't free though, it has been paid for many times with blood of the patriots
>>
>>166198984
Free as in you don't have restrictions in it (Liberty/Libré), but not Free as in no charge (Gratis)
>>
>>166198550
Was this the same game that was being made for the Zelda Jam last year?
I think just exploding in the air would be fine, especially if you have flying enemies, or maybe other things that could be knocked out of the air.
>>
>>166198984
It doesn't mean anything, "freedom" is an invalid category that exists to distract the populace
>>
>>166198476
>player input
>play animation
>ignore input while animation plays
Not that guy but yeah, that webm represents 90% of your video(animation wise).
>>
>>166199058
play*

fug
>>
>>166197561
You have always been ill since birth. This closeness to death, however, allows you to better attune to the spirits around you.
-x strength
+x whatever magic/spiritual stat you have
>>
>>166199195
There's animation canceling, and transition, not visible in that webm.
And it has 0 content.

Can you say you have 90% of a level when you only have 1 out of 1000 assets?
That's 0.1% done, or less than that, not 90% done just because the assets takes the most amount of work (and because you've done one, you can do all the other ones instantly :DDDD)
>>
>>166197516
>>166198984
>aseprite
>freedomware

>(b) Distribution.
>You may not distribute copies of the SOFTWARE PRODUCT to third parties. Evaluation versions available for download from David Capello's websites may be freely distributed.

>(d) Rental.
>You may not rent, lease, or lend the SOFTWARE PRODUCT.

>(g) Source code.
>You may only compile and modify the source code of the SOFTWARE PRODUCT for your own personal purpose or to propose a contribution to the SOFTWARE PRODUCT.

No. Kill yourself. Just because something is on Github does not make it free as in stallman
>>
>>166199345
I don't think you're the original poster of the question, but the original post was only asking about the programming aspect of it.
>>
>>166195073
They are talking about Destiny, not Handmade Hero.

Handmade Hero is one dev. One pure enginedev. The whole point of Handmade Hero is enginedev, so I guess it succeeds at what it sets out to do, which is to demonstrate that even 1MA programmers who know how to write code cannot even start making a game let alone finish it if they enginedev instead of just like make game.

Before Handmade Hero, Casey spent several years making a game that he never finished. Bless his heart, it is what he does.

Which does not mean that you should not write your own engine, by the way. Carmack wrote the engines for his games because the games he wanted to make required new engines. Now most games that are made are derivatives of the games he made. That is the way to do it. Stuff like Handmade Hero is just enginedev so that someone can be the expert on enginedev, just like stuff like Destiny is scaling projects up to 500 core developers just so someone can be the SSS+ manager or whatever. It is a career track. It does not have anything to do with actually making games.

Enginedev is for impressing programmers. 500 core developers is for impressing managers. If that is what you want to do then do that. If you want to make a good game then you need to just like make game. Which may or may not be easier if you develop an engine or write a language or whatever but definitely does not require you to enginedev or to manage 500-600 people.
>>
redpill me on Allegro
>>
>>166199410
It's free as in you can compile and use it for yourself, for free.

Who cares if you're not allowed to distribute it? Were you going to distribute it? No, you're just going to use it for yourself.
>>
>>166199662
Been around forever and nobody uses it.
>>
>>166199345
Most engines automatically transition/blend animations. Programming wise(what the original poster asked for) you are just checking for player input and then play the corresponding animation, animation canceling is just accepting player input while the current animation/attack is still running.
>>
>>166199156
>>166198949
Yeah, I figured I'd change it a bit since it didn't have to be Zelda any more.

I don't have any flying enemies at the moment but they could be a thing, if I can figure out another more reliable air weapon.
My current idea is to make them explode like a firework
>>
>>166199653
>The whole point of Handmade Hero is enginedev, so I guess it succeeds at what it sets out to do, which is to demonstrate that even 1MA programmers who know how to write code cannot even start making a game let alone finish it if they enginedev instead of just like make game.
If you watched five minutes of it you're realize it's a tutorial series.
>>
>>166199672
I didn't say it mattered (even though I think it does), my point was that it's not "open source" or "free as in liberty"
>>
Is Polycode dead?
>>
File: help.png (2MB, 1920x1080px) Image search: [Google]
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I asked this before, but does anyone know how to fix this in CryEngine 5? The textures on terrain only paint in blocks for me
>>
>>166200129
I remember running into this shit back when making shitty maps for crysis, can't remember the fix, something to do with the base layer, try asking on crymod or crydev or whatever the fuck they call it now

>paying for gayengine

do you have maya or max too?
>>
>>166200240
I have both of those.
Also, CryEngine is free now.
>>
>>166199598
>>166199728
Net code only making up 10% of that?
>>
>>166200634
depends on the game
an MMO is going to take a lot more work for that, but I imagine anon isn't trying to make an MMO
>>
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Some interesting stats on the amount of women who play various genres of games. As expected the 50% figure was misleading. On the other hand the data clearly shows that if you're making, say, an RPG women are actually a huge part of your audience.

http://www.gamasutra.com/view/news/289642/Survey_Women_MMO_players_love_The_Old_Republic_arent_really_into_World_of_Warcraft.php
>>
>>166199662
>barebones enginedev library
>ugly API
>not battle-tested
>no killer features to pick it over SDL2
>>
>>166193141
Why did you decide to make the backgrounds give a penalty rather than a bonus?
>>
>>166200832
>amount of women who play
Nobody cares about casual games.
>>
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redesign the turret bot a bit
>>
>>166201140
Do you know how to read? This is not just about casual games.
>>
>>166201140
When I think of the recent super-big indie successes they have decent grill audiences
>undertale
>stardew valley
>>
>>166201227
yes and?
>>
>>166201227
Stardew valley was comfy for a bit and then I lost interest.
Still enjoyed that time though.
>>
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>>166201112
There will be neutral and positive backgrounds too
>>
>>166201227
Apparently a third of all JRPG players and a fourth of all WRPG players are women, which is pretty significant. On the other hand they only make 4% of the audience of tactical shooters. The data is pretty interesting.

>>166201419
Do you intend to balance them somehow?
>>
>>166201419
> uzumaki
> spiral

stop this pleb tier garbage
>>
>>166201215
Anyone who believes that women spend time on anything else than casual games is an idiot.
>>
>>166201208
>moxels
you need less polygons if you are going for the low poly aesthetic.
>>
>>166201653
This is factual data collected by a professional agency dedicated to doing so. Your precious feelings do not change reality.
>>
>>166201514
>Do you intend to balance them somehow?
nah, it's an optional mechanics that is there to spice up the playthroughs if a player wishes so
>>
what the hell is a clixel?
>>
>>166201734
If you don't balance them I think most people will just pick what they think are the strongest choices. Are you fine with this?
>>
What engine would you guys recommend if I wanted to make a 3D, multiplayer sandbox with independently hosted user servers that looks and plays a bit like the following:
-Rust
-The Forest
-Kingdom Come: Deliverance
-ARK
Right now I'm toying around with Unreal 4 and CryEngine. Any suggestions? I'm a University-level CS Programmer experienced with most of the standard languages used in games and an experienced animator.
>>
>>166201967
If you need to ask you probably should start with a simpler game first.
>>
Is it reasonable to have a spell hidden away in some obscure place that requires the player to do certain things in a specific order and it's completely obscure as shit and requires puzzle solving when the pieces are all scattered around all over the place?

The spell lets you imbue a weapon with a spell, letting it activate and cast on weapon strikes for a random number between 1 and 4 strikes.
>>
>>166201732
>professional agency
>>
Is there a C++ framework that provides some basic features that are present in Love or GameMaker and isn't absolute garbage? Specifically basic scene/resource management and some basic collision detection
>>
>>166202065
>Data I don't like isn't data
literally SJW-tier
>>
>>166202141
SJWs are liberals
it's the conservative Trump people who don't believe polling
>>
>>166202061
Obscure isn't fun. Difficult to obtain is, but you have to have some inkling that it exists in the first place.
>>
>>166202032
It's more or less just asking for different opinions from people who have used other programs. I'm only really versed in those two.
>>
>>166201967
You'll need a competent experienced team first, and when you'll have one, you'll pick the engine your team is most familiar with
>>
>>166201826
the pixel that represents the clit
>>
>>166202068
>basic scene/resource management
Things like Ogre, Irrlicht, etc. have that built in but other than that there isn't anything generic that I know of. How you do this kind of thing has to do a lot with your needs.

>basic collision detection
There are lots of collision/physics libraries.
>>
>>166200634
>animation
>netcode
wat
>>
>>166201674
>mixed voxel
>polygons

???
>>
>>166202418
molygons don't sound as cool
>>
>>166202068
>Specifically basic scene/resource management
no, although you'd get this with an engine (ue4) if you want more than a library
>and some basic collision detection
yes, you could use a physics library like bullet and just use the collision detection component if you don't need the physics
although you'd also get this with ue4
>>
>>166202452
Peter Molygons
>>
>>166202068
I used box2d library for physics once, it's ok I guess
>>
>>166201835
Same thing with easy/medium/hard difficulties. If they have fun picking a positive background and enjoy the game that way, that's great.
>>
>>166201732
>This is factual data collected
Your call, where's your proof?

How about showing the average playtime? The average age? We don't even know the number of women that got studied?

Running a low quality rpg on my IPhone for 4min doesn't make me a rpg player.
>>
>>166202642
Follow the link and/or visit Quantic's website.
>>
>>166202061
It's pretty easy to miss spells, weapons and quests in Arx Fatalis.

I'm okay with it, it's fun to see webms of stuff I didn't encounter in the game. Also encourages replaying.
>>
>>166200389
>CryEngine is free now.
oh really? that's interesting

but maya and max aren't, far from it, and as far as I know they still require the plugin for certain assets like boolean meshes, characters, vegetation and vehicles

I also don't recall it being particularly pleasant or well documented to program for
>>
>>166197561

>desensitized
>growing up out of the ashes of World War 2, corpses and mutilation have been a common sight to you at a young age
>moderate minus to charisma, but anything that lowers your REASON by 1 will not work.


>"I ended up having a big debt from a moneylender. But come to think of it, a lot of people owe me some favours..."
>I dunno how you'd give rules to this one, but I just thought the tiny backstory here sounds good. maybe you have a spell-like card that allows you to get money from people who owe you (time advances when you use it, and you need to succeed a roll to get the money). but at set intervals you need to pay up for your debt or you'll get a combat encounter of a goon hired by the loan shark


>reluctant hero
>you were never confident and you always second-guess yourself, but when you put your mind to something, you get it done no matter what.
>progress on mysteries are slow at the beginning, but quickly speeds up toward the end


>disillusioned
>you recently caught the love of your life cheating on you. somehow this made you an irritable person and you're always itching for a fight
>any deductions to your REASON is doubled, but you have a natural bonus to damage


>you used to be bright and cheery, but after the death of a loved one, you were never the same. nothing makes you happy anymore, but this left you with a steel resolve to face off the horrors
>you start with lower amount of REASON, but the first 2 points of sanity damage you get from non-human enemies are always ignored
>>
>>166201227
Never thought about that, seems right.

I work as a nightclub doorman from time to time. Club owner always tells me that "if you can get a large group of women to like your product you are destined to success".
>>
>>166202068
Godot
>>
>>166202832
Different guy here & I agree.

As someone who just likes making maps for the sake of it, Cryengine was a godsend back when my options were Unity or Source.
But actually making a game with it would be a bitch.
>>
>>166202978
Women don't pirate so inevitably they're the better market to target for digital content
>>
I just learned about Godot. It seems nice. I had just started making a platformer on Unity. Should I switch?
>>
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I feel like making a game with a lot of politics but I feel like I am too dumb to do that
>>
>>166203349
You are probably too dumb to make a game then
>>
>>166203556
And where is your game?
>>
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>"Bully not so tough since getting cut in half."
>>
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>>166203018
oh I just checked and it seems like they added animation import with 5.2, and there's a C# api

might be worthwhile looking into now for a low budget indie now
>>
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Disclaimer: I know nothing about ships.
>>
>>166203349
man I love arcanum
>>
>>166201674
I'm going for the low poly smooth aesthetic
>>
>>166203889
that's an oxymoron
>>
>>166203835
ikr, reading this thing rn
http://www.gamasutra.com/blogs/FelipePepe/20160524/273179/Why_I_want_more_Politics_and_Economy_in_RPGs.php
>>
>>166203974
no it isn't, it's just goraud shading, not everything low poly has to be meme poly
>>
>>166203816
Square sails are situational.
>>
>>166203974
you have no clue what you´re talking about
>>
>>166204017
Felipe is the rarest pepe and a prestigious gentleman.
>>
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>>166204108
the top part is way too round
look at the wheels on this thing, hardly as round as that
>>
>>166204227
Fuck off you idiot
>>
>>166198737
I wanna play it
>>
>>166204267
not an argument
>>
>>166204227
>no HP
>broken shield

SHIT NIGGER WHAT'RE YOU DOING
>>
>>166204227
you can clearly see that the top part is smoothed.

So what if I used a few more polys
>>
We've got mixels and rixels, but introducing a whole new type of pixel: dixels.

I don't know what dixels are but I like the name so we should use it.
>>
>>166204461
the more polygons you use, the further you stray from the low poly aesthetic
>>
>>166202369
>>166202456
I want to avoid going enginedev, including gluing a bunch of different libraries together, inventing data formats for everything, etc. but keep C++ because of it's tools.
E.g. literally something like Love but without Lua because Lua becomes real pain in the ass to deal with real fast.
I guess I'm asking for too much, heh.

I know there's Polycode, it looks cool but it seems to be abandoned by devs in mid-process of refactoring fucking everything.
There's also Angel2D, but it's incredibly poorly written.
I don't want to use Unreal Engine because it seems to be a total overkill for me.
I don't thing I can recall any other fully-fledged frameworks for C++.
>>
>>166199836
Right. It is an enginedev tutorial. If you actually want to make a game then not only do you skim it and only pick out what you need, which is what it is designed for, but you realize that you don't need somewhere between 99% and 100% of it. More to the point, it will teach you nothing about how to just like make game.

In theory Handmade Hero is actually supposed to end up with a game at the end, or at least that was my impression when I looked at it. If any game ever gets made, it will suck because the whole approach is enginedev, not gamedev. Thus you will learn nothing about how to actually just like make game. Anyone who thinks they will learn how to do that by following those tutorials is tragically mistaken.

There are tutorials for how to just like make game. Not surprisingly, they are made by people who have actually made a game. One example is http://www.pentadact.com/2015-07-09-let-me-show-you-how-to-make-a-game-with-no-experience/. Now arguably this is a terrible no skill bloated mess of a tutorial that will teach you all sorts of terrible things that you will have to unlearn immediately, but as a tutorial it has one huge advantage over Handmade Hero, and that is that it is actually a tutorial about how to just like make game and not a tutorial about how to enginedev.

If everyone knew what just like make game was and how to do it, then this tutorial would be worthless and Handmade Hero would better because it is at least a theoretically useful resource. However the fact is that 99.99% of games fail because of mistakes like thinking that enginedev is the same as just like make game when in fact it is not.

Just like make game is a skill, just like enginedev is a skill. Some people have it and pretty much anyone can learn it. The difference is that just like make game is a required skill. If you do not have it, your game will not get made.

Like most things, most people will only learn this the hard way, if they learn it at all.
>>
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Comfy Kids guy postin progress.

textured some of the tiles a bit more, started work on the main character (boy) walking frames. Based his sprite off survival kids, but giving him more animation frames and a JUST haircut.
>>
>>166204580
Imagine if he doesn't care about that and just likes the look. Imagine, for just a moment, he like how his game looks.
>>
>>166197561
"You were just diagnosed with a terminal illness"
Have to complete the mysteries in a certain number of days, basically an extra timed mode. Could also make it a hardcore mode giving penalties to reason and stamina
>>
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>>166204632
>wrong image
JUST FUCK MY UPLOAD UP
>>
>>166204653
you need to consider what other people will think of the game if you plan on releasing it to the public
>>
>>166198550
If you have an air punch it could be cool to upper cut then hit it in the air for extra distance
>>
>>166204583
your choices are to use an engine, or to string a bunch of libraries together and make your own engine

>I want to avoid going enginedev, including gluing a bunch of different libraries together,
then what you want is an engine
use UE4, it is a C++ engine
>>
>>166204583
MonoGame is probably up your alley if you don't mind C#. There's nothing really similar for C++.

>>166204585
I'm not sure what your point is.
>>
>>166203248
Is your platformer 2D? If yes, then Godot would be better.
>>
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>>166203767
never mind I just realized the UI still relies on flash
>>
>>166204772
and what makes your opinion valid?
>>
>>166204848
Seconded for Monogame
>>
how do i lerp between n vectors?

lerping between two vector would be A + (B - A)t

how do i expand that to work for n vectors such that t still only goes from 0 to 1 to get to the end of the path? i don't know the terminology, not sure what to google.
>>
>>166205090
>going for low poly aethetic
>clearly not low poly
?????????????????????????????????
>>
>>166205169
Bezier curves. For example, with three points you have:
lerp(lerp(A, B, t), lerp(B, C, t), t)
The generalization is quite straightforward.
>>
>>166205192
What do you mean not low poly?

The model is around 300 tris
>>
>>166202370
Are you literally retarded?
Your entire memory can only consist of 2 words, or what?

I have seriously never seen an as stupid comment as yours.
>>
>>166205192
I kind of liked that it had the feel but still looked smooth and not blocky
>>
>>166205169
>>166205236
Well, that's assuming you want it to be curved. If you want it to be line segments, then you have to do something like:
t < 0.5 ? lerp(A, B, t*2) : lerp(B, C, t*2 - 1)
>>
how to rip models from games?

I'd love to use some Skyrim and witcher armor as a starting point for my armor
>>
>>166205331
pretty sure that's more than the solid snake model has
>>
>>166204585
While we're at bashing Handmade Hero, it's not even a really good enginedev tutorial

It's a mishmash of useful theory, but mostly conveyed in a shitty video "tutorial" form which makes learning them much more time consuming than reading a respective article on topic.

Programming-wise Handmade Hero dev is spreading malpractice because he's stuck in the 90s when he was writing a video codec (his background isn't even very gamedev related)

>>166205642
People who make SFM porn are less lazy than you are
>>
>>166205721
>Programming-wise Handmade Hero dev is spreading malpractice
Why, because he isn't splashing OOP all over the place?
>>
>>166198485
Noted, it's still WIP anyways.
Thanks.
>>
>>166205363
>>166205236
i need straight lines, i know can do it with comparisons but i was wondering if there's a smarter way to do this.
>>
Is it true that nofap makes you better at gamedev?
>>
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>>166205715
yes but low poly now is not the same as low poly then.

Also most important is to have a consisten style more than worrying about meme polys
>>
>>166205962
No, not really.
>>
>>166203721
>not grabbing the conquestador's pommel, raising your hands repeatedly and saying "Stop hitting yourself"
>>
>>166205642
Don't. Not only the models will be too high quality for you to work on, but the process or ripping and re-weight painting AAA models is a nightmare.
>>
Learning coding and I have a question about C#.

Why do I need to write private before some lines if strings are private by default if I didn't add it in?
>>
>>166206059
the point of low poly is to recreate what the standard was back then
Also, that is not consistent
The head of the green robot is far too smooth
and the things ont he side of the wheel are far too round
>>
>>166206029
It gives you more time to gamedev
>>
>>
>>166206350
Cube progress won't get replies here.
>>
>>166205336
>getting mad at greentext
wat
>>
>>166206275
well that's you opinion, I want to create something different.

I want to create lowpoly but with a smooth feel.
>>
anyone got any good tutorials on modeling hair in blender? not with the particle system, unless there's a way to model with particles and easily covert to a "solid"
>>
>>166206350
Add a starfield or something so you can tell which way you're moving without objects on-screen
>>
>>166206414
Square progress does though. I have gotten replies and even fanart of just squares.
>>
>>166206192
C# is just retarded and verbose like that for no reason
same reason you have to write "new type()" everywhere, even though it's irrelevant since the language is garbage collected
>>
>>166206414
>Cube progress
???
>>
>>166206275
Eh no.
The point of low poly is to create good art without needing 500 AAA-tier artists, and to also have good performance.
>>
>>166206275
man, you're reaching
>>
>>166206637
And here we have a difference of opinion between you two.

One is nostalgic, the other is pragmatic.

I say it looks fine. It won't matter from a distance, anyway.
>>
>>166204583
GODOT
I already said that.
>>
>>166206168
I don't want to use the complete model, I wanted to remove the armor geometry, alter it, and combine it with my character models.
>>
>>166201208
It looks really good and makes me jealous
>>
>>166206192
when it first came out, it patterned itself after languages that came before it, to get people to adopt it easier. weird rules like that is one of those.
>>
>>166206513
>>166206414
Yeah, you just need the right squares.
>>
>>166206440
>I want to create lowpoly but with a smooth feel.
>also theres nothing wrong with rotated pixels
>>
>>166208058
What engine did you officially decide on?
>>
>>166208082
good low poly art is all about creating the illusion of detail with very little, just like pixel art

it's just vertices instead of pixels
>>
>>166206440
>>166206059
It does look good
The people that dont like it, dont like it for autistic reasons
>>
>>166198737
dope
>>
>>166206192
>Why do I need to write private
It sounds like you don't
>>
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>>166208164
Unity seems like the plan. I'm actually nearly caught up to the python version, just got the action parser converted over.

Also I am absolutely giddy at the idea of having all of the existing GMOD, SFM, and MMD models to work with for characters.
>>
The "bug" I experienced earlier today related to Godot's file management has made me realise why the Linux build didn't work on DemoDay. I didn't pack the cfg with it, which lead to illegal operations resulting in an immediate crash.
Sometimes one just has to sleep a couple weeks over a problem to solve it.
>>
>>166204017
>>166204184
>Felipe Pepe
What a fucking name
>>
>>166208197
But something like >>166206059 is just slapping the low poly concept on something to benefit from the inherent assumptions that go along with it, then turning around and shitting on it by using as many polys as they want in certain areas.
>>
>>166208525
Keep going. I can't wait for Aggysmash
>>
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Nature is pretty cozy
>>
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>>166208709
what you're talking about is nostalgia poly, this is low poly
>>
>>166209159
no that's meme poly which actually performs really poorly
>>
Are there any games with blank/block color 'textures', but which aren't low poly or flat shaded?
>>
>>166157183
imagine trying to get some peace in that fucking scene
>>
>>166209476
but that's flat shading
>>
>>166209375
well I'm sorry my polys arn't good enough for you.
>>
>>166209551
But not flat
>>
>>166209375
What >>166209670 said.
>>
How does guilty gear, blazblue, etc make their 3D look so 2D? It has to be more than just cel shading, right?
>>
>>166209804
https://www.youtube.com/watch?v=yhGjCzxJV3E

tl;dw they manually control how thick the lines between each vertex should be when viewed at an angle
>>
>>166208709
where's your models?
>>
>>166209159
>nostalgia poly
new meme alert

but both nostalgia poly and meme poly are low poly, if anything anon was going for the nostalgia poly look, so a smooth curve is still a violation of the spirit
t. polygon police

>>166209670
im just bullying but the head really does clash
>>
>>166209804
meticulous abuse of normal maps
>>
>>166209804
The outlines and cell shading plays a role for sure. But one very important point is they don't let the animations interpolate. It's all key frames only. So the animations are snappy just like they would be if they were separately drawn frames.
>>
Can you guys help me find my game? I lost it somewhere.
>>
How do I make a meme poly cute girl? I need one for the comfy jam but I need references.
>>
>>166210316
Orwell had character portraits in illustrated memepoly style
>>
How do I make good footstep sound effects, like if I were walking on grass? I need some for the comfy jam, but I require references.
>>
>>166210192
Look over there, it's behind all that progress. My, what a large pile of progress. It'll take you a lot of time to reach it.
>>
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>>166210431
>Orwell
?
>>
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>>166210592
Orwell the videogame, dummy
>>
>>166210718
But she's very ugly.
>>
>>166210830
sh-shut up
>>
>>166210431
http://www.digitalartsonline.co.uk/tutorials/adobe-illustrator/create-low-poly-portrait-photoshop-illustrator/
>>
>>166210994
Good and relevant link but there has to be a better way than by hand like that
>>
>>166206029
I dev better while fapping
>>
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So in the end nobody knows how to make a low meme poly cute girl.
Maybe this is why people are staying with cube girls.
>>
>>166207586
I don't think Godot supports C++ as a first-class language
There are some docs on using C++ to extend the engine and that's it

IIRC Unreal Engine 4 has much much better C++ support because you can just work on a game as a C++ project alongside with Unreal Editor, but it might be too resource-intensive to be a Love/GM replacement
>>
>>166211465
pay somebody who knows how to do it
>>166211218
overlay your image with random triangles, average out the colors within a triangle and then assign that average color to the triangle?
>>
>tfw you have an idea that could revolutionize the gaming industry but nobody takes you seriously enough to consider it
>tfw if you had the capital to make a prototype of the project you could prove them all wrong and change how we percieve gaming forever
feels bad man.
>>
>>166211635
>pay somebody
No.
>>
>>166211803
Are you the dual mouse retard?
>>
>>166211541
>I don't think Godot supports C++ as a first-class language
It does though. The engine is written in C++. How could you possibly not make a game with it in C++? Does not even make sense.

There are docs on extending the engine in C++ because that's something that actually makes sense. Writing a game entirely in C++ is possible but not a particularly smart use of the engine. The entire documentation translates directly to C++ because GDScript is just a binding to the C++ code, except for added features like coroutines.
>>
>>166211803
>but nobody takes you seriously enough to consider it
So you've told people the idea?
>>
>>166211803
Yes, I'm sure your "it's like pokemon mixed with GTA" concept stands alone as a truly unique and revolutionary idea from a know-nothing nodev.
>>
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Comfy progress!
After the ship model, I made it so the wind changes direction every few seconds. Of course for now the only thing that reflects that is the direction of the waves, but I want to make it so your ship will only move if it's following the wind, and the foam and water sprinkling from it and the rocks and shit will depend on the wind direction as well.
>>
>>166211993
Last time I've checked out Godot, it's editor was atrocious, but it was a long long time ago, I suppose they've improved it since then
>>
anyone watching Rewind while deving?
It's a great wait to motivate
>>
>>166211937

tell me about dual mouse man, this sounds funny
>>
My idea that will revolutionize gaming:
Clixels.


They're like pixels, but, like, you like, click them.
>>
>>166212353
dual mouse actually sounds kind of interesting, like an intermediary step between VR touch and just a mouse. i'm sure that there are interesting games that could be designed around the idea of having 2 mice.
>>
>>166194496
Any tutorials on making an Anime?
>>
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>>166195335
Hows this? Some smooth following plus a bit of quick cam movement?
>>
>>166212283
I thought you wanted to work in C++? Löve doesn't have an editor. The Godot editor is vastly superior to GM
>>
Godot 3.0 will make agd great again
>>
>>166211993
>How could you possibly not make a game with it in C++? Does not even make sense.
I don't know anything about Godot but it makes sense
If GameMaker was made in C++, that wouldn't imply anything about being able to develop your GameMaker game with C++ in any kind of useful way
>>
>>166212901
that's awesome. I'd just tweak one thing, and that's lateral movement.

If the camera moves just enough to see the door, and not necessarily follow the player at all costs, I think it would be better. That's your design decision, tho.
>>
>>166212973
but godot is open source
>>
>>166212901
I think you need to watch this.
https://www.youtube.com/watch?v=C7307qRmlMI
>>
>tfw agdg calls you a nodev
>tfw youve developed a game and got it on steam and sold over ten thousand copies
>tfw they know this and are ashamed of their no-release status

KYS agdg. Quit chasing away people because of your boogeyman shit. Fuck you.
>>
>>166211803
I know.
I want to make the most complex fighting game ever made but nobody takes me seriously.

I've played pretty much all fighting games on my pc and my idea has bits of at least 10 games in terms of gameplay.

It will be the evangelion of fighting games.
>>
>>166212353
Some retard came by the other day and was super secretive about his 'idea', and said he needed a team but couldn't trust anyone because they would steal it.
After a while he ended up telling that the idea was to use two mice for VR, when he was told that there's better devices for VR than mice he started bullshitting about precision and how you would be able to train surgeons and the army using two mice.
Can't find it in the archives but pretty sure it's there somewhere, this was only a couple of days ago.
>>
>>166213083
that doesn't mean anything in the context of this discussion
>>
>>166213174
There was a guy talking about dual mice here years ago as well.
>>
>>166213185
what
anon you can grab the source code for the engine and make your own game in sepples with it
>>
>>166213105
Shut up stupid nodev
>>
>>166213293
Where's your game?
>>
>>166213338
Where's yours?
>>
I've written a main function and initialized SDL2, what do I do next?
>>
>>166213292
that would be enginedevving and not gamedevving
>>
>>166213527
You wouldn't like me if I posted it.
>>
>>166213538
switch to SFML
>>
>>166213538
stop enginedevving and pick up Godot
>>
>>166213603
It's a pony game, isn't it?
>>
>>166212931
Unless Godot provides CLI tools to produce an executable without Godot editor, you're still stuck with Godot's editor for majority of the development process (e.g. not just importing assets/editing scenes)
>>
>>166213105
>KYS
There's only one kind of retard that use that word unironically and that's certainly not the kind that makes games.
>>
>>166211635
What about detecting face orientation, orienting a 3d face similarly, then do a reverse of projection-mapping the face onto the model, so instead you get the polygon data from the model overlaid on the photo so you don't have to design the triangles yourself. It could even be a realtime webcam effect
>>
>>166213690
http://store.steampowered.com/app/343150/

>>166213707
>getting triggered over words
>on a korean propaganda campaign website
____________________________KYS_______
>>
>>166213565
>using an engine is enginedevving
what
>>
>>166213792
enginedev?
>>
>>166213105
lol, mad
>>
>>166213808
but that wouldn't be using the engine
using the engine would be using the engine
>>
>>166213792
>http://store.steampowered.com/app/343150/
>50 cents
Alright guys, fuck this asshole. Make a fake email, post it here. I'mma spend twenty bucks. Who wants a copy?
>>
>>166212094
Awesome progress, can't wait to try it out. What else will the game have?
>>
>>166214018
Anon, in case you're not baiting, editor =/= engine
>>
>>166214040
Do not buy his game
Those reviews are terrible and he has consistently shown that he's a complete fuck
>>
>>166213792
>http://store.steampowered.com/app/343150/
Is that a joke?
>>
convinced the Endica poster is someone trying to make him look bad

btw, he already looks bad, you can't make him look worse
>>
>>166214179
But it's only 50 cents? To leave a negative review and refund it? He doesn't get to keep it if it's refunded, right?
>>
>>166212094
Nice nice. Unity right? There should be some ocean plugins available that'll throw in some features for you. Time is limited but if you keep it simple it should be alright.
>>
>>166214104
i consider the editing environment to be part of the engine
>>
>>166214104
digging around in the source code of the engine =/= gamedev
using the engine to make a game = gamedev
>>
>>166214351
I don't know if you can refund gifts though
>>
>>166213792
Can somebody tell me why almost all of you guys are working and making clones of already existing games, where those existing games are much better made and have more content?

Why not make something original? Something that doesn't look like a copy paste with different skins?
>>
>>166214278
The stories posted here are works of fiction and/or falsehood and should never be taken seriously.
>>
>>166214278
I thought that at first too, but then I looked through the archives and saw the dude have a mental meltdown on several occasions along with leaks of his twitter, happening right after his game flopped and he tried to push agdg to help him fake the reviews to get it back up. He might not be posting anymore in the threads and it could be a falseflagger, but at this point it's less of a falseflagger and more of a memer.
>>
>>166214380
Those aren't mutually exclusive, nor do you have to use the editor to make a game.
>>
>>166214370
Your considerations are wrong then.

>>166214380
Yes, using the game engine is gamedev, this is what I've argued for.
>>
NEW THREAD
>>166214661
>>166214661
>>166214661
>>
>>166212094
nice windwaker clone
>>
>>166214749
Why would you fuck up the links again
>>
>inb4 hundreds of new OPs
>>
So I'm on the fence still. Should I buy this guys game just to take a dump on his reviews, or should I just give him the "fuck you" by not even buying it for fifty cents?
>>
>>166215132
buy me a copy so I can give him a good, serious review
>>
>>166215132
Reviews stay after you refund a game, so you could do that

You'll still be a loser after though
>>
>>166215132
I think you should work on your game
>>
>>166215205
post fek email

>>166215270
>no bully defense force
nerd.

>>166215314
i hate videogames
>>
>>166215494
[email protected]
danke
>>
>>166215824
pls confirm in ur email
>>
>>166213105
All this time you're wasting shitposting, trying to ruin a thread for people who don't give a shit about your shitty game is time you could be spending with your child, making sure that they don't turn out to be as much of a failure as you are.
>>
>>166216164
>t. salty wifeless childless nodev
>>
>>166216042
done, thanks mate
also stop doing it
>>
>>166214040
[email protected]
>>
>>166216249
Your wife is in the backalley, fucking other men to support your failing child.
You should probably stop making foot fetish shit and help them.
>>166215132
No, pirate that shit.
>>
>>166216319
pls verify.

>>166216295
ok fine.
>>
>>166216683
thnx mang
>>
>>166166568
the magic of Rome could only happen to that region once, it seems
before and since it's been a clusterfuck
a lot of Italy still doesn't consider other parts of Italy to be Italian or even doesn't consider itself to be Italian (cf. north vs. south Italy, far north Italy vs. not so north Italy, the area around Venice, "the boot", Sicily...)
>>
>>166179106
this
also it's a bit slow
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