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/agdg/ amateur game dev general

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Thread replies: 779
Thread images: 162

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Obsession 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
>>166877752

> Previous Demo Days
pastebin.com/KUSDs9vt

> Previous Jams
pastebin.com/8DFkkce3

> Engines
Monogame: http://monogame.net/
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
>>
>over 2 and a half hours of Nick posting in previous thread
Please, no more
>>
Second for Post Progress!
>>
>>166923969
who is this 4chan guy and why did he ruin this man's life?
>>
>>166923969
first for unity a shit
>>
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Oh so that guy is rick

why would you post your progress in 4chan if you cant take comments?

fuck i took people calling me autist for half a year for my fighting game with shity animations and i sitll post here.
>>
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>>166924082

see >>166924073
nobody is talking about him, except shitposters talking about how people are supposedly talking about him. they probably think nobody notices, but we do.

>>166924108
pic related i guess.
>>
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>>166924103
i-it's progress guys I swear
that's an intended feature
>>
>>166923969

Enough with this Nick posting. Haven't you guys ruined his life enough?
>>
>>166924284
I don't give a fuck
just make it stop
>>
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>>166924205
Unlike Rick I cannot wait to take the abuse from the suggestion and bug report box I just need a better computer because im dirt poor.
>>
>>166923969
>I was only pretending to be obsessed
You weren't, though.
>>
>>166924284
That's looking pretty good!
>>
Look it's a version of that agdg game with the flashlight mouse but actually good:

http://grogansoft.com/mouse-dreams/
>>
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is this good enough?
>>
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I hope you guys will have an enjoyable time.
>>
>>166924205
>fuck i took people calling me autist for half a year for my fighting game with shity animations and i sitll post here.
That's quite an impressive cuck mentality you've got there. I bet you think humoring your bullies in agdg is gaining you cool points or something.
>>
>>166924703
i wanna fuck the one on the left
>>
>>166924703
original is hotter
>>
>>166924284
>see >>166924073
But that post is stupid and wrong. Thanks for letting me know to shit on your game whenever possible in the future.
>>
>>166924774
nah
my game is awesome, i just that i have a super power.
https://www.youtube.com/watch?v=_z-cXdFMByM

my super power is not giving a shit.
>>
>>166924903
you're welcome
>>
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So I was at this swiss event (Ludicious). It was cool. I showed my game to a lot of people. I got business cards. I even gave a mini talk, but it was after the event was over and almost only other devs were still there. It was nice.

But this country is crazy, you have to pay around $15 for a Big Mac menu.
>>
>>166924703
>photoshop for and full of pixels
Really makes you think
>>
>>166924984
>for a hand full*
whatever


>>166924974
You are made a clone of a java mobile game called EDGE?
>>
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>>166924774
You can still make a game and not get bullied like how Im going to call you a faggot bitch and say hey yo where da white womenz at mah dick.

Frankly speaking if you are going to be a developer and speak to the Fanbase you have to grow a thicker skin.

>And that means sometimes putting your foot down.

"Ok we made it so you can insert the fish into the Robot"
"B-b-b-b--b U didn't like exactly how you did it please change it this way"
"That'd add time and complexity to an already functional feature"
"But I am paying you and I am telling you what to do"
"Grab the shaft babay cause now im telling you what to do"


Theres a difference between Constructive criticism and just someone flapping on over some innocuous crap.
>>
>>166924974
Sounds pretty neat. Did you learn anything while you were there?
>>
>>166924919
>i don't give a shit what people say about my game that deliberately looks bad
A real rebel dev you are.
>>
>>166925193
well if you seriourly expect that your first game will not look like shit. i dont know what to tell you.
>>
If I have a 4:1 shitpost:progress post ratio what kindve dev am I?
>>
>>166925385
progressive
>>
>>166925140
>Frankly speaking if you are going to be a developer and speak to the Fanbase you have to grow a thicker skin.

This is not a fanbase. There's no excuse for continuing to shitpost about some dev who posted here last year once or twice and triggered autistic shitposters into literally jerking off over his sad tweets and illnesses. This is dark twisted nodev shit that actively encourages devs to leave or not post progress. And other cuck devs to chime in like "oh I got bullied but I don't care so I'm cool right guys?" fucking sad, all of it.
>>
>>166925385
terrible
>>
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Making weapons from data tables in UE4 is kind of neat.
>>
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WIP workshop model. Definitely needs some more work; not sure if I'm at a point where I should finally seek out an artist (I think the guy I had in mind may be too busy on other projects to actually do anything) or if I should push through with shit graphics to alpha. Suggestions?
>>
>>166925583
>bringing your obsession with "catching" "danny" in every thread into this thread
Stupid nigger get your shitposting ass out of here. I was talking about fans that might not agree with how you implement something in your game.

Oh wait you probably never experienced anything like that because you're a filthy fucking nodev who doesn't have a game and never will.
>>
>>166925649
Hmmmmm?
>>
>>166925106
>You are made a clone of a java mobile game called EDGE?
Nah it's a game about nanomachines:
https://www.youtube.com/watch?v=3VrRv0nVz-g
It's a programming puzzle game in the same vein than SpaceChem and Human Resource Machine.

>>166925154
>Did you learn anything while you were there?
I got another confirmation that even studios who manage to make good games and to win awards can be commercial failures, with their authors talking privately about quitting making their own games / quitting video game industry.
Life is hard. Life making video games is even harder.

Sometimes the feeling is quite strange. You are supposed to be at the top, and yet you still feel alone and poor and sad.
I'm not saying I'm feeling this way or that everybody is feeling this way, but it's like it's summer outside but it's winter in your heart.
>>
>>166925902
So its an EDGE clone with a twist.
Looks fine tho.
>>
>>166925874
huh?
>>
>>166925806
>trying to turn this into another ebin false flag
>still being literally insane
Do you monkey. Do you.
>>
>>166926038
Whaa?

I was wondering how you were using data tables
>>
put an owl in your video games
>>
>>166926140
y tho
>>
>>166925902
That game looks pretty fucking __fun_____ but I don't think I'd be very good at something like that.
>>
From an UX perspective, where should the health be displayed on the hud in an fps?
>>
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>>166926140
too spooky
>>
>>166926140
Okay
>>
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rate my hexagon rendering engine
>>
>>166925583
Notice how this sensible reply is immediately met by mentally ill shitposting by sourcefag in yet another attempt to false flag danny (who was not even mentioned)
>>166925806

Being literally obsessed with danny and nick two namefag whodevs nobody cares about. Being literally obsessed for 2 years. Being literally insane. Not gamedev.
>>
>>166924703
>is this good enough?

Not really.
>>
>>166926303
vid
>>
>>166926268
Starting on the left border of the screen, crossing the middle and ending on the right border.
>>
>>166926140
on it
>>
>>166926268
The screen should tint redder the more damage you take.
>>
>>166926303
undecagon/6
>>
>>166926370
It just displays this misshapen hexagon,
started the project 5 minutes ago
>>
>>166926346
Failing to duct tape together a garry's mod map can really break a person.
>>
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>>166925902
>>
>>166926140
>unironically telling people to put satanic imagery in their game
>>
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>>166926107
With the help of data tables I can give each weapon a destinct property, like energy consumtion, projectile and material.
>>
>>166926346
You're just as obsessed with them as they are with Nick! But who cares? Ignore and report shitposters, and make game!

Where is your game?
>>
>>166924974
Great job dude, we're proud.
>But this country is crazy, you have to pay around $15 for a Big Mac menu.
Vidya is also expensive in Switzerland then, right? I for one remember game prices being something like 1.25x times the price of other european countries.
How much will you make it cost in the swiss Steam store though? Same amount of the $/€ price in (whatever is the swiss currency) or more?
>>
>>166926503
Add an angle en render with different angles. What are you using? OpenGL?
>>
>>166925782
Kinda looks like a nightmare about animal crossing.
>>
>>166925583
>>166925806
>>166926067
>>166926346
>>166926504
samefam
>>
>>166926437
this is bullshit, since it gives no indication on how much health you have left.
>>
>>166926584
>no YOU are obsessed
I guess I should make an OP about them too then :^)
>>
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>>166926363
>>
>>166926717
Generals always have two states : great, or pure cancer
>>
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>>166926717
>>
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>>166926140
>>166926278
>>166926558


>>166926563
Yeah The Data tables are real nice.
>>
>>166926667
Nope. This is your post >>166925806
It made no sense, mentioned danny for no reason and was generally literally insane. A frustrated shitpost reply to something that sensibly diffused your retardation. All you sourcefag.

How's that garry's mod map going? :^)
>>
>tfw have to add "obsessed" and "obsession" to my filters
It's getting more filtered than Runescape.
>>
>>166926558
>an animal made by The Lord GOD is satanic
no anon, you are the heretics
>>
>>166926875
wrong
>>
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>>166926898
What ?
>>
>>166926638
>Add an angle en render with different angles. What are you using? OpenGL?
Qt, the GUI toolkit
Turns out it has a fast 2D engine, based on BSP, complete with input handling, that uses OpenGL.

Qt might be ideal to prototype 2D games
>>
>>166926963
Not an argument.
>>
How are you storing your game's levels?
>>
>>166927028
>Qt might be ideal to prototype 2D games
I'm sure pygame is better at that.
>>
>>166927194
The only thing he's ever wanted in life was to be a level designer. And black.
>>
>>166927194
Please be respectful to minorities.
>>
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>>166927074
>>
>>166927103
json to let players mod the game.
>>
>>166923969
>It's a meme thread
Someone want to make a proper OP?
>>
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>>166926140
One creature at a time I just finished doing a cubic butterfly Christ.
>>
>>166927371
>implying it needs to be human-readable bloated text to be moddable
>>
>>166927360
>be an idiot
>be mistaken for another idiot
Maybe don't be an idiot?
>>
>>166927515
Yes you can use your own binary format if you want. But you won't save space compared to compressed json.
>>
>>166927537
nice damage control, baka.
maybe dont accuse people of being other people
maybe dont be so obsessed with shitposters
>>
>>166927578
>won't save space compared to compressed json.
>>
>>166927578
It definitely will, but regardless the load times will be significantly faster if you can essentially just go straight from disk to memory with no processing. Whereas, with JSON, you have to parse it and interpret it, and if it's compressed that's even more work.
>>
>>166926972
Owls are part of god's creation and plan.
>>
>>166927645
>easily identify a shitpost
>YOU'RE OBSESSED
This whole "accuse everyone else of being obsessed now that my obsession with nick ridgeway is a topic of discussion" thing is getting old.
>>
>>166927742
No anon, that won't slow load time. That's poorly coded game that slow down time.
>>
>>166927392
>100 posts into the thread
Just suck it up like a big boy.
>>
>>166926665
Eh, I'll take it
>>
>>166927838
>decompressing and parsing text won't be significantly slower than mapping the contents directly into memory
>>
>>166927816
NO, YOU'RE OBSESSED!
>>
>>166927392
Nick must be shamed. He triggered our resident autist shitposter in January of 2016.

Do not resist.
>>
>>166927929
Yes. You won't notice the difference. Except if your game is coded by incompetent devs.
>>
>>166928036
Load times have nothing to do with how the rest of the game is programmed.

>incompetent devs
Are the ones who ship content in text format.
>>
>>166928227
>Load times have nothing to do with how the rest of the game is programmed.
If you knew the truth.
>>
>>166928272
Please enlighten me.
>>
>>166928029
Memes will be made
Games will be lost
>>
>>166928359
Look at software of today. Tell me that they're not done by incompetents. Some application/game need more than 0.1 s to display a menu. My game boy can display a menu instantly.
>>
>>166928548
How the fuck is this relevant to decompressing and parsing JSON?
>>
>>166928548
The stench of enginedev from this post is overpowering.
>>
>>166928669
I was trying to explain that the slow load time are not because of json but because of incompetent devs. Even with binary the load time is slow. json change nothing.
>>
>>166926517
Make it display two new lines when you click, the way it is now is distracting
>>
>have a game idea that might actually be good enough to have a lasting impact on the gaming industry and create new trends
>its ambitious and will require a good team
>we live in an age where its very likely that people would just steal the idea and sell it as their own
Life is suffering.
>>
>>166928917
Can you pay me? I will sign a non disclosure agreement.
>>
>>166928917
If you aren't doing mobile, that won't happen. Anyone willing to steal game ideas for profit is looking at mobile only.
>>
>>166928917
>100% ideaguy post
GET IT AWAY FROM ME
>>
>>166928917
T W O M I C E
W
O

M
I
C
E
>>
>>166928826
Okay, I see what you're saying. But saying compressed JSON doesn't slow load time is completely different to saying that it might not be the bottleneck. That anon was asking how to do something, so there's no reason to suggest a less efficient and, honestly, more difficult alternative.
>>
>>166928917
if this is that dual mouse faggot that gets told to fuck off every time he shows up i swear to fucking god
>>
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>>166929105
>>166929192
>>
>>166929183
>it might not be the bottleneck
Ok I should have say that first.

>>166929183
>more difficult alternative
Why is it more difficult? There are dozen of bugfree libraries. If anon implement its own format there will be bugs.
>>
>>166928826
>>166928805
can you two just guesstimate the amount of data needed to parse 1) a level in binary/text, 2) a texture, 3) a whatever else
then figure out the obvious answer to your argument?
>>
>>166929105
this should become a meme
>>
>>166929345
I was just commenting on the stench. Enginedev babble means nothing to me.
>>
>>166928876
Plenty of games do it this way, the way it is now I have control of whether or not one new line or two new lines appear. So for a long sentence it could keep scrolling, then the next sentence could appear on the first line.
>>
>>166929459
what do you say to the theory that engine devs are only memed on because of """devs""" like rotate
>>
>>166929312
It's not about bugs, and the only way to make JSON easier than a binary format where you just dump arrays of data into a file is to use something that automatically serializes and deserializes based on reflection of your classes, which adds even more overhead and is also more prone to breaking between versions.

>>166929459
>Enginedev babble means nothing to me.
That's not surprising.
>>
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>>166923969
ive been trying for like a day and a bit, how am i meant to approach eyelids

i keep trying and cant get it right

does anyone know of any good guides or have any tips?

https://youtu.be/OvmcWFIDRp4
>>
>>166929534
Just because plenty games do it this way doesn't mean it's good.
There is no reason to keep showing a line that was already read, it just wastes space and distracts the player
>>
>>166929606
sounds like a newfag theory
>>
>>166929030
Maybe. I would like to do a kickstarter.

>>166929040
It was aimed at more PC or Console.

>>166929063
It isn't an ideaguy post if you have a plan, retard.

>>166929105
>>166929192
No.

What I want to do involves creating periphials that could combine existing VR tech (headwear, the hand controllers, etc) with more input - WHY are we limited to just our hands? Why not our feet? By creating a periphial that could simulate tactical feedback from environment such as walking on sand or whatnot it could create the most immersive and realistic experiencei n video games, but not only that but we could allow new inputs on games - imagine being able to feel walking around in skyrim, or control the car in your favorite racing game with your actual realistic feet? All the while the heating and cooling pads and stimulation dongles on the foot of the boot controller could make it feel like youre really walking through a desert, swimming, or putting the lead to the pedal.

It would create an experience unlike anything anyone has ever done.

The problem I have is that I have the specs and designs laid out but collaborating with something like this makes it challenging because if a big gaming company like EA were to send a spy in to infiltrate and steal the idea or design prototypes I wouldn't have any kind of capital financially to fight them in court.

A kickstarter would only go so far too, but at least if I went that route I'd have legal proof that it's my idea.
>>
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Shader question (fucked up the upload the first time):

How does in_Position work in GM? In the vertex shader I set the following:
varying vec2 v_vPosition = in_Position.xy;
which allows me to manipulate the image based on the x or y position of the pixel. It gets divided by 320 (the width of the view and also the surface being drawn) in order to make it between 0 and 1.
But in-game it seems to use the x and y coordinates as absolute coordinates, not relative to the surface drawn. In other words, this code should draw a surface that always ahs a gradient of from full transparent on the left to full opaque on the right. Instead, it only does this when at the far left of the room, and when moving right the opacity overtakes the whole surface.
I can show game footage if that helps, but I'm really just looking for a way to reference the relative x and y position of a pixel no matter where you are in a room
>>
>>166929532
That's not how shaders work. Don't divide by 320
>>
What do you watch when you're too tired to dev?
>not watching based Hime Chen
>>
>>166929690
>reflection of your classes
Seriously? Ho please, that's for code monkeys.

My fault I speak with people assuming they have my coding skills. I'm sorry.
>>
>>166929702
did i mess it up at the start by making the sockets round?
>>
>>166929941
I don't watch anything I just listen to my mother screaming at me what a waste of air I am while having finished 5 year med uni and doing gamedev.
>>
>>166929606
Enginedev is a regressive method of game development and therefore a meme like any other hipster activity.

>MUH BLOAT
>>
>>166930036
Nice reading comprehension.
>>
>>166929715
>WHY are we limited to just our hands? Why not our feet?
Probably because most people barely have any control over their feet beyond walking.
Peripherals for car sims already exists.
Everyone jerks their dick off on skyrims's atrocious landscapes but no one wants to play a game at -20°C
>>
>>166930203
Organists use foot pedals all the time. It's just a matter of practice.
>>
>>166929715
The Omni treadmill is already fucking expensive and will probably not see a consumer-based success. Arcades may pick it up and make VR a hit again (at least for some time), but creating hardware that is even more specific, more delicate, and more expensive than the one already not having a big consumer base... I think even if you were to find supporters, it just won't happen.

Also
>control the car in your favorite racing game with your actual realistic feet
>what are pedal peripheral?
>>
>>166930238
Have you ever tried using an organ ?
There's a reason why they take so many time to learn and are so unpopular.
>>
>>166929715
>It isn't an ideaguy post if you have a plan, retard.
MAKE IT STOP
>>
>>166930203
I'm not saying it needs to be as cold as like a frozen mountain, but imagine your feet actually getting colder. You being able to actually EXPERIENCE walking up that mountain feeling it get colder.

>>166930243
Pedal periphals are bulky though and it's very easy to just push them around with your feet or accidentally break them by pushing too hard.

>>166930238
I could see my idea becoming the new trend for racing sims.
>>
>>166929040
Why is that?
>>
>>166930346
>Have you ever tried using an organ ?
Yes.

I was terrible at typing and playing vidya with my hands when I first began, but these days I'm pretty good.
>>
>>166929715
>putting the lead to the pedal.
kek
>>
>>166930128
OK you're stupid. That's the problem with code monkeys. I speak to them but they understand nothing because they're 20 years late. I'm sure you think OOP was a revolution.
>>
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>>166926616
>Vidya is also expensive in Switzerland then, right? I for one remember game prices being something like 1.25x times the price of other european countries.
I don't know anything about swiss retail stores.

>How much will you make it cost in the swiss Steam store though? Same amount of the $/€ price in (whatever is the swiss currency) or more?
In Europe, a $10 game is sold €10. I remember that I spared a few bucks by buying games on developer websites thanks to the Humble Plugin (I don't know if they still allow to buy games in $ though).
I have no idea how much money a $10 video game is usually sold in Sweden. I can just tell you that $10 = 10 CHF = ~€9.3

I just asked a friend of mine, who told me that Steam automatically convert prices in various devises, but you can still put whatever price you want for any specific country.
>>
>>166930376
>Pedal periphals are bulky though and it's very easy to just push them around with your feet or accidentally break them by pushing too hard.
That is where you are incredibly wrong though. I paid <50$ for mine, they are as good as on the first day although there were some moments I thought my chair would break from slamming the pedal so hard. If you are serious enough about racing games, you will manage to set up your rig so the pedals won't get pushed away.
>>
>>166930376
Oh wow, fantastic, getting cold feet.
Everyone's favourite feeling.
And I get to pay more to experience a gimped version of walking on an actual mountain ? Sign me the fuck up mate.

>>166930534
The point is, hands have much more dexterity, simply on a biological standpoint, feet just go back/forth and left/right, you can't even rotate them on their own.
Even when you look at musical instruments that use feet, it's just pedals, there's nothing more than stomping.
>>
>>166930376
>I could see my idea becoming the new trend
unrealiabilityOfEstimation = 1/(2*numberOfCompletedGames)
>>
>>166930480
Mobile has the highest ratio of profit/effort. If you need to steal a game idea, you can't afford starting a project that will take lots of experience, funds, and time, because as each of these costs increase, the more likely you are to fail in your theft.
>>
>>166930376
This idea lives entirely in your head and is not actually feasible. If you were to tell us the mechanics you have in mind (which it is guaranteed you haven't bothered to test yet because you want "funding" for your "prototype") it would only reaffirm suspicion that your idea is crazy and would not work.
>>
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>>166926140
>>166926405
owl
>>
>>166930807
>Oh wow, fantastic, getting cold feet.
>Everyone's favourite feeling.
Nothing wrong with cold feet. It's refreshing.
>>
Is UE4 useful for creating a first person swords and sorcery type game like morrowind?
>>
>>166930937
Holy shit that was all so sudden I had to play the webm a few times to spot him
>>
>>166930937
Damn that's subtle. Had to do a frame-by-frame analysis to see that.
>>
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flat > pointy
>>
>>166931076
Here's an economic solution for you: Ice cubes.

>>166931148
Fact:
Flat for gameplay mainly left-right
Pointy for gameplay mainly top-down
>>
>>166929941
I can not watch anything. Really. Simply watching a movie or a series by myself just bores me, and it makes me feel I'm brain dead. So when it comes to cute anime girls, I rather read the original manga.
>>
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>introduce something to your game
>it's roughly implemented but it serves the purpose of checking out the general feel of the addition
>realize it'd require more work than you're capable of (or willling to) give it the treatment it deserves and otherwise it'll look halfassed
>decide to remove it
>game feels far inferior without it
>>
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>>
>>166930668
This is aimed towards a more casual audience I guess. Sorry.

>>166930807
It's called immersion, mate.

>>166930849
Where is your game?

>>166930876
Well how about being able to feel a pressure plate underneath your character's feet, or feel a tripwire? Or be able to react to the floor shaking?

There's 10000s of possibility that this could be used for, but you just gotta have some imaginability instead of just saying "it's shit" without thinking fore more than two seconds.

A lot of people called famous persons in history crazy and they went into making things that people today could not live without. You might be talking to the next Alexender Gram Bell you know, so I suggest you show a little more tact and be open minded.
>>
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Google Drive folder update, we are on the wings of a dream edition.

https://drive.google.com/drive/folders/0B6j4pcv3V-vfb3hKSlhRRzlLbFE

- God is a Cube fan art
- Maid fan art
- Square dev's new character (Pirate girl) received the usual fan art what Square dev characters usually get. From now on you can find them in one folder
- Pantsu Harvest lewd art
- A dev started to play with Bunny girl's model and I saved the progress, because why not
- A music bro left a link for some free to use scores
- Some motivational thoughts and funny things, along with fan art I don't know the source of

Have a nice day!
>>
>>166931381
Look at how the balance board turned out. Gimmick. Nobody gives a shit about it nowadays. This is your idea. Except it will not have the peak of WiiFit.
>>
>>166931381
>It's called immersion, mate.
Thanks for the tip lad, next time I'll play a game with bullets I'll shoot myself once I get hit.
At least I won't hear your garbage anyore.
>>
>>166931381
>There's 10000s of possibility that this could be used for
That wasn't the point. The point is you have a technical idea in your head that has no basis in reality. It's not an actual invention yet. You're ideaguying as hard as possible I'm afraid. Therefore you require no further (You)s
>>
>>166931345
>there is only one box for the one of us that isnt stupid
literally what?
>>
>>166931550
Look at how the wii turned out. Gimmick. Everyone gives a shit.

You don't know what you're talking about, you're just trying to tear people apart in this thread because you don't have a game of your own to work on.

Fucking nodev.

>>166931630
Are you fucking stupid? Of course it's not made yet you ignorant shitposter, I'm going to get it kickstarted. Learn to read.
>>
>>166931734
ahahah this is some good bait
>>
>>166931734
>Fucking nodev.
t. idea guy
>>
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Reposting from old thread.

Trying to come up with a minimalistic HUD where most if not all of the vital information is shown on the character. I've got Health, ammo counter, and current weapon selection down (arm-cannon energy-glow). Also instead of a reticle I plan on having a sort of "soft" aim assist, like how it works in Jak 2 and 3.

Dead Space and SOTC/Ico inspired me heavily. Muh immersion and all that.

Post your HUDs guise.
>>
>>166931734
>I'm going to get it kickstarted
With what, vague promises of an idea that can't actually be translated into a piece of working tech? You want people to believe you have schematics ready to go and are keeping it secret or else it will be stolen when in reality you've got nothing. It's obvious.
>>
>>166931734
Wait, what game are you working on? you're not a nodev right? so where is it?
>>
>>166931851
From the thumbnail I thought it was going to be Bee Movie - The Game or something.

I am disappointed.
>>
How the fuck do you rig a face
>>
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>>166931851
>Post your HUDs guise.
>>
>>166931943
HAHAHAHA FUCKIGN EPIC MAN BEE MOVIE
THE GAME GETS FASTER WHEN YOU PRESS X HAHAHA
WHATS THE DEAL WITH HONEY I MEAN BEES MAKE IT AND HUMANS EAT IT AND THEY DONT EVEN PAY US
>>
>>166931718
The cardboard box.
>>
>>166931851
https://mega.nz/#F!FJhX3YTK!ylcGBIaPINbo1p-tOIZ4nw
I'm trying to improve this so if anyone has good UI reference pics, do post them.
>>
>>166931874
If you really believe people demand a working piece of tech you are a silly goose. Kickstarter is full of the most eager and gullible people ever and it's not that hard at all to sell them an idea and rake in $1000s of Dollars with little to no impunity at all.

Look at potato salad - the guy got a ton of money just from wanting to make potato salad. People will pay for anything if they like it - its not a matter of selling them on a working tech, it's about selling them on an idea. You're too fucking stupid to realize that though so here's your (You) shitto, you earned it.

>>166931937
Go fuck yourself.
>>
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>>166932030
>>
So how about that Nick Ridgeway huh? :^) We sure showed him!
>>
>>166931345
>ESL trying to do nuanced English writing
Please hire a translator.
>>
>>166932101
i meant that sentence is unintelligible trash
>>
Why is animating shit in blender so fucking obtuse
>>
>>166929702

What is the meaning of this game?
>>
>>166932129
I'm still not seeing any game, I guess you're a nodev after all. Sad!

So say you get the money by scamming people on KS, then what? Who do you pay, and to do what? Do you go to an inventor and tell him to invent something? Seriously kill yourself retard.
>>
>still stalking Nick
I legit feel bad for the child.
>>
>>166931345
Said it in an earlier thread, I'll say it again - you need a proofreader.
>>
>>166931992
Just give everyone masks
Call it "art"

>>166932238
it gets worse if you use ue4 once you try to import an fbx file
>>
>>166932278
It's not a scam you fucking moron.

Get out of here you god damn shitposter I'm done talking to you. I can clearly see coming to you guys to talk about my idea was a fucking waste of time, this thread is nothing but trolls and assholes. I can see now why this place is dying, fuck all of you. You're lucky I don't know what you assholes look like because if I did I'd fucking laugh at you when you go to buy my product here in a few years and run into me.
>>
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>>166932501
>>
>>166931718
>>166932186
>>166932343
His English is perfect I don't get what you guys are babbling about.
>>
>>166932501
>still no game
Sad!
>still no answer to the questions
Even sadder!
>it's not a scam
>Kickstarter is full of the most eager and gullible people ever and it's not that hard at all to sell them an idea and rake in $1000s of Dollars with little to no impunity at all.
>not a scam
lol
>>
YOU HAVE TEN SECONDS TO EXPLAIN WHY YOU ARE NOT OBSESSING OVER NICK RIDGWAY.
>>
@166932587
t. fred
missing commas,redundancy, and a paragraph that reads straight out of a MT'd VN
>>
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>>166931851
>be a little sad I don't have the art skill of AAA concept artists
>look at Medevil concept art
>game turned out so great

Its pretty encouraging.
>>
>>166932891
Cus he's gonna die and that gives him a free pass
>>
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>>166931851
Mine's pretty simple
the slot on the left is gonna show items, and the slots on the right are gonna show the currently equipped gun and spell

i'm not entirely sure if I should have a "mission loadout" where you pick items and spells at the start or if you have everything at hand at all times and switch through the menu
>>
>>166932891
who fucking cares about god damn shitposters and shills i just come here to look at nice webms
>>
>>166932891
I'm not a chatfag therefore I am not exposed to the insane shitposter incubator. So many of these "memes" mean nothing to me.
>>
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>>166931851
Mine's simple.

Currently drawing icons and whatnot for it if anyone is interested.
>>
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I put my shit art skills to test and made these tiles today. Are they too busy and is it easy enough to tell what's background and what's solid ground?

Today's progress:
>added more sound effects
>made these tiles (used less dithering this time to get more clean look), some stuff still needs tweaking
>new effects
>fixed enemy mecha AI again
>Tweaked the save menu to not look like shit (still placeholder)
>fixed bug with rebinding controls
>made graphics for new boss
>>
>>166932947
Concept art is a meme.
Only huge corporate studios use them, and not to base the design around (as you'd think), but to use as promo material.
>>
>>166932587
It's technically fine, and it usually doesn't need much in the way of serious corrections, but it doesn't read well. It's got the kind of sentence structure and punctuation I'd expect from an average forum post, not from actual dialogue in a shippable product.

Little tiny quirks, like the lack of a comma in or after "Sorry Boku" and the awkward phrasing of "There is only one box for the one of us that isn't stupid" make it clear that his English is fluent, but could use a bit of polish.

Not as noticeable as a previous bit of dialogue he posted which lacked apostrophes for shortened words, as well as a similar lack of commas.
>>
>>166933232
Damn dude, your game looks beautiful right now.
Can't wait to try it out if you push a demo.
>>
Where would you guys place application secrets fetched from ENV in UE4?
>>
>>166932246
life
>>
>>166933310
>and not to base the design around
thats literally how they iterate to the final design
>>
>>166933232

Your game looks sick fäm
>>
It's been a year I've browsed /agdg/ occasionally and I honestly sometimes feel appalled over the attention attention-whores and other trolls are getting with their forced memes.

You have to be extremely immature, barely 18 or worse than mentally ill to believe repeating the same thing over and over again through samefagging and shitposting on an anonymous board is still funny even years after. I don't feel annoyance nor hatred I think, simply feel sad thinking people like you exist; I hope for your own sake you get to realize it one day.
>>
>>166933232
Pretty good, I would replace the grey from the lights at the top, though. Use the lighter green and white instead.
>>
>>166933232
did you just add those muzzleflashes? They looks sick as fuck.

Also you're letting your blaster master influence shine through again, and I really dig it
https://youtu.be/pQv0GhjIn2Q
>>
>>166933621
You must be over 18 to post on 4chan.
>>
Reminder that you're already falling way behind.

Start your comfy game. Now.
>>
>>166933621
Post your game?
>>
>>166924703
>no bush
D R O P P E D
>>
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>>166933219

How do these look? Still working on various icons since the computer I'm at doesn't have my gamedev environment installed onto it and I'm stuck here for a little while.
>>
>>166933621
this is actually true
>>
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>>166926140
Sure, but how did it get into the dungeon?
>>
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starting to feel less like a fan game!
>>
>>166933714
>>166933742
Sorry I hurt your feelings.
>>
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>>166933905
>*record scratch*
>*freeze frame*
>Sooooo, I bet right now you're probably wondering how I ended up here, huh?
>footage rewinds through the entire game like a VHS tape
>Kids in America starts playing
>>
>>166933457
>>166933380
Thanks! I might make it to next demo day.

>>166933636
Yeah I think I'll do that.

>>166933649
>did you just add those muzzleflashes? They looks sick as fuck.
Yeah, I added them just recently. Had to do separate sprites for diagonals since otherwise they would look shit.

I grew up with NES and since games were pretty expensive back in those days, I didn't own many of them, but I did own Blaster Master that was the shit.
>>
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>>
>>166934107
You son of a bitch.
>>
okay I'm too stupid for google

how the fuck do I store and access multiple animations of a single object in blender / unity

I heard you can do it by just accessing certain frames but I have a hunch that's deprecated
>>
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>>166933310
oh dear...
>>
>>166934506
Blender Dope Sheet and Action Editor.
>>
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Feels like I'm only halfway to getting this to being a game. Really want to get something finished for One Game a Month, though.
>>
>>166932947
ps1 tier graphics is a pretty good standard to aim for a 1ma, at least for 3d
>>
>>166933621
don't knock it till you try it
>>
>>166929702
nightmarefuel.obj
>>
Is there a term/genre for games which require the player to 'design' the solution to things? Like Besiege, Crayon Physics, Infinifactory.

Creative doesn't seem right.
>>
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>mfw my regular enemies can heal
>mfw my bosses can heal
>>
>>166929702
entirety of this reminds me of these toy channels on youtube
>>
>>166935679
Puzzle ?

>>166935748
Baten kaitos had this
>>
Can somebody recommed me a good game engine for developing 2D game that focus on point-and-click-adventures, rpg and maybe strategic games?

I use mainly Window and have basic understanding of Java and know little bit of Python, Javascript and C++.
>>
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>>
>>166935984
If you go 2D and want to use an engine and have no prior experience with game dev or engines then the answer is always Game Maker.
>>
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>>166935748
whatever you got won't match the sheer terror of hearing one of these sons of bitches spotting you

>can almost move as fast as you
>can revive any fallen enemy (except for its own kind and the bosses)
>has a powerful as fuck line of sight attack that has infinite range and can kill you in two to three hits
>if put behind a large group of monsters, can practically be unstoppable
>>
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Moving events to the new version is so boring I've decided to upgrade the enemy card.
>location-specific background
>removed broken spell/item button because everything is easily accessible on the right
>added story actions, unique for each enemy
Story actions will be a series of tests (in most cases), like in this example:
>look for something to defend yourself
>pick up wooden branch
>jam the branch between her ribs

What do you think about it?
>>
>>166935748
>frogposter
I'm sure your game is great, anon
>>
>>166936213
That's pretty terrible. Worst I have is bears.

>Durable as fuck
>Cleaving and lunging attack
>Mauling attack can inflict paralysis and bleeding.
>When you're paralyzed their mauling attack is always a crit.
>When theyre low on health they become enraged.
>They can break into your safehouse.
>>
>>166936213

Pissed off martians are pathetic:

https://youtu.be/HJcf0aOwmiA?t=2m54s
>>
>>166935984
>point-and-click-adventures, rpg
renpy
> strategic
roll your own
>>
https://www.youtube.com/watch?v=z4-J3KXPYu0

Bokudev has been BTFO by a better game.
>>
>>166934719
I know that's what I'm supposed to be using but I can't for the life of me figure it out

I have several animations worth of successive series of keyframes in my dope sheet, each animating the same objects

my action editor shows a bunch of actions named after the different objects

no tutorial I've found has helped me out or been applicable

I'm not asking for you to handhold me through this, but I am hoping that you can point me towards a relevant tutorial
>>
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Good morning agdg
>>
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>load UE4's third person example project
>put 4.5 million tris on it
>in-editor simulation drops to 53FPS on a R9 380
>>
>>166936894
What do you get in Unity when you try to import the model?
>>
>>166936878
here's a (You)
>>
What's this general opinion on making a virtual version of cockfights?

basically a game where you see AI fight another AI bot?

do you think it will be popular?
>>
>>166937046
>4.5million tris
literally why?
>>
>>166937226
You're 20 years too late with that idea
>>
>>166937226
Is that a game?
>>
>>166936652
That video is great.
>>
>>166937121
I get a Default Take that plays the whole thing - each animation in sequence.
>>
>>166937226
I think the deciding factor would be whether people actually care about the currency
>>
>>166937272
elaborate
>>
>>166936652
kek
>>
>>166936332
a fine line between clutter and awesome looking art
>>
>>166937252
I want to have big melees on open fields and body meshes detailed enough for the player to fug princesses and princes.
>>
>>166936002
Seeing stuff like this is always so charming, it's why I love visiting dev threads.
>>
>>166936878
>hardly any empty space
>no clarity problems
>proper & subtle pproc
>clean & concise art

It's like a dream minus the meme pollies
>>
>>166937226
there are literally hundreds of Japanese Games that do this

3 came out in the past 3 months
>>
>>166937419
That's why LoD models exist
>>
>>166936096

I took a look on Game Maker and it will cost me a lot of money if I decided to become a pro dev.

>>166936813

I had spend some time with Renpy and had bought a lot of resources from DLsite.... And I actally have a unfinished Renpy project...

Ok I think it is time that I revive the old project...
>>
>>166937469
name them.
>>
>>166937226
>>166937375
Corewars
Robocode
>>
>>166937305
Alright. Under that should be a timeline that's as long as the length of the whole animation. Now drag the right end to the frame where the first clip ends.
After this, click on the + button under the "Default Take". You'll see that the animation was duplicated in the list. Now do the same thing you did for the first clip and drag the ends to the frames where the second clip starts ad ends. Repeat this for each clip. At the end, click on apply at the bottom.
Tell me if it works.
>>
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Any advice on how to make this into a finished game with minimum effort?

I can't work on it tomorrow so I've got an hour tonight and Tuesday night to finish it.
>>
>>166937487
The implications derived from a melee on an open field is that the characters are close to each other and there is nothing breaking up the line of sight. Or do you mean use less detailed meshes specifically in combat? Not sure how that will work out.
>>
>>166937539
Final fantasy 15 (side activity)
Digimon World: Next Order (the whole damn game)
Yakuza Zero (side activity)
>>
>>166937747
But surely they aren't all close to the camera all the time?
>>
>>166937706
Make little dudes run around on the ground that you're trying to hit instead of a target.
>>
>>166937706
Add a layer of tedium to shuffleboard
make it into a a-B puzzle game
>>
>>166937941
That's a cool idea, I like that.
>>
>>166937539
>>166937749
its just an ez side activity, any game thats a big rpg that already has combat in can just slide it in for minimal effort
>>
>>166937912
Dunno, I'm planning for a feature that's 2 years ahead. Realistically, they'd be using less tris decked out in armor, but ideally, I don't want frame drops if everyone strips naked and gathers into one big blob inside the view range.
>>
>>166937706
needs more decimal places, I can hardly judge how far the circle will fly.
>>
>>166936878
>polymeme
>Simple point and click movement
>mobile tier UI and level setup
>Not as much challenge at all in comparison

Not better than a fully controllable, nintendo looking, challenging puzzle Wii/Gamecube tier game anon. That game doesn't even look comparable in terms or art or gameplay. The background is nice with its realistic look though.
>>
@166938296
t. fred
>>
>>166937623
You're a lifesaver, friend.
>>
>>166938165
Hue. I'm taking out that stuff. That was just debug.
>>
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>>166936878
i wish bokus backgrounds were as detailed as this :(
>>
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>>
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I've been practicing art stuff so I can eventually make the assets I want to make for my game. This is a running stick man. Is there anything particularly off about the animation?
>>
>>166937706
Make the screen shake when the ball lands
>>
>>166936878
Yup yup this looks 100x better than bokube.
>>
GIVE ME COMFY GAME IDEA
NOW
NEEEEOOOOWW!!!
>>
>>166938716
Nintendogs but you raise cute anime girls instead of dogs.
>>
>>166938559
delete this, art and assets are not gamedev
>>
>>166937706
>>166937941
>>166938559
Connect the dots.
>>
>>166938716
You're a cat collecting chocolates that get dropped around the house by the THICC maid that your owner paid to wear cat ears.
>>
>>166938716
snow dropping simulator
you're the god of snow and your goal is to fuck shit up by dropping snow
>>
>>166938716
cute anime boat crafting blankets campfire
>>
>>166938716
low poly yanderes
>>
>>166937021
clean your kitchen you disgusting pig
>>
>>166938716
Slav Camping Simulator in Space. (on asteroids and moons)
>>
>>166936878
Wow why doesn't bokudev just give up at this point his game is such a failure.
>>
>>166938716
fucking eat your own liver you actual subhuman
>>
>>166938830
I've been trying to think of a snarky reply but this is all I've got.
Sorry.
>>
>>166939359
i got you family
>>166938830
neither are you lol delete yourself from life
>>
>>166936332
Do ape people's art or something
>>
>>166937021
>that stovetop
oh... oh damn dude you even got it on the front of the stove.

The fuck are you doing senpai clean that up.
>>
>>166936332
> RIBS WOMAN
> Enemy's skill: RIBS MELODY
you can do better than that
>>
>>166939638
>[ ]51% Acceptance
>[x]Deflect

Where is your game?
>>
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>>166926517
>>
>>166939807
what did he mean by this
>>
>>166938716
A game where you cuddle anime girls
>>
File: Screenshot 2017-01-29 22.47.40.png (2MB, 1920x1080px) Image search: [Google]
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Now I just need to do all the things
>>
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If your game even though all you do is be nice and post progress becomes a meme by shitposters here, what do you do? DO you leave? Or Do you stay and ignore them while you keep on working?
>>
>>166926517
Yeah, it's very annoying like that, but you shouldn't give up because of that, anon, that's silly.

>2 days
My body is ready.
>>
>>166940275
Depends on the shitposting. If it's easily filtered, I stay. If not, I stay in stealth.
>>
>>166932014
i prefer the first one desu
>>
>>166940465
You're not the first one to say that, but I'm still going forward with this, the old HUD was a bit of a clusterfuck, as was the gameplay as a whole.
>>
would you consider path of exile comfy?
>>
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>16-bit game
>8-bit music
>>
>>166940791
What about
>8-Bit game
>16-Bit music

?
>>
>>166936332
An issue your demo suffered (and I'm sure you're working on it) is that there really wasn't much payoff for fighting. So even if you can pass all those story tests, if there's no payoff for doing so, I'll probably still just take the 51% chance to run and save myself all the trouble.
There's going to be a similar cost/benefit analysis involved in deciding to bother with these story actions vs normal melee.
>>
>>166940791
It's shocking that people still won't use 64-bit audio in this day and age.
>>
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>>166929715
>It isn't an ideaguy post if you have a plan

KEK

Btw you already can use your whole body to interact with objects in the environment. Just saw a guy post progress in a prototype where he can kick shit and interact with all the physics objects in the room, no peripherals. Thats what happens when you actually try to do something instead of just being an ideas guy.
>>
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>more than 1-bit anything
>>
>>166936332
>spells
dropped
>>
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>>166940841
>8-Bit game
>16-Bit music
Even worse.
>>
How do i make set a transform.parent via network on unity?
>>
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>>166940791
>>166940841
>>166940960

>game uses pixel art
>automatically assume that they're doing some retro throwback regardless of what the intention is
>get triggered when they don't follow the era you're assuming they're emulating's limitations
>>
>>166940960
Fine.

>2 bit Monochrome game
>Live Opera plays in your room whenever you play the game

better?
>>
anyone making any android game in here.

how is it
>>
>>166941040
>having more than one bit on your game

shit dev.
>>
>>166941130
Multibixels are truly the worst.
>>
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>>166940847
most enemies will drop unique items now and story actions may have additional rewards besides the story part. Making combat more fun is one of the top priorities this version
>>166940956
I hope you will enjoy other fine /agdg/ games
>>
post the discord
>>
>>166941104
Worked on one some time ago, it's shit don't bother.
>>
>>166941247
>Multibixels
That's a mouthful. Why not just... mixels?
>>
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>>166941040
>photorealistic dingy sci-fi/cyberpunk setting
>faint 8-bit music in the distance

Could be cool. If it fades in and out randomly, like part of the ambience.
>>
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>It's 2017
>His music isn't just ironic shit about how much the game doesn't take itself seriously
>>
>>166941285
Fuck you, read the OP on your own.
>>
How do you refer to the relative x and y of a pixel in a GM shader? (as in 0 is the far left and 1 is the far right if you're talking about x)

gl_FragColor.x and y seem to be relative to the entire texture sheet, and in_Position.x and y seems to be relative to the entire room
>>
What if we sold ideas on steam greenlight. Like not alpha games - the actual rights to ideas that you get to develop yourself. So people buy this game, then they have to make it themselves!

We could call it Project Spark!
>>
>>166941324
Mixels are already taken.

Although perhaps.... mubixels?
>>
>>166932891
who
>>
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>>166941359
One step ahead of you with my Undertale-like, music is looking good.
https://a.uguu.se/CIEzewpvYkfA_UndertaleLikexD.mp3
>>
>>166932947
Well, I actually like these. They are very charming. It is difficult to describe why, though.
>>
What the fuck is a clixel?
>>
>>166941734
When you click on every pixel in a point and click to find the object you need
>>
>>166941734
It's kinda between a kixel and a lixel.
>>
>>166933016
If you decide to go with having everything on hand at all times, make switching easy and give the player an advantage if they switch. I like it when games reward you for doing more complicated things, but do not require it. IE Style switching in dmc4
>>
>>166941657
I hope that's an actual fart sample

>>166941716
Color palettes
>>
>>166941657
Did you play a guitar with your buttcheeks or something?
>>
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>>166932501
>AGDG causes a complete meltdown of a nodev in just a few posts for the 1000th time
>>
>>166941475
Bit rusty, but don't you use

tex_w = texture_get_texel_width(gm_BaseTexture);
tex_h = texture_get_texel_height(gm_BaseTexture);

and then

x * tex_w
y * tex_h

to get the coordinates?
>>
>>166941878
>>166941934
Kek. Now I feel the need to make music from fart samples.
>>
>>166941657
BRRRRAAAAAAAAAAAPPPPPPPP
>>
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How should I test if scaling to full screen works or not if all the monitors I have access to have the same aspect ratio? I know there's an exception case I should handle but I don't know how I could trigger it. Set up a virtual machine? Set up a resolution with a different ratio for the testing?
>>
What is a quixel?
>>
>>166942334
it is kinda like a shitpost
>>
>>166942205
>Set up a resolution with a different ratio for the testing?
I don't see why not.
In the nvidia control panel (and presumably the AMD equivalent) you can apply custom resolutions and decide whether they are stretched to the size of the monitor or not.

I personally only have 16:10 monitors so that's useful.
>>
>>166942334
an optimized pixel
>>
>>166941293
why is it shit?
>>
>>166942334
Quantum pixel. White until you look at it.
>>
I'm creating my own engine and trying to emulate friction. My plan is to make each pixel apply a unique inherent amount of friction to objects, thereby creating friction-pixels, from this point known as frixels.

Thoughts?
>>
File: quixel.jpg (89KB, 420x473px) Image search: [Google]
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>>166942334
>>
>>166942750
Frick off.
>>
What is a Trisquel?
>>
>>166942809
need to run quickly
>>
>>166942809
EWW
>>
I'm watching Extra Credits now, and they have a lot of interesting stuff about game design. Are there any other good informational videos on the same topics you recommend?
>>
>>166943206
Gamemaker's toolkit
GDC talks
>>
>>166942609
I didn't know about that. Thank you! Now I can see what I wanted to.

I have the same case but with 16:9.
>>
>>166942687
- anything complex won't work on a billion devices
- unless you make some generic clone you'll need to be pretty good artist to make your game look and run good
- most people just want to play free casual shit
- the market is completely flooded(500+ apps released a day)

Basically it's a huge waste of time
>>
File: Screenshot 2017-01-29 23.26.43.png (2MB, 1920x1080px) Image search: [Google]
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>>166940107
We are now generating cryptosecure tokens!

Now to connect up a database.
>>
Approximately how many years should I set aside for learning to art?
>>
>>166943375
10, 5 if you forego social life and basic hygiene.
>>
>>166943312
What is your game?
>>
>>166940275
It doesn't matter much
>>
>>166943206
>extra credits

weew

even when they decided to leave their identity politics out and just talk about game design, they're still shit
>>
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>>166943206
If you're being serious, do not watch that retard. They don't know shit about game design. Gamemaker's toolkit is okay-ish, the guy's a little on the sissified side but he makes some good observations.

A good way to learn a few things about game design is to play shitty games, take notes on what they did right, and what they did wrong, learn from their mistakes.
>>
>>166942809
kek, good one
>>
>>166940275
Because no one can hate my games more than myself that is
>>
>>166942809
>no modern consoles support blast processing
>>
>>166943448
I am just planning to do a sort of sandboxy exploration game with a persistent open world. That's the idea anyway. I'm at the very beginning though and wokring on getting the REST-server connection and flow working, so that I can have persistent game state added the whole way through.
>>
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>>166923969
>>
>>166942114
Tried that, noticed two things:
1) texture_get_texel_width can only be called in gml, so you can't use gm_BaseTexture, only a specific texture (like a sprite_index, or in my case the handle for a surface)

2) my game now always crashes within 15 seconds. But it's not a normal crash where I get an error message, this is Windows forcibly stopping the program

So I feel like that may not be the solution
>>
>>166943481
>>166943251
>Gamemaker's toolkit

Great suggestion guys, just what I've been looking for!

I know it's a meme to post him, but one of my favorite game analysis videos is this one. Mostly because of how relevant the gameplay style is to what I'm making.

https://youtu.be/8S6myWz3Kzg
>>
>>166943986
Matthew's fine in my eyes, he makes nice, detailed reviews and points out a lot of the little things about each game that makes them unique. Pretty sure he's just a meme on /v/ because they're a bunch of butthurt faggots.
>>
>>166943774
Extremely lewd.
>>
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Send help, I accidentally a sound barrier while trying to add wall running
>>
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what do I need as props to make this look not empty?
>>
>>166925902
Are the narrators supposed to sound like snake and otacon? I'm diggin it
>>
Rev share means if the game fails, you need to pay the loan back?
>>
easiest way to create the reverse of an existing animation in blender?

copypasting keyframes in reverse order doesn't work, I'm guessing that's because of the way they store movement data
>>
>>166944272
Change the value of the walls dude, make them slightly lighter
>>
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Chinkmoot was a mistake.
>>
>>166943481
>If you're being serious, do not watch that retard. They don't know shit about game design. Gamemaker's toolkit is okay-ish, the guy's a little on the sissified side but he makes some good observations.

>I let peoples' politics or personal views impact objective game mechanic notes

Is this why 95% of content made by people from 4chan sucks ass and never makes a profit? This is pretty much survival of the fittest applied to game development.
>>
>>166944272
art direction
>>
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>>166944460
better?
>>
File: ss+(2017-01-29+at+07.44.59).png (7KB, 459x347px) Image search: [Google]
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I'm considering adding bars like these (this is only a mockup) for the book's charge/cooldown and the enemy's hp, but i'm not sure if having a bunch of this would be cumbersome for the player

should i make enemy hp visible to have a better approach to target prioritizing? maybe do it so you can only see it when you mouse over an enemy to avoid screen clutter?

what about the book, should i go with this bar for the charge or give different effects per spell to signify the charge?
>>
>>166944625
I never mentioned 4chan now did I? I just don't think a game designer should let politics or any of that bullshit get in the way of their methods on how they design games, if they're not serious about game design and let petty shit like politics or current happenings seep into their work, then they probably don't fully grasp the subject at hand.

Besides, I haven't seen any of the Extra Credits nerds make a game, nor have I heard anyone mention being inspired by them
>>
>>166945136
one of the guys at extra creds is a game deisgner, but his biggest game was the recent ghostbuster movie tie in

hes hardly a big deal
>>
>>166945063
Seems so, it'll probably be more obvious once you get light in
if your walls and floors are the same exact color, it gets confusing once you start to go fast.
>>
>>166945238
You mean that budget android-app tier twinstick shooter they sold for 50 bucks on consoles? I'd find myself hard pressed to listen to his views or observations on game design.
>>
>>166945321
yeah, the floor texture is just a placeholder and will have a different color later.
>>
>>166945136

>/pol/lack makes a video about video games and inserts /pol/ memes
>The absolute madman
>Is he /our guy/?
>[worried merchant.png] DELET THIS

>SJW makes offhanded identity politics comments in their video game video
>cuck
>He's some nobody who just made these videos to push his identity agenda
>I would never watch anyone who mixes politics into their game reviews
>>
>>166944518
What if you type https instead of http
>>
File: blender-app_2017-01-29_23-59-46.png (12KB, 327x554px) Image search: [Google]
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Too thick?
Why do I keep modeling pointless NPCs instead of coding
>>
>>166946109
>Too thick?
no such thing
>>
>>166946109
you're regressing in skill bunnydev
her torso is especially bad
>>
>>166946109
>that torso-hips part
disgusting
>>
>>166946021
>guy points out the fact that someone is a hack and mentions that he inserts his political opinions into everything
>low effort bait saying that it's all about disagreeing with his political opinions
k
>>
>>166946109
It's kind of unnatural
>>
>>166944440
your engine should very well be able to play the animation in reverse without having to worry about having to do in blender
>>
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>>166946109
these proportions are whack to be honest, i think you should fix them
>>
>>166946109
>scraping for (you)s
>>
>>166946109
She's perfect, don't listen to what anyone else says.
>>
>>166946109
she's her own mean caricature making fun of herself
>>
>>166944870
nice feedback
>>
>>166945085
Maybe change the color of the enemy or animation/look of the enemy depending on its HP (high hp, mid hp, low hp) and let the player familiarize themselves with the different tells by playing. They can then prioritize all on their own and feel clever about doing it.
>>
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Question to the people who played DD12: What would you change in this small tutorial screen?
>>
@166946724
t. tumblr
>>
>>166946109
Pear shapes aren't great, hourglass is better. Huge hips + huge tits > Just huge hips.
>>
>>166946109
You are becoming the next Catmouthdev. Tread carefully, anon.
>>
question to the faggots here:

Where do I get an artists and pay him peanuts?
tumblr?
>>
>>166947074
everything 2bnbhwy
You're putting AES over functionality
>>
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>>166947195
The zoo.
>>
>>166947345
You're thinking of a codemonkey.
>>
>>166940290
Could you explain what is annoying about it?
>>
>tfw finally settled on the perfect idea to win Comfy Jam

Rest in peace, AGDG.
>>
>>166947074
Replace the faded text with a blank space or a simple line to clean it up
>>
>>166947492
F
https://www.youtube.com/watch?v=rELMEsw-zTI
>>
>>166947492
That's not a very comfy thing to say
>>
>>166947537
Okay, sounds great
>>
>>166941270
Nice, I felt the enemies dropping something was really missing from the demo, just the exp reward was a little disheartening, taking in consideration how much damage you could take.
Also, I love the idea of the story actions against enemies, but be careful because it may impair your ability to add more monster variety, given you would have to make story actions for all of them
>>
>>166947451
Maybe if you could slow down the way the line goes up, then it would be better. So instead of "jumping", it should gradually move up, like how you scroll down or up. Now it's like when you press page down or up in a document and you instantly see the next section of a text, but that feels unnatural. It kinda hurts my eyes this way. Sorry for being so vague before.
>>
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Things got a little weird.
>>
>>166947195
What do you need and state price range you are willing to consider.
>>
>>166946109
She's cute, but that hip should be more curvy, in my opinion.
>>
>>166948142
I want to have a rough estimate of prices, soon I'll get my software engineering degree and want to know how much will it cost me an artist.
>>
>>166948093
Already more interesting than No Man's Sky
>>
>>166941452
Ah yes
The OP
The OP which has links
The OP which has links but no discord links
The Op which has links but specifically no agdg discord links
The OP in which you have pointed me to
That does not have a discord invite link
That one
>>
>>166948093
nice interstellar clone
>>
>>166947175
What does that supposed to mean?
>>
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How about this?
Anyway, last time I post this because I don't like being a (you) whore, I'd rather get replies for actual progress.
>>
Chances are, someone already explored your idea and it failed.
>>
>>166946109
I like it, but yeah, her chest should be a little larger
>>
>>166948080
Yeah I like that idea. Sounds hard to do, but I like it.
>>
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second time modeling/animating anything

the logic behind this took longer than it should have and it's still buggy

but it WORKS

and it looks RADICAL
>>
>>166947773
I figured it would be reassuring to the general to know they can't possibly defeat what I'm cooking up, sorry.
>>
>>166948376
Holy crap that looks good
>>
>>166947074
I would put an OK button so you can't accidentally click and skip it.
Also, not sure if it would make the box be too big, but specify its a six sided dice that you roll
>>
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>>166948241
The OP
The OP which has links
The OP which has links but no discord link
The OP which has links but no discord link but a link to the agdg website
The OP that I pointed you to
The OP which has links but no discord link but a link to the agdg website which has the discord link
That one
>>
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>>166948048
>but be careful because it may impair your ability to add more monster variety, given you would have to make story actions for all of them
Reasonable concern, yeah. Some enemies will have generic "look for weak spots" actions giving you a combat bonus against them. And in the newest version, mysteries will have at least two endings, some of which will be hidden behind side quests and story actions during combat. That's the one thing I won't be showing and want players to discover themselves
>>
>>166948328
>Chances are, someone already explored your idea and it failed.
ive searched high & low to no near matches, only aspects. As well as no one breaking the conventions i want to break
>>
>>166948316
Much better,
>>
>>166948316
Ruined it, good job.
>>
>>166948316
it's an improvement
>>
>>166948316
Like the other anon said, better. Keep it up!
>>
>>166948316
You should have made her around for the waifu jam. Pretty good in my opinion, but maybe leave the waist thiccness but reduce it a bit on the upper legs
>>
>>166946109
>torso longer than legs
>thick arms
I like thick but that looks just weird
>>
>>166948312
More worrying over aesthetics and less worrying over actual content.
>>
>>166948526
Damn, that sounds really cool, this game is bound to be successful, remember us little nodevs when you are partying with notch in your mansion
>>
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Quick Unity question:

If I wanted a script from one object to alter a public variable inside the script on another object, how could I do that?
>>
>>166944214
I love your art style!
Is your game an homage to Metroid?
>>
>>166948227
it depends
if you want decent (but not top) quality from a reliable guy, figure $20/hour
if you want decent quality from less reliable people, you can get it for half that rate (will require more effort on your part to manage the artist)

for a small mobile game, like a puzzle game or small platformer, figure about $600-$1000 (or $300-$500)
>>
>>166949128
Make the variable public static
>>
>>166949259
So basically 1k dolars is a safe figure for let's say a platformer?
>>
>>166949356
>static
Only do this if you mean to have the change apply to all instances of that object. Otherwise you first need a reference to the Other.
>>
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Figured out foreground transparency :^)
>>
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>>
>>166949259
Im not this anon

>>166948227
What exactly do you need,character modeling artist,environment modeling,animation,concept artist?
What engine we are taking about here?
>>
>>166949414
yeah, a simple one
figure 3 small tilesets for the zones with a few different monsters and a player character
>>
>>166949442
Ah, so trixels = transparent pixels
>>
>>166949128
>>166949356
Making it static would make it that there exists only one variable of that type across all instances of that same script, better not go that way.

You need a reference to the other script that you want to change the variable, lets say you have a script calle Butt and you want to change the variable analCircunference it has from another script called Penetration, you would go about it like this on the Penetration script:

public Butt referenceButt;

referenceButt.analCircunference = (new value);

you can assign the Butt script you want to change in the unity editor
>>
>>166949489
Looks fun
>>
>>166948316
borderline fat
>>
>>166948507
kej
>>
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OpenGameArt saves the day again with another model I can use for enemies.

http://opengameart.org/content/thin-zombie-awake-zombie-asset

I might use the walking animations for when they haven't detected the player.
>>
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>>166948507
stop posting your shitty fucking reddit memes every thread
>>
>>166948241
>agdg discord
That doesn't exist. The discord is a separate entity. They don't post here, because they don't want to be a part of /agdg/.
>>
>>166949442
I feel like people would usually make the entire tree transparent when you get near it, instead of the bubble of transparency.
>>
>>166950349
I like this effect more personally.
>>
>>166950318
they post in here all the time
>>
Is there any way I can make a super basic, resource-light 3D first person game (as in, nothing fancy, able to run on Windows XP) with some kind of pre-existing framework? Like where all the physics and walking around and camera are already there just to get you started?
>>
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>>166949196
Thanks. Yeah, Super Metroid is my main inspiration, maybe a little too much at that.
>>
>>166950314
I wish I wasn't able to say this with 100% certainty, but Emperor's Groove and this post format in particular have not been in agdg since at least November 2016. So fuck you, 2hu faggot.
>>
>>166950476
I meant posting video game progress, not shitposting.
>>
>>166950486
yep
UE4 supports XP
you can't run the editor on XP though, if that's what you wanted to do
>>
>>166950625
Yeah, that's what I mean.

I mean I guess Source fits what I'm saying, but literally everything I've ever played made with Source just feels like a HL2 or TF2 mod and I don't want that.
>>
>>166950486
Ogre3D
>>
>>166949442
Nice. How did you do it, if I may ask?
>>
>>166950901
is your computer 18 years old, or do you just prefer XP?
>>
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Thinking about making an RTS/FPS hybrid with 2 or 3 resources to collect. Resource collection will be like Dawn of War's style of requisition and power collection. Hell...it will be DoW but the FPS factor added...fuck it.
>>
>>166950536
my little plebbitor can't possibly have this poor reading comprehension
>>
>>166951319
>i'll keep posting anime reaction images, that'll validate my shitposts
back2clubpenguin
>>
>>166951424
I should make a club penguin clone.
>>
>>166951504

no balls
>>
>>166950901
Titanfall 1 and 2 are made in source and don't feel like HL2 mods. You just need to actually make a good game with your own graphics.
>>
>>166950349
I didn't do that for two reasons. First, I think this way immerses you more in the environment. Second I can use this with massive long background sprites that I couldn't use if the whole sprite disappeared.
>>166951042
I'll show my code in a bit,eating dinner now. It took me all day to figure out. I'm hoping it works with other games and not just my system
>>
>>166951737
Titanfall 1 and 2 are made in Source the same way Modern Warfare 1 and 2 were made on id tech 3.
>>
>>166949820
This worked. Thank you anon.
>>
>>166951881
No rush, was just curious. Enjoy your meal!
>>
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Progress
Playing with more Missile Types and a better basic bullet
>>
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>>166948316
>that square cleavage.
>>
>>166949128
is the object in the scene?
if yes
you just need to make a
>Object.getComponent<Scriptname>().Variable.
>>
>>166952443
They both look good to me.
>>
>>166951504
Club penguin is comfy. We have a comfy jam. DO IT
>>
Was gonna dev, but then I cut the bottom of my big toe.

Fuck.
>>
>>166951504
make a neopets clone instead
>>
>>166952924
You have little time until you die of sepsis. Get devvin', and fast!
>>
>>166948316
I wanna fug that lowpoly girl
>>
>>166948316
>implying art isn't actual progress
>>
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Managed to fix the client not deleting the stuff in the server.

Both new game modes are perfectly functional.
>>
>>166948328
what if the failure was in execution and not concept?
>>
>>166952881
I must make progress on my real game.
I must not comfy.
Comfy is the-mind killer.
Comfy is the little-death that brings total obliteration.

Someone else should steal my idea to clone another game though.
>>
>>166953261
looks like a source mod
>>
>>166953385
source doesn't have that good lighting
>>
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T-they're fast!
>>
>>166950527
Tucker in the legs more when he's spinning, looks like he's just doing a flip while still running and end up looking awkward
>>
>>166953493
>making a point of not using the crosswalk
edgy
>>
>>166953493
Nice waifu, saved.
>>
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>>166953385
thanks?
>>
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Static instanced meshes let you draw a totally stupid amount of objects on screen. It’s pretty cool.

They don’t work with physics, so it’s kind of a non-starter for me, but it’s cool nonetheless.
>>
>>166952443
>i..is that a fucking corgi?! >:3
>>
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I added ability to have dual-wielding attacks in a single animation (like a one-two punch) where you can specify when the right hand and left hand deal damage (independently of each other), or you can make them both deal damage at the same time.

This can also be used to let other body parts deal damage, as long as they've been set properly. Later on, they'll be used for monsters' tail swipes, bite attacks, etc.
>>
>>166953695
Yes
>>
>remember Aggy Daggy! You can't get ANY progress done without super-cute-kuwaii-desu-nay-sempai dev tunes ;3

https://youtu.be/6B1stR1M7Kw

https://youtu.be/lSS2dMMooZg
>>
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Turns out modelling weapons is a very specific skill and I fucking suck at it
>>
>>166954057
That's a legitimately cool looking gun anon
what about it don't you like?
>>
>>166954057
Pretty good m8. Show wires in a bigger pic
>>
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>>166954112
Thanks, man.
I feel like I'm just slapping handles on tubes
>>
>>166954057
looks like something i would find in crash bandicoot or rachet and clank
>>
>>166954209
That's all guns are
>>
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still working on that in-fighting AI.
got a new walkcycle though and combat is a little tougher - not much though since enemies are still critically painstunned immediately afte being hit and this one in particular is lacking a strike to the right. But i'll tweak that once the AI is actually working.

player combat mechanics will also be revised so you can't just wail at the enemy like an autistic child
>>
>>166954057
good rule of thumb is if you use only flat faces you can just about quadruple your polycount in terms of cost
>>
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>>166954057
>>166954209
post more
>>
>>166954298
>Graphics are some of the best I've seen in this gen
>hud looks like it was made in 1986..
What happened mang?
>>
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>>166954149
Here. It's a bit wasteful, but it turns out the 3DS can handle quite a lot of polys.

>>166954259
Thanks - It's meant to be a bit sci-fi cartoony, but maybe more Quake/Unreal than Ratchet.

>>166954267
Well, it's hard to make them look nice and unique, though.

>>166954343
No, I have a good polycount budget, but it's aimed at the 3DS, so I don't have unlimited triangles to work with.

>>166954415
Here, I guess
>>
>>166954582
>it's hard to make them look nice and unique, though.
Try some with a different shape - like a barrel or a fancy head
>>
>>166954582
you don't understad, to understand the render cost of a flat faced model compared to a smooth one, you must take your current polycount and multiply it by 4, this doesn't mean you should add more polygons, it means the ones that are there are more expensive to render
>>
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>>166954149
>>166954582
Sorry, wrong pic
>>
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>>166954702
Oh, it'll be completely unshaded, so that shouldn't be an issue(?)

I just use textures, and then vertex paint to give it some fake shading and "depth"
>>
>>166950486
Irrlicht, Ogre is trash.
>>
>>166954683
Yeah, I guess I'll try making something with more unique features
>>
>>166953457
is that so sweetheart because i dont think unity can turn static lights on and off xx
>>
>>166954870
make sure you export it as fully smooth still, because the extra vertices for flat shading are still created even if you turn off shading
>>
>>166954298
you need to overhual these animations. its still better than anything i can do but that's kind of where the disconnect comes from, the fact that the graphics are so much better than the animation so the animations are more noticeable.
>>
>>166955103
Huh, the more you know
>>
>>166955037
should very well be able to
>>
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>>166955103
Are you talking about things you don't understand again, AGDG?
>>
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>>166955103
>the extra vertices for flat shading

Isn't that the fake flat shading that art tools use so that rendering them inside the software will look blocky

if you just turn off the basic Gouraud shading, that's the real flat shading that real-time 3d (i.e. games) do. But I'm sure 3d art tools have that setting too.
>>
>>166954917
http://irrlicht.sourceforge.net/static_gallery_mirror/index.html
http://www.ogre3d.org/gallery
>>
>>166955604
He also specified super basic and resource light.
>>
>>166953695
that a corgi sheltie mix?
that's messed up
>>
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>>166955140
basically how rendering works is the gpu works with "triangle strips", which is a continuous list of polygons that form a single surface, this can only be rendered with smooth/goraud shading, so wherever a hard edge is needed a duplicate set of vertices belonging to the second strip must be created and then rendered as a separate strip, or as a break in an existing strip

looking at it another way, normals are calculated per vertex, and to have two normals for a hard break, you need two vertices

and if every face is hard, each quad intersection is 4 normals, or 4 times as many verts overall

another reason that good edge flow is encouraged is because it makes the "stripping" process a lot more efficient
>>
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Progress:

worked on my camera system for third person today.
>>
>>166955776
make a 8000x8000 print of this and sell it for 30,000.00 to some cuck living in lower manhattan
>>
>>166954057
I would reduce the flare on the back and make the grip look more ergonomic. Add a trigger obviously.
>>
>>166955465
busting out the wiki knowledge? shit is getting real
>>
>>166955559
I'm unaware of any modern engine which allows this, if you're an engie and are ok with legacy API calls, I guess you could do it this way

whatever the case, the tool will export it with vertex splits if you set the smoothing to hard In the tool
>>
>>166955836
>that error
sort your shit out anon
>>
>Tfw only have 3/100 rooms finished.
>>
>>166955776
This is really outdated info, now it's done with indexing and triangle lists. Though this has the same effect as far as normals go.
>>
>>166955112
Which Animations in particular? The player hands are still placeholders

>>166954452
Still waiting for a good idea. Havent bothered with that much yet
>>
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>>166955978
>>166955776
>>166955559
>>166955103
>>166955465
HOLD UP

WHO'S LYING HERE?

Is flat more resource heavy than smooth?
It sounds extremely unlikely
>>
>>166956578
no one is lying, the flat rendering mode does exist, but no engine and no tool is really catered for it, so it doesn't matter
>>
I love the look of flat rendering
It's the pixel art of 3D graphics kind of
>>
>>166956680
The wiki page says it takes less computational power
>>
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>tfw u look at the success of this and the artistic value and question whether you'll ever accomplish anything meaningful in your life
>>
>>166956751
are you incapable of reading?
>>
>>166956804
I'm incapable of finding a single source saying that flat shading automatically adds extra vertices, my m8
>>
>>166956729
ps1 uninterpolated affine texture mapping and integer vertex coordinates is the pixel graphics of 3d

>>166956895
>I looked at Wikipedia for 30 seconds
>I can't find source

kys
>>
>>166956729
Once retro pixel art falls out of fashion, early flat rendered polygons will be the big thing again.
>>
>>166956928
Supply me with a source, Anon.
Google has nothing.

A lot of people MANUALLY add vertices to get a flat look IN-ENGINE, but nowhere does it say that modeling software secretly adds vertices to flat shaded meshes.
>>
>>166957070
just look at your vertex count in the 3D package and then in the engine after importing
>>
>>166955836
https://github.com/dsoft20/psx_retroshader
>>
>>166957169
No change here, Sir
>>
>always wanted to be an author
>also enjoy GMing tabletop RPGs
>also enjoy simple programming
>could never figure out how to connect them

>play Choice of Robots
>love it
I'm going to make a game of this variety, /agdg/. It's going to be wonderful.
>>
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>>166956771
Keep practicing
>>
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Progress&horrible realization:
I was wondering how fast paced combat would actually play out, since all enemies so far are slow walkers, so I made a simple player sized enemy that moves into combat range, then circles the player and tries to dodge bullets and oh boy is it bad.
>>
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>>166957461
maybe you are stupid
>>
>>166957856
This is where you add automatic tracking systems.
>>
>>166957856
Is that some armoured core like game? Please sa so. I've been needing an armoured-core for PC for 100 years.
>>
>>166952347
Just gathering some pics of my code, should be ready to post in a few minutes. I'm gonna go in depth here, hope that's what you wanted. It's fun to write it out anyway
>>
>>166957856
make them bigger
make them slower
problem solved
>>
>>166957706
It's not enough to make something, unless you finish it.
>>
>>166956578
Depends. Flat means more vertices, but it also typically means no per-pixel shading. Gouraud shading is the most efficient, and flat with the same per-pixel shading is the most inefficient.
>>
>>166955037
>this reply
Sad.
>>
>>166958158
>make them bigger
Acceptable.

>make them slower
Not acceptable.
>>
>>166957706
I think I'm finally old enough to wear nice neighborly sweaters
>>
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What do you guys think of a game where you are a mentor to new AI and what you do is assist them in their first 24 hours to gain a sense of morality. Basically there would be a couple chapters and in each one you would be a new kind of robot that needed to be taught right & wrong (carbot, serverbot, policebot ect.) then from there they replicate that morality so that inbetween chapters when you are going home it is shown in the background what affects your choices had. (i.e made Policebot shoot first ask questions later, lot more police homocides and such)

As for gameplay it would be story-choice focused with some adventure game elements so that if you explore you can find something that makes the moral choices easier. But it is all timed and if you don't do all the choices then the robot is left with gaps in morality which can cause problems.

What do ya think?
>>
>>166943475
Where's your popular game design channel?
>>
>>166957856
>>166958027
Pretty much this, could make it similar to the "chase the blinking square" missile-lock system most dogfighting games have.
>>
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Is the furry date sim guy going to post anything for comfy jam?
>>
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>there are people who get 500 notes/retweets/dicksucks for a fart
>i'm lucky if i reach 20
is it a good idea to be developing/shilling your first big game without a pre-existing following
how do i git gud at the shilling game
>>
>>166958640
You gotta work on your brand
>>
>>166958084
I wouldn't have asked that much of you but it will be fascinating to see it in detail. Looking forward to it!
>>
>>166958027
>>166958446
So "just make Armored Core" is what you're suggesting.

>>166957856
If you don't want to rip the Armored Core targeting system then my suggestion would be to increase the hitbox of your projectiles. When the enemy is moving quickly you can fudge the size of the hitboxes without players feeling like a shot that hit should've missed.
>>
>>166958394
>having to stop R.O.T.O.R. from running amok in the name of justice
0/10

The problem I sense with this is that you won't be able to accurately convey meaning to the player's actions. Having a report card say "Policebot shot X amount of innocent children because of you" does not have any impact. If you are going the VN route, you'll probably limiting choices a lot.
On the other hand, Choice of Robots has positive reviews, so what do i know?
>>
>>166958640
Without a following, you could spend years developing something, only to release it and have nobody notice.
>>
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Gib ideas for basic enemies to model

I've only just started using Blender in the past 24 hours and my magnum opus is
>>166948376

I need dudes to shoot

>>166958918
>R.O.T.O.R.
fuck yeah
>>
>>166958640
>is it a good idea to be developing/shilling your first big game without a pre-existing following
what other option is there?
>>
>>166958078
Yeah it is, there is even a shitty demo out, just check out the DD12 page.

>>166958027
>>166958158
>>166958446
Fuck, one core concept of my game is to not have lock-on while also allowing the player to go fast, so that everyone has to balance for themselves how fast they want to go. I didn't expect it to be so jarring when both, the player and enemy are fast. Also I am kinda surprised how small a player sized enemy actually is, it's disturbing that I worked on this for so long and never noticed it.

>>166958898
That's an interesting idea, if I can't balance things out I am probably going to pull that one.
>>
>>166959008
Generate enough hype that people will give you money regardless of whether you actually deliver?

Can't say it doesn't work.
>>
>>166958975
Flying disks from The Incredibles
Self-aware vending machines
Oversized Tardigrade

>>166959008
>Toby Fox.jpg
>>
>>166958956
that's what i'm afraid of
>>166959008
making little shitgames for jams or whatever the hell, being an artist, being a popular porn artist, hooking up with a popular porn artist, hooking up with a popular artist, etc i guess
>>
>>166957856
This is where you learn an important lesson about single player games
The player is OP in almost all circumstances relative to the enemies
>>
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>>166959216
Pretty much pic related
>>
>>166958640
Make sure your game panders to an established demographic
This usually means anime and/or furry
>>
>>166958918
No it wouldn't be a "30 SHOT DEAD" kida thing. The idea isn't for the player to make wrong or bad decisions but for them to essentially encounter moral dilemmas and work through them based on their own ethics

They wouldn't even really be told that, it is more of a puzzle game with limited number of actions (instead of a stupid timer idea) that makes you as a player make decisions that are purposefully distant from not only yourself but from the "protagonist" himself
>>
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>>166958640
20 on average is not bad. Of the cases of studied, many projects reached successful kickstarters with a near average of 10 likes/retweets per tweet and nearly no other net presence as far as I could discern.

What is important is that you continue to develop your group of followers by liking all the shit you see them repost that ypu actually like and follow tons of people after profiling them as having anywhere near similar interests. The biggest mistake an indie dev can make is not continually managing public relations/advertising to increase brand awareness before launch/greenlight/crowd funding.
>>
>>166959472
Pixel art gifs too
>>
>>166959395
Is he the whiniest bitch out there at the moment?

>WAAAHHAHAHAHA MY GAME ISN'T ON TWITCH
>WAAAAAAHHHHHHAAA MAKING A GAME BY MYSELF WITHOUT ANY HELP BECAUSE I AM AN AUTIST IS HARRDDD
>WAAAAHHHHAAAA MY LIFE WHERE I GET VOLUNTEERS TO DO ALMOST EVERYTHING IS SO HARD
>WAAHHHHAAA MY GUARANTEED SUCCESS IF EVEN MY GAME IS A PIECE OF DOGSHIT IS SO HARD TO WORK ON
>>
>>166958320
>muh fast

just slow things down until it feels good, don't be a cuck
>>
Is it normal to spend more than half of the budget for advertising your game?
>>
>>166959734
To be fair, YandereSim must be pretty hard to work on. Though it's his own fault.
>>
>>166959395
>>166959734
Your salt is so delicious.
>>
>>166959739
It's not normal unless you're AAA, but if you can actually spend that much budget on that, better for you.
>>
>>166959739
I believe this is the industry standard for films, not sure if it's the same for games but wouldn't surprise me
>>
>>166959739
Depends on the studio, but, honestly... for big budget projects.... Yes.
>>
>>166959739
yes, absolutely

where do you think the 100 million dollar destiny budget went? personal yachts for every bungie employee?
>>
>>166959832
>dude is literally a whiny ass bitch making hour long youtube videos complaining about getting email
>pointing this out means you're jealous
but what about reality?
>>
Do people still like couch co-op? In a PC game?
>>
>>166958640
if your fanart only gets 20 notes then you suck at art, period. Try making stuff for popular people as well. I only have 600/1000 followers on twitter and tumblr respectively, but I usually promote people if they draw me shit.
>>
>>166959869
>research destiny revenue out of curiosity
>over $500m in preorder and day 1 sales
>>
>>166959971
Also my mind translated "for a fart" to "for fanart" for some reason, so you can ignore part of what I said. Also don't do fanart too much, just enough.
>>
>>166959954
There is an audience for that, but doing local over global co-op is a super bad idea. If you design your game to allow local without much hassle, tack it on.
>>
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>want to make
>everyone is posting progress about their game
>they all look great compared to what Im capable of in terms of programming/arts

Can you guys stop being such bullies and not be so good at what you are doing, please?
>>
>>166959954
Nope.
>>
>>166959954
yeah if you make it like 3-4 player co-op you can net yourself more sales but the game has to be really good at incorporating it like monster hunter or something where players have defined roles and synergy
>>
>>166959954
I prefer global co-op with an option to splitscreen if appropriate. Like Divinity: OS EE.

>>166960179
I have no idea what I'm doing and am basically a web dev trying to figure out the nonsense that is c++.
>>
>>166959472
>>166959558
>>166959971
>>166960076
thanks folks
>>
>>166960179
Colored rectangles are all it takes. Placeholderdev had no other art assets for over a year i think and I even got fanart for colored rectangle graphics.
You don't need to write pretty code, just functional code. Now stop whining and get started.
>>
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>>166958798

So here's how I do it, all in Gamemaker.

Basically I'm taking advantage of in_Position.xy, which is a term in shader language GLSL that gives, as I understand it, the absolute coordinates of a pixel in the room. So for example, it will be 10 if it is the 10th pixel in the room. (when used it will need to be divided by the length of whatever your running the shader on because most values in shaders are from 0 to 1)

The basic logic here is that you pass the player character's position to the shader, then compare how far away the pixel is to the character and divide it by some radius to give you your effect. Anything farther away than the radius length will appear completely solid, anything closer will gradually become transparent.

So let's try this in practice, and let's say we want our transparency to extend to a quarter (0.25) of the screen around us. If your view is 320 pixels wide (if we divide by 320 it will of course be 1 screen length wide), a pixel in your tree is at 480 pixels (1.5 screen lengths), and your character is at 400 pixels (1.25 lengths), the shader will set the alpha of the pixel to:
abs((1.25 - 1.5) / 0.25) = 1
But for a pixel directly over your character (at 1.25 screen lengths) we'll have
abs((1.5 - 1.5) / 0.25 = 0
and all the pixels in between will be a gradient from 0 to 1.

Now in order to get the circular effect we simply apply this logic with a little basic math and y coordinates. The 2D distance formula is sqrt( (x1 - x2)^2 + (y1 - y2)^2 ). So we'll use this and essentially check for anything that is farther than a set distance away, again forming a gradient in between.

Lastly we'll set the alpha to the minimum of what we've just calculated and the original alpha of the pixel, that way we don't make the bounding box opaque.

When calling the shader, all that is necessary is the x and y position on the screen, made into screen lengths by dividing by the view size. Pic very related

Hope this works lmao :^)
>>
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>>166960179
Just make a game, it doesn't have to be incredible (case in point, my game is pretty trash currently)
>>
>>166959216
but you still start out with no following
you just build the fanbase while developing
>>
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So tell me if I'm right. If the number of sprite sheets in my game do not overburden the computer's available RAM then it will run silky smooth. So I can add millions of sprites to my game and they will only add to the download and overall size of the game. Is this correct?
>>
>>166960505
Pretty much. Other than that, you have to make sure you aren't drawing too many sprites with different sprite sheets at the same time, or you will incur a lot of texture switches which take a non-negligible amount of time.
>>
>>166960505
if you stick everything into a sprite sheet you still have to pay for pixels rendered
This is only a problem if you're doing a game with hi-res art or if you're massively overdrawing but it's worth being aware of
>>
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>>166960179
I'm not posting progress because I'm struggling myself.

so, here's some shitty code I just wrote and am not sure how to move on with

any progress is good progress, you can do something, at least!
>>
>>166960362
Jesus Whimpdev, that is some pretty clever shit. Thank you for sharing! Have you given thought to any kinds of bosses yet? With the way I have seen your level layout jumping between "worlds" It doesn't really seem to support the traditional "boss per world" design you typically see in games.
>>
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>>166960505
>millions of sprites
>>
>>166960720
Does it matter which order they're drawn if switching the sheet takes time?
>>
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Fuckit, I'm going to start work on textures now.
Hopefully that'll give me some better ideas for what to do with the geometry of the guns.
>>
>>166960915
if you draw all the ones that have the same sheet together it'll be faster yes

the engine might optimize this under the hood, but maybe not
>>
>>166960474
Doesn't look like trash, it looks like progress! Are you going to apply the HP bar glitch effect to the enemies' bars as well?
>>
>>166960958
remember blender has a shadeless texture viewport mode in the right hand viewport menu, so you can see 1:1 what it'll look like
>>
>>166957856
Bruh come on. Design your crap to be functional instead of arbitrary rules.

If you want fast enemies make them only move fast briefly and then stop so the player has something to aim at.
>>
>>166959945
Ooo yes your salt most of all gogem is the saltiest salt.
>>
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>>166961081
I know, I just haven't added any textures yet
Thanks, anyway.
>>
>>166960851
Thanks! If it works outside of my project I might make this into a little tutorial, people seem to especially like those on social media.

A lot of how I've presented my levels and such have basically been just for demo day, I think it will be a bit more traditional in the actual product. This new forest background and tileset is actually a huge step for me and will definitely help me with cohesive design.

As for bosses I will probably follow a boss per world with kind of format with minibosses, similar to Kirby.I have so many ideas for bosses and encounters that I'm excited to flesh out. Scripting events is something I'm very new at, and that's basically all a boss is, so I'll be working on that a lot now
>>
>>166960915
Order doesn't matter, but you want all the sprites with the same sheet to be drawn together. Not necessarily in the same draw call, but one after another at least.
>>
>>166961028
I'm not sure yet. I think it would be a little too distracting but I'll definitely try it
>>
>>166960349
Is that you placeholderdev? Are you actually making art now?
>>
Is it a good idea to use the built in animations in Godot to create a laser weapons logic? Like scaling the sprite and moving the trigger collider
>>
>>166961204
>>166960958
>>166954582
>>166954209
>>166954057

one more random, out of context rotating gif of a low poly model and you get a free sandwich, anon

art is not gamedev
>>
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>>166961161
*hour long video complaining about your reply*
>>
>>166961349
>Is that you placeholderdev?
No.

>>166961407
Only use animations when you know definite values. Otherwise use tweens (or use code to modify the animation resources).
>>
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>>166961465
anime is gamedev
>>
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>tfw my game is going to make me filthy rich
>>
>tfw your progress posts doesn't get any attention even though people say your game is fun
How do I make popular progressposts?
>>
>>166961510
In a way the thing he's famous for are the long winded monotone videos and not like his actual game
makes you think
>>
>>166961664
This was a /gd/fag's shitty attempt at a "minimalist" pepe
because somehow making every feature based on circles makes the design better
>>
>>166961664
>tfw my game is gonna give me a minor following thanks to already having followers from my art, generate mild profit and ultimately just pave the way for the sequel which will make me filthy rich
>>
>>166956771
>tfw you play this and make a female character
>>
>>166961762
>my game is gonna give me a minor following
Why would you make games for kids to get rich?
>>
You guys think gogem will ever find success?
>>
>>166961829
kek
>>
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hi i'm making a game where an anime punches the fuck out of some skeletones
>>
>>166961902
If he keeps on trying
>>
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>>166961735
>Expecting anything of quality from graphic designers
>>
>>166962004
camera is jarring on the wall jumps.
>>
>>166961902
define success
>>
>>166962004
nice

you might want to tone down the screenshake just a little bit so your impact/explosion screenshake is more meaningful
i love the explosions
listen to >>166962071
>>
>>166961902
It's unlikely for anyone in these threads to make a game more successful than school shooter sim, including googs
>>
>>166962087
antonym of googum
>>
>>166959739
Not for an indie. Unless you're making a free mobile game and you need a shitton of users.
>>
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>>166961902
>social interaction trainer
>2,616 ± 1,418
>r-rps
>605 ± 836
Less total sales than agdg abondonware
>>
>>166962087
Over 50k units sold
>>
>>166961723
Find an audience for your game and start showing progress to them. They will show great interest. It helps immensely if you've found a niche idea for your game.

I don't post progress in agdg anymore.
>>
>>166962004
You better keep that ridiculous giant skull that's all "OH SHIT you fucking KILLED me... nah j/k"
>>
>>166961547
I mean I kind of know the definite values. It comes out of a node on the character has a max length. I guess I can make sure things work with code. I was asking more about is it viable to move colliders and stuff like that in animations?
>>
>>166961902
I don't see how it's possible. I would say it's possible for him to come up with a great game idea in the future but I'm not sure that's true.
>>
getting weird bugs in blender

i think im fucked
>>
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soon.
>>
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>>166962071
>>166962138
you're jarring
>>
>>166962443
It's just another way of interpolation. Spawning a collider and making it move with a lerp via GDScript is pretty much the same as doing it with an animation. It's just when you have the scaling and range based on a variable instead of a constant, dealing with it via animation is more troublesome, because you have to modify the animation as opposed to doing literally nothing when realising this via GDScript.
>>
>>166962004
Someone post the SMW camera deadzone gif.
>>
>>166962607
>quit == false
>>
>>166962004
>>166962754
Jesus christ, I'll take a basic laggy camera over this shit.
http://suppressivefiregames.tumblr.com/post/85891843723/an-analysis-of-super-metroids-camera-code-and
>>
>>166962754
Holy fuck that death screen
I like it
>>
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>>166962775
Thank you I understand the contrast now.
>>
>>166961547
Just a note about modifying an animation resource, it will modify the resource on all of the instances of it. So if there's multiple things that use the same animation, they'll all be modified the same.

>>166962443
If you want to move physics objects with an animation player set it to fixed process mode.
>>
>>166962754
my fucking eyes you fucking dumb fuck
>>
how do you not feel demoralized when you're slowly making everything yourself but your one game dev friend hired a whole crew and progresses like lightning?
>>
>>166962325
How 2 find audience tho? Posting on social media doesn't help much if I don't have followers in the first place
>>
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Upped the impulse when enemies take a hit from melee, just to see if it was actually working.

I suddenly feel some sort of powerup coming along, like a temporary SuperFist© that sends enemies flying away when hit
>>
>>166963365
Because I'm happy they're making their dream game. And I hope to finish my dream game too! It's not a race to the finish line, it's just about passing the finish line eventually.
>>
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hey guys I'm having trouble optimizing my camera collision. right now its one of the larger performance impacts. I have the camera executing a for loop from 0 to max distance checking for any collisions and returning the point before collision. Naturally this gets pricey the further the camera is from the player.
Please tell me theres a faster process than mine.
>>
>>166963365
Think of all the money you're saving by not hiring a whole crew. And how much longer your runway becomes if you're saving up to go full-time.
>>
>>166962754
Rethink your camera behaviors
making more visible in the direction you're facing is the right thing to do, but you need to be smarter with how it transitions between the two focal points. Don't just rely on a hacky lerp, time the transition properly and make it ease in/out by using a lerp that's fed a sin value
>>
>>166963368
Whatever your game is about there is probably a message board for it. Unless you have a really obscure genre or theme.
>>
Do you think there is a market for simple, flexible and highly polished (well integrated into the editor, thoroughly documented, included examples, etc.) Unity assets for commonly required systems? Think 2D camera, dialogue and cutscenes, etc. They'd be quite inexpensive as well, only a few bucks each.
>>
>>166962173
by that definition, no.

>>166962294
i dont devalue so it's never going to seem high in comparison, just know that im making $$$ on every digit

>>166962304
why 50k? 49k units sold is a failure?
>>
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>not using a dark theme in your editor
>>
>>166963656
the asset store is basically flooded with them already
>>
>>166963432
Yeah, true. I am happy for them. I guess I'm worried about ever reaching the finish line and misplacing the feeling onto someone else.

>>166963510
They're not paying out of pocket- kickstarter and publisher. I'm too nervous to do a kickstarter, because it's like a form of debt.
>>
>>166963787
I don't have unity pro ;^(
>>
>>166962087
>>166963781
Wouldn't success be when you have a real fanbase and don't have to base your identity on (You)s in agdg?
>>
>>166963787
>tfw I have to pay money to use a dark theme
t-thanks Unity
>>
>>166963906
Really? Not from what I can tell.
>>
>>166963998
No game either :^)
>>
>>166964008
interesting
>>
>>166963998
>>166964162
Unity UI space isn't big enough for that to matter. It's using code IDEs with white background that really hurts as 80% of the screen is determined by theme color.
>>
>>166963781
>why 50k? 49k units sold is a failure?
It's my ballpark of where working on a ~$10 game for ~2 years, probably with another person, and after all the cuts and taxes, actually nets better income than a regular coding job.
>>
>>166964008
I'm googum's fan. I supported him when no one else did, even though I don't care about RRPS and haven't bought any of his games. Moral support!
>>
>>166964450
if you split the profits 2 ways, that's still worse than a halfway decent programming job
and that doesn't include costs, all the advertising, etc
>>
>>166963906
>>166964127
I mean, the only serious camera asset I can find is this:
https://www.assetstore.unity3d.com/en/#!/content/42095
I'd be undercutting and even improving on it.
>>
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Messing around with potential styles for dialog portraits. Left is character, right is early portrait concept. What do you think?
>>
>>166964513
Well you should help him out on twitter because that shit is depressing.\
>>
>>166961126
Well it was a test-run to see how combat would work out against an ultra-mobile enemy.

Also good news: I messed up somewhere in the enemy controller and the thing moved around twice as fast as a boosting player. So it's not as bad as it looks.
>>
>>166964450
very math of you...
whip the vote: $12, 1MA, made in ~2 months (~100 sales right now)
social interaction trainer: $4, 1MA made in ~2 months (~2100 right now)

im not good at math, whats my success percentile?
>>
>>166964953
>1MA
what did you mean by this
>>
Is there a way to set an offset on CollisionShape2D so it scales only to one direction so I don't need to manage it's position when scaling
>>
>>166965031
1 man army, not splitting any profits
>>
>>166964953
Let's consider that you've been a game dev for many years now gogem.

A few months of work for a few months worth of pay (actually far less) in over 3 years is not exactly an impressive track record.
>>
>>166964953
>Percentile
Don't know about that, but you're currently in unsuccessful territory. Although you have the benefit of Australia getting you close to almost success.
>>
>>166965196
>3 years
why start the timeline then?
gamedev been paying my bills for nearly a decade
>>
>>166965353
>Although you have the benefit of Australia getting you close to almost success.
explain.
>>
>>166965394
>gamedev been paying my bills for nearly a decade
hahahahahahahaha
>>
>>166964909
I would probably have to see how you intend to use it (like a mock up text box and where you actually plan to place it). I like it but it seems to clash slightly with the character art unless you are going for like a MGS codec style interface. In which case it works I think
>>
>>166965553
mmm >>166959832
>>
>>166965517
Lower salaries compared to the us in the category of software.
It's funny because all salaries seem worse, but Aus cost of living is higher.
>>
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>>166965565
This is the design I'm thinking of going with right now
>>
>>166965783
>$100/month to your parents for rent
>make $2,000 and say you've paid your bills with gamedev for 10 years
Just precious.
>>
>>166965805
theyll go up once the conservative government figures out how to get away with privatizing healthcare.
>>
i've been lurking in agdg threads for a year now. what engine should i use? i have like 9 months experience in python.
>>
>>166966001
Godot, since GDScript is similar to Python.
>>
>>166965949
that's silly, you cant remittance into the past.
>>
>>166966001
>what engine should i use?
If you've really been lurking for as long as you say you have, you should already know the default answer.

2D: Godot
3D: UE/Unity
>>
>>166966001
depends on what you wanna do and what you want to tackle
do you want to do something in 2d with pixel art? use love2D or game maker (but GML will be awful to use if you're already into another language)
do you want to do something 2d with drawings or vectors? use godot/unity 2d
do you want to do something in 3d but can't be assed to learn much? unity 3d, otherwise ue4 if you're up to the task
>>
>>166966141
>>166966152
>>166966172
thanks. i totally forgot about godot :-*
>>
>>166966152
>Godot is the default answer to 2D
>Not GMS

I swear Godotfags are fucking delusional
>>
>>166966172
>implying Godot ain't fine for pixel art
My experience shows that it is actually very amicable.
>>
>>166966001
make you're own
>>
>>166966146
Dodging the point as usual. Your idea of paying the bills is light years from reality.
>>
>>166965805
>Lower salaries compared to the us in the category of software.
that's the case for every country
nobody can compete with silicon valley salaries because they're absolutely retarded
>>
>>166965948
Yeah I think that could work out pretty well. Depending on how much dialogue you think you will be actually using each time you might consider either increasing the font size or shrinking the box ( or maybe even adding decoration of some kind around said box).
>>
>>166966298
If he had started out I would have recommended GameMaker. But he already has experience in coding and in Python especially, so he will likely welcome the GDScript syntax.
There is no reason to use GM:S over Godot if you already have experience.
>>
>>166966359
you're lightyears away from reality, dumb wagie.
i'll enjoy outpacing you over the next decade.
>>
>>166966493
>you're lightyears away from reality
I don't think so because my idea of paying the bills is at least $1,500/month for an adult in 2017. Not $100/month to mom and dad.
>>
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>>166960505
do you have any more art like this?

I'll post the one or two that I have. always looking for this fantasy stuff that takes itself seriously.
>>
Bake a fresh bread when?
>>
>hahahahaha googum makes porn games let's laugh at him
>hahahahaha googum can't pay the bills with his school shooting and menu simulators
>>
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>>166966741
>hahahahaha googum makes porn games let's laugh at him
that really is funny though
>>
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>>166966689
people have gotten mad at me for dumping before so I'll keep it to 3.

Frank Frazetta.
>>
>>166966689
https://www.google.com/search?q=80s+fantasy+art&ie=utf-8&oe=utf-8
Also the entirety of El Mercenario/The Mercenary
>>
>>166966809
And you're surprised he makes somewhat decent money from gamedev? Who's to say he isn't still making porn games on the side? For how much AGDG says that porn games make $$$ and how much AGDG laughs at googum for making porn games, it sure is strange that AGDG also laughs at googum because they think he's poor or having mummy and daddy pay for him.
>>
>>166966689
Have you tried /tg/ yet?
>>
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>>166966816
>>
>>166966905
>And you're surprised he makes somewhat decent money from gamedev?
Surprised? I'm 100% skeptical and by my own definitions I couldn't possibly consider him financially successful. Maybe that's just my opinion.
>>
>>166966905
>porn game with gogem's art
>porn game on newgrounds
>making money
wewest of lads
>>
Can someone here give me basic rundown on how releasing a game on Steam works via Greenlight?

If your game has multiplayer, won't you need to integrate Steamworks API? However, if your game is in the greenlighting stage, how can you do so without having a Steam App ID? This is making me want to bang my head against my desk.
>>
new thread
>>166967057
>>166967057
>>166967057
new thread
>>
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>>166966905
trust me i don't laugh at him just because i think he's poor
>>
>>166966404
SILICON STRONK
You can do freelance/contract work for the US from your own country and get great salaries though. Of course you end up paying benefits out of your own pocket, but it's still generally better than local salaries.
>>
>>166967095
Focusing on more than one thing will diminish your efforts in all categories and a balanced dev is a nodev.
Inspiring.
>>
>>166963374
Awesome.
>>
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>>166966884
>>166966928
thanks!
>>
>>166967190
the whole is greater than the parts
>>
>>166968983
But there's a hole in the whole.
>>
>>166967046
you don't need anything for greenlight except votes, and then once you go through somebody will email you to give you an appID and api access and all that. So just make a normal game and do steamworks integration later

this is all hearsay btw
>>
>>166968983
Yes but the different parts should be aknowledged.
Just as they are different, not better or worse.

>1 Corinthians 12:12-26
>The human body has many parts, but the many parts make up one whole body. So it is with the body of Christ. Some of us are Jews, some are Gentiles, some are slaves, and some are free. But we have all been baptized into one body by one Spirit, and we all share the same Spirit. Yes, the body has many different parts, not just one part. If the foot says, “I am not a part of the body because I am not a hand,” that does not make it any less a part of the body. And if the ear says, “I am not part of the body because I am not an eye,” would that make it any less a part of the body? If the whole body were an eye, how would you hear? Or if your whole body were an ear, how would you smell anything? But our bodies have many parts, and God has put each part just where he wants it. How strange a body would be if it had only one part! Yes, there are many parts, but only one body. The eye can never say to the hand, “I don’t need you.” The head can’t say to the feet, “I don’t need you.” In fact, some parts of the body that seem weakest and least important are actually the most necessary. And the parts we regard as less honorable are those we clothe with the greatest care. So we carefully protect those parts that should not be seen, while the more honorable parts do not require this special care. So God has put the body together such that extra honor and care are given to those parts that have less dignity. This makes for harmony among the members, so that all the members care for each other. If one part suffers, all the parts suffer with it, and if one part is honored, all the parts are glad.
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