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/agdg/ - Amature Game Dev General

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 785
Thread images: 143

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

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

> Helpful links
New Threads: >>>/vg/agdg
Previouus Thread: >>166326147
Discord: https://discord.gg/ZkmSx5Z
Archive: boards.fireden.net/vg/search/subject/agdg
AGDG Logo: pastebin.com/iafqz627

> 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
>>
>>166371167
Why is she so cute?
>>
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So let's talk about game design no-dev shit.

How much of the 'high concept' design of your game do you really intend and plan out? Do you just create a basic idea to tell a story or create an interesting gameplay loop on a superficial level, or do you go deeper and attempt to create a type of gameplay that really enforces the core theme or experience you are trying to craft?
>>
>>166371278
Do what you want.
>>
>Amature
Triggered.
>>
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Solved my issue I asked about earlier.

How potato is this code?
>>
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>>166371278
Considering I haven't made a game for 4 years now, I've gotten pretty good at the concepting stage, planning out most everything in advance.

I just want to finish one ;_;
>>
>>166371576
I'm guess that you have to load Monoscripts and not just load the goals directly?

If so then looks good, very few people make use of the removeall with predicate as much as they should
>>
>>166371167
>Discord
Why? They don't want to be affiliated with this thread.
>>
>>166371576
>Using a foreach loop instead of a map

I thought this was no place for amateur programmers.
>>
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I just want to make game
>>
>>166371848
you can do it, anon

Also, why do I find that pic hilarious?
>>
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>1MA makes this
>it's possible
>I can do it too

>it's complete fucking garbage
>I can't do it
>>
>>166372065
Why didn't he just ask for 40k license for his game?

Games Workshop gives it to everyone who asks.
>>
>>166372065
that's a 1MA? I can very hardly believe it.
>>
>>166371848
>I just want to make game
How's that job search going son?
>>
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how do i get rid of this depressing foggy feel in my head thats keeping me from making progress?
>>
>>166371750
The map function you're talking about is Select right? Isn't select just the IEnumerable version of foreach?
>>
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is there anyway i can rip all the sprites from an emulated SNES game or something? I want some of the sprites from a game called Super putty for the SNES but I can't find a complete sprite sheet for that game anywhere online.

Pic related, its the game I want the sprites from.
>>
>>166372161

I don't even know how to search for a job
>>
>>166372279
Vitamin B, magnesium, Vitamin D. Deficit in any one of them contributes to brain fog.
>>
>>166372292
Yeah, I'm just playing with you.
>>
>>166372279
Think how much fun it would be to work menial jobs for the rest of your life.

That's the kind of motivation that gets you up to dev at 3 am.
>>
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>>166372402
Regardless of if you were playing you were still right, I've adjusted the code, thank you
>>
>>166372160
just play it and you will believe it

https://www.kickstarter.com/projects/starworksart/universum-war-front-fps-rts-moba-rpg-in-one-space

this is what happens when artist-idea guys make their dream AAA game
>>
>>166372279
Just start doing it. If you are working on it for some time, half to one hour, you'll get into that comfy phase again. Just try to avoid any interruptions.
>>
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Pls help

https://love2d.org/forums/viewtopic.php?f=4&t=83409
>>
>>166372395

what this guy says is truth. Vitamins are undervalued. Gyming and taking vitamins would help IMMENSELY with focus, something I myself need to get ontop of as I have so many unfinished shit that I want to do, start, but never finish. I have hard trouble focusing on one thing and I believe if I start gyming and changing diet/taking vitamins I would be much better off.

Proper sleep is also very important.
>>
>>166372528
>StarworksArt Studio
>myself only
Sounds like some bullshit marketing.

I agree with >>166372160 and I'm sure that if you really dig deep into it you will find that it isn't 1MA.
>>
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Would you guys play this trump typing game I made in a hackathon? I had 24 hours don't ask me to clean it up.

http://mtga.azurewebsites.net
>>
>>166372395
>>166372785

maybe this is my problem, I haven't been outside in months
>>
>>166372819
If you don't want advice on how to clean it up, why do you want people to play it?
>>
>>166372528
>Players total: 26,499 ± 4,425 (85.62%)
Depressing but it's something.
At say $5 after Steam cut/taxes per, still plenty of dollars. Enough to sustain a 1MA.

>>166372815
>I'm sure that if you really dig deep into it you will find that it isn't 1MA.
Oh not this again. Depends entirely where you place 1MA, if you call licensing music or buying assets not 1MA nothing is truly 1MA.
>>
Is coco2d worth looking into?
>>
>>166372819
hey, that's quite fun, actually. Responsive, too.
>>
>making all this art
>no programmer to give it to
feels bad, men
>>
>>166372912
>It's 1MA !
>Except there's some licensing music
>I also bought some assets too
>Marketing is done by someone else btw
...
>>
>>166373138
inb4 you reply to your own post asking to post art

We can tell
>>
>>166372876
Just to see what people thought, I'll clean it up when I have the time

>>166373047
Thanks!
>>
>>166373138
hey man can you post your art? I'm very interested!
>>
>>166373168
>you didn't build that

obummer pls go, trump is pres now
>>
>>166373168

>It's not 1MA unless you create the universe from scratch
>>
>>166372373
you get a tile editor and break the game apart, if that doesn't help you get an emulator and take screenshots with different bg/sprite layers off or investigate the vram
>>
>>166373195
No, I'd just post it if I was in the mood

>>166373216
Seems suspicious. Just curious or are you working on a game?
>>
>>166373138
Hey dude, we can team up!

The only caveat is I'm not a programmer, I'm more of a concept manager. More of an ideasmith. But if we can find the programmer, then we could just split the work 3 ways equally!
>>
>>166373296
>concept manager
>could just split the work 3 ways equally!
>>
>>166373296
Post concepts
>>
>>166373326
>>166373296

Sounds like you might need a project manager, that's where I can step in
>>
if you spergs made a single asset for every time you post this meme, you'd have a game by now
>>
>>166373416

I really should make some fucking assets. I've got a degree in art. I know how to 3D model. But I've also got crippling self-doubt and anxiety
>>
>>166373416
Jokes on you, I made multiple asset packs and sell them
I only get +20$ month
The packs were make over a weekend each
I'll never make a game
The jokes on me in the end
>>
>>166373483

Same here bro. My body refuses to work on any more models because there is a possibility that they wont turn out good.
>>
>>166373296
hey i'm a programmer! well more of a drag and drop kind of guy, I can work with game maker and unreal blue prints though! actually I can only work if there is a tutorial to follow
>>
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Comfy progress!
The claw now works. It goes underwater and comes back up empty-handed. I will of course add some kind of rope or chain later.
Also, I haven't added the treasure checks yet so I'll add those too later today.
I can't wait to get to the part where I code the actual minigame.
>>
>>166373523

>tfw you need to be given an assignment and a teacher grading it to be able to accomplish anything
>>
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HOW DO I MAKE A GOOD SHOULDER REEEEE
>>
Do programmers envy artists more or is it the other way around?
>>
>>166373416
You want to see my game?

[spoilerYour playing it[spolier]
>>
>>166373840
Before I knew how to program I was always envious of programmers. What good is making art for video games if you don't know how to make an actual game?
>>
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>>166373840
being an artist gets you a fanbase and gets you laid
being a programmer gets you rampaging relatives who need help with turning their computer on and will blame you for the malware they suck in in masses
>>
>>166373840
Game programmers are sad little men secluded in their dark rooms that failed/didn't bother to get an engineering/cs degree and thus a real job.

Artists are outgoing individuals that studied what they loved and get tons of pussy/dick despite being jobless and having to freelance for manchildren making videogames.

What do you think?
>>
>>166374259
So you're telling me artists are coat tail riding normie parasites basically
>>
>>166373840
As an artist, I both envy the programmer for his simple-minded tasks and feel relief that I follow a more creative, fulfilling path than what boils down to something akin to reading instructional manuals.
>>
>>166374384
Also if anyone is looking for art and doesn't harbor any silly notions of being any sort of "ideasmith", hit me up
>>
>>166372373
https://www.vg-resource.com/thread-23507.html
>>
>>166374470
post art
>>
>>166374470
can you do shoulders in 3D
>>
>>166374470
I'm interested but first, I need to know a bit about you! What program do you use to make art?
>>
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Pyooon
>>
>>166374470
Why do artists constantly keep coming here to offer something but never post an example?
>>
>>166374590
Why did you model you're mom?
>>
>>166373612
this looks cool, keep it up my dude
>>
>>166374626
Why should they, without first knowing about the framework/toolchain the supposed programmer uses?
>>
>>166374384
>for his simple-minded tasks and feel relief that I follow a more creative

I don't even have a reaction image stupid enough for this
>>
>>166374626
it's a meme that climaxes in a victim programmer telling the "artist" his engine/language of choice to which artist always replies "ok that's cool but nevermind, good luck" and everybody laughs at how hilarious it is
>>
>>166374641
No other females around I could use as inspiration. Just kidding.
>>
>>166374706
And why the fuck would they need to know that
>>
>>166374590
the harpoons!
>>
>>166374779
Wow, have you never engaged in a partnership of the mind?
>>
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>>166374838
>>
>>166374939
Answer the question.
>>
>>166375005
It's too stupid to even address. We each have our preferences. How is this so difficult for you?
>>
>>166375050
So why does the programmer have say what engine he is using, but you don't have to post your art?
>>
>>166375105
Because programmers are extremely replaceable
>>
>>166372665
In util.lua, instantiate function:
replace
local instance = preset
with
local instance = {}
for k, v in pairs(preset) do instance[k] = v end
>>
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>>166375050
All I asked about is just a sample image of an artist's work when they show up. Something quite small and trivial right? And this post is where that lead me
>>
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>>166374838
>>166374641
Do you think she is too fat or just fat? Sphere is head proportion
>>
>>166375287
Disgustingly fat.
>>
>>166375287
You'll get the thicc crowd with her.
>>
>>166375287
Perfect. Post booty immediately
>>
>>166374384
I don't know, anon, I feel the other way around. Programming is a very relaxing thing to me, because it's objective. If it works it works, and to find the way to make it work is like the best puzzle game ever created. It's just pure fun, and I know that there's an answer and a solution to every problem out there.

Yet art is very frustrating. Even if you do your best, it can still be shit if you measure it with other standards. I loved arts when I was younger, but this feeling of working on something without knowing if it will ever appeal to anyone just kills me now. Not to mention the "practice" meme. How much for how long and how? There's simply no way to tell if you are going to spend the next years or months on this thing before you get any passable results. At least I know that my game works and that's a very good feeling. Even if it's with spaghetti, I have managed to implement physics or some other system. Maybe when I start a new game I'll have enough experience to do it better, but I don't care, because I was able to work and have fun. But with art, you can not work until you get that thing right, and drawing shit is just not fun. You can not have placeholders in your drawings.

Damn, even just thinking about how frustrating art is makes me teary eyed.
>>
>>166375287
certified hambeast
>>
>>166375287
idk what you're aiming for but while the top size is fine the ass/thighs combo is clearly past the thicc line and in the obese territory
there are people who like that stuff, but i'm pretty sure it's a much narrower audience than standard thicc
>>
>>166375287
dos gordo

Or in burger: two fat
>>
>>166375171
God fucking bless you anon, I was losing my hope already.
>>
>>166375415
At the risk of seeming like I'm meming, can I ask what language you program in? I've always wanted to get more experience in it, my early impressions were... Not good. You're right in some ways about some ways in which art is frustrating but it can be extremely soothing at times as well.
>>
>>166375415
Programming is a lot more discrete and precise. Art is like a function full of artifacts that depends entirely on the current state of the program and could yield different results for the same input at different times.
>>
>>166375523
I don't want to meme you, but C++.

>>166375691
I came a little. That's beautiful.
>>
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>going to do my initial progress post today
FeelsGood
What would you call a fantasy settlement manager, i need game name ideas
>>
>>166373716
look up how real shoulders work, more polygons, blend shapes, or stop giving a fuck and hide them with cloth/armour since even professional games have often shit shoulders if you look too close.
>>
>>166375836
Okay, well I'm not really interested actually. But best of luck to you.
>>
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I think an /agdg/ collab is possible and I'm here to tell you guys how to make it work :

/agdg/ as a WHOLE will make a game, one game, a single game, which will be the official /agdg/ game. It shall be decided beforehand whether the game is 2D or 3D and on which engine it will be made - these two things are the only requirements needed to start.
Then what? Have EVERYTHING, which means assets, musics, codes, etc, uploaded to some sort of online cloud/website. Whenever someone works on something, they can announce it in the thread if they wish, either way, bam, they upload it to the /agdg-game/ website along with whatever code they wish to attach. Have everyone work on the game in a very random way and before long you'll get something working. Who knows, a sidescroller that is also a top/down game? A RPG which also a space shooter game? All of these at once? Think "twitch plays pokémon" here.

/agdg/ can pull it out, it's just that easy, we just need a simple platform and then everyone can poor their creativity and ideas in it to make the best game 4chan has ever created. There are NO limits, there is NO limit.
>>
>>166375846
>RTS dev
RIP
>>
>>166375459
>two
>>
>>166376000
>It shall be decided beforehand whether the game is 2D or 3D and on which engine it will be made
RIP project
>>
>>166376010
your dumb
>>
>>166375415
>because it's objective. If it works it works

t. haven't written a line of code in his life
>>
>>166376000
Collabs only work when everyone works for free.
Artists don't work for free.

Do the maths.
>>
>>166375854
>more polygons
>blend shapes

not affordable

>hide it with cloth
this is with cloth on, do you think I made his skin yellow?
>>
>>166376065
Very easy to do a poll for this. If the final score is rather close then 3D dudes can do their own thing while 2D dudes do theirs.

>>166376156
>Artists don't work for free.
I would participate personally. It would also be a good occasion for /agdg/ anons to try their hand at drawing without feeling pressured.
>>
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>>166375363
>>166375371
>>166375451
>>166375453
Noted. I'll see if I can fix it or learn to live with it and pretend that's what I intended from the start.

>>166375412
O-Ok. She's a pure maiden though.
>>
>>166375287
Is fat to the point it crossed the line, and stops being appealing and starts being disgusting, and I'm saying this as a chubby chaser.
>>
>>166376000
>>166376156
if this was a thing, as a programmer, I'd give it some effort, even if just refactoring shit code, tbqfh
>>
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>>166375287
>>166376267
Day 1 buy
>>
>>166376267
>>166376391
not REAL thick though
>>
What are some good Unity 2D tutorials? Is Unity a good engine to use if it's my first engine and I want to make a 2D game?
>>
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Haven't posted progress on a while.
Most player animations are done, and I finally can show a little bit of sorta gameplay. Still need to make a lot of stuff and polish a lot of details on what's aready done.
>>
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>>166376184
I'm thinking of weird clothing pieces like pick related.
>>
>>166375287
>head is taller than the arms
DELET
>>
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I'm having this really bizarre issue at the moment where an if statement is apparently editing values. When I hit this line walkerCoord gets changed so that it's always true and I have no idea why.
>>
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if anyone can draw me a loli succubus in this art style id appreciate it and put you in the credits of my game, I promise.
>>
>>166376747
I'm sure you wouldn't need any other angles or animations at all.
>>
>>166376826
w-well, i was hoping some kind sir or mam would do a full sprite sheet for me actually ^^;

I have one of this character but its turnbased animations and I need action RPG stuff.
>>
>>166376001
Closer to prison architect than anything, but I see what you mean RTS are generally hard, and I already see what's going to be stopping me in the future (creating a database to hold all my game data)

But in the mean time it's fun
>>
>>166376707
It's supposed to be chibi like the girl in this pic
>>166376747
>>
>>166376000
Let's do this.
>>
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>>166375287
thigh is right thickness desu, the problem is there is no real form or curv. Her legs look like fucking logs.

I know what you are trying to go for tho. Here is some reference and insiperation.
>>
>>166376267
>>166375287
One of the shittiest pieces of art with no gameplay is getting (you)'s.

This is insane
>>
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more
>>
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>>166376730
What the hell is this?
>>
>>166377051
RTS combine the complexity of large interfacing systems with the logistics of real time action. That's why it is so hard.

However if you have fun just working on it then I don't see why not. If you're doing it for money then by all means give up now and save yourself a lot of tears and self-harm, mostly figurative but possibly literal as well.
>>
>>166377241
thats because he is actually trying and getting feedback you moron, unlike you. Where is your progress?
>>
>>166377109
That explains why it looks so fucking obese.
Chibis don't work with short and fat human proportions, they have their own set of them.
>>
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>>166377309
Yeah I see it.

Really if I can get far enough to get some sort of funding (either from my university or otherwise) then I would be happy to keep it. I should have a basic base building demo by DD12, which will just largely focus on keeping your civilans fed but with GOAP I feel like i'm making a lot of progress
>>
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my game is starting to get some features but all the art is shitty programmer art

problem is im a poor student who cant afford an artist!!! willing to split revenue from the game tho

where the fuck do i find an artist?
>>
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>>166377482
>DD12
Anon, DD12 is already gone.
>>
>>166377513
Can artists see holograms?
>>
>>166377513
everyone seems to have this common problem, including me. I think the best bet is to look for commissions on deviant art or learn pixel art yourself, pixel art being the easiest form of drawing something.

I have no idea what people charge for something like sprite sheets and animation sets tho.
>>
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>>166377596
Meant DD13 mb, but the moment I find a good work flow for defining object stats, either in JSON defines, or something else I'll be golden
>>
I can get an almost new wacom one m for like $15-20 from my buddy. Should I /adgd/? Never drawn before but I suddenly feel like starting and I am tired of collaborating with artists who can't deliver
>>
>tfw started losing faith in my project and quitting again

oh no
>>
>>166372819
I don't know why but i love it .
>>
>>166377298
>>166376730
If you want help you should probably post more than tiny snippets
>>
>>166377782
Seems like a good deal to me. It's nice to have a tablet if you really want to draw.
>>
>>166376730
I get something like this when I shit the bed with memory in C/C++
>>
>>166377869
You should do what I did. I'm making a platformer but I've had the urge to make a top down Earthbound-style RPG.

So I turned the level select overworld in the platformer and turned it into a free roaming map so I can still switch it up a bit and make top down maps and stuff.
>>
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>>166378073
I'm trying to use a drunken walk to carve spaces out of a grid of objects, and this is happening where I'm trying to set a border around the whole thing.
>>
>>166377134
That's definitely one of the problems. I will look up some thighs.

>>166377347
Overall her proportions aren't much different than the third drawing in your picture but I will try playing with them, maybe make her chest smaller
>>
>>166376553
Nice! Looks very comfy.
Will the player chop down trees to get the wood? Or will it be already chopped and stored somewhere?
>>
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Would my frog 3D platformer count as comfty for comfty jam?
>>
When is uncomfy game jam
>>
>>166378546
As it is right now I wouldn't say there is anything comfy about the graphics or mechanics, but it should be possible to turn it into something comfy.
>>
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Population growth and migration mechanics progress
--------------------------------

[+] Population is abstracted into "pop" variable, where 1 pop == 1,000,000 humans. Makes it easier to calculate numbers.
[+] Game's time is divided into "ticks", which are kinda like turns. One "tick" represents a week. It is still open to change. I figured that 1 day ticks would be too autistic. And I also figured that 1 month or even 1 year ticks would be too normie 4X tier. So, I went with the middle road.
[+] Population on each planet grows 0.01% each week.
[+] Each star has habitability values. Habitability value determines how lucrative that star is as a new home.
[+] Habitability can be naturally low and it is also lowered by current population in there. The more population is there, the lower habitability gets.

--------------------------------------

What is going on in the WebM?

The star with the yellow/light-green circle, has 1.000 billion population at the beginning and 3 habitability. 3 habitability is like living on Venus. Once I unpause, all that 1.000 billion people will go to live anywhere else than there. And they do. Each star eventually gets filled with people according to its habitability value.

The numbers at top left are weeks since game start.
>>
>>166378631
Any 3 days jam is uncomfy
>>
>>166378546
Didn't you start that before comfy jam even existed
>>
>>166378834
Its not a game yet ;)
>>
>>166378546
>agdg
>3d game
i think this has never worked out
>>
>>166378352
What happens when the last line causes a different border violation?
>>
>>166379047
Aren't there a few 3D agdg games on steam? I'd say they worked out.
>>
>post progress
>lots of (you)s
>post more progress
>no (you)s
sad
>>
>>166379154
name 1 that has good ratings, I dare you.
>>
>>166379175
normal occurrence
>>
>>166379175
Post yet more progress
>>
>>166379223
http://store.steampowered.com/app/248550/
>>
>>166379047
There is already a 2D frog tongue platformer.
>>
>>166378487
Thanks. Wood will be at random places in the fores, so you will have to walk a little bit to find it, at least for now, I'm trying to keep things as simple as possible to be sure I'll finish it in time, since the idea I had was too ambitious anyway.
I may add tree chopping, and more stuff eventually though.
>>
The other say people were saying UE4 is like a minefield

Why is that?
>>
>>166379097
I dont think it can. As far as I can tell when it moves onto a border space it gets sent back the other way, and because the border is just a rectangle it doesn't have any points where it could make another violation.
>>
>>166379458
Because they like Unity
>>
Daily reminder to keep your body in shape otherwise your progress will come to a halt.

At least eat 3-5 healthy meals everyday and exercise by going Jogging, Swimming, Cycling. Minus degrees are not an excuse, anon.

Dont forget to drink a lot of water during the day. Limit your caffein intake and consider green or white tea.
>>
>>166376000
>It shall be decided beforehand whether the game is 2D or 3D
the endless debate has begun
>>
>>166379510
What if I lift weights and do pushups and situps but no running? I hate running.
>>
>>166377429
>Save polygons by making it low poly
>Whack a fat texture on there
Whats the point?
Polygons are so cheap and textures are so expensive :/
>>
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>>166379510
Hourly reminder to greet your loved ones and regularly have sex with your SO in order to keep your mental shape, otherwise you will hinder the quality of your dev!

Do a good deed! Recycle! Say your prayers, preferably 5 times a day! Healthy mind will be very effective in gamedev, Anon!
>>
>>166379348
>literally a 2D side scroller with 3D models slapped on

try again.
>>
>>166379686
ok
http://store.steampowered.com/app/381020/
>>
>>166379676
Textures aren't a problem as long as you stay within your ram limits, it's the shaders that are usually expensive (lots of texture fetches and math).
>>
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i want to make a game!
>needs to learn how to draw first
>start learning how to draw
>doesnt complete sketches

well shit, I am go try to do some coding
>needs to learn coding
>cant pick between unity or GML
>picks one
>codes with crappy templates because drawings are still in sketch mode

well fuck! Better atleast try the music
>music bro gives sound sets for free
>doesnt know how to implement sound because didn't fully learn how to code.
>sound also doesn't mesh well with overall theme of the game since the art is not finished.

>game forever unfinished

hmmm
>>
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>>166376000
On one hand I think this will end in a mess on the other the trips demand it. What website we would use to host everything? Github?
>>
>>166376000
Regarding the 3D 2D issue we should choose based on the available art assets
>>
>>166380286
use a 3D engine, then you can use both and mix 2D and 3D.
>>
>>166376000
and who coordinates all that?
>>
>>166378778
>1 pop == 1,000,000 humans
>1.000 billion population at the beginning
>Population on each planet grows 0.01% each week

That's some nice scope you got there.
>>
>>166379679
>>166379510
>wasting time with nodev
Ain't happening.
>>
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i think he's finally coming together.
>>
>start to eat and sleep healthy
>cut on coffee and cigs
>go out regularly
>get some booty calls
>mfw I am a nodev now

My loneliness, sadness and depression fuels my productivity desu
>>
>>166380126
Github has been known to remove content based on petty morals (like webm for retards) so it might not be an optimal choice.
>>
>>166378029
Thanks for playing!
>>
>>166372119
I actually have a friend who got denied when he went looking for a 40k license for his team.

It could be that they're realizing those dozens of shitty games aren't making them any money.
>>
>>166380605
>Michael J. Fox being a robed goalkeeper
>>
>>166379510
>Limit your caffein intake
why
>>
>>166380605
looking good
>>
>>166380126
>>166380676
You can use gitlab if you're worried.
>>
>>166378546
>Boku
>>
>>166379686
>it's a full 3d game
>BUT ITS NOT THE KIND OF 3D GAME I MEANT
>DOESNT COUNT
This is literally how retarded you sound.
>>
>>166380793
Not him, but I abused caffeine a lot last year, and it fucked my liver more than I would ever imagined.
Imagine puking everytime you eat something for 3 consecutive days.

Now I have to avoid caffeine as much as I can following medic restrictions, and I have to limit myself with anything too spicy too.
>>
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One of the best designed games of all time uses both mixels and rixels

Where is your mixel and rixel free game that is at least as well designed as WL4?
>>
>>166379510
Shit nigga I eat like once or twice a day. Any more than that and I start gaining weight.

>>166379679
>say your prayers
I thought your kind saw all games as Satan.
>>
>>166380793
coffee/caffein is a drug
tea is a herb
>>
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>>166380915
>best yesdev
>cannot be shitposted out of agdg or to suicide like other trannies
>Good 3D games
>constant progress
>>
>>166381170
never played it. Faped to ashley plenty of times tho. Don't even know which game in the warioland series she is from.
>>
>>166381281
I wanted to know why that project is called Boku.
>>
>>166381281
And ugly.
>>
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Comfy?
>>
>>166381425
Woah that looks like I'm looking at a toy track in real life.
>>
@166381297
Not even worth a (You)
>>
is there anyone here who commissions art for your game? How much do people usually charge and best place to find?
>>
>>166381425
Seconding >>166381448
>>
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This is starting to feel CUHRAYZEE, /agdg/. This concept feels like it's coming together in a really cool way.

More combo work (I love how easy it is to slot attacks together here), some back-end work that handles things like attack wind-up and swing speeds on a per-weapon basis using a table, a more robust spline-based "swipe" system that can handle shapes other than simple arcs, and the first application of a (tweaked) Fist Summon effect to a combo finisher.

Also adjusted the air floating mechanics for combos, it feels really satisfying to use now. The advantage to doing it this way (apart from making for a potentially more interesting momentum management game) is it prevents you from sequence breaking platforming segments too easily by air comboing.
>>
>>166381170
wario land 4 obeys the limitations of the native resolution it works in, which is something modern indie games with rixel-based aesthetics don't do and that effectively kills the authenticity of the retro throwback they might be aiming for
>>166381297
pleb as expected from an average /agdg/-based loli gobbler
>>
>>166381771
Indie developers are obeying the native resolution of the computers their games run on. Fuck off with your shitty justifications.
>>
>>166381753
needs rollerskates
>>
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>>166381297
>Faped to ashley plenty of times tho
Can't blame you.
>>
>>166380474
when I actually get around to implementing "actual" values and add humans then interstellar humans would probably start out at around 40 billion population (40 000 pops). By the time humans start colonizing other stars, they have had plenty of time to grow. By that time there are probably a lot of people living on other planets in Sol aswell. Considering that, even 40 billion would be a pessimistic quesstimation.

Why not "1 pop == 1 billion" instead of "1 pop == 1 million", then? Frankly, Sol Nations faction will start out like that, but actual playable interstellar colonies would be in millions of people. This is simple because origin planet will have a modifier "Evolved to Live on this Planet: +100 Habitability". Which means that most of the population will live in Sol early on. And early colonies will be having populations in millions early on instead of billions.
>>
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>>166381858
>i have no idea what he's talking about, but here's my 2 cents anyway
>>
>>166381509
>another artist whore in the making
>>
>>166371167
kinda creepy how she maintains that facial expression
>>
>>166381937
MUH DICK
>>
>>166382076
I don't know what makes black haired+red eyed lolis so fucking appealing to my dick. but is fucking amazing.
>>
>>166381425
Thirding
>>166381448
>>
>>166381753
Those fist effects are pretty cool
>>
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>>166382074
>>
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Should I?

art anon from other thread made me realize I didn't like the way the game looked. Suggest a style pls.
>>
>>166381753
You're gonna be rich
>>
>>166381858
pixelart has been used in the games in the past not as a design choice, but because of limitations developers back in the day were facing. hardware was simply too limited to display anything but a few low-resolution sprites with little color and with little animation.
the issue with rixel aesthetic is that it completely destroys one of the main problems developers were facing - having to adhere to a strict, merciless grid of a small resolution, something that can be said to be more than anything the foundation of low-resolution art.
wario land 4 and many other games running on 32-bit/16-bit systems tend to upscale sprites quite often, but while they do so, they never break the limitations of the native low resolution they're working in and when they downscale things, these things lose detail instead of gaining it. the scene keeps a cohesive look, because most of the elements work within a single scale.

rixel aesthetic isn't inherently bad, but saying it's authentic is a lie.
>>
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>>166382370
>>
What's the best engine to create a game like stardew? I own mememaker and all its plugins but I don't like it that much, suggestions familia?
>>
>>166383446
why dont you just use the engine that stardew used? xna/monogame

funfact: xna/monogame was also used for games like terraria
>>
>>166383775
Looks good, I'll do that. Thanks man
>>
Nodev html coder here.
What engine would be able to recreate Animal Crossing as some kind of desktop game or possibly app? How complex would the internal clock functions be?
>>
>>166382376
Realistic assets never look right to me in 2D
they never move like real things move so it always looks creepy and artificial

but given the theme maybe that's the idea? I like that it's not another pixels game but I dunno what the sweet spot is
>>
Yanderedev has made a video appealing to all fellow devs to help him get his game unbanned from Twitch.

What should we do to help our brother, lads?
>>
>>166384360
stop letting corporations monopolise every aspect of the internet so they can't just blanket fuck over anyone they don't like
>>
>>166384127
>Nodev html coder
You could just say Nodev man.
>>
>>166384360
This
>>166384564
>>
>>166384360
aggy daggy doesn't like him for some reason
>>
>>166379589

dont have to run. but you gotta work in some of that cardio man.
>>
>>166384564
Even if he is taking advantage of it to get more exposure I totally support him because of that, and because I would be salty as fuck if it happened to me.
>>
>>166384564
Okay, done.

What next?
>>
>>166384127
If you're making a game like AC then why not just use the device's clock?
>>
>>166384360
>tfw will never make as much money as him
>>
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>>166381425

where can I follow this?
>>
>>166382376
>Should I?
Photobash?

There's going to be a lot of work trying to find (free) fitting imagery as well as making the whole thing cohesive. There's also that you have to put more work in anything self made you want to add to make it fit the assets since it can't be as simplified or stylized.

Kind of like >>166384307 said. It'll probably look campy(?) like a lot of older games.
>>
>>166373168
get out enginedev
>>
nonprofit streaming platform working on free software when
>>
>>166373716
I have been asking myself the same question for many years
>>
>>166381371
Probably also made by bokudev
>>
Comfy Jam is slipping through your fingers. You're just gonna let another one get stuck in the conceptual phase and never end up participating?

No. Start now.
>>
Do you regularly visit other gamedev communities familia?

I-it's okay to ask that right
>>
>>166385586
there are some national game dev communities that I go to

this is where I have the most fun, tho
>>
>>166385586
Yeah I browse a variety of different communities. I'm a part of a few Discord servers as well as some on Slack and I browse reddit often as well as /agdg/.

I'm here to learn to be a game developer and get my game out there, not to be a part of some secret special 4chan club.
>>
>>166385586
just /agdg/ and r/gamedev desu
>>
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Where can I get my hands on some scy-fy alien names?

I need to write a random name generator for my space game. Human person names and nation names are easy-peasy, but alien names are difficult to come up with - I am a programmer not a linguist.
>>
>>166387052
http://www.omniglot.com/writing/inuktitut.htm
https://www.youtube.com/watch?v=xW4hI_METac
>>
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>>166385586
There's a game dev community where I live which occasionally has meetups in pubs, where you can bring along your demo etc. Sometimes they have a guest from a company to talk about a certain topic. I'm on their newsletter, but I didn't have the guts so far to go to a meeting. All of them are actual developers at teams, and I'm just some dude basically who devs for fun in his free time.
>>
>>166385586
This is the only socializing I do
gamedev or otherwise
internet or otherwise
>>
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>>166387052
>asking agdg instead of googling
>>
>>166387385
Holy shit that sounds fun
>>
>>166382376
Hi. That art guy here. Throw me a message through one of the avenues if you want to talk about your game art things or otherwise. Kujalla-draw.tumblr.com
>>
>>166385586

gamedev twitter
>>
>>166387430
I am googling as I write this. I was googling as you wrote your reply, aswell.

Sometimes, people on /agdg/ have faced similar obstacles before and can reply with excellent resources as a result.
>>
>>166387430
when it comes to questions, I don't know why people come here.

Unless it's something more complex or detailed, it's always stuff that you can just fucking Google. Like all the newbies coming around and asking which engine or programming language they should start with.

>>166387385
shit, anon. If there was something similar around here, I'd go regardless.
>>
>>166387717
>I'd go regardless.
>going outside
lol, no you wouldn't
>>
>>166385586
infinitychan's /agdg/ (on /v/)
>>
>>166384905
Nowhere yet

>>166381448 >>166381567 >>166382224
Thanks
>>
>>166388149
>(on /v/)
I didn't know that was a thing
>>
>>166387824
stop projecting
>>
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>>166373716
>>
>>166387717
>question is complex or detailed - no one answers since its requires actual though to ansver

>question is simple - "hurr google it"

>someone shitposts - 5+ replies

you literally can't win
>>
>>166379558
See >>166376205

>>166380126
Could be a fun mess.

>>166380286
No pre-made assets. The game needs to be an /agdg/ game, not some shit you pulled out of the store assets. Seeing assets people have drawn would be fun, even if the art is terrible.

>>166380420
Ultimately, no one, and everyone. I'd be fine with making the poll for 2D vs. 3D and then the resulting poll on which engine to pick, beyond that there's really only a need for a platform for everyone to gather, and from there people are free to make a web page, blog or whatever if they wish to. Also I'd rather we all stay anons. I'll do the poll in a second.
>>
>>166388726
>question is complex or detailed - no one answers since its requires actual though to ansver
Fuck you faggot I try to answer as many hard programming or math questions as I can.
>>
>>166388753
>No pre-made assets. The game needs to be an /agdg/ game, not some shit you pulled out of the store assets. Seeing assets people have drawn would be fun, even if the art is terrible.
I'm talking about the assets agdg artists would make
>>
>>166388726
best questions are
>under 10 words
>only involve first semester programming knowledge
>>
>>166387385
I went to one of those in Kyoto, and it was 90% hipster Canadians, for some reason.
Most of them were nodevs or working on San Fran-type """"games"""".
The five Japanese people who appeared hid in a corner all evening, but talking with them was a lot of fun. One guy had made the local networking system for the NDS(!)
>>
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Finished reworking the controls:
- WASD to move forward,right,back,left
- Double tap W to go into boost-mode
- During boost-mode turn speed is lowered
- Space to Jump
- A/D+Space to right/left Dodge
- Dodging cancels boost mode
- Base speed increased by 5x so it's not necessary to boost all the time
- Boosters now fire in proper directions

On a related note, I really need to make proper booster effects.
>>
>>166388958
Oh alright. Well realistically I think everyone can open a pixel art program like aseprite and draw whatever sprite in a few minutes.

Doing 3D on the other hand is a time consuming mess if you're new to it.
>>
>>166388989
>first semester programming questions == questions you can google
>>
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>>166376000
>It shall be decided beforehand whether the game is 2D or 3D and on which engine it will be made
>>
>>166389201
>official
>game
>agdg
That's just wrong.
>>
>>166389138
I meant stuff like
>hurr why wont this compile
>Where do you need to put curly braces? I can't figure it out
>>
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>>166389054
mech with silenced pistols?
>>
>>166389054
Really promising game anon, I've been checking out your stuff for a few months and it's been coming all nicely.
>>
>>166389201
i can't see this shit happening but i voted 3d
just shoehorn 2d assets as billboards
>>
>>166388994
Nurikabe? Theonian? Or are you someone else? Sorry, sometimes I just like to guess who is behind each post.

But yes, basically that's also something I'm kinda worried about. What if they are high up in their own asses? But I could leave anytime, I guess, and maybe there are some chill dudes. Thanks for the tip, nevertheless.
>>
>>166389320
Don't forget to install stealth thruster for that sweet drop to 120db.
>>
>>166389383
Theonian

Yeah, I'd say you've got nothing to lose by just going once to have a look.
>>
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>>166389223
That's why we vote.
-> >>166376205
--> >>166389201
>>166389258
You can't stop it.
>>166389367
I think it's worth a try, I could see it work honestly. Once (if) the project starts I'm sure more people will be entranced to participate, it's just that for now people are naturally against making effort towards something so fuzzy that has never been attempted before.

If it does utterly fail then it'll be known and the topic won't have to be brought up again. There's no harm in trying. Don't you guys want to see some sort of "official" /agdg/ game made by everyone out there? I'm genuinely curious as to what it'll look like.

Regarding >>166389201 I'll let the poll run for 24 hours, so tomorrow same time it'll be over.
>>
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>>
Is there a way to somehow automatically ignore collisions between certain types in Unity without explicitly calling Physics.IgnoreCollision?

I want to create sort of a mine, I still want it to collide with the floor and react to gravity but I don't want the player and enemies get blocked by its model, I just want them to sorta clip through it when walking.
>>
>>166389201
>no chat
What the fuck
>>
>>166389637
you are incredibly naive and shitting up the thread

everyone here has their own projects, why would they work on something thats doomed to fail some newfag came up with?
>>
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>>166389718
in the physics settings you can choose which layers interact.
>>
>>166389784
fuck you stop pretending everyone here shares your shitty opinion
>>
>>166389320
It's for stealth missions just an unreasonable long slide

>>166389350
Thanks mate, I really appreciate it
>>
>>166389693
>vaseline screen
>>
>>166390063
dumb trump voter
>>
>>166390109
Are sunshafts or motion blur making you say vaseline?
>>
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>>166389320
>>
Anon >>166389736 is probably right, a chat would be good.

http://poal.me/ejwoxf VOTE
http://poal.me/ejwoxf VOTE
http://poal.me/ejwoxf VOTE

Votes were 7-7 so no harm in remaking it. This is last the time though. See you in 24h for the result.
>>
>>166390210
If by sunshafts you mean that horrible bloom, then yes. Motion blur is alright I guess, personally I generally don't bother if I can get 60 FPS or higher in the first place.
>>
>>166390335
>wants to decide on 2d or 3d
>can't even decide on a poll
off to an excellent start
>>
>>166390127
literally shut the fuck up. we are not starting that shit here
>>
>>166375287
something really interesting i noticed when people post human models on here:

if your model is really exaggerated like the that one, people won't really critique it and maybe even like it.

however, if you post something somewhat competent and based on some realism (but still not great), you will get vehemently hated and raged on or told to kill yourself instead of critiqued.
>>
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>>166376000
>>166389201
>>166389637
This project sounds fun.

Although, we need to think of a kind of game which actually can be made with a band of uncoordinated people.

I think that an action game(platformer, shoot'em'up) doesn't fit such a project. Such projects are too narrow in my opinion - we would be in a situation where only one person can actually code the game at a time.

A type of game that immediately comes to mind that could work is an RPG. RPG's, after all, are the embodyment of a million separate subsystems that are shitty on their own, but their sheer number of those subsystems makes it up for their shittiness. Someone can just make the combat. Someone can make a shitty minigame. Someone can exclusively make NPC's.

However, I think that this should START OUT as exclusively menu based - kinda like anime VN's. Once we have the menu based world traversing done in a reliable way - everyone can just go nuts on whatever they want from there. And then, this menu based world traversing can be substituted with smth else if there is someone who wants to do that.

What do you think?

---------------

Also, it could be an RPG in Tron-like setting. Not because of the aesthetic - rather because Tron-like setting lends itself to having limitless minigames.
>>
>>166390869
>you wouldn't fuck a fruit
>>
>>166390771
if you make people jealous you get hate or no replies
>>
>>166390771
well of course
if your art is Symbolic of a thing it can look however you want as long as people recognise it as the thing
if your art is Representative of a thing, it has to actually look like the thing or it's not doing its job
>>
I'm going to start learning Unity and try and make a 2D game, any words of warning?
>>
>>166391108
There are boards for this type of post. /vg/ is not one of them.
>>
>>166391004
>>166390771
I might be wrong but I think the hot redhead witch got positive replies
>>
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>>166389320
its clearly a pistol from the movie equilibrium
https://www.youtube.com/watch?v=TLXUn_s8nM4
>>
>have a grandiose idea for multiple games with separate stories but with one single overarching story tying them all together
>have a grand time figuring all this out
>haven't actually started on the first game
So is this textbook biting off more than I can chew, even though I am already wanting to start small?
>>
>>166389637
>>166390335
don't worry, buddy, I will work with you even if it is just gonna be me and you, as long as I don't have to deal with the graphical programming
>>
>>166391769
this is textbook ideaguying
>>
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Can somebody explain how UE4's savegame works? Namely, how to (if posible) save a Tarray of objects or structs
>>
>>166390335
Voted for 3D with 7 proxies
>>
>>166388645
more like this? doesn't seem to help tremendously, and it fucked up raising the arm
>>
>>166391208
>so mad, he reported the posts
wew lad, that's mad
>>
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fucking motherfucker fucking fuckety fuck fuck fuck fffffffffuuuuuuu
>>
>>166392325
Nah mate, I never report. Janitors like giving me warnings for some reason.
But I do appreciate the deletion.
>>
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Winner of the round gets a golden crown now.
Totaly original, Dunot steal.
>>
>>166392419
>>166388645
Where's your armpit loop, ya ijit? Someone gives you a tutorial, you follow it.
>>
>>166391921
Got it, I'll fuck off until I have a game then.
>>
>>166378352
Because you suck at maths.

walkerCoord = (walkerCoord - direction) * gridBlockSize * 2;
>>
>>166391769
I had an idea fermenting for 3 years or so but then I forgot almost everything so it's all good
>>
>>166392883
no, man, don't fuck off
start making progress RIGHT NOW and post it
>>
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/agdg/, what do you think, our collab game should be?
>>
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Fixing the stairs bug by not fixing the bug at all and just making it so its impossible to have level designs where you can push the puzzle cubes onto stairs.
>>
Can I do a preemtive Monday Recap post?
>>
>>166393587
Let me guess, the blocks have spikes on top of them because you couldn't code it so that Boku can move on top of them?
>>
>>166393587
reminds me of toad's treasure tracker
>>
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>>166393547
spiritual sequel to pic related
>>
>>166393547
PONG RPG
>>
>>166392562
squished into the mesh ya ijit
>>
>>166393665
Yeah dude I'm writing one myself it's no big deal
>>
>>166393718
Holy shit you're exactly right.

How the fuck do you have so much insight. Though desu doing that has made my level design more interesting so boku has to figure out another way down sometimes.
>>
>>166390869
>What do you think?
The genre could indeed be decided per advance in order to make the project more likely to succeed. I rather liked the random aspect of letting people do whatever the hell they wished but the risk of it dying is high.

I'm neutral regarding your RPG / VN ideas but you're making good points.

We'll make a poll for the genre once the the current poll and the poll for the engine will be done then - what does everyone think? The poll for the genre will be opened so people can add whatever idea or genre they wish to add.
>>
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----[ Recap ]----
Game: Skylarks
Dev: Mako
Tools: Rust, Blender, Logic, SDL2
Web: -
Progress:
+ Rewrote the warp system with lots of improvements to the autopilot state machine
+ Added all kinds of nice scene transition effects
+ Rewrote the weapons system
+ Added a particle system
+ The damage system now ties into the particle system. When killing things, they explode into confetti
- Fixing some stupid bugs also broke the hacks I was using to center splash screen images, so now I have to go back and add explicit support for doing that
- Ships come out of hyperspace at ABSOLUTELY LUDICROUS SPEEDS and before they can turn around and stop they're like a million pixels away from whatever planets they were hoping to visit
>>
>>166393547
Something anime
>>
>>166393547
something with boypussy
>>
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why is 3d winning? i thought agdg loved making 2d games

is everyone infected by the AAA virus?
>>
>>166393798
Its captain toad mixed with sokoban and a little kirby mix
>>
>>166394382
>26 out of 150+ people in the thread
Formidable sample size for your thing barely anyone gives a shit about.
>>
>>166394382
3d is getting easier and easier with more options. Gameplay is far more versatile. 3d =/= AAA by any stretch of the imagination
>>
>>166394225
3D anime low poly game.

All characters must be cute girls.
>>
>>166394495
most pollsters would love to sample 15% of the target population, desu
>>
>>166394632
>All characters must be cute girls.
Nah
>>
>>166394382
I voted for the 3d 7 times using proxies
>>
>>166394382
There isn't going to be a collab anyway.

This entire thing stinks of nodev ideaguy getting a wild hair up his ass again.
>>
>>166394125
literally who?
>>
>>166394632
only if furry girls are allowed
>>
>>166394850
where is your game
>>
>>166394475
Sounds like a fun mix, keep it up Anon!
>>
>>166394895
Fuck you.
>>
>>166394125
is this your first time on the internet or just your first time in agdg
>>
>>166393547
a moba with cute traps
>>
Is there a quick algorithm to find the nearest object to something if you know they're both on the same 2D grid

I just don't want to loop through all trees objects to find the nearest when I have 40 objects looping through 2-300 objects
>>
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>>166392419
Make the red cuts and you should basically have what >>166388645 has.
>>
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>>166394045
>We'll make a poll for the genre once the the current poll and the poll for the engine will be done then - what does everyone think?
I think that engine choice is more relevant. And I also think that the genre should dictate the 3D/2D aspect. Whether the game will be 3D or 2D should derive from what kind of game is being made.

Certain genres work better in 3D and others work better in 2D. Genre choice could even dictate which engine is gonna be used.

As for voting for genre, I don't think that "poal.me" will do the job. It will just be filled with memes. We should have some sort of "advanced" form of poll. A poll, where one can enter their genre/game idea and also has to explain it. It should be possible for people to discuss individual poll options - possibly adding to the pitch or discussing how to make that idea better.

As I think of it now, the genre voting should be in stages. That because, I don't really think that people can come up with winning idea from the get go. So, I think that we should start from more vague and general votes and work our way into specifics.

For example first genre/game poll could be about the general setting
>stone age
>fantasy (like antiquity all the way to medieaval)
>modern
>sci-fy
>all the "-punks" - steampunk, cyberpunk, retropunk, dieselpunk etc
>>
>>166395551
Floodfill or, more preferably, spatial partitioning (quadtree).
>>
>>166395680
Funny enough I was actually just implementing a floodfill because I don't use collider (meaning no physics sphere), didin't know there was a name for it, but it makes sense.

I'll check out spacial partitioning, thank you
>>
As an socially awkward dev, how do I cope with deving on someone else game?
It's the first time I do a "group" project
>>
>>166395949
stop thinking in your head "i am socially awkward"
>>
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This is as far as my garbage skills can take me. I give up.
>>
>>166396032
Great.
Now how do I cope with deving someone else's game?
>>
>>166396103
what do you mean "cope"? are nails being driven through your hand?
>>
>>166396052
That's pretty close. Good job.
>>
>>166396160
How do I deal with it?
>>
>>166395949
>anon walks into a divebar and asks about the AA meeting
>>
>>166376000
>I think an /agdg/ collab is possible

no its not, 99% of the people who post in these threads give up on their project, what makes you think they would stay motivated working on something for free they can drop out of at any time with no consequence
>>
I want to get started with making a game, iv gone with ur4 and done some messing around but idk what I'm doing, is there anyplace I can go to or get some tips on how to proceed ?
>>
>>166396052
That 2nd sun at the haindrail ruins the whole scene. Get rid of that and it wouldn't look quite so bad.
>>
>>166396521
Proceed with what?
>>
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>>166395557
doesn't fucking help one bit, it was better before even
>>
Should I get a LLC first or make my game first? If I make my game first and then get an LLC will I still be able to protect my personal assets/money if I get hit by some copyright trolls?
>>
>>166396052
Good enough for a VN
>>
>>166395638
>>166396368
I think it's possible for AGDG to collaborate to make a title screen with some kind of animated background and decent music. But I don't think AGDG could collaborate on an actual game.
>>
>>166396554
>>166396052
Oh, also, rule of thirds.
>>
>>166396586
I guess on how to get started? What I should do first or should I just start making assets first in blender?
>>
Going to start on my first game. Which order should I do things in?

>create/flesh out concept
>create sprites
>learn to code

>learn to code
>create/flesh out concept
>create sprites

I'm a very visual-oriented person so not having graphics to put in and manipulate right away is offputting to me, but at the same time it seems like getting to know the engine first might be beneficial. Please respond
>>
>>166396737
Think of an easy game to make
A basic racing game, endless runner, simple FPS, something that won't take you months to "finish" in order to learn the engine without your horrific first attempts potentially being used as the foundation for a more substantial game.

Not much point making assets before you have some gameplay in my opinion, unless of course you're trying to learn UE4's mesh toolset.
>>
>>166396984
don't do either, keep navelgaving and wasting time on an imageboard getting (yous)
>>
>>166396984
Learn to code and create sprites at the same time then create the concept.
Because coding and creating sprite wont take you much active time, but a lot of "passive" reflexion.
>>
>>166396984
>so not having graphics to put in and manipulate right away is offputting to me,
placeholders, if you can't work with placeholders to create a complete game, you'll never make it.
>>
>>166397196
That makes a lot of sense. What about just following tutorials with pre-made assets until I get competent enough to start doing original stuff? Is this a good tutorial? https://www.raywenderlich.com/61532/unity-2d-tutorial-getting-started

Also is the aggydaggy site ever going to have a tutorials section or is that going to be under construction until the end of time?
>>
>>166397470
I don't know about aggydaggy site, but what I know is that coding and deving is about creating, not knowing.
You may know a lot of code form and a lot of art tips (aka do a lot of tutorial), you wont be able to do your own code or art. At the same time you may have never done a tutorial and have learned by trial and error and be great at it.
>>
>>166397703
So would setting small goals and learning through googling/trial and error be more effective than blindly following tutorials? I got fairly far in SDL tutorials a couple years ago then when I tried to use what I thought I learned I realized I didn't remember how to do any of it myself, even though i took extensive notes as I went. How do I avoid that?
>>
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>>166393547
What about Highschool life ?
>>
>>166397108
So I have an idea of a game I want to make so your saying it would be better to make little one shot games to get use to things and get some experience under my belt? Now asset wise, I use blender is that ok?
>>
>>166398039
Yes & Yes
>>
>>166398080
Would it be ok to buy assets on the unreal store? Or is that fround apone
>>
>>166397854
Just googling will result in a bucket load of ftustration and 0 progress.
>>
>>166397854
You'll learn by doing.
At first you'll be searching a lot for very little function.
Then with time you'll remember those who matter.

Do small things, but do them.
And don't think "this is shitty for ergonomy, but I don't know how to correct it so I'll keep it", think "Right now, I have time to try and find how to correct it. Later I may lack this time."

It doesn't matter if you're working a lot on detail, as long as you learn from it. And you'll learn by doing it, not searching a tutorial.
>>
>>166398169
It's fine. It's not like you're likely to publicly release that first attempt anyway.

There's also some decent free stuff on there.
>>
Who here is working on comfy jam?
>>
>>166371218
Krita's mascot, Kiki
>>
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>>166398337
Yeah but why is she so cute
>>
>>166396673
Those who vote anime wherever they can, will always bail at the slightest hint of getting job done.
>>
>>166398179
>>166398201
So I should do tutorials, but work on my own goals at the same time? I think the reason I didn't really absorb what I tried to learn when I was learning SDL is because i was just studying flash cards of the commands and what they do, but never actually using them for anything. Is the trick to always be incorporating what you learn into your own small projects?
>>
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>>166396183
>>166396554
>>166396704
Thanks, should be better now.

I still can't get my head around screen space reflections and get shadowed parts to stay dark as they start picking up brightness from all over the place.
>>
>>166398337
Are you sure? She looks like Ken Ashcorp's OC to me.
>>
>>166398478
The trick is making a lot of small project.
By doing that you'll learn what you need.
I think the sdl has a "list of function" or something, that'll be totally enough to code.

If you need something, don't check at exemple or tutorial, but ask for help. Because tutorial and exemple will give you "the" or "a" solution, asking for help will help you find "your" solution
>>
>>166398629
https://krita.org/en/krita-3-0-release-notes/
>>
>>166398463
And guess who has been pushing the collab since forever? A weeb.

They're not even going to work on the collab or make a game themself they just get all excited and sugared up and start trying to organize "community events" here like fucking soccer moms with nothing to do. It's really gay.
>>
>>166398456
Because she's small and you would touch her in a bad way?
>>166398629
Luckly, no.
>>
>>166398553
I see that there is a shadowy area over the small room door. Usually that happens around vertices, subdivide more.
>>
>>166398478
A tutorial can help you learn the basic outline of the project.

But the problem with tutorials is that they mostly teach noobie stuff. It is very hard to find a tutorial that actually teaches some advanced project.

The state where tutorials can't teach you anything anymore and you don't know what to do next, is called "The desert of despair". Google that term.
>>
>>166396638
Anyone please answer this!
>>
>>166398949
>>166398781
Ah, dang, sorry. You are right.

This was at the top of the thread, and for a sec I thought the anon was referring this: >>166372279
>>
>>166399090
Make an LLC before you do ANY advertisement, contracts, or sales.

As long as you follow that you'll be fine. Trolls aren't your biggest concern, it's accidently infringing on another copyright, accidently leaving in copied art assets, or anything like this and then losing your house/car. With an LLC the most they can take is what your LLC owns.
>>
>>166398748
So essentially I was just taking the wrong approach. I gave up a while ago but got inspired by some games I played recently to try my hand at it again. I've been thinking of going with Unity instead of learning to code with SDL since it seems easier, but which do you think would be more worth my time? My goal is to make a 2D top-down action adventure game.
>>
>>166398887
name 1 successful agdg game that wasn't made by a weeb
>protip: you can't
>>
>>166398887
What if a non weeb did this project?
>>
>>166399246
I mainly used python+pygame, love2d, game maker and sdl, so I can't tell you if unity is good or not.
But SDL is pretty great for 2d, so I'll say that it may be a good idea.
Be careful though, often people get discouraged because they don't start small enough.
>>
>>166399337
hotpoo hates weebs
>>
>>166399246
SDL2 enginedev here. Unity is certainly less effort to get started with. You still gotta learn a shitton to make it work, but at least you'll be spending more time on writing code for gameplay mechanics and less time on writing code for basic infrastructural shit.
>>
>>166375287
she's a little too fat
what clinches it for me is the thighs and calves
when those are as thick as the hips or even butt should be, you've got problems
>>
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>>166399558
You can tell hopoo is a weeb just by the Providence boss fight alone
>>
>>166399636
not really, no
>>
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>>166398456
>>
>>166399821
Yep
>>
>>166399246
SDL requires you to use OpenGL (there are better ways to use the other graphics APIs) to do anything substantial. SFML is probably a better option, or Monogame if you aren't dead set on using C++.
>>
>>166399821
stay in denial. weebs have a history of success here
>>
>>166380605
looks nice but doesn't look fun.
>>
>>166399243
Thank you for answering. I have already mostly finished working on a game I think may be good enough to publish after some polishing I just didn't want to have to remake everything if I got an LLC to get the liability protection. So I should be safe right?
>>
>>166399910
>>166399874
>There's a fight against a small enemy
>ah, classic weeb
? ? ??? ?? ? ? ???
>>
>>166399581
>SDL2
W-with O-OpenGL? If yes, could you tell me how did you made +3.0 and SDL2 friends? I've found almost nothing about this, and now I'm stuck with GFLW. Even though I have to admit I'm having fun with it's "bare-bones" approach
>>
>>166399581
Yeah, that's kind of what I was thinking. I'm a total beginner when it comes to programming (the most I do is fuck around with python scripts), so my thoughts on using Unity were basically that I shouldn't start by trying to invent the wheel. Will the skills/knowledge I learn from Unity help me to make my own engine later on, or is it exclusive to Unity?

>>166399881
Thanks, I'll look into those.
>>
>>166398456
I would rub my stylus between her legs.
>>
>>166400041
GLFW is hardly bare-bones compared to SDL, though. Grab OpenAL and SOIL (or equivalents) and you're set.
>>
level design is actually is the fun part of gamedev
>>
>>166400041
>W-with O-OpenGL?
Nope. I'm using the renderer API for now. It's plenty fast for what I'm doing.
When I posted a build for Demo Day X, people were having issues where it ran at something like 2000 FPS and their poor graphics drivers just couldn't keep up
>>
>>166393587
>that fucking native lag
disgusting.
>>
>>166393587
just refuse the move if the player wants to push a block down a staircase. like, don't make your block explode when it falls down a staircase, don't let the player push it there in the first place. that fence looks goofy tbqh
>>
>>166400287
Well, I meant that SDL is basically a package with audio, image etc. Besides, SDL can provide error message boxes, Android support and many other cool things. Yet for some reason I find GLFW more appealing. It's hard to explain, but it's just more intuitive to use and the wiki seems to be more up to date. So, yeah, I'm starting to wonder what I'm actually complaining about. I guess I just miss the Android support, and don't want to rewire the whole thing when I would like to go that direction once.

>OpenAL
Thanks! I originally wanted to go with PortAudio, but I'll take a look at this.

>>166400429
Thanks for the answer!
Are you, by any chance, Unnamed Platformer dev?
>>
>>166401067
>Are you, by any chance, Unnamed Platformer dev?
Nah dude I'm making Skylarks
>>
How do I overcome my fear of working with other people on my project? I've got a really good thing going but the problem is the scope is a little bit bigger than I'd be able to handle on my own. I would like to branch out and get other people interested in my project but its hard because I don't know how to deal with people very well and there's all kinds of people out there. I don't want to be like that one guy that trusted that art person who then turn around and stole his idea. It sucks because I think I've got something pretty good too, but I just need to let go and give it a shot, but how?
>>
>>166401067
>Well, I meant that SDL is basically a package with audio, image etc.
You need to link to three different libraries with SDL to get that functionality (well, you could use SDL_Audio instead of SDL_Mixer but it's extremely low level) anyways.

>Yet for some reason I find GLFW more appealing. It's hard to explain, but it's just more intuitive to use and the wiki seems to be more up to date.
I do too.

>Android support
Good luck with that. It's not as easy as it sounds, and that's assuming you can make a game that fits on both mobile and desktop.
>>
>>166372528
looks like shit judging by the video

still much better than all of you faggots garbage, at least they're trying with the assets and graphical effects
>>
>>166396626
You're missing the armpit/over-the-shoulder loop
>>
>>166399910
>weeb thinks anyone who likes anime is a weeb
You just don't get it weeb. You autistic anime avatar spamming fags are incapable of making games and this is proven. Stop trying to take credit for the work of other game devs who happen to be on 4chan and might like anime. You're not them.
>>
>>166396984
Learn to code first because you need to be able to prototype before settling on a game or else you're going to end up wasting a lot of time doing assets that get scrapped because the game wasn't protoed properly and wasn't actually fun.

Also learn to code before you try to do anything with any engine or gamedev library.
>>
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>>166401183
>Skylarks
You still here.

Damn. Small moments like this makes me super motivated for some reason.

>>166401293
Well, I can't argue with that. Thanks, I needed this little extra confidence in my tools.

Please, you two, accept best wizard in return for your efforts.
>>
>>166376560
>when you go "fuck it" and just cover it up with loose fabric
>>
>>166401287
professionals will be happy to show you their portfolio and provide you with references.
>>
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does this fire look like it even REMOTELY fits the game? particles are liquifying my asshole without whining and dining me first
>>
>>166401821
I think it's cute.
>>
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artist looking for programmer. tell me what youre doin in your game. heres a pic related of my art style
>>
>>166401821
I don't see an artstyle here so it fits just as badly as everything else.

Also the particle itself looks like it has an invisible fire cutout at the bottom of the particle. It doesn't look like it's coming from the snake's mouth.
>>
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WIP, what do you think?
>>
>gamedev
>being a weeb
kek
Japanese games suck
>>
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Guess which game's MC she is. Also feedback pls.
>>
>>166402615
fits in the boatgame, i like it
>>
>>166402553
you must hate games because every japanese game is better than the cuck. i mean western counterpart
>>
>>166402615
Boat game
Nose looks weird IMO
>>
>>166402526
I can't stop seeing canus.jpg in everything. Fuck you agdg.
>>
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>>166402792
I don't know what you mean
>>
>>166402615
Yar.
https://www.youtube.com/watch?v=ta-Z_psXODw
>>
>>166402615
When one log leg isn't enough.
That only lack a pair of eye patch and a bottle of rum and it'll be perfect.
>>
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>>166401697
>people remember me
Cheers anon
Let's make progress together
>>
>>166402862
>trying to legitimize some forced steamchat cuck meme with WOH art style
This better be a fucking parody.
>>
>>166403186
>canusgmod.jpg
>>
>>166402615
catmouth island
>>
>>166403426
>ywn get cute girls to advertise your game
>>
>>166403426
cmi's protag wasn't a pirate though.
>>
>>166402615
bunnydev pls
>>
I saw a guy here making a katamari game and i thought I'd do the same for some shekels, but the gameplay is patented and I'd get sued. How do i get around this?
http://www.google.co.uk/patents/US7402104

Would donation payment make it okey?
What if it was a parody work?
What if i changed a lot, how much would i have to change?
>>
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which is a better way to model line of sight in a 2d rpg/roguelike type of game? Left, right, or something in between?
>>
>>166371167
Did plokdev get a cease and desist?
>>
>>166403859
Just don't make everything stick to you like glue.
>>
>>166403859
"Ball goes around and everything smaller sticks to it" is not protectable by patents. Gameplay mechanics can not be patented. Else you'd see Nintendo stomping any 2D sidescrolling platformer.
>>
>>166403978
>Did plokdev get a cease and desist?
No he probably just killed it for XYZ reason, he got permission from the devs.
>>
>>166403889
Right, except when you stand behind a corner it's left.
>>
>>166403889
Both are awful.
>>
>>166404249
Okay yeah, that makes sense
>>
>>166404102
>Gameplay mechanics can not be patented
well thats what i thought too
so wtf is that patent protecting
>>
>>166404102
You didn't even do a simple google search.
http://www.gamespot.com/articles/patented-game-mechanics-that-might-surprise-you/1100-6369027/

Microsoft sued Activision over infringing the concept of an MMO because they owned Worlds.com at one point which predated MMOs. They could have sued anyone else but they targeted the owner of WoW because that's where the most money is. Patents exist it's all a question of whether one party sees it as worthwhile to file claims on another.
>>
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-------- AGDG WEEKLY RECAP
Fill out the form to be a part of the weekly progress recap. Be sure to check out the "read me" link for important information on scoring and formatting.
Submissions will be accepted for roughly the next 36 hours.

-------- FORMAT
----[ Recap ]----
Game:
Dev:
Tools:
Web:
Progress:
+ ...
- ...

-------- LINKS
Read me: pastebin.com/QA047M2e
Recap archive: dropbox.com/sh/icm5ng2zs8p24uh/AACC61OsXzCgl6-9Vdwb4sRAa
Scores archive: pastebin.com/AmFmLeAy

-------- SCORES
[ 1000+ ]

[ 500 - 999 ]

[ 200 - 499 ]

[ 1 - 199 ]
135 -- Monolith
125 -- Skylarks
75 -- Throbot
65 -- Clarent
35 -- 23/Prometheus
35 -- [Placeholder Title]
35 -- Super Space Jam Jetpack Robot Turbo
35 -- VikinGirl RPG
35 -- Not a School Shooter
25 -- RAD Ross
20 -- Kairo The Gryphon
15 -- Bout O' Wizards
15 -- Autumn’s Gesture
15 -- Ctesiphon
15 -- Vampire's Bit
15 -- Elemental Knight
15 -- Project M
15 -- Mech Game
15 -- Maid Game
15 -- Scavenge
15 -- Gumball Spiral
15 -- Locked Masts
10 -- Frost
10 -- Catgirl Pool Party
10 -- Metanoia: The Sacrifice
5 -- Source
5 -- Rune Revolver
5 -- Halcyon Daze // Neon Knights
5 -- Grand Classic (name tentative)
5 -- Elements Torn
5 -- Shooter Man
5 -- NipNip
5 -- Slimepix
5 -- Project Murder Party
5 -- Pant(r)y Raid
5 -- Tempest
5 -- Project TUSSLE
5 -- untitled danmaku
5 -- Mercenary Leto
5 -- God is a Cube: Nanomachines Rising
5 -- Ghost Knight Victis
5 -- Ancient Saga
5 -- Spaceship Crew Self-Defense Simulator
>>
>>166404174
>he got permission from the devs.
And he still dropped the project?

What a fucking moron. He literally had everything he needed to make that game ready to go and just kicked around making posts about being depressed. He could have been one of the biggest hits from agdg if not the biggest.
>>
>>166404534
Note the: "probably", I don't know for sure, and I've been absent from /agdg/ off and on so I may have missed it.

But it's /fairly/ safe to say if a dev stops posting here, it's either because their project is kill or or they're ready to release.
>>
>>166404419
oh my dark lord satan how are you calculating these fucking scores
>>
>>166403779
Shit you got me.

>>166402704
>>166402675
Yep. And I'll try fixing the nose.
>>
So despite all of the artists who said they want to collab for the comfy jam we still don't have single 2D girl spritesheet?
>>
>>166404385
read it, it's pretty explicit

i'm gonna go ahead and patent gravity in video games now, get your wallets ready to pay me
>>
>>166404534
>>166404657
I can't view his tumblr anymore.thekingofakrillic.tumblr.com Dead?
>>
>>166404694
In the same way musicians can't patent chords, game companies can't sue you for making a similar game, only if they feel you're directly infringing. Which is where the patent comes from.

And even then, I doubt Bamco will give a shit, no one's seriously cared about KD for a decade.
>>
>>166404391
All patents in that article protect the technical shit behind a mechanic, not the mechanic itself. If you find a way to make stuff stick to your ball of shit that is not what Katamari Damacy used, you're in the clear.
>>
>>166404860
>>
>>166404918
>game companies can't sue you
They can, they just probably won't win. But its not like anyone here could afford to pay a lawyer long enough for the court to find in their favor. And even if you won they'd appeal (if you can appeal civil cases?) or find some other bullshit reason to outlast you.
>>
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>>166404419
----[ Recap ]----
Game: 23/Prometheus
Dev: GrandFaker
Tools: GM:S, GIMP, FL Studio
Web: 22verse.tumblr.com, twitter.com/GrandFaker, grandfaker.itch.io

Progress:
+ Doing some major change, will post more in next recap
>>
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>>166404419
----[ Recap ]----
Game: Rune Revolver
Dev: Monchop
Tools: GMS/Aseprit
Web: ---
Progress:
+ HUD Mostly done
+ Ammo, stock and reload implemented
+ Improved some visuals
+ Started enemy designs
+ Prototyped a boss and boss visuals
+ Started working on transitions and other effects
+ Started gamepad support
+ Level design on a very early stage, but started nonetheless
- Weapon graphics not started
- Spells not polished
- Menus nonexistant
- Inventory not added
- Fullscreen scaling not added
- Necessary shaders not started
- Items are bugged
- Savefiles aren't working properly
>>
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>>166402526
Constanza demon?
>>
>>166405137
Some lawyers will take it for free if they feel a counter-suit of harassment is viable.
>>
>>166404658
I gave an overview of the new scoring system in the read me link. Though if you have any additional questions, feel free to ask.
>>166393665
For sure. I scrape every thread in the Monday-Wednesday range.
>>
>>166404419
'Evening
I was a little early >>166394125
>>
>>166403978
He's always coming and going.
>>
>>166404385
It's very explicit, clearly showing that you're allowed to make a rolling ball game if you want.

The patent is very specific in protecting
>the exact mechanism by which they maintain a general sphere shape while attaching arbitrary objects
>their system of generating rotational points representing the extremes of your ball
>using this array of points to attach objects to the nearest appropriate one
>this array is also used as the ball's collision for efficient and convincing rolling of a complex sphere
>the way in which this data is saved to a drive.
>>
Are games with only menus real games?
>>
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>>166404419
----[ Recap ]----
Game: Bout O' Wizards
Dev: Hamfist
Tools: Aseprite, Audacity, Godot
Web: https://hamfist-mcmutton.itch.io/boutowizards
Progress:
+ Understood Godot's file system
+ Understood why the Linux build (most likely) failed
+ Dynamic animation loading
+ Advances in basic AI
+ Tome content aesthetically (more) polished
+ Ported most game data to external files
- Game had to be rebuilt from the bottom apart from assets
>>
>>166405676
>Muder
>>
>>166405592
You can have as much fun in a menu only game as in a game with AAA graphics. In other words they are real enough for me.
>>
>>166405676
>already deleted once
>still not filling in Dev:
>>
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>>166405742
Gonna fix it. thanks
>>
>>166405514
>>166405676
Can you commit suicide and end it all?
>>
>>166404694
i really don't understand how you couldn't patent how gravity is calculated in video games while you can patent this. essentially, they're patenting rolling around a sphere(???), increasing the radius of the sphere by objects it collides with(???) and then parenting those objects to that sphere(???). how is that different from patenting detecting that there is no floor under an object(???) and decreasing the y-value of the object by solving an equation each frame(???). or how about jumping? increasing a coin counter when you collect a coin?

fk u patent law and fk u katamari
>>
>>166379510
>tfw I'm sick, overweight, and have no energy right now
This is making it hard to comfy dev.
>>
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Are any of you guys trying to get into VR devving in unity?

I could use some pointers.
>>
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>>166402526
and finished!
>>
>>166406014
>Muder
ANON
PLEASE
>>
What the fuck do the scores mean?
>>
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>>166406014
Fuck it .IT IS STAYING LIKE THIS.
>>
>>166406075
jesus christ
>>
>>166406191
WHAT DO THEY MEAN
>>
>>166405584
I hope you are right and i can make many shekels
>>
>>166406195
BUT THINK OF THE SCORES!

>>166406191
It's detailed in the fucking readme. Read the post.
>>
>>166406284
no
spoon feed me you faggot
>>
>>166406049
>being safe from the outside
>will easily survive the winter
Sounds comfy to me.
>>
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>>166406284
>readme
>current year
>>
>>166406370
- Each recap you post in is worth 5 points
- If you've posted in previous recaps, you get a score multiplier that makes it worth extra points
- If you miss a week, your multiplier resets
>>
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>>166389054
I-I can boost too!
>>
>>166406426
dumb animeposter
>>
>>166406370
no
bond burger yourself asswipe

>>166406482
He wasn't even talking to you, you limp-dicked cumguzzler.
>>
>>166406587
FUCK YOU TOO, HORSECUNT
>>
>make sweeping changes to game code
>things don't work properly anymore
>abandon game because no version control
anyone else do this often?
>>
>>166406587
got a reply before you anyway cunt
>>
>>166403889
why not try something more original like high-res 3d graphics but still with this type of top-down view w/ line of sight kind of thing
>>
>>166405503
No worries, the scraper will still grab it.

Also I'm going to just paste the scoring section of the readme here

[ SCORING ]
Overview:
Each game has a score, score multiplier, inactivity counter, and streak counter. Each week you participate in the recap, you get 5 points * your score multiplier. Your score multiplier starts at 1 and increases by 0.5 each consecutive week you participate. It currently caps at x10, for a maximum of 50 points per week. If you miss a week, your multiplier and streak counter will reset. For each consecutive week you don't participate in the recap, your inactivity counter increases by 1. If your inactivity counter is > 3, your game is removed from the scores list included in the recap posts. However, your score is still maintained in the scores archive, and will be restored when you participate again.

IMPORTANT (!)
Your score info is tied to an identifier, your case-sensitive game name. If you misspell or otherwise type it incorrectly, it will be treated as a new game, and your actual game's streak and multiplier will be reset. If you want to change your game's title safely, use the NEW_TITLE field. Example:

----[ Recap ]----
Game: OldTitle
NEW_TITLE: NewTitle
(rest of your recap entry)
>>
>>166406426
They should have made it a changelog instead. Changelogs are fun to read. It's like unboxing christmas presents.
>>
>>166406630
I stopped doing it when I became an adult and began using version control.
>>
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>>166404419
----[ Recap ]----
Game: Autumn’s Gesture
Dev: quasiberry
Tools: UE4/Maya/Zbrush
Web: quasiberry.tumblr.com

Progress:
+ added a new map
+ 2 new enemies
- particles are making me cry a little bit. like cutting open an onion
>>
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>>166406630
>anyone else do this
>often
>>
>>166406630
Seeing as I'm not mentally retarded and use vc, no?
>>
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----[ Recap ]----
Game: Project Murder Party
Dev: some faggot that doesnt know how to english
Tools: Unity
Web: https://brazileirobr.itch.io/pmp
Progress:
+ Made one new item : Beambag shotgun
+ Made burneable gasoline pools
+ Made water pools when you use water based weapons
+ Remade the camera controls do include acceleration
+ Changed all the spheres to lowpoly spheres.
+ Remade the aimming sistem, to be more free and to use acceleration
+ Synched code to work online
+ Winner of the Deathmatch mode wins a crown.
- still a shit ton of errors that i have no idea how to fix
- aimming camera does'nt move online, no idea how to fix it.
- still no graphics
- still dont know how to write the name of my own game
>>
reminder that 2d games are more difficult and take more time to make than 3d games if you use unity
>>
>>166406852
>does'nt
>>
fuck
>>
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you're all making good stuff, this special edition (You) first grade is for every dev in this thread
>>
Do you have to quote the post?
Please tell me you dont have to quote the post.
>>
>>166393547
nodev simulator
>>
>>166406852
>Beambag
>m
>burneable
>e
>does'nt
>s'nt
>aimming
>mm
>dont
>nt

HOLY SHIT ANON WHAT ARE YOU DOING
>>
>>166406980
You dont [sic] have to quote the post.
>>
>>166393547
Make a 2D idling game in UE4
>>
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----[ Recap ]----
Game: Shiphack
NEW_TITLE: Cybership
Dev: @Vestigialdev
Tools: unity
Web: vestigialdevelopment.com
Progress:
+Playing with particles for the main game screen
+Working on sudo and user accounts
+Retooled programs to be hacked Dialogues for easier flow visualizing
+Player "profiles" for multiple saves per computer
+Babbys first steamworks integration
+Playing with fuzzer gameplay concept to research new vulnerabilities
>>
>>166407054
Remember kids, never drink and dev.
>>
>>166407054
he's obviously spanish
>>
>>166407164
>brazil
>spanish
fuck off yank
>>
>>166406852
>sistem
>>
>>166406852
>Dev: some faggot that doesnt know how to english
Can we call you Agent Muder instead
>>
>>166407164
obviously a serb
>>
>>166407426
He needs to start deving a MUD.
>>
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>>166406852
>cannot delete it now.
>cannot post the spell check version
Well today is not my day.
>>
>>166407220
brazillian here, I can confirm we are spanish
>>
>>166407716
It's okay bro. It's all right. The important thing is, you're making progress. As long as you can do that, it doesn't matter how you spell it.
>>
>>166407830
At least the name of the game is right this time.

Also what a fuck is a MUD? >>166407575
>>
>>166407716
Doesn't your browser have spellcheck? If you frequently have this type of issues you could look into how to enable it

>>166407830
This. Just liek make pogress
>>
@166407919
GEN Z OUT
REEEEEEEEEEEEEEEEEEEE
>>
>>166407919
Multiplayer Unix Detachable
>>
>>166407716
no one cares bro. have a good week of progress and see you next recap
>>
>>166407919
>Also what a fuck is a MUD?
An MMO, but with text instead of graphics. They used to be really popular in the 90s.
>>
>>166407716
>cannot post the spell check version
Why not?
>>
>>166407919
Multi User Dungeon. It's some kind of text-based MMORPG IIRC. Played a bit when I was younger but these type of games always trigger my social anxiety.
>>
I've just started a 3D project,
I want to make an open RPG, like a legit "You can do anything you want" type game.

It will be comfy.

wish me luck.
>>
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>>166404419
----[ Recap ]----
Game: Locked Masts
Dev: IceDev
Tools: Unreal, various
Web: N/A
Progress:
+Still working on framework.
+That's a fully functioning graphics menu right there.
+Found tuna.
>>
>>166406630
Any time you type with your fingers to make or edit a file you must use backup. Otherwise why are you creating/editing that file?
>>
>>166408137
You have already failed.
>>
>>166404419
Why go through all the trouble to note how consistent people are in such a complicated manner? I'm pretty high up on the list now because of the change but i'd still rather it just be how many recaps we've been in total or something like that.
>>
>>166408137
I'm looking forward yo playing this in 20 years!
>>
>>166408137
Good luck, Anon-kun.
>>
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----[ Recap ]----
Game: wizMUD
Dev: Virtual Buddies
Tools: Unity, Blender, Photoshop, HTML
Web: http://tylercccc.tumblr.com/ (personal tumblr for now)

Progress:
+ Improvements to network code
+ Alot of new level assets
+ Ragdoll physics
+ Added knee bones to wizard
>>
I'm not posting my game because you'll steal the idea
>>
>>166408171
motivate progress? don't break the chain
>>
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>>166407716
Cheer up, anon. Here, have a new subscriber. And some cartoon woman.
>>
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----[ Recap ]----
Game: Maid Game
Dev: Anon
Tools: C++
Web: hexundev.tumblr.com
Progress:
+ Added new NPC meido
+ Tested face changes
+ Added backlogs to dialogue engine
+ Added cat girls
>>
>>166408284
Blue board dude
>>
>>166408074
Deleted too many posts. 4chan thinks i'm spamming

>>166408085
>>166408042
>>166408007
i see thanks
>>
>>166408257
Did you write the shader for this or is there some 'low resolution flat color limited palette' shader in the resource store?
>>
>>166396368
The idea of participating in a big project with the ability to just pop in and out without care in the world can actually be an interesting and appealing point. After pondering some more I believe >>166395638 (and another anon earlier too) is on the right track as the genre of the game matters more than anything else.

To put things into perspective, if it were to be decided to make an /agdg/ sidescroller game on GM:S then things would already be easy picture and imagine.

I do believe a lot of people could be having fun working on the same game, but to tell things as they are I don't believe /agdg/ would be able to sustain a project that is too complicated, like anything 3D or anything too original or out of the ordinary. Once again a 2D sidescroller or some sort of RPG would be best, because it starts and works simple but can still be expanded through creativity. Even some anon with no skills could still come up with some enemy sprite or even a random vase in the background to help out everyone.

I get it /agdg/ likes to be negative about everything, it's nothing new you guys have been like this for years. Doesn't prevent me from believing this is possible to achieve something simple and fun to do with everyone.
>>
>>166408394
You don't even need a shader for that.
Lower your render resolution, disable AA, disable lighting, don't use textures.
>>
>>166408165

fuck you non-believer,

>>166408207
>>166408215

thank you anons,

I've fiddled with unreal a few months ago, just started on this project last night, got custom blueprint nodes working,

I should have a good start on a worldgen by tonight.

and I've made a handful of small models while I was waiting for stuff to install,

Should have something that can be looked at in a few days.
>>
>>166408358
I saved that right from this very general.
>>
>>166408153
I've avoid calling the highest possible option 'Epic' despite that being the name of the max setting in Unreal since I've seen it whined about (hurr hurr epic settings bro).

Regarding graphics - any vital options I'm missing? I'm gonna try to add a FOV slider too.
>>
>>166408284
source?
>>
>>166408284
Is this real? can a grill zecchou from having their uterus rubbed?
>>
>>166408484
But what about the shading on some of the objects that's made out of vertical lines of two colors? That doesn't just happen naturally surely
>>
>>166408659
That you use a shader for.
>>
>>166408524
Maybe a motion blur override too. It's part of Post-Processing and I'm gonna keep it turned off by default since it's almost always shit but it'd be nice to have the option for Steve and that other guy who likes to have the bloom setting on max.
>>
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----[ Recap ]----
Game: Throbot
Dev: scarfdev
Tools: gm:s2
Web: http://scarfdev.tumblr.com/
Progress:
+ replaced glitchy suplex with a stepping stool kind of jump
- i liked the suplex but it just doesnt feel right on the controls
+ i might try to add some silly fighting game move command to do it as a secret or something later
- about ready to completely give up on foreground object parallax because i'm too stupid to make it work properly
>>
>>166408857
>- about ready to completely give up on foreground object parallax because i'm too stupid to make it work properly
Do you have background parallax?
it's exactly the same as that but with a faster speed than the focal ground
>>
>>166408857
>- about ready to completely give up on foreground object parallax because i'm too stupid to make it work properly

What do you meme?

Parallax, the way I'd do it would be all about layers, and you just declare the speed at which they move when the camera moves, so back would move slower, front would move quicker.
>>
>>166408975
>>166409138

Not like that, idk how to properly explain it to people, they always assume i mean basic parallax, but i mean with GMs tile layers, so i can place objects individually, and not have a tiled sprite, but still have the layers move at a different speed.

I know i could easily do that with a controller object, but that would mean making the room way way bigger than the actual level, and placing the tiles in arbitrary places that correspond to their real position in game, and i'm looking for a way to avoid that hassle while still using tiles. There probably isn't a way, but i dont know too much intricate programming stuff and i want to be sure.
>>
>>166409390
>GM

I'm sorry.
>>
>>166408171
There was actually no change in the ordering of the games. I just multiplied all the previous scores by 5. If you mean having a higher multiplier than others, I actually had everyone start at the x1 multiplier regardless of streak count. As the other anon said, I mainly did this to encourage consistent progress and allow people to feel more invested in the recap process. Nothing is set in stone though, I can easily adjust things moving forward depending on feedback.
>>
FUCK CODING REEEEEEEEEEEEE
>>
>>166409779
you can stop anytime you retarded fuck
>>
>>166408484
>>166408394
>>166408659

Im using retro pixel pro from the unity asset store, its cheap and also has a pretty good free demo. You can choose what resolution you want the pixels to be, which is a little different than just disabling AA. Also it has an optional color map which is nice.

The lines are a dithering shader my buddies made, Idr kno how it was made ( im just an art guy).
>>
>>166409779
Coders have it harder. Be an artist instead.
>>
>>166381425
this is my autism
>>
>>166409850
I just need to git gud anon, I'm mad at myself
>>
who wants to be my senpai and talk about devving games on skype all day long?:)
>>
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Started adding some more UI elements for story stuff. So far I got this, and the feedback was:

>smaller text background window
>less text per window
>center the text more (move away from edges)
>opacity in the text background window
>lose the window behind the character (even though he is harder to see then)

Anything else I missed?
>>
>>166410043
Only if you're a cute trap :^)
>>
>>166410043
>:)
stopped reading there
>>
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>>166404419
----[ Recap ]----
Game: Wicked Charm
Dev: whip-dev
Tools: Game Maker: Studio
Web: Noone
Progress:
+ Made a simple ledge grab mechanic.
+ Finished a jumping animation.
- I'm so slow making progress that I feel ashamed to post in the recap.
- I'll stop making character animations for now and start working on some other things like the level assets.
>>
>>166410110
my code is super cute anon
>>
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>>166409390
you fucking blew it start again
>>
>>166410173
luckily that's the end of the post, im sure most people stopped reading there
>>
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>>166410271
It doesnt move.
whats the problem?
>>
>>166410363
how many layers of irony are you on?
>>
>>166408659
yeah its a shader, if u want the code i can post it
>>
>>166410185
cute as fcuk
>>
>>166410237
>Previously Kairo The Gryphon
RIP
>>
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>>166410185
>pixelshit
>>
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>>166404419
----[ Recap ]----
Game: Project M
Dev: Adam
Tools: Unity, Blender
Web:
Progress:
+ finalized the controls
+ boosters work properly now
+ learned about image-effects and stuff
+ new skeleton works in game...
- ...but the garage&shop are still based on the old one
- still haven't textured the model
>>
>>166410271
The entire thing will be triangulated, Anon. That's just how video games work.

I just did it there the dictate the angle of the cut.

Why didn't you circle the box on the left?
>>
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fucking finally, this seems to have ended up being the most effective shoulder at this polycount

poles at the pectoral, the armpit and shoulder blade, and then just a tube I guess that makes sense
>>
Is there a single modelling program that lets you model with quads while allowing you to choose how the quad is triangulated?
>>
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friendly reminder that anyone judging you for your choice in engine or approach to game dev are nodevs and should be discarded immediately, great games have been made with all the engines being used by everyone in /agdg/ and the jealousy caused by your progress isn't actually attributed to your work choice but to their own inability to just make game
>>
>>166411184
Any of them

Just triangulate before you export
>>
>>166411067
>the most effective shoulder at this polycount
probably like 0.001% of humanity would understand what you mean by this
>>
>>166411254
That's not what I mean. I mean choosing which diagonal of a quad, if one is preferred, the triangulation should use. While still remaining a quad for modelling purposes.
>>
>>166410185
>Web: Noone
Fix this, I want to follow you.
>>
Do you find having a progress blog holds you accountable or does it just make you worry more about having something presentable?
>>
>>166411378
You mean set the triangulation without actually triangulating it? I can't imagine how that would be very useful. What polycount are we talking here?
>>
>>166411378
Why is that different to triangulating at the end and flipping whichever aren't the way you want
>>
>>166411378
just triangulate before you export
>>
>>166411587
for me it does both which is not at all a bad thing
>>
>>166411587
90% of my polishing comes from fixing things I notice in the process of recording a video, so that's good.
>>
>>166404419
40 games is a pretty good haul
and ctesiphondev is active again, nice
>>
>>166410237
Just a heads up, there's now a way to formally change your game's title using the NEW_TITLE filed like so

Game: Kairo The Gryphon
NEW_TITLE: 3DS FPS

This will make it a lot easier to manage scoring for your game, if you care about that.
>>
>>166411591
>>166411614
>>166411678
Triangles produce topology that is much harder to work with, for instance they terminate edge loops. But it's also important to be able to decide exactly how a quad triangulates.

If you triangulate the quad directly, now you've messed up your working topology.
>>
Does Unreal Engine allow 2D per pixel access on textures? Or will I have to merge SDL2 into UE4?
>>
>>166411801
Oh, okay - Thanks!
>>
>>166411819
But you do it at the end
>>
>>166411838
>per pixel access on texture
This is slow, why do you need this?
>>
>>166411872
And what if you need to go back and change stuff?

>>166411838
https://answers.unrealengine.com/questions/25594/accessing-pixel-values-of-texture2d.html

Though I suspect you actually want a shader or to completely rethink what you're doing. What ARE you doing?
>>
>>166411801
>filed
*field
>>
>>166411884

I know it's slow,

I'm generating a 3D worldmesh, and would like to generate map at the same time,
>>
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----[ Recap ]----
Game: Kairo The Gryphon
NEW_TITLE: 3DS FPS [WIP]
Dev: Kada, Theonian
Tools: Unity, Blender
Web: http://theonian.tumblr.com/
Progress:
+almost completed the first map
+some thought-experiments about game mechanics and design
+currently experimenting with FPS controls and Unity builds for 3DS
>>
>>166411838
>Or will I have to merge SDL2 into UE4?
at that point you have to ask if UE4 is right for your project

>>166411963
welcome to 3d
>>
>>166411963
Then you remove the triangulation modifier?
>>
>>166412026
So it doesn't exist?

>>166412072
You wouldn't even have to do that, if this feature I'm asking about exists, but it seems to not exist.

I'm talking about physically turning a specific quad into two triangles with a specific diagonal. I don't want to do that.
>>
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look how well behaved it is!
>>
>>166411998
I imagine it's probably quite easy to take a 2D array of pixel values and upload it as a texture all at once. That's how textures are loaded.
>>
>>166412217
>shoulder joints attached to the top of the neck
What the fuck, Anon.

Definitely add breast bones to go between the shoulders and spine
>>
>>166411998
You could probably do something with drawing to render targets
>>
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>>166412026
>>166411963

most of my project is 3D, so I'd say UE4 is right for the project.

I just threw together a quick 2D worldgen in SDL2, now going to adapt the code into UE4,
pic related is the result of the 2D gen, don't worry about the pink/purple area, it's a color out of bounds dealio from rushing with the colors,

anyways, as the map generated I wanted a 2D version of the map to update in the corner,

I need a 2D map so the user can view climate map, wind map, and precipitation map, which would be difficult to show on 3D map.

>>166412326
good idea, thanks
>>
>>166411801
Ive used Deeplinks and Shiphack in the past but Cybership now, do I have to choose which previous title to convert, or can I do multiple old titles into one new one?
Also Im pretty sure its had various capitalizationsm eg deeplinks, what do?
>>
>>166412392
I don't really need that much articulation on the upper body, so I just have one bone for the whole torso and head, and then attached the shoulders to that

less bones, more performance
>>
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How much screenshake is too much screenshake? What are the correct uses of screenshake?
>>
>>166392558
i dunno if they still do but sega had a patent on the crazy taxi arrow
>>
Any good sprite sheet maker programs?
>>
>>166413051

No such thing as too much,

Shake it as much as you possibly can.
>>
>>166412194
>I'm talking about physically turning a specific quad into two triangles with a specific diagonal. I don't want to do that.
what are you even asking for

do you know what a modifier is?
>>
>>166413051
if your game has 15 seconds of screenshake within 30 seconds of a standard gameplay loop, you're doing it wrong and disregard any e-celebs that might tell you otherwise
>>
>>166412610
you should be able to have decent animations without fucking the performance jeez
>>
Anyone else try to dev but then get distracted by dancing to anime songs
>>
>>166413051
if you put a point in the center of the screen and define every other point of the screen as the distance between that point and the center point, i'd say you can move the center point about 1 real world cm in all direction
>>
>>166413051
You need to use all the different types of screen shake anon

>position offset
>up/down
>camera z rotation
use sin waves to make it easier on the eyes
>>
>>166413409
*direction and distance, distance by itself isn't enou
>>
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I finished a game!
>>
>>166413143
asspergite
>>
>>166413576
>screenshake
UNPH THAT JUICE
>>
>>166413143
aseprite
>>
>>166413576
Well done. Now make another.
>>
>>166413576
Why is everything in ancient aztec dialect
>>
>>166413576
congratulaciònos mi amigo, va à la fiesta. andalé andalé mami iya iya oh oh
>>
>>166413123
>http://www.patentarcade.com/2010/07/case-analysis-sega-v-fox.html
hmm usually video game clones are ok but on the other hand the simpsons: road rage is ridiculously similar to crazy taxi

but >>166392558 should be fine because it doesn't even involve a car. the patent is more than just the arrow
>>
>>166413576
Why is your game using a made up language?
>>
>>166413576
Looks like shit
>>
>>166413576
fucking grats man
>>
>>166413576
aqui esta tu juego
>>
>>166413187
I don't think you understand the concept of how a quad can be triangulated in two different ways and only one way might look good.
>>
>>166413576
Oh color chaining, nice
congrats anon
>>
>>166413576
buen trabajo, mi hermano rico en melanina
>>
Day 2 of messing around with gamedev

Can't figure out a way to clear array of enemies (when I load in a new level/room). Just setting each enemy to null doesn't work because then I'm animating/drawing null entities.

Help me please. I'm scared and making game is all I want to do in life.
>>
>>166414154
>Day 2
Day 38 of no progress because no art here
>>
>>166413883

I thought it would be funny.
>>
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Alrighty I need some hot opinions

I want to start working on world assets, thing is I am not too sure how big my mechs actually are. I like them big, so if it were just about aesthetics I'd pick A but the game is about going fast so that would kind of limit the level design to giant open spaces.
E might look a bit silly but I think it would allow for some fun/interesting level and enemy design(vs infantry maybe?), though I am not a big fan of the giant power armor.

Any and all input welcome.

>>166406489
You know, the whole time I played your demo I thought I suck because I constantly crashed the ship, it's comforting to know that I am not the only one who has that problem :^)
>>
>>166413978
i do understand, but what's the issue? any modeling software can do this
>>
>>166414227
I know that feel but at least you can program, or at least you're better at it than me.
>>
>>166414323
Without changing the working topology of the mesh?
>>
>>166414231
B
You also need to make your mechs wider
>>
>>166414154
>then I'm animating/drawing null entities
Check beforehand if the element is null
Actually, use a List instead of an array, and just remove them from the list as they die

Every class in my game has its own static List<> that gets populated via Awake()/Destroy() so I never have to do anything, but I always have easy access to all living instances of the class
>>
>>166414363
https://docs.blender.org/manual/en/dev/modeling/modifiers/generate/triangulate.html
https://docs.blender.org/manual/en/dev/modeling/modifiers/introduction.html
>Modifiers are automatic operations that affect an object in a non-destructive way. With modifiers, you can perform many effects automatically that would otherwise be too tedious to do manually (such as subdivision surfaces) and without affecting the base geometry of your object.
>>
>>166413123
>>166413840

yeah i saw it. But the Patent is for driving games.

Also there is a movie called Murder party and a game called the Ship Murder Party. that is KINDA similar to my game, but there are multiple murderers. My is more like that jason game, but nobody knows who is jason.

I probably gonna have to change the name. What kinda sucks because i realy fucking like the Name P.M.P.
>>
>>166412419
Nah, the NEW_TITLE field only applies to games that are already registered under the new system. The only games already registered are the ones in the scores list here >>166404419. Seeing as you've made an entry this week, it will register you under the name Cybership as soon as I run the scripts.

Also looking at old logs, it seems your highest score was 8 under the name Shiphack. If you'd like, I can restore that score once you've been registered (which would put you at 40).
>>
>>166414434
>automatic
>>
>>166414231
where is that meme about A-E with E being Dangerously Furry
>>
>>166414473
Quad Method
>Beauty
Split the quads in nice triangles, slower method.
>Fixed
Split the quads on the 1st and 3rd vertices.
>Fixed Alternate
Split the quads on the 2nd and 4th vertices.
>Shortest Diagonal
Split the quads based on the distance between the vertices.
N-gon Method
>Beauty
Arrange the new triangles nicely, slower method.
>Scanfill
Split the n-gons using a scanfill algorithm.

problem?
>>
>>166414231
C Looks about right.
>>
>>166414565
You still can't decide on a per-quad basis.
>>
>>166414231
D/E, if you flavor them as exosuits.
>>
>>166414473
You can rotate edges after triangulating if that is what you are talking about
>>
>>166414393
I'll try that.

I'm working in Love2d though because I thought the name was cute and I'm too stupid to do anything 3d anyway and tables (which can be thought of as arrays) are the only data structure.
>>
>>166412419
>>166414451
And moving forward, be sure to stick to one (case-sensitive) alias, only changing it with the NEW_TITLE field if necessary.
>>
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How many million sales will my game make?
Do you think I'm ready for greenlight?
>>
>>166414359
Programming has no value whatsover.

At the end of the day your art is going to get you replies while even if I make some awesomeTM coding&optimizing nobody is going to care.
>>
>>166414645
But you have to actually triangulate the mesh first, not just have a modifier.
>>
>tfw no game because no happiness
>>
>>166414780
No you don't
>>
>>166414686
Tick these boxes to make $1,000,000+

[ ] Online Multiplayer
[ ] Ranked/League Play
[ ] Character Skins (DLC of course, not unlocks)
[ ] Spectator mode
[ ] Handle/Nickname displays on the game screen
>>
yesdevved
>>
>>166414767
If you're not a competent enough programmer to even get a basic 2D platformer off the ground it absolutely does matter.
>>
>>166414858
What program?

>>166414767
Bad code makes it way more difficult to make progress on complex games.
>>
>>166414451
Thank you DBA-san
>>
>>166414227

Steal assets now, replace later
>>
>>166414621
write a python script
>>
>>166414686
>screenshake every time
Postmodern-indies need to leave.
>>
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>>166414686
IT lacks RPG elements, but if THIS SHIT is on steam, your game is fine.
http://store.steampowered.com/app/270310/

Also search PLASMA PONG.
>>
>>166414881
>esport pong
why hasn't anyone done this yet?
>>
As someone who is learning how to program and would also like to maybe learn about game development on the side at the same time, what could I be doing? Learning how to use an engine? Learning C?
>>
>>166414649
Instead of manually setting every table item to nil, just do this
enemy_array = {}
Then redo your initialization function(s) to fill it again. The old table will be garbage-collected, so long as you have no other references to it.
>>
>>166415078
C to learn how to actually program, whatever the engine requires to jlmg
>>
>>166414767
>only fishing for (You)s instead of making a proper game
>>
>>166414686
Where are the rogue-lite like elements?
>>
>>166414941
All of them I imagine

Altering a mesh with a modifier applied is standard
>>
>>166415004
It gives impacts more impact anon
you can feel the strength of the ball even without audio
>>
>>166414686
The blue/pink meme cant have much life left
>>
>>166414621
Make 2 linked copies at the same position apply fixed triangulation to one and alternate triangulation to the other and use 2 masks to hide the faces you don't want from each triangulation then you work on the mesh by editing a third linked copy without any modifiers
>>
>>166414686
if you succesfully remake plasma pong without having your rectum annihilated by atari you will be a god among men
>>
>>166415089
>array = {}
That's what I was doing at first.

Maybe I'm calling the initialization functions in the wrong order or in the wrong place.
>>
>>166415183
there is literally nothing wrong with using pink instead of red for player 1
>>
>>166415173
say that again and no amount of screenshake will describe the strength of the impact of my foot on your ass
>>
>>166414930
cute guy
>>
>>166415000
That sounds painful.

>>166415170
So you're just guessing?

>>166415242
That sounds painful.
>>
>>166415353
>That sounds painful.
It is the path you chose
>>
>>166415353
your life sounds painful
>>
>>166415290
Explain to me ONE(1) thing wrong with screenshake
>>
>>166415173
you're 2.015898e-47 seconds from feeling the strength of my ball impacting your ass faggot
>>
>>166415353
I use Softimage so I don't know about the mainstream ones
>>
>>166415032
>Reminder that the dev may have earned around $50k
>>
>>166415032
Is this the new single person forced meme?

What is so bad about that game?
>>
>>166415404
i love spaghetti
but if i ate spaghetti every five fucking minutes i'd get pretty damn sick of it both literally and metaphorically
>>
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It's been a while.

I don't know if anyone cares, but after a few months (and missing Halloween) I've started feeling up to continuing development on Halloween Bullet Hell. Given that I missed my deadline and the next Halloween is a gorillion years away, if I ever finish the game I'll just release it when it's done.

Progress so far: 6 of 8 campaign levels complete. If I don't get hospitalised again or run into yet more IRL complications I might be able to finish within the next month or two.

Having had a long time of being /ded/, I've managed to think up some interesting bullet patterns so now it's just a case of implementing them on appropriate enemies.
>>
>>166415382
Actually, no, I'm a programmer primarily. But it seems like such a useful thing to be able to do, since on one hand triangles are shit to work with and on the other hand they're required.
>>
Ok, who needs a babys first model?

Only light chibi style, low poly.

Specify style
>>
>>166415569
graphics suck, gameplay sucks, voice sucks forced diversity

what is NOT wrong with that game?
>>
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>>166415032
>IGF grand prize nominee
>>
>>166415060
https://www.youtube.com/watch?v=-IhFIn7oB1Y
>>
>>166415630
chibi cute girl go
>>
>>166415120
Not him, but what's the best way to go about learning C?

Online tutorials? Books?

And why not C++ instead of C?
>>
>>166415630
make fanart
>>
>>166415173
You can also do that by making the ball collide less elastically or even by shaking the paddle itself instead of the entire god damn screen.
>>
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>>166415630
make them wear one of those cat ear chullo hats
>>
>>166415712
There was a game that was mentioned in an PAX-roundup article, so they put garlands around it (and changed the name of the article) to make it look like they'd won an award
>>
>>166415628
if you're a programmer you should know the value of not having to manually tweak each and every quad.
>>
>>166415721
C is like C++ without the temptation to do something incredibly stupid
less to learn, tutorials won't bog you down in lambads and templates and "best practices" before you even know what a function is

find a tutorial on how to make a window and put something in it, that'll teach you 99% of what you need to know to program

you can buy a book if you want to
>>
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>>166415721
Literally reading dis every year
>>
>>166415606
I care! I recall giving you advice on the hud

background is looking nicer than it used to, the light coming from the windows helps give it a sense of depth
>>
>>166415891
I also know the value of being able to do so when I need to.
>>
>>166415910
>C is like C++ without the temptation to do something incredibly stupid
What makes you say this? Do you have unpleasant experience trying to develop in C++?
>>
>>166416064
blender is open source. have fun
>>
>>166415628
If you're a programmer you should be used to complicated setups that speed things up in the long run. Why do you say it sounds painful?
>>
>>166416142
>>166416142
>>
>>166416086
no, I can write fortran in any language, but reading c++ code thats trying to be "clever" is fucking painful

C is much more straightforward
>>
>>166415891
>>166416064
Without jumping through hoops, I should add.

>>166416115
I don't think I want to touch that codebase.

>>166416134
Because there's an easy solution I was able to come up with in about 5 seconds of thinking? I had hoped I wasn't alone.
>>
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>>166415871
They literally have it as one of their "awards" on their steam store page
>>
>>166416230
I came up with the solution in 5 seconds too? I it's not really that complicated
>>
>>166416230
i'm sure players will appreciate that your flipped the diagonal in quad #34598349
>>
>>166415263
Post your code and I'll look into it when I get back from uni.
>>
>>166416040
That's reassuring to hear. As long as one person cares, I have motivation to finish and not leave it hanging.
>>
>>166416449
I'll post it in the new thread.
>>
>>166402615

'tis the pirates life for me !
>>
>>166414231
A, but with the tank-to-mech size ratio of E.

Huge tanks are cool.
>>
File: thechase321.jpg (64KB, 694x530px) Image search: [Google]
thechase321.jpg
64KB, 694x530px
>>166381753

fascinating. how can 1MA be this good ?
>>
>>166414231
slightly bigger than C seems good
>>
>>166418423

What do you mean? that looks like 1MA to me...
>>
>>166414231
somewhere between B and C
>>
>>166418423
Start in 2014 doing everything through blueprints because you're not that great a coder.
Realize in late 2015 you've created an unmaintainable monstrosity.
Power through until late 2016, when you realize your game isn't going as you initially thought.
Take the parts you liked about the old project and port it to a new, cleaner project and start the process all over again!
>>
File: waxy.jpg (72KB, 617x838px) Image search: [Google]
waxy.jpg
72KB, 617x838px
>>166419097
I wish I had your dedication, I'd totally be done with this fucking bullshit by now
>>
>>166419097

oh wow, from the webm I assumed you've only been working on it for a month max,

good dedication anon.
>>
>>166419097

you're gonna make it anon.

glad to see you around again.
>>
>>166418756
>>166419514

where is your game ?
>>
File: spankings.png (79KB, 900x300px) Image search: [Google]
spankings.png
79KB, 900x300px
>>166419687

just started new project yesterday, chugging along nicely,

spent far too long today converting a number from base 10 to base 62,
but now that's fixed, it should be smooth sailing.
>>
>>166412217
>>166412610
There's usually a rig bone to represent each collar bone and the movement it provides. Just move your arm around and you can understand how much more mobility you get for being able to move your collarbone.

Having a standard humanoid rig also helps stuff like Unity recognize it as one which gives it a bunch of additional functionality you would otherwise not have access to.
>>
>>166414231
D or E
>>
>>166419876

looking forward to seeing your progress.
>>
>>166421387

thanks, I'm

>>166412407
>>
File: Clipboard04.png (35KB, 701x573px) Image search: [Google]
Clipboard04.png
35KB, 701x573px
>>166404419
----[ Recap ]----
Game: jamos
Dev: anon
Tools: c
Web: n/a
Progress:
+ it plays nfs3 atlanta midi
+ i made all source code be in 1 dir instead of spread out
+ i improve VFS system code
+ I add support for loading .PSD files as an image type (using stbimage)
>>
>>166422329
>I add support for loading .PSD files
There's really no reason for this unless you're making a tool.
>>
>>166409390
Just give up on tiles and use large foreground images.
>>
File: Screenshake.webm (743KB, 953x532px) Image search: [Google]
Screenshake.webm
743KB, 953x532px
>>166415173
>>166415404
There's nothing wrong with screenshake.
In moderation.

nu-indie devs take it way too fucking far.
Thread posts: 785
Thread images: 143


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