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/agdg/ - Amateur Game Development General

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Thread replies: 778
Thread images: 138

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You're wonderful edition

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

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

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

> Previous Thread
>>166371167

> 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
>>
first for i like your game
>>
Curry chicken or chicken curry?
>>
Here's a free tip for all those asking "What's comfy?"

The Joy of Painting. The Joy of Painting is comfy.
>>
I'm not posting my game idea until you all sign an NDA stating you won't steal it
>>
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>>166416142
>>
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>>166416142
Daily reminder that you can do anything you want to do!
>>
>>166416476
Impeccable timing >>166416374
>>
>>166416374
I dunno about overall contributing like that. I think just getting experience in one area should also increase experience (at a decreased rate, maybe to a limit) in other areas.
>>
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Made a summoning circle. Depending on the element with which you infuse it, a different critter comes out.
>>
stop reading this thread and work on your fucking game
>>
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>>166404419
----[ Recap ]----
Game:Elemental Knight
Dev:anon
Tools:Unity
Web:http://jasonpkgames.tumblr.com/
Progress:
+ Finally worked out how to get the camera to do a smooth transitional following, like in God of War
- Spent a solid week on nothing but the camera
- The door I made looks like shit
>>
Are there people who unironically use Love2d?
>>
>>166416982
I am a nodev tho, I just like watching people do cool shit
>>
>>166414881
i'm really disappointed in how scared indies seem to be of online multiplayer. all these couch co-op games, in my opinion, are garbage compared to what they could be if indies would just learn how to network.

don't be a garbage developer. your local multiplayer games can easily be turned into online multiplayer games, it's not difficult.
>>
>>166416301
chicken curry
>>
>>166417085
online multiplayer is a huge can of worms with hacking and cheating and having to pay to host servers and administrating them and players will expect constant updates to the game
>>
>>166417145
>on the other hand it would give an incorrect view of how much experience they have in it
Well effectively the same thing happens when you add them all in, it's just not visible.
>>
>>166417085
t. nofriend
couch co-op is comfy as fuck
>>
>>166417248
>hacking and cheating

Make EVERYTHING except player input server side. See: Phantasy Star Universe.
>>
What base resolution desu
>>
>>166417085
matchmaking requires servers tho, it's a dealbreaker

on the other hand, seems like Don't Starve Together made a bank using servers hosted on players' pcs
>>
>>166417248
and lag compensation and so on

especially on mobile with spotty internet connections and limited interaction there is only so much you can do with turn-based games and such

>>166417342
>expensive servers
>lag
>>
>>166417248
Mojang didn't give a shit about cheating nor did they host their own servers (other than a server list in the really old versions).
>>
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Nth for bullet heck
>>
Life would be grande if I could find a programmer who was working on a project which needed my art
>>
>>166417579
Literally me but opposite
>>
>>166417540
good luck replicating the success of minecraft tho
>>
>>166417248
>>166417540
Though if you farm out your servers to players then you can make things server-side no problem, they're the ones running them.

Also I'd expect that the big engines have good networking support for things like client side prediction and synchronization with the server, do they not? That's a pretty big omission if they don't.
>>
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i posted a few weeks ago, but i do mostly orchestral/classical if anyone is looking for this style.

low end per track would probably be around 25


https://soundcloud.com/ethanb/apotheosis

https://soundcloud.com/ethanb/the-grand-walk

https://soundcloud.com/ethanb/spets-suoiretsym

https://soundcloud.com/ethanb/c-sharp-minor-stuff-2

https://soundcloud.com/ethanb/improv-on-june-5th-2013

-----------------------------------------------
[email protected]
----------------------------------------------


we can go over details based on what your looking for. just need some info about the game and the direction you want to take the music.
>>
Why isn't Stardew Valley on mobile? It's literally free money for that Seattle guy, isn't it
>>
>>166417560
Just noticed I forgot to reset the window size on OBS, which is why that was so hard to convert.
>>
>>166417680
>Also I'd expect that the big engines have good networking support for things like client side prediction and synchronization with the server, do they not? That's a pretty big omission if they don't.
i doubt unity has it (at least not to the level of games like counter-strike and overwatch) and cryengine has notoriously bad online multiplayer
>>
>>166417710
I'm very interested, but what tools do you use?
>>
>>166417839
he probably has a lot of issues because he wrote his own engine instead of just using game maker or unity. took him a really long time to get on consoles too.
>>
>>166417085
I wish I could make an online game. One of my dream games would have single player and online multiplayer. But finishing just a normal single player game is hard enough, I don't know if I could ever do online.
>>
>>166417854
What a joke. I imagine there are plenty of paid assets for Unity that provide it, though?

Networking is relatively easy if you're enginedevving because you can program it in everywhere to begin with exactly as you need it. Sounds like a nightmare in big engines that don't support it as well as e.g. Source does.
>>
>>166417710
noted
thanks anon
>>
>>166417960
Stardew uses XNA, not a custom engine.
>>
>>166417960
hm, I thought porting XNA stuff to iOS/Android isnt that bad using mono
>>
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>>166404419
----[ Recap ]----
Game: Fungus Amungus
Dev: Millien
Tools: C#/Unity
Web:
Progress:
+ Made a basic model and walk cycle
+ Changed hitscan attacks to check if an enemy is in range and attack automatically
+ Made a simple map generator
- Map generator has a ton of bugs
>>
>>166417854
that's wrong, unity has solid networking out of the box.

it's pretty much the point i was making originally. networking has mostly been solved for indies, there is no excuse.
>>
>>166418129
XNA is a framework, not an engine

you can make an engine with XNA
>>
>>166418286
>using built in unity tools
>at all
>>
>>166417854
>tfw Godot has better networking than Unity and Cryengine
open source wins again.
>>
>>166416449
Uploaded the source to dropbox.

https://www.dropbox.com/sh/ietfvxxog7c1oos/AAD5ZLh_ixtkU2-C1KVZ_6Cva?dl=0

Others are free to look and call it terrible because I'm sure it is. I barely know what I'm doing.
>>
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Aside from Frost and Blank, are there other devs out there working on top/down action adventure games? There used to be Midora too but the project is dead.
>>
>>166417923

Logic X for the DAW and orchestral libraries.
>>
>>166417710
I've got nothing for you right now, but I've written you down should the need arise. Whatever this means to you given the people's flakiness in agdg.
>>
>>166417923
and also spitfire audio, cinematic studio strings for my strings
>>
>>166416374
Is lolisim the agdg's ultimate meme game?
>>
[IMPORTANT REMIDER]
>Comfy jam starts in 8 days
[/IMPORTANT REMINDER]
>>
>>166418596
i just need projects to work on. whenever you feel your ready.
>>
>>166418347
>using unity
>at all
>>
>>166418684
you only get points for orgasm, wherever it took place
>>
>>166417960
As someone who tried to do some mods for SW, let me tell you that his code is an absolute mess.

I'm still convince that the SW modders are still making mods only because they're autists and because it's the only sjw harvest moon available to them.
>>
>>166418684
Maybe you should only have dominant/submissive factor in. Make being dominant in any position increases dominance (and the other way around) so that also works out similarly and is more tenable.
>>
>>166417560
I have an attack similar to that but it doesn't respawn with a different rotation. Looking good, anon. Glad to have you back!
>>
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treasures of the water
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>>166417710
hmmmmm. considering it.
>>
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I need help on improving the jump animation.
I find it odd when I export it for the web, it should only play it once because that's what I told PS to do in the options, but it repeats itself in the gif.
>>
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not much progress made this week, but progress nonetheless
----[ Recap ]----
Game: Slimepix
Dev: Marmot
Tools: Unity, GraphicsGale
Web: none
Progress:
+ Walking animation
+ Walls
>>
>>166417710
Got any happy ambient stuff?
>>
>>166418961
Plays only once here, friend
>>
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I feel like my naming conventions might need work
>>
>>166418914
i like the low framerate runescape animation. could you make the ragdoll low framerate as well? that would be funny
>>
>>166419179
oh right, in the gif viewer it plays in loop. Thought it wasn't the case because of this.
>>
>>166418497
Ahh I see, well nevermind but good luck.
>>
>>166419056
if you can provide some examples of the general sound your looking for, i'm sure i can do something in that style. e-mail me the details.
>>
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Should I push the button?
>>
>>166417923
>>166419421
meme is evolving I see
>>
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>>166403978

I'm still here. Mostly I'm just insecure about the lack of progress I've made and the awful redesign of the player character, as I've been in a slump for a month or two. I've also been working on a expanded website.

At least the camera movement isn't completely fucked anymore. I used Unity's new third person controller as a guide.
>>
>>166419573
Only if you feel your game is ready for the public.
>>
>>166419226
maybe

>>166416928
excellent magicks
>>
>>166419612
dude post more what the fuck. good to see you
>>
>>166419573
This must be a good feeling. Congratulations, friend.
>>
>>166419218
Widgets should start with W_DescriptonDescription or if it's blueprint BP_DescriptonDescription
>>
>>166419573
no, you only get 1 launch, if you just push the button with no fanfare you fuck yourself forever

>it's another indie failure with zero marketing
>>
>>166419573
How do you feel?
>>
>>166417313
Glad you are back
>>
>>166419612
where have you been? i thought you stopped working on this. also, you need to make some kind of youtube channel or something because i could barely find any information on this online. are you on the discord?
>>
>>166419612
what's the character supposed to be? a goomba dressed as ronald mcdonald?
>>
>>166419612
the world feels really overexposed
is there an easy way for you to lower the intensity of your lights while also not making shadows too dark?
>>
How do you recreate RotateAround with Rotate now that it's depreciated? I don't know how to make the focal point work with it.
>>
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>>166419573
been seeing your posts for a long time
godspeed
>>
>>166420315
>rotate
reeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
>>
>>166416476
Actual legitime advice

>>166416403
Bullshit feelgood afirmation that gets you nowhere
>>
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>got memed on
>check for llc counterpart in my country
>every other country has no more than half a page of different corporations
>mine has 1 1/2
>>
>>166417710
Would you remix World of Horror's combat and overworld themes together? Even if I wasn't the dev?
>>
>>166420375
back to pleddit
>>
>>166420375
>Bullshit
But anon, its good for tempering expectations
>>
>>166420375
>Bullshit feelgood afirmation that gets you nowhere
It's important to remind children the value of creating something rather than endlessly engaging in mindless consumption. To this point the quality is of no importance.
>>
>>166416403
t. aggydaggy manchild NEET
>>
>>166420375
You just don't get it
>>
>>166420473
Are you in Estonia? I read a few places its good for starting a business even if you're not from there
>>
>>166420562
>i'm not very good at it
>but it doesn't matter
>you shouldn't strive to improve
>you should praise my special snowflake "game" and muh "art" even though it's lazy shit
>>
>>166420665
>Estonia?
Nope. Germoney.
I very faintly remember Estonia trying to get people to invest in business there and therefore having low taxes for corporations or something. 1% sure.
>>
>>166420798

Mr.Rodgers and that Anon are talking to literal underdeveloped children that creating something is valuable inherently, even if its bad.

You have to create bad shit first before you can make better, good things.

Kill yourself edgy faggot
>>
>>166416374
>How should I deal with sex training?
You should kill yourself, you shrimp dicked leaf cuck faggot. Stop posting your """game""" here nigger you're on the blacklist. Getting banned 30x not enough for you?
>>
>>166420914
>/agdg/
>literal underdeveloped children
sounds about right
>>
>>166417313
>literally banned from 4chan and agdg for the past year and a half
>keeps trying to slither his way back in
Fuck off faggot. Fucking kill yourself.
>>
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>>166419986
>>166419765
>>166419626
I'm nervous because of >>166419885
How do I market my game?
>>
>>166417710
Listening to your stuff makes me want to make a game just to be able to have this style of music.
>>
>>166420021

Not on the discord, sorry. Couldn't get into it for some reason.

>>166420223

Apparently he is a bag of clothes. Again, that would come off better if the model was better.

>>166420246

I turned the bloom way up just for that picture. Didn't think it was a bad idea until the second after I posted it.

>>166420315

There's two versions of RotateAround. One is depreciated, the other isn't. http://answers.unity3d.com/questions/540391/rotatearound-script-obsolete-what-now.html#answer-540399

>>166418914

You made it look like a 2D background animation while keeping it 3D. That's really cool.

>>166419019

Really nice work on the slime sprite!
>>
>>166421147
>all the enemies concentrate fire on 1 target
>some others act as distraction and charge in
Danm, that is some good ia,
>>
>>166420473
It's a meme. You're not going to get your personal property seized. If someone has a legitimate complaint with your game that could pose a legal issue, the worst that will happen is you will be forced to take down the game and only republish it without the infringing/offensive/whatever material.

Limited liability is so that you don't go into unrepayable debt if your business fails. I mean, why the hell would you go in debt to make an indie game?
>>
>>166417313
FAGGOT
A
G
G
O
T
>>
>>166421457
didn't brianna wu take out like a $200k loan
>>
>>166421689
I thought the story was she got a big cheque from her parents and blew it all.

Either way, nobody here is that fucking incompetent.
>>
>>166417313
>Believable conversations are hard ;_;
Hard for you maybe because you're an autistic shut in who hides from people so he can fap to child porn and tell us about it in the chat you fucking FAGGOT PEDOPHILE take your bullshit autism simulator and KILL YOURSELF
>>
>>166421457
What if I took a personal loan because I couldn't get approved for a business one? Hmm
>>
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Suggestions for Health bar design HUD?
>>
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>>166421256
D-don't think y-you are going to make me happy with that!
>>
>>166421457
Gotta have a permit for everything in Germany. I gotta read up on a lot of legalese to find out if I can sell my vidya without being my own corporation and how much tax I gotta pay, especially concerning the international / extra-EU market. If I hired a music bro from the USA, can I do so with private money in order to use their work commercially in my product, or do I need to be a different kind of legal entity for that?

It's all nebulous, and I'd like to know more about this before getting fucked over by Aunt Angela.
>>
>>166421851
Make sure whatever it is it is 'contained' within a container or has a sort of single line different color 'tube' around it.

Nothing boils my biscuits more then a health bar that looks just like a rectangle with nothing else around it. Looks really unprofessional IMHO
>>
>>166421793
Randomly capitalising WORDS gives them more WEIGHT and therefore I am the better MAN here.
>>
>>166421835
Why the fuck do you need a loan?
>>
>>166421147
you find out where your target audience is and tell them that the game exists, preferably with a nice trailer that shows off why they should care about the game in a few minutes
>>
>>166422286
>he doesn't want to eat and pay rent + utilities while spending 2 years on dev as a career
Shoes, obviously.
>>
>>166422183
>I dare you to ban me and my child rape game again :^)
Okay doesn't seem like much of a challenge since you've ALWAYS been banned here you fucking retarded cunt
>>
>>166421989
I don't know any of the details of that but it has nothing to do with limited liability.
>>
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>tfw to stupid to actually make a game
>keep switching platforms like an ADHD kid
>keep getting hung up on what should be elementary game algorithms
>>
>>166422286
Because I quit my job 5 months ago and I'm running out of savings.
>>
>>166422183
are you going to add shota to the game too?
>>
>>166420495
i'll try my best, i'm more comfortable with the orchestral style but i can try. shoot me an e-mail if you want.
>>
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>try to dev
>get horny
>>
>>166422401
If you want to make a game for a career you should apply to a company that can actually pay you.

>>166422436
>quitting your job to make a game when you're not already making money from it
You're an idiot.
>>
>>166422436
>quitting your job to pursue the indie gay meme
>>
>>166416374
>>166417313
>>166422183
This little nigger faggot thinks he's off the blacklist everyone.

Do you want your games affiliated with some canadian child rapist? You know what to do.
>>
>>166417710
ill keep it handy, thanks.
>>
>>166422427
Sure it does. Not with the US LLC directly, but its german counterpart, the GmbH. I don't wanna have to sell off my belongings to pay a legal struggle I could never win. Shit happens, and I don't want to stand in front of the fan when it hits.
>>
>>166422582
>>166422590
I'll prove you wrong desu
>>
>>166422542
stop making an anime fetish game
>>
>>166422436
looks like you're living the phil fish dream
>>
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>>166422542
>try to dev
>blogpost about how much of a fag you are*
>>
>>166422638
https://www.youtube.com/watch?v=KYneLGRTgy8

at least work on your game instead of wasting time ITT
>>
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>>166422542
Fap

Continue devving.
>>
>>166420375
>hating on Mr. Rogers
Take your ill-gotten (You) and get out of my fucking face.
>>
>>166422183
thought i gave up on 4chan m8.

glad to see you are still alive.
>>
>>166422715
>A tv star who gives out loans telling you, you shouldn't get a loan

Hmm, really makes you think
>>
>>166422887
>the only reason to get a loan is to start a business
Dumbass.
>>
>>166420665
>>166420843
Estonia offers a e-citizenship and indeed low taxes and shit.

IIRC they had a thing some years back where they tried to get foreign game companies to get started in Estonia and provided some grants for that.
>>
>>166416374
>>166417313
This is a blue board. You have been told numerous times to take your child rape """game""" and leave.

Go back to cripplechan to cry about being oppressed by 4chan normies you literal child rapist.
>>
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How do I bottom jaw.

Im not sure.
>>
>>166422973
It's one of the reasons you cuck.
>>
very glad to take a break from the menu shit for now, probably my least favorite thing to work on
>>
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>>166404419
----[ Recap ]----
Game: Ctesiphon
Dev: Stomy
Tools: LibGDX, Blender, GIMP
Web: stomygame.tumblr.com
Progress:
+ Completely rewrote collision code, still a little jittery, but handles walls far better
+ Enemies now collide with each other, and with you
+ Started making the MC's hands to actually hold the guns (apologies to anyone who liked the 'no-hands' look, it was never the intention)
- Went to Global Game Jam, it was okay, but it impacted progress on this project
>>
>>166422401
>not living in a first world country where you can leech off the system while making your game
>>
>>166423114
Speed up the bottom text, that's literally painful to watch.
>>
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>>
>>166423113
Why would someone want to give out loans that are probably not going to be paid back smoothly? It's good advice for people in general, and it's good business for him.
>>
Thinking of a good way to procgen platformer levels but shit's hard.
>>
>>166423142
pathetic
>>
>>166423061
like the nose but smaller.
>>
>>166416374
>>166417313
Hey nice game! Oh wait all I see are red lines? :^) Maybe you should take the hint? Stupid fucking canadian lmao back to cripplechan you go!
>>
>>166423250
Because that's how banks make money?

You have a business plan, they decide if it's worth the risk, you either get approved or not.

It's not complicated.
>>
who's the best vaporwave artist to listen to while devving and why is it telepath?
>>
>>166423202
noted
>>
>>166423339
>they decide if it's worth the risk
Is there a single """business""" more risky than indie gamedev?
>>
>>166423339
If you loan money to someone, you make money when they pay you back with interest. If they piss away the money on a failed business or product, then you might not get the interest back, you might have to wait a long time to get the money back, etc.
>>
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>>166422740
>>166422183
>>166418684
>>166417313
>>166417145
>>166416374
Why was he banned?

DO YOU SERIOSLY WANT THIS TO HAPPEN AGAIN?
>>
>>166423442
A Restaurant.

Doesn't stop the banks from giving out the loans, even with 50% of them failing.
>>
>>166423339
>>166423498
Basically, you answered your own question. If you give someone good advice about starting a business, they're more likely to be successful or at least not end up homeless, and homeless people don't take out loans.
>>
>>166422887
what's the problem? isn't it glaringly obvious that most people who try to start a business are going to fail, and that if you take a loan to do it you get completely fucked?
>>
>>166423550
autism
>>
>>166422758
Do you have a tumblr or twitter yet?
>>
>>166422183
>:)
>game gets deleted (again)
>:(
>slinks back to 8ban
KEKED
U
C
K
E
D
>>
>>166423612
Also you could stop being so cynical. Maybe the person genuinely wants people to not fuck up and go into debt and isn't worried about wringing every last cent from their broken lives?
>>
>>166417560
>euroshmup
please play some actual shmups first.
>>
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----[ Recap ]----
Game:
Futacubi
Dev:
goseb90
Tools:
PS CC 2014
Web:
http://goseb90.tumblr.com/
Progress:
Not much, I try to learn how to make a game based on tutorials in gamemaker, but it looks really bad for now. I need to work on that HUD.
What I think the game will be like is a bit like Shantae but with some RPG elements. (watching Platformers/RPG tutorials) but I basically have no idea what I am doing. So I'm going to stream on picarto.tv to see if I'll have enough viewers and see what I'm doing wrong.
>>
>>166423550
Loli rape dev is not allowed on 4chan and hasn't been since 2015. Nobody will miss him.
>>
>>166423207
He's gone, nigga, chill out.
>>
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>>166423831
>Futacubi
>>
>>166423886
He's still alive and breathing. That's a battle for another day though.
>>
>>166423637
No, I never got around to making one.
>>
>>166423831
You again.
>>
>>166423619
The rate of failure is actually 50% after 2 years in the US right now.

So blanketly saying "only morons start businesses on loans" is pretty retarded.
>>
>>166423695
I'm looking at loli rape dev's 8 ch thread right now and he has literal pictures of little girls and is making posts crying about 4chan banning him

and he's even crying about 8 ch banning people for posting 3DPD child porn. Someone should put a bullet in this faggots head.
>>
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>>166423850
BULLSHIT. WE ARE NOT ON FUCKING REDDIT. WERE IF YOU DONT LIKE IT IS NOT ALLOWED.

THE ONLY THING THAT IS NOT ALLOWED IN 4CHAN IS REAL CP.
THERE IS A AUTIST FAGGOT MAKING AN AUTIST FAGGOT GAME. POSTING IN A THREAD ABOUT AUTIST FAGGOTS MAKING GAMES.
WHY ISNT IT ALLOWED?
>>
>thread was pretty peaceful
>oh wait, there was a new thread
>come to this one, danny screeching autistically like usual
*sigh*
>>
>>166424292
:^) email sent
>>
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----[ Recap ]----
Game: Untitled Campfire Game
Dev: VampireDev
Tools: Game Maker, Photoshop
Web: twitter.com/jcsvampire
Progress:
+ Character costumization working
+ Basic gameplay working
+ All animations implemented in game now.
+ Working on alternate control schemes
- Still have a lot to add
- Still have a lot to polish
- This project is just a small break, will go back to Elzie soon.
>>
>>166424331
because he posts rape gifs on a blue board and never learns from his mistakes
>>
>>166424173
why do you think they fail? because they run out of funds. don't use funds you don't have. get venture capital or crowfund it or whatever, don't take out a loan.
>>
Wtf, why is that dev banned?
>>
>>166424173
Flip a coin. Heads, you go into crippling debt. Tails, I guess you might make some money.

Would you take that offer?
>>
>>166424384
>wah danny is ruining my pedo safe space
It's a blue board. You don't belong here. Nobody cares about your boogeyman. Kill yourself.
>>
>>166424457
Then ban him for THAT. Not when he is posting about his game in a fucking GAME DEV THREAD.
>>
>>166424457
>rape gifs
His game pixels are so low level and so poorly done that you can barely call it rape.

I agree with the other anon, faggots getting triggered about his game on 4chan should go back to fucking reddit.
>>
>>166424331
>>>/global/rules/3
>>>/global/rules/5
>>
>>166424490
Because there is a group of massive autistic sjws in /agdg/
>>
>>166424331
>THE ONLY THING THAT IS NOT ALLOWED IN 4CHAN IS REAL CP.
Go post your lolis around the board and see what happens, retard. Nobody is drinking your koolaid.
>>
>>166423114
Man you're going full out dungeon crawler adventure with this.

It's gonna be rad
>>
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Has anyone else read this book series? Do you think it would be good game material?
>>
>>166424625
other way around these days
>>
>>166424603
It doesn't matter if people are triggered or not. Rules are rules.
>>
>>166424173
>So blanketly saying "only morons start businesses on loans" is pretty retarded.
It doesn't seem that far fetched that 50% of the people in the US are retarded or borderline retarded.
>>
>>166424616
>implying everything else posted in /agdg/ is worksafe
but ok, I understand
>>
>>166423550
good story
reminded me of Robot Unicorn Attack on /v/
Lolisimdev does nothing wrong, the art isn't lewd
>>
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>>166424713
>tfw cute moth girl is gone
>>
>>166424519
If I ever considered a loan I'd only do it if I was certain of some kind of success, and at that point it's not a 50/50 anymore, loan is a tool you can use, and if you know what you're doing it's worth using.
>>
>>166424861
>If I ever considered a loan I'd only do it if I was certain of some kind of success
So not when you're starting a business or, to keep things on topic, making a video game.
>>
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>>166424436
Does anyone have that compilation image of indie games with campfires in them?

They're at the end of nearly every trailer.
>>
>>166424713
Games should be designed around the gameplay and the concept and the story should come naturally from that, not the other way around. Even better if it's emergent story aka player stories
>>
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>>166424774
>ban things i dont like

Holy shit. this place is realy becoming reddit.
>>
>>166424861
right, but in the case of anon who quit his job to become a video game artisan and is running out of money after 5 months, it's retarded
>>
>>166424774
I don't care about his fucking game or his posts, I am just triggered. Yesterday it's twitch with yandere, today is 4chan with that guy.
>>
>>166424837
>were left with worst moth though
>>
>>166424937
>wah my /b/ game about child rape is being oppressed on a blue board
Stop crying and go back to cripplechan
>>
>>166422542
>dumb animeposter
>compulsive masturbater

not surprised
>>
>>166424713
I haven't. Just read the synopsis though, it would be pretty neat to have a fantasy game where one half of the world is eternal day, and the other eternal night. That could allow for some neat mechanics.
>>
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>>
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>>166425012
>>
Wow all this same fagging.
>>166424490
Hes making a kidnap/training sim with authentic systems for everything from loli-gentics to piss color based off hydration levels.
>>
>>166424749
>Rules are rules
Funny how you're bringing the "rules" when agdg is breaking them literally every 3 or 4 posts. Don't be a fucking hypocrite.

The reason why you're mad at him is not because the rules but because he's making a game about raping lolis that hurts your sjw feelings.
I'm not a fan of his game, nor do I care about his progress, but I don't start a holy crusade against him on fucking 4chan out of all places just because I don't like him.

What pisses me off is not his poorly animated excuse of a rape gif, but idiots like you pretending to be good citizensTM respecting the rules in this place.

ITT: We both are breaking the rules right now, so go ahead and ban your shitty self if you're such a good boy. Fuck you and your kind, really.
>>
>>166425109
>Hes making a kidnap/training sim with authentic systems for everything from loli-gentics to piss color based off hydration levels.
and he should be banned for that?

as long he doesnt post the sex gameplay. it isnt against the rules.
>>
>>166425149
Oh my where did this post come from? I better pick it up and set it aside so nobody gets hurt :^)
>>
>>166425149
Oops, now your name is associated with this site... all that deflection and damage control.. for nothing :o)
>>
>>166425149

>the guy assblasted about loli sim is also the guy assblasted about mothdan

What a surprise.
>>
>>166425324
Lol what did mothdan do to get put in the same tier as pedodev
>>
>>166424993
>Yesterday
YandereSim was banned from twitch months ago. Probably spring 2016.
I know he made another video about it recently, but the decision itself isn't particularly new.
>>
>>166425324
https://boards.fireden.net/vg/search/text/loli/username/mothdan/tripcode/%21MefLSPX1Wg/
On the contrary, my friend.
>>
>>166425226
he keeps posting the sex gameplay though
>>
>>166425218
Take a break and work on your non existant video game
>>
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MAYDAY MAYDAY THREAD IS GOING DOWN
>>
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4chan made Katawa shoujo. Elected a president. Trolled live television and fucking OPRAH;

Doesnt matter how much they try, Reddit will aways be the normalfag 4chan whitout balls.
>>
>>166425304
>your identity you don't use anymore except to torment faggots like me who can't get over you has been compromised hahah
Meh?
>>
You happy now, janitors?
>>
>>166425442
none of the posts had sex >>166423550
>>
>>166416476
>Just started drawing literally last night, reading through Keys to Drawing and lurking /ic/
This is the OP I needed today.
>>
I wonder if I'm going about this the wrong way. As an artist, do you think I should focus on improving my art skills instead of trying to learn programming and be a one man army? The more I study, the more I realize how much I dislike programming; I'm very confident in my drawing abilities, do you think I should be pouring my time into finding a partner who'll program for a guy who wants an artist/idea guy?
>>
>>166425420
Not much of a decision process behind it, no one currently working for Twitch seems to know why nor wishes to override whoever originally decided it.
>>
>pedo dev gets banned (again)
>has an instant melt down about danny (again)
So tired of this but at least it only happens once a day.
>>
I just realized I don't know anything about how buildings like this are made

>>166425465
and now you must go back
>>
>>166425218
>agdg is breaking them literally every 3 or 4 posts
not really
>>
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>>166404419
----[ Recap ]----
Game: Monolith
Dev: Team D-13
Tools: GM: Studio, Paint.net, pxTone
Web: https://monolithdevs.itch.io/monolith, https://twitter.com/MonolithDevs, http://monolithdevs.tumblr.com/, http://steamcommunity.com/sharedfiles/filedetails/?id=803820311
Progress:
+ secondary pause screen in and properly animated.
+ you can pick other resolutions besides AUTO while in fullscreen.
+ moving blocks can have things attached to them, spikes, crawlers, turrets, etc.
+ begun work on hard mode in advance, most enemies already have their behavior/patterns upgraded in hard mode, some were downgraded for normal mode.
+ rewrote the revenge bullet system a bit to fix a bug most people never experienced and account for hard mode changes.
+ the hp part system looks differently, so does the vault key icon.
+up to 300 rooms on floor 4.
>>
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>>166423327
Hows this?
>>
>>166425436
That's my old tripcode not the one I just used.

Still a bunch of mouthbreathers I see.
>>
>>166425721
it looks like the old guy from armed and dangerous
>>
>>166425646
well when you count sourcepham...
>>
>>166425615
Unless your pitch is fucking fantastic, more likely you'll be working on art for someone else's game than getting a programmer to make yours.
>>
>>166425721
Perfect; thats is a very nice sheep/chameleon.
>>
>>166424920
seconding this resquest
>>
>>166425642
would you belive that i never go there?
the design is so fucking bad that i dont know how to use it.
>>
>>166425587
>you see janitors? enforcing the rules is wrong if my boogeyman agrees with it
C.U.C.K.
>>
>>166425615
It's not that hard to find a programmer buddy desu. I'd say improve your art to infinity.
>>
>>166425834
why do you say that?
>>
>>166425603
He might have been banned because of the post with all the naked little sprites, they are technically drawings of naked children in the context of a porn game. It's still a bit of a stretch though.
>>
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Also, is webm related a good trailer?
>>>/wsg/1509481
>>
>>166425970
only redditors tend to think of 4chan as being about ebin raids, most of them come here treating the entire site like /b/, like it's their personal trash dump and there isn't a community here for them to ruin, they think everyone goes to reddit for "serious discussion" and 4chan is just a dump for them to take a dump on
>>
>>166425976
>enforcing the rules
>none of the 6 posts images had sex on then.
>or racists remarks
>or shitalking our jew overlords

>"rules"
>>
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----[ Recap ]----
Game: NipNip
Dev: Cilerba
Tools: Unity
Web: https://cilerba.tumblr.com/, https://twitter.com/cilerbaa
Progress:
+ Improved camera system
+ Started overworld mapping
- Busy week so I was only able to plan things on paper and didn't do much coding unfortunately
>>
>>166426126
should zoom in , then out more times.
Cute some more during the frenetic parts of the music
Put some text
>>
these bugs are getting more and more bizarre
>>
little anime children were made to be raped by fat old men
>>
>>166426126
Musics alright, assuming you own the rights to it.

It's a bit barren though, try adding some descriptive text in some places, and show more scenes of the actual game being played so it's not just pure "cinematic" action

where are you going to try and get traction for it? are you going to email blogs, youtubers, niche gaming sites that might be interested in a space rts?
>>
vim keys for movement?
>>
a board full of socially awkward boys calling each cucks is pretty hilarious
>>
>>166426128
Reddit thinks you cannot have a serious converstation here. And should only talk there.
They also like to shat rules.That is exacly the problem. None of the 6 posts has sex on then. He should not had been banned.

If the posts had sex images. i would not be talking about it.
YOU SHOULD NOT GET BANNED FOR SOMETHING YOU ALREADY GOT BANNED IN THE PAST.
>>
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Been programming ALL DAY

started project last night, about to leave to see a movie so I thought I'd post a screenshot of todays progress.

made a world gen program in Unreal that takes a seed, only half of the polygons are generating at the moment, I'll get that fixed tonight after the movie,
>>
>>166426372
Not big fan
>>
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>>166426471
>YOU SHOULD NOT GET BANNED FOR SOMETHING YOU ALREADY GOT BANNED IN THE PAST.
>>
>>166426546
Nice nice.
Since you're just starting, intended game?
>>
>>166426584
If you posted necro-rape CP on the first of january and sit out your ban for half a year, you should not get a ban in august for the post in january.
>>
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>>166424920
>his game DOESN'T have a campfire

Not gonna make it.
https://www.youtube.com/watch?v=nWufEJ1Ava0 - Hyper Light Drifter
https://www.youtube.com/watch?v=jo-uuawy9Ok - Shovel Knight
https://www.youtube.com/watch?v=h-mXN3akTPU - Darkest Dungeon
https://www.youtube.com/watch?v=7LSs1bj41P4 - Nuclear Throne
https://www.youtube.com/watch?v=gVXGeSHjji0 - Aegis Defenders
https://www.youtube.com/watch?v=E_eTz9xFunI - Gods Will Be Watching
https://www.youtube.com/watch?v=EeBVzV5rWb0 - Pixel Princess Blitz
and, of course, Owlboy all prominently feature campfires in their marketing.
Truly, campfires are the secret to success.
>>
>>166426584
Read: You shouldn't be banned for the sole reason of having been banned.
>>
>>166426546
don't see much procedural stuff in UE4. interested
>>
>>166426546

figured it out, normals are off, easy fix

>>166426669

not sure yet
>>
>>166426584
if he did not broke the rules AGAIN. he should not get banned AGAIN from something he did in the past

He posted sex gif's from his game even when there were constant AA3 threads both on /vg/ and /v/
And. alright he got banned. Nice try faggot lurk more next time.
This time he didnt broke any rules, Why was he banned?
>>
>>166426021
Ideas are a dime a dozen, unless yours is extra special (or you're willing to pay) it takes a lot of convincing to get a hobbyist programmer to take time out of his solo project to work on yours.

Although you might get lucky and come across someone who has no ideas of what to make who decides to do it for the hell of it.
>>
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>>166426321
>>
How do you even do UI in Unity?
This Drag & Drop Canvas shit is driving me crazy.
>>
>>166426869
ideas =/= art
>>
>>166426726
wtf I hate campfires now.
>>
>>166426972
Directionless art isn't much use unless it's suitably generic, and then you'll be playing to a programmer's tune for specific assets.

Unless you want to make trees or something and sell them on the asset store.
>>
>>166421851
Character portrait that gets increasingly beat up at higher damage. Also has status animations if you have those.
>>
>>166425721
your topology is killing me anon
>>
My comfgame isn't making any comfgress.
>>
>>166426957
learn how it works so you're the one doing the crazy driving
>>
>>166427137
It seems like you are implying idea + program > idea + art
>>
>>166426126
Your choice of music seems strange
I think it would be a good idea to include some text describing what the gameplay/objective is so people can understand what it is they're looking at
>>
>>166426869
>>166426972
Exactly. Doing art is generally still fun and you're still expressing your artistic ideas in your work. So doing art for someone elses idea isn't that far fetched.

Compared to that the programmer is just doing elbow grease background work that generally isn't recognized and allows for less expression so he'll probably want to be the idea guy in such a relationship.
>>
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>>166426726
now that i've added a campfire i can rest easy knowing my game fits the trends
>>
>>166427231
I thought I was outright stating it. Artist game designs tend to be out of scope. If given a choice between a programmer with an idea and an artist with an idea, I'd be more confident that the programmer's one is actually feasible.
>>
Oh my god it's hard to model.
>>
>>166427406
Where can I preorder?
>>
>>166426136
That's a cute. What will this farm be for?
>>
>>166427472
Both sides vastly undervalue each other.

Truly good artists have spent years and years honing their artistic ability while programmers have done the same; they are both a craft and should be respected without undermining their necessity.
>>
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why won't it loop cut the whole way? I for some reason can't even make a vertical loopcuts on the last two.
>>
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----[ Recap ]----
Game:Metanoia: The Sacrifice
Dev:Firgof
Tools:Unity, Manga Studio, Dramatica, Adventure Creator, Inkle, Dialogue System for Unity, Playmaker
Web: http://gamejolt.com/games/ouroboros-the-sacrifice/53869
Progress:
+ Game's plot is almost fully written now, fully integrating the ghostmonk story into it. You can read the outline for the new Prologue, which includes the hook into the Ghostmonk storyline, if you like here http://pastebin.com/NziAzjnF
+ Found a couple of time-saving techniques while painting my PNP RPG character's portrait this week. Should save me some time while doing further portraits for the game.
- No visual progress this week.
>>
>>166426726

d a r k s o u l s
>>
>>166427721
This is where the game starts. You play as a turnip that comes to life when struck by lightning during a storm and this is the farm you "grew up" in. The path on the right will lead to the actual levels + world.
>>
>>166427916
leg and arms are not atached
>>
i'm choking in my own video game
>>
Anyone know how to make/find a good inverted hull shader (for model outlines)?
>>
How would I go about making in-engine cutscenes? My first thought was to have a list of commands, such as "move to x=500". I would then use the delta time variable to increment the x value until it was equal to 500, then move onto the next command.
Does that sound okay? I feel like it might cause issues depending on the speed of the computer. Also, there's obviously a huge limitation with this system, in that only one object can move at once.
>>
>>166428461
Ah I see. Will this be the only time when the game is top down though? Might be a bit strange to start it top down while the game is a sidescroller.
>>
>>166419612
>Unity's new third person controller
What is this and where can I find it
>>
>>166428536
Duplicate the model, push the faces a bit, invert the faces, apply darker texture. No shader needed.
>>
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Made it so when you jump ontop of the boat it gets its spinning thingies and takes 2 seconds to start up and go instead of the old way where it just moves back and fourth and you hop on with timing.
>>
>>166428737
That's a huge pain in the ass for rigged models
>>
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pls, I know nothing about how renaissance houses are built
>>
>>166428875
No it's not. As long as it's the same model then that means it will have the same weights, meaning you don't have to do anything.
>>
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Working on some kind of custom magic casting system with runes. Drop them in the bag and custom stuff happens.
>>
>>166428536
You'd use a geometry shader. For every vertex into the shader, you create a new one pushed out along its normal. For every triangle, you create a new one using the corresponding pushed out vertices, but flip the order so that it faces the other way. With backface culling, this will make the new triangles only visible as an outline. You'd also have some kind of vertex colouring in place so that you can make the outline darker or whatever.

>>166428737
This is a pretty hacky solution that won't hold up well (outlines will become inconsistent) if you have to do any scaling or skinning or other transformations that aren't translations or rotations.
>>
>>166428574
The way I handled it in my engine is with a special subscene object. Each animation added to a subscene plays simultaneously, and a subscene is only finished when each of its component animations are finished. Then a full cutscene is just a bunch of subscenes in sequence.
Since subscenes are just a way to script the behavior of an object, I also use them outside of cutscenes for misc animation events
>>
>>166429031
Who?
>>
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>>166429031
Picks up existing spells in the regular system too.
2/2
>>
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>>166429068
>someone found a good use for the geometry shader
>>
>>166428483
They are though, all of it is from a cube.
>>
>>166428938
You should probably use references.
>>
>>166429232
Now that GPUs have tessellation hardware, most uses of the geometry shader are better off in that stage. But they're still useful for some things.
>>
>>166429303
references only show the outside, and I can't figure out exactly when any given Italian house was built
>>
>>166429248
try selecting the whole thing.
>>
>>166418795
>sjw harvest moon
Nice meme. Is there an SJW Doom?
>>
>>166429338
it wasn't useful for that to begin with due to shitty performance, it was never widely used because of that
>>
>>166418795
>SW
What game is that?
>>
>>166429371
Try typing "renaissance town" into google for starters. Renaissance era portraits and scenes should give you an idea of what the insides of the houses looked like too.
>>
>>166429637
follow the reply chain and you might find out
>>
>>166428626
Yeah might be a bit weird but I've played a variety of platformers that have a top down overworld so I'm not stressing it. So long as I make it known that the game is a sidescroller by starting it off in a level rather than the overworld.
>>
>>166429514
I believe they were designed with that partially in mind but in practice, yes, they weren't good at it.

Another big GS thing would have been stencil shadows, but those aren't used anymore either. They could also be used for point sprites (particles) before instancing came around, though since GPUs have such high bandwidth now even instancing is suboptimal for particles and the like and you're better off computing the geometry on the CPU or in a compute shader (if you're doing particle simulation in one).
>>
>>166429682
most renaissance paintings are of nobility, finding the oldest most run down looking buildings in Italy on google street view has been more informative for average joe living conditions

even if I could see the inside, that doesn't show how it's built either

I need a historian ;_;
>>
>>166429772
me or the accelfag?
>>
>>166429637
Stardev Walley
>>
>>166429697
Stardew Valley? Why would that be abbreviated SW?
>>
>>166429389
Tried that, but doesn't change anything.

I really need to find a tutorial which actually teaches you how to model, not just meme tutorials.
I want to know all the tools, and how to join vertices, and how to create vertices and automatically create edges + faces.

But no, it's all cubes, and extruding.
>>
>>166429371
The correct answer to this dilemma is 'doesn't matter'
Don't make an exact renaissance house, make me believe it's a renaissance house
>>
>>166428817
It doesn't look like a boat (or interactable at all, really) until you're on it. Even if you make it the only way to progress I can see people being initially confused on what they're supposed to do.
>>
>>166429871
alternative abbreviations
>>
>>166429871
Because you're supposed to say it with a German accent. Because it's a SJW game. Try to keep up.
>>
>>166429891
but muh exacting autism
>>
>>166393547
3d Platformer Action RPG with Dating Sim elements.
>>166402615
She's fucknig cute
>>
>>166429031
I'm gonna second the
>Who?
Sweet graphics though.
>>
>>166429973
>SJW game
There's that meme again.
Is it SJW because you're allowed to have a gay relationship? Or is it SJW because there's a couple who are black and white?
Are you really that triggered about those sorts of things?
>>
>>166429103
So a subscene is basically a container for every object in a shot, and you update every object in the subscene until it's finished, then move onto the next?
That's a pretty neat idea, I'll try it. Thanks anon.
>>
>>166429872
make sure all the vertices are connected
>>
new meme: reply to any progress post 'nice' regardless of the quality of the progress
>>
>>166430156
gameplay is kinda crap. no one in the vilage is carismatic.
good job for a 1 dev men, but harvest moon is still better
>>
>>166430247
nice
>>
>>166430175
In OO terms they are usually Object Controllers, in that usually they manipulate some other object somewhere instead of being a world entity themselves, but that's the gist of it
>>
>>166416142
Quick question
I just started going at it in 3ds max and I was wondering
is there anyone in this bitch who would like to do some vaporwave shit with me? I can do 3d models and it will be low poly obviously
hence the vaporwave and also i fucking love vaporwave
>>
>>166430247
new meme: only reply to progress of finished games or art assets
>>
>>166430407
Oh, I think the wizard MUD dev is the one you want
>>
>>166429031
>>166429169
Are you making Ultima VII?
>>
>he doesn't use enums
>>
>>166430000
Nice quads, but exacting autism isn't going to affect the experience of the vast majority of players. There'll be a few historians who'll look at it and go "Eh, not perfect" but even among people who know renaissance houses only a few of them will autism out and the rest will just get on with the game.
>>
>>166430605
float timer is more usefull.
>>
>his game is in c#, python, javascript, or ruby
>>
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Posting it again because I love the animation now.

If you pick up an empty gun it won't fire; you have to reload it yourself if you have the ammo for it.
>>
>>166429136
>>166430150
>>166430551
It's Ultima Online.
>>
>>166430693
How does this make the game more fun?
>>
>>166430605
>he doesn't use algebraic data types
>>
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>>166430605
Don't speak to me about enums, peasant
I regret setting it up like this but am too deep in to change it
>>
>>166430693
nice
>>
>>166430623
it's going to affect my experience

I don't even know whether they're made out of stone or brick primarily, or how such a house would be built at all, does it have a wooden skeleton? would they use stone like modern masons use brick? how was the stone quarried?

things I can't even begin to imagine the answer to, basic things
>>
>>166430693
I never want to not have ammo in that gun. That empty pull is majorly dissatisfying.
>>
>>166422431
Literally me
>>
>>166430779
What in the hell...?
>>
What's literally the point of enums?
>>
>>166430779
Should have used an interface.
>>
>>166431051
Performance. You use computer-friendly integers instead of human-friendly strings to compare shit faster, while still not fucking up the devbrain.
>>
>>166431051
Keep track of states without using goddamn strings (slow, use more space), but are still human friendly with their names.
>>
>>166430919
Performance hax are a harsh mistress.
>>
>>166431051
Finite sets. If you have 10 things, you could index them with integers. But then you have to deal with being out of range keeping track of which is which, etc. With an enum you can give them all names and limit them to really being 1 of those 10 things.

And they're way better than strings as >>166431159 points out.
>>
>>166423130
>3D libGDX game
You are my hero. Any tips on where to find good guides and information on using 3D with libGDX?
>>
>>166431179
Aren't they exactly the same sort of human friendly?
>>
>>166431254
Hence "still" and not "more"
>>
Looking for a recommendation for a starting point.

I'm thinking of starting an RPG - fairly basic combat, mostly story driven. Looking around, and being honest with myself, the best two options seem to be either GameMaker or RPG Maker.

I dabbled with RPG Maker 2003 way back in the day. I've got no head for coding. It's frustrating as hell since I "get" most of the thinking behind it but I can't apply it to save my life. I can scavenge and edit decently enough, though.

So would it be "better" to use the super hand-holdy RPG Maker to establish the basics and then modify it to hell and back? Or am I better off building from scratch in Game Maker?
>>
>>166431254
Enums are just an integer with a name
strings are an array of chars and take a fuckton more time to compare
>>
>>166431351
That's performance, not human-friendliness.
>>
>>166431254
yes, but comparing strings is SLOW, comparing ints is super fast
>>
>>166431398
Enums are both you dense retard.
>>
>>166431325
Don't be a fucking pussy. Go for Unity or Unreal. Make something worthwhile.
>>
how am i supposed to us enums in pygame
>>
>>166431427
>talking just about human friendliness
>but they're more performant!
>ok, but that's not a measure of how human friendly it is
>dense r-retard! it's both!

Reading comprehension: You need more of it.
>>
>>166425615
this: >>166427858
as a hobbyist programmer you shouldn't expect a GOOD artist to work for/with you without getting paid a salary, and as a hobbyist artist you shouldn't expect a GOOD programmer to work for/with you without getting paid a salary.
>>
>>166431529
What's your point?
>>
I want an enummed gf.
>>
>>166431574
Exactly. Maybe read the post and find out.
>>
>>166431401
depends on the language
SSO or interned strings can make string comparison pretty fast
>>
>tfw no qt enum anime gf
>>
>>166430779
>>166431197
Hard-coding these names is totally unnecessary.

On disk, you should go ahead and use strings as names. When loading files, the engine should maintain a hashmap/dictionary from strings to integers, alongside a variable holding a counter value. Any time you load something that uses a string as a name, you bump the counter and put a new entry in the hashmap with the string as the key and the counter as the value. That way you can modify the data files without recompiling, and add new entries without modifying a giant enum.

Disclaimer: I do this in Skylarks.
>>
>>166431698
It will never be as fast as an enum
>>
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>>166431683
>>166431529
This is pretty incoherent. You must be getting your rocks off from those sweet sweet (You)s and didn't actually need help to begin with.

Here's another you sicko.
>>
>>166431683
They are equally as friendly. Actually, I'd argue that enums are friendlier since with strings you have no restrictions. With enums it has to be one of the specified values.

In any case, they are way faster so they're still better. Not sure what you're getting at with this "but they're only just as human friendly" malarkey.
>>
Anyone a macfag using unity?
I can't get triggers on a gamepad to work, nothing's responding on the axis number the triggers are supposed to be assigned to
>>
>>166431729
>When loading files, the engine should maintain a hashmap/dictionary from strings to integers
Just use the string hashes in the first place, then. Maybe have debug builds use a collection to ensure there aren't any name collisions. In the extremely unlikely event of a collision, you tweak the hash algorithm.
>>
>>166431325
Honestly, whatever helps you actually make your game. If you feel more comfortable with RPG Maker, just fucking do it (Please use your own spritework though). If you wanna branch out and try Game Maker, go for it if you think you can handle it.

Just do whatever you have to do to make your game happen. Only fags are gonna bog you down with "They made that in [ENGINE]? WHAT A LOSER."
>>
>>166423061
>bottom jaw
there's only one jaw anon
>>
>>166431729
The enums in that screenshot are used for bullet bucket purposes to allow me to sort into sub-buckets which reduces seek time when looking for inactive bullets. The enums are stand-ins for otherwise int ID numbers.

"We need another slime ring, check the slime rings for inactive" is a lot faster than "we need another slime ring, find where slime rings are and look for an inactive".
>>
>>166430693
that's a much better animation than before, good job.
>>
>>166431729
>>166431936
Also, you could not do hashing and use a macro (which are pretty great in Rust) to generate a mapping from strings to enum entries, then you get the benefit of being able to validate the names.

Of course, if the names don't have to correspond to anything in particular in the engine then it doesn't matter, and you keep using the hashes. If you have an editor, you could also have the editor make a perfect hashing of all the names (though that's really just going through them and assigning them integers in order).
>>
>>166431790
Allow me to simplify for you.
>But isn't A1 pretty much the same as A2?
>But A1 is also C!
>Ok, but I wasn't asking whether A1 was also C-
>Retard, it's both!

>>166431837
Why is more restrictions also more friendly? What? I'm talking human friendless, not machine/code-friendliness. Doesn't that make them explicitly less human friendly since they're more restrictive?

Are the old typewriters just as human-friendly as modern keyboards now? What meme have I missed here?

>In any case, they are way faster so they're still better.
My point wasn't about which was faster?
>>
>>166431254
>>166431351
>>166431398
>>166431427
>>166431837
It depends on the language, but for some scenarios enums are friendlier because they're a closed set. If you have an enum with the variants One, Two, Three, Four, and Five, then you can't accidentally put a Six somewhere because there's no such variant. (Well, in C and C++ this doesn't apply, because they're just named int constants there. YMMV.)

Strings are an OPEN set. You can always create a new string value that doesn't appear anywhere in the engine, and use it as an identifier for something. The problem is, this also means you can make typos and accidentally use two different strings when you meant them to be the same.
>>
>>166432018
What's upper jaw then? Also Lower istead of "bottom"
>>
>>166432143
>What's upper jaw then?
you are gonna have to tell me
>>
>>166432125
>Why is more restrictions also more friendly?
Generally speaking: Less room to go wrong doing stupid things that shouldn't be done.
>>
>>166432125
>Why is more restrictions also more friendly?
Because then the compiler tells you if you fuck up and have an invalid entry. That's assuming it's possible to have an invalid entry, if not then they're clearly defined in data and you can use string hashes.

Do you even know what an enum is? The difference is typing "Foo" or Foo (in whatever case).
>>
Hold the fuck up
there are people in this thread right now who use fucking STRINGS as identifiers?
>>
Anyone got good resources on how collisions work? And I mean advanced, smooth collisions, not simple "stop when colliding with something"
>>
>>166430407

dude. lets do it.
>>
>>166431936
If you're using a perfect hash function, sure, that works too. What you don't want to do is fuck around adjusting the values of the strings themselves so your imperfect hash function produces fewer collisions. That kind of thinking is how we got PHP.
>>
>>166432230
Computers are powerful enough now that you can get away with being retarded and not even realize how retarded you're being.
>>
>>166432230
There are people who unironically interpret "premature X is evil" to mean "have no foresight whatsoever".
>>
>>166432249
Do you mean collision detection math or the physics that happen on a collision?
>>
>>166432210
I know what one is. One I don't have to declare ahead of time.

One is more burdensome on the user than the other -- but I don't see how that's a fault of either the strings or the enums. That's user-error cropping up rather than a fault in the types themselves.

I guess so long as humans are coding stuff the point is moot in any case. Just felt it was weird people were calling it more human friendly when in fact it's less, unless we want to include 'error preventing' as explicitly more human friendly which I'm not sure I'm comfortable with.
>>
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>>166430730
It's meant to be realistic, and it's just a small detail. We're doing Red Orchestra 2 style gunplay. If you pick it up and it is loaded, it will play the first sequence of this set and then not need to cock the hammer until you log off and spawn again when logging back in, or drop it.

>>166430807
What could be better? Always room to improve.

>>166432062
Thanks homie. I sped it up (was slow) and got rid of the awkward clip throw.
>>
>>166432332
the former
>>
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I have a very love hate relationship with UE4. I'm actually kinda happy with how this turret works so far. It's a fairly clean Blueprint. The most complicated thing is the thing I'm using to feed it target coordinates.
>>
>>166432354
The more quickly your compiler/IDE/whatever detects your mistake, the less time you'll waste fucking around in a debugger trying to understand what went wrong.
>>
>>166432315
Well, for a given game you're not going to have hundreds of thousands of names. The probability of any decent hash algorithm (including all the permutations of magic numbers) being perfect for the set of names is pretty high.

Though I suppose you'd have to be careful if you wanted to support modding.

>>166432354
>Just felt it was weird people were calling it more human friendly when in fact it's less, unless we want to include 'error preventing' as explicitly more human friendly which I'm not sure I'm comfortable with.
The fuck?
>>
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>>166404419

----[ Recap ]----
Game: Pant(r)y Raid
Dev: kyle
Tools: Construct 2, TVPaint
Web: @kyleopayik
Progress:
+ Not doing comfy jam so I will hopefully make it the next demo day!
- spent whole week doing nothing but water effects and ambient fish behavoir
>>
>>166431051
it's just an integer where each value has a name so you can do human friendly switch statements, it's a literal waste of resources

because i'm smart, i just use a byte and write a comment above my switch statement where i'll note what each value means
>>
>>166432354
>error preventing is not human friendly
anon...
>>
>>166432354
If you have a hundred references to "Foo" and one typoed reference "FOo", an enum will throw an error while a string will say "ok".
>>
>>166432515
Presuming you make a mistake, yes.

>>166432530
Overly burdensome/guess-y 'you must do X before Y' steps are born from 'prevent users from ever being idiots'. Clippy was born from a desire to help people write things.

I'd rather not have Intellisense and the like mutate into some sort of Zombie clippy. Alerting users to errors is very different from actively trying to prevent them from doing so in the first place (e.g. your IDE 'guessing' what you're wanting to type incorrectly and just pasting it in, thus forcing you to delete things and so forth)

I'm not against error checking/prevention and good tools. I'm just not onboard with blanket labeling error prevention as 'always human friendly'.
>>
>>166432530
>The fuck?
If someone is used to trying things and having them just work, and then gets put in a situation where they hear "permission denied," they'll feel like their freedoms are being constrained, instead of feeling like they have someone watching their back.
>>
>>166432249
>>166432332
>>166432435
This is confusing. The OP definitely refers to collision response, so I'll go by that.

Your collision detection should report a penetration vector, which is how much the objects need to be moved apart to resolve the collision (and has typically the minimum distance required to do so). Then you just move the objects apart, typically with one being static and the other moving the full length of the vector. Then you just don't change the object's velocity, and it will glide across the surface. If you want to give the surface a bit of friction, you reduce the velocity.
>>
Why use enum when manipulating binary logic is so much less resource-intensive?
>>
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concept for comfy
>>
>>166432450
Nice. What are you using? I'd expect a line trace.
>>
>>166432358
>What could be better?
From the vidya angle, not wanting to have an empty clippazine is probably a good thing.
What irks me though is that there's barely any movement and then there's this blocky/edgy/pointed/sharpened little worm wiggling at me. Just frustrating to see.
>>
>>166432706
>Presuming you make a mistake, yes.
If you work on any sort of software beyond a few dozen lines, you will inevitably make mistakes.
>>
>>166432840
Most of the mistakes I make aren't typos, they're order of operation errors or doing things like forgetting to cast things or thinking of the wrong object that I need to get/send data.

I often spend lots of time trying to figure out what thing I must've done wrong where I often find it was a simple mistake, like doing != instead of == rather than "Typo" versus "typo".

That's just me though. Everybody has their own usual suspects for errors in their code.
>>
>>166432706
I don't see the problem with declaring the enum entries. If you know you need a new one, you add it.

>all that slippery slope allegorical bullshit
Nah. If you use an invalid enum entry, you have made a mistake. All the code that uses that enum has to match on it to do different things. If you don't have it in all those matches, it won't work anyways, so you might as well declare it ahead of time and then the compiler or a linter can even detect when you miss matching a case.

If you don't want to jump around all over the place to add a new entry, that's a valid complaint, and is solved by not using an enum but rather an interface with various implementors. Performance wise, they're almost the same thing or even the exact same thing if you have enough entries that a jump table is more efficient than branching.

>>166432781
Is this a shitpost or do you actually believe what you've written is coherent, let alone correct?
>>
You know what I use enums? Because the IDE autocompletes enums, it doesn't autocomplete strings.
>>
>>166433158
Mine autocompletes them if they're declared as constants, which I typically do.

>>166433143
Don't know what an interface is, sorry, but yes I do dislike having to jump all over the place.
>>
>>166432249
here are some things to google in order of diifculty

AABB
line line intersection
minkowski sum
seperating axis theorem
gjk
>>
>>166433252
Constants or globals, sorry.
>>
>>166429136
>>166430150
I'm a dev at 13thrones dot com. It's a hardcore rp shard.
The rune system is a heavy customization of a ultima underworld type magic system script.
>>
>>166433143
Just because you can't use logical operators on binary values to save space like me doesn't mean you have to lash out, kid.
>>
>>166433143
>Performance wise, they're almost the same thing or even the exact same thing if you have enough entries that a jump table is more efficient than branching.
Well, the matching part itself at least. Interfaces might involve some extra indirection, but this is getting into ridiculous unnoticeable microoptimization territory.

>>166433252
An interface specifies what methods an object has, but it doesn't specify exactly what they do. This is fairly analogous to having different functions that match enum values and do different things based on which one it is, though with the interface approach you define everything related to one thing in one place instead of spread out everywhere. There are pros and cons, as always.
>>
>>166432798
Yeah, line trace + falling back onto a just a projected position if the trace doesn't hit anything.
>>
>>166433435
Ah. Well, looking into it the point's moot anyways I guess. The IDE I'm using supports enum but doesn't support interface.
>>
>>166429031
>>166430712
man I miss this game
>>
>>166433306
https://www.youtube.com/watch?v=Qupqu1xe7Io
here's a video from the handmade hero guy explaining gjk
>>
>>166428683

It's one of the example projects in newer versions of Unity. Don't know when they introduced it, unfortunately.

>>166428817

I agree with the other anon who said that it doesn't look much like a boat. Maybe you should make it brightly colored.

I'm really looking forward to your game, though. Keep it up.
>>
>>166433425
How do you think enum values are represented?

>>166433528
>The IDE
The language. Probably it's a dynamically typed language, in which case all this ahead of time error checking stuff tends to go out the window anyways. In that case, instead of interfaces, you just try to call the method on whatever was passed, and if it works, it works. You get the same sort of dualization from the spread out enum approach to the modularized interface approach, just with more annoying errors.
>>
>>166431489
Python doesn't have enums

Just make global variables and put ints in them, and also, don't use Pygame because it sucks turgid swan penis
>>
>>166428817
Hi Bokudev.
Might wanna put one of those 2D arrows pointing at the boat on the wall.
>>
in GM, should i use added/substracted numbers to x/y, use directions and speed, or vspeed and hspeed for movement?
>>
>>166431247
The best source around is to find anything written by Xoppa, I think he's the guy who wrote most of the 3D part.

Realistically though, the 3D support in LibGDX is just a thin wrapper around OpenGL, the only reason I found it easier to use was because I've already tried writing the things it implements myself in the past so everything already made sense.

The best advice I can give is to stay away from LibGDX 3D and use UE4 or Unity if you don't know or don't want to learn how to do OpenGL yourself. Even I'm planning on going back to C++ with GLFW after Ctesiphon is complete
>>
>>166433718
I guess if I made my own scriptlibrary and built it to return things in all the functions I called that could work. I'm talking about GML, by the way, and I figure that the distinction between IDE/Language is kind of moot there since you can't use one without the other.

>>166433818
Do you want precise, stepped, movement or smooth movement?
>>
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----[ Recap ]----
Game: RAD Ross
Dev: Gnome Made Games
Tools: GMS
Web:
http://apollo.itch.io
https://twitter.com/GnomeMadeGames
Progress:
+ Variable jumping(I thought I already added variable jumping, turns out I didn't)
- Character briefly switches to his idle stance when reaching the summit of jump.
- That's all I've done because I work a full time job and get lazy after work. Let's change that and make DDay13.
>>
>>166433818
I'd just save the hassle of figuring out whether it's better or just not worse and do the X and Y yourself.
>>
>>166433891
>GML
Well, you're fucked. It's "enums", in the sense of defining a bunch of globals to be unique integers up front manually, or nothing.
>>
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>>166433813
>>166433706
>>166429894
I added a sign thanks for feedback
>>
>>166434141
Crazy idea: make it actually look like a damn boat instead of making it look like you think the player is stupid for not seeing it.
>>
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>research
>>
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posting my game again in case someone wants to play it and give some feedback

https://transfer.sh/ywHkV/build.zip
>>
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How long should my levels be if im going for a mario 3d land or 3D world style 3D platformer?

I know mario 3d land's typical levels (64 levels in the main game not special worlds total) were 2-3 minutes long on average but I'm considering making mine 5 minutes long on average.

Not sure what players rather have.
>>
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>>166434141
>>166434346
>>
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>>166404419

----[ Recap ]----
Game: Halcyon Daze // Neon Knights
Dev: bokchoydev
Tools: Unity, Pyxel Edit
Web: bokchoydev.tumblr.com
Progress:
+ We have a hotbar for our abilities
+ We have a character stat screen
+ Abilities now only fire if the target is within range
+ Range indicator for what is in range and what is out of range
- Art is hard
- Really need to figure out how to implement LoS/FoG
- Real life slows everything down
>>
>>166434141
Colours a shit, it needs to contrast. Maybe make it slightly bigger and add a little mast or something as well.
>>
>>166404419
----[ Recap ]----
Game: Ghost Knight Victis
Dev: Anomalous Underdog
Tools: Unity, Blender, Substance Painter
Web: hypertensiongamedev.tumblr.com
Progress:
+ Controls Display now swaps between keyboard & mouse, and gamepad, depending on where input was detected. The display can also now be minimized.
+ Continued work on new enemy 3d model.
>>
>>166434386
>>166434346
>>166434141
Wow so instead of getting out of here you post 2 of your games, can you please leave this community? Here is some good feedback focus on one game or you won't finish ether idiot.
>>
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>>166434246
very fun, anon
can't wait for it to have some audio
>>
Reminder if you use unity you don't belong here.
>>
>>166434515
>Its a "Oh Bokudev is posting better shitpost to hopefully get rid of him".

You're the idiot not replying is the best way to get rid of yesdevs.
>>
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>>166434568
>>
>>166434568
I've been here longer than you have and I use Unity. It's you who doesn't belong, anon.
>>
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>Win32 user interface programming
>>
>>166434642
>>166434515
>getting rid of yesdevs

When did agdg become this way? When new people came in? When steamchat became a thing? I'm generally curious as to why we call agdg a community then.
>>
>>166434515
>>166434642
>>166434796
samefag
>>
>>166434701
>Not making your interfaces part of your game
Wot u doin m8
>>
>>166418441
Okay, a bit late, but all of the changes I made were in the enemy.lua file.
https://gist.github.com/anonymous/6465f5c70ebe22044266c135adc8811a
Summary:
- Moved all of the enemy functions that were in the world.lua file to enemy.lua.
- Added sub-table "list" to the global enemy table, for adding enemy instances to. Now clearing the enemies just requires enemy.list = {}. Before, you had enemy metadata AND instances AND methods like move, spawn, draw in one big table, so setting enemy = {} would remove all of it. You want to isolate the instances for easy removal.
>>
>>166434651
You don't know that.
>>
>>166433904

Why would someone do the scrolling star background in a SINGLE layer?

Why not multiple layers moving at different speeds?
>>
>>166434873
I just mean window creation and going fullscreen and stuff. I didn't want to use "Win32" and "window" at the same time because that would look silly.
>>
>>166434932
There is a very high chance. Unless you're one of the SA goon immigrants then you're going to lose this who is oldest fag argument.
>>
>>166429031
>>166429169
How the fuck do I make graphics this nice?

Sprite art is hard
>>
>>166434848
>>166434932
>>166434873
samefag
>>
>>166434959
What engine are you using that doesn't even create a window?
>>
>>166435008
Embarrassing that you still use Unity
>>
>use rixels
>autists flip the fuck out
>do the exact same thing with a pixel perfect scaling
>autists are pleased even though it's the same but with added jaggyness and messier graphics

?
>>
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Level 7 background, was originally going to be an attic but I couldn't work out how to make it visually distinct, so we /outside/ now.
>>
>>166435224
No engine.
>>
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>>166434238
Like this?
>>
>>166435275
Embarassing that you think Unity's embarassing.
>>
>>166435336
oh
I'm so sorry.
>>
Wait, is Unity 2017 going to be paid only, or is it going to have a free version?
>>
>>166435292
That means your sprites are tiny unreadable garbage.

>>166435354
That's a lot better, but why is it on top of a block?
>>
>>166435292
Rixels look even worse than ugly jaggers.
>>
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>>166435298
Earlier version before I went with the lazy mirror, looked more grounded but was worse for gameplay. People don't use obviously asymmetric backgrounds for shmups for a reason.
>>
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>>166435502
I needed the block to be a code trigger (start boat engine when touched, and have an excuse for an engine box or something for the spinning cubes that push the boat around in the water.
>>
>>166435427
It's not bad in general, I just hate Win32 with a passion.
>>
No matter how hard I try, I can't seem to get the crixels out of my game. Thoughts?
>>
>>166432264
what are your skills? I know some C# but it's really not my forte.
I am accelerating in 3ds max, going to school for it but just doing lame still lifes and shit.
>>
>>166435628
slowly implement prixels instead
>>
>>166435886
That's what I tried, but they always get stuck in between and come out as snixels. What the fuck do I do?
>>
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>>166434701
prepare to become a man

or maybe you'll forever be a little bitch
>>
>>166434957
Good point.
>>
>>166436106

Then again, parallax scrolling is my fetish.
>>
>>166436034
shit man, have you tried churning your crixels to maintain the horizontal scaling instead? i've had a similar problem in the past and churning my crixels did the trick just fine
>>
>>166434701
Just use Qt
>>
>>166434515
>>166434141
why are you being a nigger to bokudev. he has one of the most complete games here, don't you have another game to drop?

i think the sign and the boat should be bigger. i didn't realise it was a boat. maybe add a cute little sail and make the boards keeping the boat together more visible. maybe make the sign bounce up and down or something because i didn't see it very well either.
>>
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How's this hud and its icons look?

heart is Life, max starts as 40 and can cap at 120. The bar gets longer over time.

Feather is stamina, like above 40 to 120.

life and health bars roll up and down as transactions occur. life changes occur slower than stamina, which is almost instant. If you take a blow that should kill you (does more damage than you have health) you have a brief moment to save yourself by using healing items. A healing item will always prevent death once, even if it can't compensate for the damage taken (if the adjusted target HP is still negative, it becomes 1 HP left). Stamina can safely go negative, but recovers quickly over time so you can keep fighting rolling etc.

Icons from top left to bottom right on the right side are Poison, Tired, Bleed, Fracture, Paralyze on the top row, and Overheat, Weak, Starve, Dehydrate, Confuse on the bottom. The icons further right are exclusive with the normal ones, occupying their spots when theyre active. (Exhausted, Fatigue, Hypothermia, Well Fed)

Does it look OK?
>>
>>166436459
>being a N*****

Only idiots say the N word.
>>
>>166436250
Nvm, figured it out.

Was an underlying issue with the Richard Nixels.
>>
>>166436558
*meant to say "the bar gets longer as your resource limit increases, ie more max HP = a longer bar."

>>166436612
AHHHH MY EYES
>>
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>tfw trying to muscle through the last legs of a huge refactoring that's taken all day but will make the tuning process so much easier down the road

the urge to just be done for the day is so strong. I'm totally gonna finish though, I like making meaningful commits to source control.
>>
>>166436183
play Shadow of the Beast on the genesis. 13+ layers of different parallax scrolling.
>>
I am a nodev
>>
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>>166436612
do you know where you are?
>>
>>166434346
>instead of getting an answer for your gamedev question get memes shitpost the post.

The horror
>>
>>166437181
Not on /b/. Lurk more.
>>
Redpill me on Love2D
>>
>>166436612
only niggers care
>>
>>166437254
write your own
>>
>>166437254
it's a very basic graphics engine and you'll need to do everything else from scratch- in a scripting language
>>
>>166437254
It requires a romantic partner to fully use.

When you do it right though phil fish comes in and steals your girlfriend and tells you that you can't get her back, so you must embark on an epic puzzle/programmer quest to make a game so good that phil fish is forced to suck your dick and choke on it, and he will surrender and give you your girlfriend back.

It's ok.
>>
artists are more important than devs prove me wrong you cant.

A great artist can copy paste code from tutorials and still make a pretty and solid game, rake in Patreon money while a great programmer can't draw for shit even with tutorials, no one will fund your poorly animated pixel shit.
>>
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>>166437254
>>
>>166437389
> i am right because i am right don't bother responding

What is this post even for? This isn't your blog.
>>
>>166437390
>i must create a safe space for me not to look at things on the internet that i don't like

unironically end yourself
>>
>>166437390
The fuck's your problem? He was making a simple request.
>>
>>166435657

I'm sorry I didn't read all your post I just saw you wanted to collaborate on something vaporwave.

I am skilled in Construct 2 but it doesn't do 3d very well so nvm
>>
>>166437254
It's for people who are more interested in the programming side of gamedev, but don't want to go full enginedev so they can finish in a reasonable amount of time.
>>
>>166434241
the hell is this even, i looked up some other pics (visually similar images on google) and they're not even good poses, like they have sloppy/weird poses that are unsuitable for games/movies
>>
>>166437496
>>166437504
Don't reply to him, he's just seeking attention like the triggered tumblrfag he is.
>>
>>166437389
a great artist can get a break and make a good game, but most of the time wind up making either pretentious crap or garbage games if all they're banking on is art.

a good programmer can realize that gamedev as a job is a fucking terrible idea and instead dedicate their skills to a good office job.

anything can happen, but if you put in the effort and love into your craft it's usually likely to shine through and people might check it out.

either way youre just shitposting and you should be working on your game.
>>
>>166437389
>draw
it's called 3d modeling
>>
>>166437254
Roughly comparable to MonoGame, SFML, LibGDX, etc.
Has lots of libraries, mostly with sexual puns for names.
>>
>>166433828
>I'm planning on going back to C++ with GLFW
So are you just doing this project because you were curious about libGDX?
>>
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>>166432450
Huzzah! Rotation limits and a limited rotation speed!
>>
>cloning snake in python
"nice"
>>
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>>166437543
Not him but hips poses are always welcomed.
>>
>>166437957
better than what you have
>>
>post cube girl
>instantly kill the thread
i-i'm sorry
>>
>>166438323
it takes about 5 minutes to cum
>>
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>>166437980
>>166438323
Oh man more agdg cube girls!
>>
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Made the ? buttons that toggle the state of the garden boxes shiny, the bees don't get triggered by puzzle cubes JUST the player now, and added those flower enemies to make the stage a bit more difficult.
>>
>>166438496
I still can't decide myself what to do with mine.
- A 2.5D fighting-platformer sounds fun but rarely uses comfy elements
- A top-down zelda-like can have comfy elements but relies of a kind of boring gameplay
>>
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>>166404419
----[ Recap ]----
Game: Project TUSSLE
Dev: digiholic
Tools: Unity, Python
Web: http://projecttussle.com/
Progress:
+ Come up with a plan for adding in wieldable items for 2D and 3D fighters
+ Reworked the 2D sprite system to accept a JSON file defining subimages from a sheet and defining anchor points for things like items and grabs to snap to
- Due to aforementioned 2D sprite rework, have to re-do all the attack sprites I did last week. Fuck!
- Still missing control buffering and smash attack functionality.
- ...
>>
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So, right now I'm just trying to implement some loosely associated features before digging in and actually >makegame.

[x] center the camera between the player characters at all times
[x] limit the maximum distance (on the x axis) the characters can have
[ ] Literally everything else.

pardon the blurry as shit video and default assets.
>>
>>166438814
>[x] limit the maximum distance (on the x axis) the characters can have
how did you do this? It's the sort of thing I can see being easily broken if an AI gets stuck on an obstacle
>>
>>166438747
I think you should find a way to make the angle change a little less disorientating.
>>
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I... I couldn't get the FUCKING gradients to work.
>>
How do I make my game get the juicy-juicy - juice as fuck?
>>
>tfw you have a million dollar idea for an A+ game in the middle of a really basic game and realize that you have nowhere near the level of experience, capital and skill to pull it off before someone else does
>>
>>166439134
What angle of what? You can move the angle of the camera so that is already a non-issue.
>>
>>166439354
the 90 degree camera swivels. do a lerp or something
>>
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I posted a few clips from this a few months ago but we took a hiatus

gettin back into it. level design is hard.
>>
>>166438747
what kind of shader magic are you using to make it look like that? Just a high ambient brightness and weak directional light? Or is there more going on?
>>
>>166437526
Best description I've read of LÖVE so far.
>>
>>166439000
Well, the specific kind of limitation I set up is intended for 2d fighters. The idea of those two features is the traditional "the map scrolls with both fighters but sticks if they are at the edges of the screen." (there shouldn't be any obstacles between them)

Relevant code here:

http://pastebin.com/EitS4u3h
>>
>>166439354
Maybe I'm getting old, but those quick camera turns are disorientating. Maybe it feels better to play, but watching it is slightly difficult.
>>
>>166437832
>So are you just doing this project because you were curious about libGDX?

Pretty much. It's gone on a lot longer than I thought it would, but yes, I only started with LibGDX because I'd used it before and knew it would be faster to get started,

But after working on it for just over a year now, I wish had stuck with C++, writing and optimizing Java is torture.
>>
>>166439514
>level design is hard.
level design is NOT Game Dev.
>>
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i added terminal rendering support that rescales to the terminal size
>>
>>166439624
what did he mean by this?
>>
>>166439716
>what did he mean by this?
level design is NOT Game Dev.
>>
>>166439147

Why not just make a texture in a paint program and use that as the hut texture?
>>
>>166439509
>>166439618
Ahh I see what you mean now I will slow that down.
>>
>>166439624
it is a part of game dev and maybe your retarded shitty shit isn't hard but genuinely good level design can be hard
>>
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>>166439624
ok. sorry.
>>
>>166439624
>level design is not Game Dev.
This is why shitters here never finish games and just make unfinished prototypes with at best good art and code.
>>
>>166416476
I'm continuing my illustrated twine game despite the naysayers calling it nodev, and when it's done it'll find a nice engine to cocoon under and become a fully fledged gaem.
>>
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Quit takin the bait you ding dongs.
>>
>>166439857
level design is literally not game dev

sorry, nodev

fuck off anytime
>>
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----[ Recap ]----
Game: Scavenge
Dev: TastyBacon
Tools: Unity, Blender
Web: No siñor
Progress:
+ Camera is almost done
+ Have a solid idea for what the controls need to be
- Diagonal movement is bugged
- Had a social week so little to no dev
- I'm taking too long
>>
>>166440146
posting shitty bait is not game dev
>>
166440259
then why did you reply to shitty bait

or is this shitty bait too? no (you) for you then
>>
@166440259
Fuck off sourcefam.
>>
>>166439620
>I wish I had stuck with C++, writing and optimizing Java is torture.
Damn. I was really interested in 3D with libGDX since Java's the language I learned in college. Guess I should really look into C++ development sometime.

Your torture is paying off though, the game looks good and feels good to play already. You are a genius for using Speak-and-Spell enemy robots.
Best of luck in your journey forward!
>>
>>166439620
>Needing to optimize your code
What kind of game are you even making?
>>
Fuck... Is there any good guide on how to model anime/chibi?

I think I have to learn to draw first, to preplan all the vertices.
Even then I think it'll be hard, it's so stupidly difficult to get a roundish look on them.
>>
>>166434346
5 minutes on a stage seems fine.
>>
>>166441184
you learn how to model a regular body first
After that you're able to distort the proportions to look anime/chibi while maintaining good topology
>>
>>166441184

Yeah, check out Christopher Hart's books
>>
>>166441184
"Just use references and keep on practicing :)"

This is the extent of what artists will tell you. Yes, they're useless.
And don't expect to find any good chibi references out here, they all have their topology hidden because "muh work", shitty chibi models excluded.
>>
>>166441184
>how to model anime/chibi?
u dont because chibi is shit
>>
>>166441416
Is there any good tutorial on that then?
I just hate how pretty much every tutorial I find, they start out with a box.

I'd rather have a good concept art, and then draw out the vertices by myself, and I guess connect them.

But even then, I guess I'd have problems with getting it roundish.
>>
>>166440439
Well like I said before, it can be good as a learning experience. You're in a very similar situation I was in a few years ago, so the best advice I can give is to learn enough OpenGL draw a basic scene, then make one complete game with LibGDX just to experience every facet of making a game, then return to C/C++ with OpenGL (or Vulkan, I haven't tried it yet) and never look back.

That said, if you don't actually like programming (I really do) then skip all of this and go straight to either Unity or Unreal Engine, sticking with whichever you like better.

>>166440937
A game that will run nearly as well on my toaster laptop running linux open-source drivers on an Intel HD4000 as it does on my gaming machine. That, and I just like fast code.
>>
>>166423114
what engine
>>
>>166441607
>I just hate how pretty much every tutorial I find, they start out with a box.
have you considered that is one of the best approaches?
>>
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>>166416403

It doesn't really feel good but i'm doing it anyway because I can't live with the idea that I will die having done nothing.

Speaking of which thats pretty much all thats happened recently, mostly messing around with how to make burgs stick together in a nice way. People who have followed progress will notice a few differences.
Have a sample of the doot song(part 1 of an infinite number).
https://clyp.it/j2twxp3n

>>166417049

There was 1 guy but I think he died or something. It seems like a nice little thing but I kind of hate lua.
>>
>>166442030
Box modeling is a shit approach
>>
>>166442050
the doot song is pretty funky
>>
What is the optimal way to manage class variables? Should I really have literally everything protected and using get/set? This shit is getting really cumbersome.
>>
>>166442221
Do what you need to do.
>>
>>166442303
Is that what I need to do though?

If it were really up to me I would have everything public for easy referencing. But I understand that's a shitty idea.
>>
>>166442221
I don't even get why public variables are such taboo in programming.

If you've got a public getter and setter, why does it even matter?
>>
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>>166441607
> I just hate how pretty much every tutorial I find, they start out with a box.

And this is a good indication on you being new and trying to do things that are above your current skill level. Not trying to shit on you, but there's a really good reason why people start with those first.

If you really really want to go for it then try this tutorial series. Not sure if it's the style you want, but hey...

https://www.youtube.com/watch?v=CjB3Ao1tNxs
>>
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Hypothetically if a company offered you a very large sum of money for your ip/control of your current game before you've even released anything about the game to the public (for example you were enquiring about releasing the game on their console), would you take the offer and let them do whatever they want to your baby while crying on your own private greek island or would you release the game yourself and hope it sells well enough to earn the same amount of money?
>>
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>feel like trying out love2d
>make a generic hello world
>try to resize the window
>fail

i-i guess i'll stick to game maker
>>
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>>166442221
Here's how I do mine, every class variables gets a n OnChange static event on the owner class. The separation of getters and setters is nice because it lets you put breakpoints. Thinking of changing them to be get() and set() functions so when writing code you can see everything that calls a setter
>>
>>166442395
Presumably it's a level of protection that makes it harder for those variables to get randomly fucked up somewhere they aren't supposed to.
>>
>>166442374
Not necessarily. Are you using C#? You can make everything public with properties, and have logic in the setters to prevent invalid assignments if you want.
>>
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>>166442560
My IP is a square with a headband.

I'd sell the fuck out if this could get me an island.
>>
>>166442646
Yeah, but I mean if the getters and setters are public you could just as easily fuck it up with those, right? And grepping for a function call to find odd behavior is pretty much the same as grepping for a field reference, assuming you didn't name your stuff shittily and have unique names for things.
>>
>collision wasn't detected
>recreate the circumstances, redo it 10k times
>every collision is detected flawlessly
>make everything faster
>still works flawlessly
well fuck
>>
>>166442625
This seems overkill. Do you really need data binding for every single field? I'm not even going to get into my opinion on data binding itself.
>>
>>166442221
If nothing else needs to see it, make it private
If something else needs to see it, make it public get private set
you should never have anything fully public under any circumstances
>>
>>166442560
Nobody is going to hold onto some indieshit game if they're offered 'private island' money.

Even Toady would give up Dwarf Fortress.
>>
>>166442560
I do it because I want to make the game i've been craving to play for years and not because of the money, they'd need to get my ip from my cold, dead hands
>>
>>166442625
>using underscores as a naming convention
absolute shit tier
it's so inefficient to have to reach for the underscore key while holding shift, it completely breaks your typing flow
>>
>>166442926
Why though? Why is public such a bad thing?

I mean, if you've got some sort of big limits on what it needs to be, like it must ALWAYS be a positive integer or you'll crash, then I could see it, but if it'll take any old float you give it and work with it just fine, why is there a need for getters and setters?
>>
>>166424060
If you ever do make one please post it. Following your progress is interesting to me. Goodluck with your devving!
>>
>>166441619
>Run on toaster
Probably will anyways
>That, and I just like fast code.
Never gonna make it.
>>
how good of an idea is it to put game jams on a resume assuming the game actually gets finished?
>>
>>166442842
Better to have it and not need it, right? The #regions make everything collapse so its visually nice. Plus its done using code snippets so minimal typing. Ill admit I almost never use the events, but they're there.

>>166443048
The idea is to discourage you from accessing the backing variable. If there was a way to make the backing field accessible only by the getter and setter even within the class I'd use that.
>>
>>166443098
It's just "good practice" to not use public variables. To be completely honest, for amateur game dev it barely matters. If you do run into problems with it, you'll get a better idea and understanding on WHY you wouldn't want to have it public in that specific case. Trial and error will be the best way to understand. Don't worry too much about it now.
>>
>>166443098
There typically isn't. Getters/setters are for if you need some logic to be associated with getting or setting.
>>
>>166443345
I mean, if you're accessing a variable, then obviously you HAVE to be accessing it right? What good is discouraging it?

>>166443418
I've had this question in general programming as well. First semester of CS they tell you never to use public variables but I've never actually understood why.
>>
>>166443098
>Why is public such a bad thing?
Because if something is public set, you have no control over what's changing its value and that can be an absolute nightmare to debug. There's a very good reason it's industry expected.
If you ever think something requires a public set for your programming logic to work, you need to reconsider which class contains the variable and/or whether you need to rethink your logic
>>
>>166440937
>>166443290
Stop being a little bitch.
>>
>>166443514
What garbage language doesn't let you say whether a variable/reference should allow mutation or not? That should be how you control that, not through privacy that affects every use of the object.

Getters/setters should be for when you need to enforce a class variant (and there isn't another way), when you need to implement an interface with them, or when you need some other logic associated with them.
>>
>>166443514
Isn't it just as hard to debug Getters/Setters though?

I accept that you should always try to structure your code to avoid crossclass referencing as much as possible, I'm just not sold on why getters/setters are safer than just making the variable public if it doesn't have any setting restrictions.
>>
>>166443306
Having a finished game on your resume will never ever hurt you when applying for a programming job. Or any other position related to gamedev.

>>166443509
Because it's hard to explain why for each specific case. Like I said, don't think too much about it.

The tldr is control. Public variables can go all over the place and become hard to debug.
>>
>>166442438
Pretty close to the art style I want.
But still unsure about the method.

>Mirror mode
This... I don't understand why so many use it?
I got into a problem when weight painting. Because I made a careless mistake at one point, I could never correct it, because of how much the mirror mode would fuck me over, and not let me remove weight from the mirrored side.

So, because of that, I want to keep away from mirror mode... Don't see the point of it, since you can just delete half of the model, copy paste, and scale it inverted, then snap it to the middle and remove the duplicates.

>https://youtu.be/IXCY5Mq3isU?t=4m52s
This guy is using some method that is close to what I would want to use.
It's 7 years old though.
>>
>>166442126
Seriously? What other way is there?
You start with a box, and you model and sculpt from there!
>>
>>166443509
>What good is discouraging it?
Discourage using it in favor of using its getter/setter instead, I mean.

>>166443690
>Isn't it just as hard to debug Getters/Setters though?
Putting a breakpoint on a setter vs putting it on all code that touches the variable
>>
>>166434959
glfw
>>
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i-its not a fangame I swear! Struggling to come up with color design for her. Trying to go for the tomboyish thing, which is why shes flat as a board.
>>
>>166444065
Hey that's not too shabby
>>
>>166443947
You start with one quad and extrude to form loops as necessary
>>
>>166444065
Fug I just noticed I messed up a couple UVs.
>>
>>166444065
>which is why shes flat as a board.
She's flat because you like flat girls, no need to hide it. I bet that you're also a degenerate that likes holding hands.
>>
>>166444065
Can you pull the shorts up a bit further up her ass?

nice character anon
>>
>>166444395
more ass you say? I did think it was looking a bit flat...
>>166444313
flat girls are cute. CUTE.
>>
>>166443418
No. Because you are amateur it is even more important not to do it because it will fuck you over even harder.

>>166443509
Program flow can be understood when you can trace it. Add in globals and public variables that can be changed anywhere and you will not be able to reason about the working of the program without way too much effort or oracle like knowledge.

And using them doesn't have a purpose outside of very-specific/you-are-not-going-to-encounter circumstances.
>>
>>166443690
You raise another good point.

If you don't use Getters/Setters you can't change the inner workings of your class because then you will have to change every code that ever touches it. That can very quickly fuck you over because it is time consuming and introduces bugs very easily.
>>
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Well, it took ages to get these features in, and ages to get them working, and then ages to un-fuck my repo, and half an age to get properly recorded and encoded video so I could actually post progress, but here it is. (Actual art is forthcoming still.)

- added climbing
- added vertical scrolling
- added debug mode
- added in-game debug messages
- fixed bugs with horizontal scrolling when jumping and getting on stairs
- isolated some spawn code (small preparations for making and loading map files)
- fixed small bugs; made small tweaks; doc building
- touched up some graphics slightly
- learned a bunch about git and ffmpeg
- made a version numbering scheme, then decided I didn't like it and created a different one

I'm very happy with this update, but I am not going to feature creep like this again. I'll keep it one or two features, maybe three or four small features, per commit.
>>
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>elisabethdowman2 has started following you
>oh cool a grilldev let me see
How? Why? God fucking dammit stupid follow bait.
>>
>>166444851
do people actually still call girls chicks? It sounds so outdated
>>
>>166444851
>implying grilldevs would give away the fact that theyre a grill immediately
>>
>>166444937
on top of being misogynistic
>>
>>166424436
>VampireDev
>new project
Hype.

Elzie… So you remember. ;_;
>>
>>166444992
(you)
>>
Remember to include gender options in your game
It doesn't matter if it's not a self-insert game
>>
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Next step: Updating the backgrounds and such
>>
>>166444648
I hear this, but I haven't experienced it irl

search and replace works pretty well, and even better if your language has good refactoring tools
>>
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----[ Recap ]----
Game: Whimp the Bold
Dev: AttaBoy
Tools: GM:S; Aseprite
Web: http://attaboydev.tumblr.com/
Progress:
+ Made a new ground tile, started figuring out a direction I like for the forest
+Improved the camera system so it can navigate in more ways
+ Implemented an shield that prevents stronger enemies from being absorbed in one hit
-Still trash at shaders, and even after thinking I had a breakthrough I was wrong
>>
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who's that pokemon?
>>
>>166424824
it has nipples, that's as lewd as you can get in the pixelshit resolution he uses
>>
>>166445326
It's Voltorb!
>>
>>166445179
dang i like your new bg
the floor perspective is cool too
>>
>>166445243
>search and replace works pretty well
As long as you never collide with anything.

But really, it is the choice of refactoring heavily or simply. It costs nothing to use them, preserves the integrity of your system and allows changes easily. The downside is a tiny bit of code.

>refactoring tools
Then you should also have getter/setter template creation tools in that same environment.
>>
>>166445326
mewtwo
>>
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>>166404419
----[ Recap ]----
Game: Everwell
Dev:
Tools: Love, aseprite
Web:
Progress:
+ backgrounds
+ music-synced animations
+ menu transitions
+ P A R T I C L E S
>>
>>166445474
Thanks! It's actually the older one just shifted to green more. Probably gonna scrap it to some degree (or move it ot a further back layer) so I can add backgrounds that look more continuous with my current one
>>
Unknown developer here.

What sports game would you prefer: baseball, softball, or boxing?

In 3D as well.
>>
>>166442675

>smash clone

HELLO FRIEND DEV
>>
>>166444065
Blaow blaow motha fucka
She's cute.
I like how this is blatantly not Megaman Legends.
>>
>>166446001
good arcade baseball
>>
Hands up onichan, put all your memes in the bag!
>>166446237
its the mighty no 9 of megaman (without the scam)
(^:
>>
>>166446001
hockey
>>
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>>166446452
woops didnt select the pic haha
>>
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>>166445035
Thanks for the support! Hope this small project, meets your hype's expectations.
Of course I remember. I love your work.
>>
>>166439339
just get started and then get fucked cause some ass finished stardey valley before i finished my farm game.
>>
>yfw devs don't remember you
>yfw favorite devs don't even reply to you on tumblr
>>
Who wants to work on music for my game for no pay, but will get their name in the credits?

Must be willing to make better my shitty music and know how to work in Famitracker with stock 6502 sound.
>>
>>166424436
>campfires
>year of our lord 1
>>
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I want to make a video game, please send help
>>
>>166446674
literally any musician
>>
>>166446674
>didn't do music
>go to global game jam
>end up doing music cause of needs

i've never felt so needed in my life.
>>
>>166446674
ask on /muuuuuuuu/
>>
what is the easiest 3d modelling software to learn and use with unreal 4? i will mainly be making meme-poly
>>
>>166447201
maya
>>
>>166447201

sketchup is the easiest
>>
Recently got into digital painting, this shit's hard. Even if I paint something that looks decent I feel like I randomly stumbled upon it after it turning out shit first 5 times. Like a broken clock right two times a day kinda deal. How do I, just, like, get good.
>>
>>166442776
Another reason you might want to make at least a setter is so if the user attempts to assign an incorrect value you can create your own catch for the problem instead of your program shitting itself and crashing.
>>
>>166447257

monet painted the same scene multiple times of day for a year
>>
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>be 13 years old and making maps with hammer
>discover that this is what I want to do with my life
>work very hard learn java, c++ and opengl by my self
>study cs
>all just to be a yesdev

Meanwhile in SJW land:
http://archive.is/aLmO9

Oh silly me, I should have just been born with a vag to fulfill my dreams.
>>
>>166447532

Being born with a vag would fulfill my dream, also this is bait here is your (you) desu
>>
>>166447532
its pretty easy just go as a trans they can't denie you just play the game.
>>
>>166447532
you ... can ... always ... transition
>>
i hate switch statements
>>
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>>166447793
Just use else if chains. It's what I do.
>>
>>166447793
why? they are useful
>>
>>166447840
those are less efficient because the compy has to calculate all of those if statements rather than going straight to what it needs
>>
>>166447532
>>166447729
>>166447734
Lucky I became the girl. Time to cash in.
>>
>>166447893
No. That's what the else if is for. Each block is mutually exclusive. Once one is determined the others can be skipped. Also

>what is optimization
>>
>>166447893
And how do you think the computer is going to magically figure out which case to go to?

Hint: it still manually compares against each case in the switch.
>>
>>166447893
>those are less efficient because the compy May Have to calculate all of those if statements rather than Potentially going straight to what it needs
>>
>>166447967
Cases actually do work differently. It pretty much just uses an array of jump offsets. At least on x86.
>>
>>166447913
Let us know when payday comes.
>>
>>166447532
All those hopes and dreams will be crushed when they (and you) will have to face Loomis. I know. I have been there.
>>
>>166448012
If it is able to which is far far from guaranteed.
>>
>>166447913
I became a better coder after being on HRT.
>>
>>166448083
is crossdressing enough
>>
>>166448083
Retarded, i'd assume it's more likely the act of coding has made you a better "coder". fuck off.
>>
>>166448083
I straight up became a worse coder. I can feel that my thoughts and such has changed since. Also a lot less motivation now my penis isn't directing the show.

>>166448132
Yes. It is probably the correct way to go.
>>
>>166448083
you did because the standard is lower for girls
>>
>>166446916
https://www.youtube.com/playlist?list=PLaW5cpjBPpWrO1dRq4PAERAnoX2h2QldR
>>
reminder to use bytes instead of ints wherever possible
>>
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>>166448083
>take girl pills
>no longer get horny
>spend all day devving instead of fapping
>>
>>166446583
>small project
I hope I don't have to remind you what has happened with your previous "small" game which just wanted to be a one shot jam entry. But really. You've invested so much time in that idea, it really made me admire you. I would have considered it finished by a long time ago, yet you just keep on polishing and polishing it until it's becomes something you could be really proud of. That's a mentality I really adore. Godspeed.

Have you happen to read the last part, by the way? I was sort of worried if the end result ended up being too cruel or something, but it didn't felt right any other way.
>>
>>166448083
I thought "a bad dancer blames his balls" was just a proverb
>>
i can't even tell whether you fags are trolling about being fags but seriously knock it off
>>
>>166448364
Reminder to not give a shit until it provably is a problem.
>>
>>166448415
leo da vinci cut off his balls so he could paint better
>>
>>166448458
>going out of your way to use more memory
why tho
>>
>Writing story and scripts
>No progress to show
>>
>>166448428
Remember what 4chan used to say about idiots pretending to be retards?

Now we just have idiots thinking they're ironically pretending when they really just are retards. I'm sure that old moot regrets nothing over leaving this place.
>>
>>166448375
>a lie

>>166448428
Being fags. Sorry.

Unrelated, can someone direct me to resources concerning learning about multi-threading? I know how to do it in C generally, but I have no broader knowledge of it in operating in larger projects. C++ stuff is fine, or just language agnostic otherwise.

>>166448553
Because it is simpler and clearer. Use bytes if you are actually representing raw memory, otherwise use the basic integral type. You aren't 'wasting space' until you can prove you are. Don't be retard.
>>
>>166448375
actually thats probably it desu
>>
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want to make game but being able to make the art is the only thing that would motivate me. it's been 5 years and I still can't draw/animate
>>
>>166447532
I've seen some absolutely garbage female "artists" with no understanding of basic concepts get jobs in indie teams, they're already privileged anon
>>
>>166448580
seriously who 'trolls' on 4chan anymore. it's fucking 4chan for fuck sake. it's too predictable to be some valid form of 'trolling'. these type of threads needs less of that type of nonsense

>>166448628
well stop being fags in the thread you degenerate. the industry has enough of a bad rep as it does
>>
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>>166448336
>acknowledging that trannies are girls
w-what y-you too
>>
>>166448893
jesus christ get over yourself
>>
Someone please give me assignments to make a turn-based strategy game.
>>
>>166449023
>assignments
wat
>>
>>166449131

I don't know what to do. I need assignments and a checklist.
>>
>>166449242
Before you can start anything you need to make an input manager
>>
>>166449242
1. download unity
2. kys
3. open it up
4. make an object with a script
5. drink bleach
6. add a coroutine that is the player's turn
7. come back to the thread
>>
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>>166448387
Believe me, I'm afraid of falling into that never ending pit too, because this small project could become some sort of template for one of my dream games.
But Vampire's Bit is still my number one dev priority, so I'll do my best to keep focusing on it as much as I can. Right now I just wanted to make a small break from constantly thinking about making this or that more fun/varied/engaging/nes-fitting.
Was the last part the one with Bunny Idol? If that's the one I believe the bittersweet end was great. Loli vampires sound like a bittersweet concept in the first place after all.
>>
>>166449318

Thanks.

See, too many tutorials are unorganized, long-winded boring shit that are like "ok so um we're making a game so we need some stuff so uh do a bunch of shit to import a 3D model and and type along with me for some unexplained system who knows why we're doing it right now"

When they should be "okay, here's an overview of the thing we'd like to achieve. Here's an over view of the subsystems and how they plug into each other to achieve our goal. Here's links to the videos that contain information on each of the individual parts."
>>
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----[ Recap ]----
Game: Low Lands
Dev: Anon
Tools:Unity / C#
Web: N / A
Progress:
+ Initial Post
+ Implemented GOAP for AI planning, very very easy to add new behaviours
+ Implemented system for automatically grabbing actions and goals based on race and profession
+ Implemented system for reserving objects for use, meaning AI will no longer try and work on the same task
+ Every object, including intellgent entities, derive from a base "Thing" class which allows them to be worked
+ Implemented start of database (now just used to store actions/goals
+ Automatic world gen which creates a database of tiles and meshes, very fast
- Scrapped old skill system, wasting time
- Scrapped old pathfinding
>>
>>166439514
The flashing seems pretty jarring.
>>
>>166449442
>dream game
What would that be, if you don't mind if I ask?

Well, the one with her, Noir, the ritual etc. I'm happy that you found it fitting. My daily dose of motivation has been acquired. Thank you!
>>
>tfw trying to anime ur first pixel meme
>>
>>166449764

What does a GOAP system actually look like?

If there's wood, go get wood
else If there's wood, but there's enemies don't get wood?
>>
>>166450196
Basically some sort of free world MMORPG. Wanna go the traditional way, kill monsters in the forest, and get gold to buy better equipment? Go for it.
Wanna get drunk in the inn and start a fight there instead? Go for it, but you will have to pay for the damage you do (if they catch you).

Nope, haven't seen that one. Last one I have seen was the one that introduced Bunny. Do you have a link for it?
>>
Me and some friends made an autistic unfinished ascii burger king death squad simulator.

https://p.fuwafuwa.moe/zzqnsm.zip

Basically, you can use left mouse to move, or you can use the wasd/arrow/numpad direction keys.

Walk into a door to open it.

There's an autistic wallhack system, you'll figure it out.

Right click to shoot, if you walk into an enemy (and also ally), you attack it.

The movement is orthogonal only because I ran out of time to make the pathfinding not shit.

There's also some nice meme music.
>>
>>166450665
oh, and using more action points than you have as a max will add them as debt.
You can use action points to move after you run out of actions, and spacebar will end your turn.
>>
>>166450665
>being this autistic
>still expecting people to download and run their random files
>>
>>166450909
I think I mentioned the autism part already.
>>
>>166450631
2D or 3D? With your style, I could imagine something like that cat MMO made by the dev of VVVVVV.

http://pastebin.com/ApvCAxDp
>>
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>>166450404
Create a single Condition class, which has is basically a holder for an enum or string and an object value.
So you can go Condition("hasWood", true) or Conditon(Conditions.hasHealth, 10).

A goal is defined as a single Condition that needs to be true and a priority. And actions are defined as a list of preconditions, effects (which are also conditions), and a cost

So basically the GOAP planner takes a list of states, from the entity it's planning for, and the world, and then starts at the goal with highest priority (There's a function called on every goal right before sorting them based on priority, so you can have dynamic priorities) and tries to satisfy it's need with the effect of an action. Action preconditions can either be satisfied with either the State (so for example the world state could be Conditon(UnderAttack, false)) or other actions. In my pic the action is satisfied by another actions called MoveTo which checks if it can reach the target, and if so, returns the effect (InRangeOf, true).

It's a lot of boiler plate and setting up, but it's so worth it, it makes adding AI literally a minute long.

The pic is missing somethings, like the precondition that the entity needs a tool capable of chopping the tree, and the instead of just destroying the tree after a certain amount of time it needs to call Tree.Work(mySkills, myTools) but that's coming soon.

The pic is the entire action, and pretty easy to understand/make more.
>>
>>166450404
Oh and in terms of what you asked, yeah.

The preconditon on the Cut_Tree action would have to be (ThereExists, wood) and (UnderAttack, false) since I already have the isViable check whether or not there is wood on the map, a single added condition would do what you asked.
>>
>>166448843

You have any examples of that?
>>
>work in game industry
>get no enjoyment out of the actual work
>work 80 hour weeks for months on end
>game is still mediocre and forgettable at best

why am i doing this still
fuck
>>
>>166451251
I think she's been doing art for about 10 years or so.

>mandatory $3000 drawing tablet

https://www.instagram.com/starlightskyes/
>>
>>166451430
indies need those $3000 tablets for pixel art, anon
>>
>>166420375
>Bullshit feelgood afirmation that gets you nowhere
But if you already feel good, why do you need to get somewhere?

If everyone in this thread would feel good, wouldn't this be the best thing ever? Then everything would be already alright.

Creating games to feel good about it or the success or the earned money. But if we would already feel good, everything would already be good. And we would just create games for the joy of it.
>>
>>166451370
Being a game dev in the "industry" is just another form of being a wage slave, anon. Maybe it's a little bit different if you are the game designer (ideasmith), but for the usual programmer and artists, it's just another day in the office.
>>
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>>166451093
>>166451164

pretty neat desu
>>
>>166451430

Yeah she's okay, draws easy subject matter pretty well

Can't seem to do shit beyond that

>3000$ drawing tablet

welp
>>
>>166451565
None of her shit has any depth to it though, she has no concept of how shadows work.
>>
>>166451523
Yeah it is, I have to thank an Anon here though for showing it to me and helping me make it. Totally worth it.

Biggest issue is getting Goal Priority, and Action costs balanced.

I had an issue with my AI ripping apart my buildings in order to create other buildings until I added a isViable = targetThing.designatedForDeconstruction; line. Pretty easily solved, but I can see how you can issues in the long run
>>
>>166451613
welcome to 99.9% of art in the world
enjoy your stay
>>
>>166451613
Is the typical story of: "has talent, but never bothered learning anything to improve." and "everyone praised her work and never told her how she could improve"
>>
>>166451625
>AI ripping apart my buildings in order to create other buildings

hahaha that's amazing. the designatedForDeconstruction seems heavy-handed.

try to add the concept of restrictions, like "don't destroy your own stuff". think of it as a goal but it simply limits their options instead. this way, it permeates to everything they do.
>>
>>166451519
nice generalization there
>>
>>166451093
>opening brace on new line
disgusting
>>
>>166452164
>closing brace on new line
disgusting
>>
File: The concept of fug.webm (2MB, 848x638px) Image search: [Google]
The concept of fug.webm
2MB, 848x638px
>>166452164

fuck you,
>>
>>166451953
You may be right, I'll revisit the issue when I implement combat.

>>166452164
VS default, I didn't used to use it now I love it
>>
>>166452261
being able to hover over an opening brace and seeing the corresponding end brace is pretty nice aint it? :)
plus it gives a sort of vertical balance aesthetic :^)
>>
File: Runner 2017-01-24 04-18-10-29.webm (3MB, 1600x900px) Image search: [Google]
Runner 2017-01-24 04-18-10-29.webm
3MB, 1600x900px
What do you guys think of OTS aiming mode in a megaman legends style game? Its still jerky and will eventually get smoothed out.
>>
>>166452391
i'd say higher angle with a reticle would be better, but that's just me.
>>
>>166452391
Should be okay as long as you zoom out a bit more.
>>
>>166452391

#1MA
#GameMaker

You should kickstart soon
>>
>>166452391
Zoom out, and needs a crosshair, but otherwise looking good

>>166452364
it really does
>>
File: ezgif.com-4081c2c55d.gif (2MB, 480x270px) Image search: [Google]
ezgif.com-4081c2c55d.gif
2MB, 480x270px
>>
Does UE4 give automatic linux/mac OS X crossplatform thingie?
>>
>>166431982
Thanks.

And holy shit yes I'd be doing a total sprite overhaul.
>>
File: packaging_menu.jpg (52KB, 406x689px) Image search: [Google]
packaging_menu.jpg
52KB, 406x689px
>>166452682
>>
>>1664524+98
>>166452539
>>166452606
crosshair, zoom, and angle got it. Thank you for the input!
>>166452598
do poeple even fall for kickstarters anymore?
>>
>>166452805

No one falls for kickstarters until the next big kickstarter everyone falls for Tbqh
>>
File: blender-app_2017-01-24_10-49-38.png (20KB, 455x644px) Image search: [Google]
blender-app_2017-01-24_10-49-38.png
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Arr
I demand a new thread!
>>
First person Dark Souls, y/n?
>>
second person dark souls would be better
>>
>>166453262
God no.
>>
>>166453306

>You view the game from the perspective of bosses
>>
File: Kingsfield1_cover.jpg (31KB, 250x251px) Image search: [Google]
Kingsfield1_cover.jpg
31KB, 250x251px
>>166453262
>>
>>166453030
Mind uploading blender file?
I really wanna see how you made it, it looks great.
>>
File: 79768463.png (99KB, 720x720px) Image search: [Google]
79768463.png
99KB, 720x720px
>>166452710
>>
>>166453386
Aside from the janky controls and awkward monster behavior, that game was pretty neat.
>>
>>166453416
>>166453386
how would a proper modern kingsfield work? You move around freely? like its half life 2? the janky controls made it difficult but what would b the excuse there's ALREADY grimrock dude
>>
https://www.youtube.com/watch?v=T-HN0d9fNzg

Randomly stumbled across this, its kinda cool
>>
File: blender-app_2017-01-24_11-11-25.png (23KB, 444x573px) Image search: [Google]
blender-app_2017-01-24_11-11-25.png
23KB, 444x573px
>>166453394
I want to fix a couple of tings with the topology, but I promise I'll upload it soon. You can have the wire for now.
>>
>>166453479
Well I imagine it'd be like Dark Souls... just locked to first person.

When I said "janky controls" I mean it really was too goddamn slow and stiff. I'd still want slow / deliberate combat like the DaS series.

Waits at the start/end of attacks are fine, but when you're moving around like you're in a 300 pound diaper, it's kinda painful.
>>
File: Shadow_Tower_Abyss.jpg (27KB, 250x354px) Image search: [Google]
Shadow_Tower_Abyss.jpg
27KB, 250x354px
>>166453479
Pic related is the last game with the King's Field formula From made before doubling down on Armored Core and eventually making Demon's Souls. The controls are slightly less janky and It's got a sorta kinda hub world with areas that tapper off into there own environments. Download the translated version and give it a try.
>>
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catnmouse.webm
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>actually making progress

I'm doing stuff! I think this game will be pretty neat when its done for a first game. I have a question tho, I want the cat to change animation sprite when its changing direction. I know how to do it for the player controlled character pretty easy, but how do you do it for a AI controlled enemy?
>>
>>166453975
check its velocity on the X axis and tell the cat to use the left facing sprite when it's <0?
>>
Is there any tool that will divide an image evenly by pixel size and space. Basically I have a sprite sheet that has a shitton of pictures each of 16x16 pixel size with one pixel in between
>>
>>166453516
His Tales of style combat is what I want to try to achieve in my game. I wonder how hard it'll be to do in 3D.
>>
>>166453707
so the game you wanna make has already been made
>>
>>166455250
new thread for new progress!
>>
>>166454483
Why divide them?
It's not only easier, but usually much more efficient to just load in the entire sheet, and blit regions of it to output.
>>
>>166453601

Why the fuck did you use a seperate mesh just to vertex color the cheeks? What an absolute waste of polygons. Just paint the UV...
>>
>>166453030
CUTE
>>
What's more lucrative, being a grilldev or being a trapdev
>>
File: God is a Cube game visual.png (2MB, 1920x1080px) Image search: [Google]
God is a Cube game visual.png
2MB, 1920x1080px
>>166404419
----[ Recap ]----
Game: God is a Cube: Nanomachines Rising
Dev: King Kadelfek
Tools: Unity3D
Web: www.godisacube.com
Progress:
+ made preparations for the Ludicious event
+ prepared PowerPoint for talk about Ant Attack inspiration
+ made flyers for the event
Thread posts: 778
Thread images: 138


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