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/agdg/ - Amateur Game Dev General

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Thread replies: 751
Thread images: 122

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Just like make game!

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

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

> Upcoming Demo Day 13
itch.io/jam/agdg-demo-day-13

> 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
>>167410041

> Previous Demo Days
pastebin.com/KUSDs9vt

> Previous Jams
pastebin.com/8DFkkce3

> Engines
Construct 2: scirra.com/construct2
GameMaker: yoyogames.com/gamemaker
Godot: godotengine.org
LÖVE: love2d.org
UE4: unrealengine.com
Unity: unity3d.com

> Models/art/textures/sprites
opengameart.org
blender-models.com
mayang.com/textures

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
Game Maker is a respectable development platform.
>>
if you're a faggot
>>
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I'm finalizing menus. Battle preview soon.
>>
>>167470893
>do nothing
Oh look the Aggy Daggy option.

>tfw I'm sitting here looking at the thread and not programming
>>
How many subtle 4chan memes are you putting into your game?
>>
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>>167470772
well like i just need to learn how to sprite and how to use dev tools
really just looking to make a pixel shit RPG that has elements from multiple games
>>167470830
actually i want to do a small project to learn how code, if random anons like it, i'll do something bigger. If alot of people like it i'll do a nice game and sell it
if it turns out to be shit i'll just leave with some computer science knowledge
>>
Bhutan did nothing wrong.
>>
>>167470995
>pixel shit RPG

rpgmaker, they have their own thread too
>>
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Any AGDG games make it to Steam recently?

Already got:
Social Interaction Trainer
Abyssal Zone (not AGDG lol)
Aliens Go Home Run
>>
>>167470994
https://www.youtube.com/watch?v=x_xeq9l7DNY

Only the finest.
>>
>>167467281
let is the most retarded fucking term, math or programming, doesn't make any fucking sense

it's a declaration you don't need to give anyone permission, you're not asking politely, you are saying "this is how it is"
>>
>>167471212
riks of rain
>>
>>167450907
Where did you learn to make a game like this?
>>
>>167471306
r e c e n t l y
>>
>>167471298
It is a poposition.

It's a very good term. It's not a request for permission.
>>
>>167471298
I bet you don't say please and thank you either when googling, do you?
>>
>>167471261
>pronouncing doge as do-she

reeeeeeeeeeeeeeeeeeeeeeeeee
>>
>>167471298
autism
>>
>>167471323
I went to college for game design
>>
>>167471098
i want gameplay very similar to the old paper marios.
like a pixel action RPG but paper mario gameplay would describe it more accurately
>>
>>167471419
too bad you are using it in the context of a statement, it's wrong and confusing, I can't understand you, speak english motherfuckers
>>
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>tfw object oriented programming
>>
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>>167471625
>current year + 2
>being a commie

you have to go back
>>
>>167471625
>OOP
>90s
>pepe
yeah that fits
>>
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>>167471625
Tfw mixture of functional programming backend and OO game.
>>
>>167471323
youtube tutorials, UE4 answer hub, and playing DMC3/4. It also helps that I had moderate programming experience from various other projects.
>>
>>167471212
>Social Interaction Trainer
Is not an /agdg/ game.

>b-but googs posts on /agdg/!!!
Show me one (1) post where he posted progress of SIT on /agdg/. Actual progress, not an advertisement.
>>
>>167471323
>game
Where?
>>
>>167471745
Any tutorial examples?
>>
>>167471751
He posted... incremental... advertisements...
>>
>>167471625
Literally the only paradigm suitable for gamedev
>>
>>167471751
oldest one i could find
https://boards.fireden.net/vg/thread/156531550/#156585510
>>
>>167471794
are you looking for anything specific? modeling/animating? programming?
>>
>>167471935
Modeling and animating for that type of DMC style game.
>>
>>167471261
I could only stand 10 seconds of this. Disgusting.
>>
>>167471917
older.... there should be posts from 2014 but the archive doesnt go back that far.
https://boards.fireden.net/vg/thread/122500883/#122533669
>>
>>167471883
data oriented ECS is the future
>>
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Got doors kinda working. What does aggydaggy think about non-linear stories in vidja? Should I force some type of linearity to form some cohesion or just let the player go through it as they will?
>>
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>got a BSOD while deving a month ago
>now backup my project folder to my mega account at least 5 times over the course of a day

How much backup is too much backup?
>>
>>167472203
I like nonlinear storytelling. Something tells me your game will benefit from it.
>>
>>167472203
from the thumbnail I thought this was sourceshit
>>
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Which model looks better? I kind of want to get away from using the default but... my modelling skills... are not that good.
>>
>>167472258
Just use version control and have a remote where you store it. Now you've got a changelog AND a backup!
>>
>>167472353
the source "look" is pretty aesthetic
>>
>>167471958
https://www.youtube.com/playlist?list=PLFt_AvWsXl0fEx02iXR8uhDsVGhmM9Pse
https://www.youtube.com/playlist?list=PLvgIVNDU-Dxjb3eukDF5W0l0-6ShO9OiM

I pretty much used these two tutorials for learning Blender. As for DMC style animation, just study DMC animation. Like, there are youtube videos with the full DMC4SE movesets. Pull those up and use them as a reference. Or record yourself playing and study that. Try to use exaggerated, dynamic poses for your keyframes, make quick movements, and slow down for the recovery frames. General animation stuff.
>>
How do I make root motion work in Unity? It just resets back to the origin.
>>
>>167471212
There's this if you haven't seen it yet. But, there are a few more out there

http://homph.com/steam/
>>
>>167472405
The plot thiccens
>>
>>167472810
I know because I run it
>>
>>167472405
it looks like scp 178
>>
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>>167473127
>>
>>167473127
I want to say that is Rust, but it looks like some sort of disabled Rust.
>>
>>167472884
Homph, post feet please
>>
>>167473127
>>167473278
Is this your "first visible output" milestone?
>>
>>167473386
It is Rust, what do you mean by "disabled"?
>>
>>167473437
Rust is disabled because it doesn't have monads or traversables
>>
>>167473474
True, but that doesn't exactly warrant a distinction between "Rust" and "disabled Rust".
>>
>>167473437
the whole 'main:loop part, maybe I haven't been paying attention to the latest developments but, this looks weird, even for Rust.

>>167473474
No, no, you've just had too much of the Kool Aid.
>>
>>167472664
Please, there's not a single answer anywhere on google for this. It doesn't give me the option to unbake the transform, it just says that root motion is driven by curves.
>>
>>167473591
>'main: loop
That's a loop label, which allows me to break out of the entire loop even from a nested loop.
>>
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>700 lines of code to get a triangle on the screen
>DX11/GL4 driver runs faster anyway
>>
>>167471212
Tier-1 dev was threatening to push the button
>>
>>167473783
>>DX11/GL4 driver runs faster anyway
No, no, they really don't.
http://www.pcgamer.com/doom-benchmarks-return-vulkan-vs-opengl/2/
>>
>>167473783
Maybe if you're an Nvidia peasant.
>>
Reposting last nights progress, translators will be able to suggest translation edits while theyre playing the game
>>
>>167473965
are you john carmack?
>>
>>167474120
No, just some random anon that assumes you would know the 101's of optimizing if you're going to use Vulkan.
>>
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>>167473853
fukken memes
>>
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oh shit here he come

the king bone
>>
>>167474452
>still .gif
>still slowdown on particle explosion
>>
>>167474538
vp8 webms are deprecated
>>
>>167474538
gif is better for pixel art

prove me wrong
>>
>>167474607
nothing wrong with gifs, but there's definitely something wrong with your games performance.
>>
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>>167474607
>mixelrixels need gif
>>
>>167474452
that last frame where she distorts into a wall oh my god
>>
>>167474785
>mixelrixels
multilayered memes
>>
>>167474452
>walking on air

brava
>>
>>167472405
left
>>
>>167472119
Yo but realtalk, unironically this. Figuring out a decent pooling system for Components still fucks with me though.
>>
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>>167474538
>>167474713
>>167474785
ok sorry i'll fix it nah
>>
>>167474059
I must've missed this, I like what this implies
what's the gameplay like?
>>
>>167475357
you know you only need to simulate a small portion of the particles and have the rest follow

it'll look basically the same and run 10 times better
>>
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>>167475357
>text clips out of bounds
>text jumps to new line on reveal
>>
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Done with this attack. Probably shouldn't have bothered polishing it yet and tested it in Unity first.

This is one of the regular enemies and is supposed to be a little bit mindless and just follows orders, since it's a wooden version of a golem. So I tried showing that a bit in the way it moves.
>>
>>167475357
you
I like you
>>
>>167475505
cool
>>
>>167475357
>blaming shitty performance on your image format
C'mon now
>>
>>167473127
>>167473437

I code in C++. Why would I want to code in Rust or Ruby on Rails?
>>
>>167475505
looks pretty nice, my dude
how long did that animation take you?
>>
>>167475357
Why is it slowing down with the particles?
>>
>>167475805
the whole weekend, so 2 days. that's given that I procrastinate a lot. started watching Blood-C.
>>
>>167475764
Rust is safer and simpler and has a nice module system, build system, and package manager.
>>
>>167475505
I think the weakest part is the end attack. It looks cool as it starts and lunges in, but sort of becomes awkward at the end in that crossed pose. Maybe have some sort of snap back out of the pose?

Need to add some smoothing to the particle emitter on the eye, unless this is a robot. Too many sharp angles.
>>
>>167475925
Does simpler imply simplistic? I do need some of the more esoteric elements of C++ for efficiency reasons. Especially controlling data access patterns and cache coherency.

>>167475907
Sounds a good pace to me.
>>
>>167475406
Its a hacker rpg set aboard a colony ship en route to Proxima Centauri, so you have things like the ships systems to hack into, change the course into a star, sabotage the oxygen generators etc. Or try and situate yourself to be the most wealthy person once the ship lands and the colony is formed, things like that.

Gameplay is like scanning a target system to see what programs it has running, then trying to form an attack based on its defenses. For example if you portscan an address and find out it has a mailserver running, you might devote your CPU to running a fuzzer program to search for any bugs or vulnerabilities that mailserver executable might have, and if you find some package them up with other exploits you have (to get past a firewall, or deliver it as malware via an email attachment to the admin). Or use your CPU instead to mine cryptocurrency so you can just buy your way in, or try and figure out the mailserver address via some story mechanism like a disgruntled employee.

https://www.youtube.com/watch?v=7nTB5azSvAQ

Here is a playthrough of a couple demodays ago, obviously a lot is missing.

Thanks for asking.
>>
When the root motion node is set to root transform in unity, why does root motion stop working? It gets rid of the option to bake the transform and replaces it with one that just says "root motion is driven by curves".
>>
>>167476029
hmm I can try that out. I was wondering whether movement of the arms should look slow and laborious to emphasize heaviness, or if it moves fast like a blade that cuts the wind.

thanks for the input.


>Need to add some smoothing to the particle emitter on the eye
that's because the framerate is dipping down due to the screen recorder slowing things down. it looks acceptably curvy when I'm not recording to video.
>>
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>>167475876
>>167475667
because every particle is it's own object with physics and collision detection
>>
>>167476126
No, Rust is good for that stuff. It is a systems language.

It simplifies move/copy semantics, has traits (concepts in C++ parlance) instead of OOP, doesn't have grvalues and forwarding and all that nonsense, etc.
>>
>>167476317
BLOW UP MY POST SENPAI
>>
>>167475357
>>167476317
now this is shitposting
>>
>>167476317
can you make that a regular part of the gameplay so that NPCs spew out random shitposting (taken from /agdg/ in real-time) when you talk to them
>>
>>167476420
Ah, so it's an FP circlejerk language, no thanks.
>>
>>167476317
hahahaha you fucking retard
>>
>>167476317
>that death screen
Fucking radical I love it
>>
>>167476317
I love these retarded gifs more than I should
>>
>>167476501
It's really not. It's about as functional as ML while still mapping to hardware tightly with no garbage collection or anything.
>>
>>167476317
>because every particle is it's own object with physics and collision detection
and it still can't handle a 522x299 resolution, maybe your engine is just shit...
>>
>>167476317
>>167476483
>spew out random shitposting (taken from /agdg/ in real-time) when you talk to them
This. I don't imagine it would be too hard to do
>>
>>167476309
Even if it is just a small change to get out of the pose faster or move into a slightly different pose at that point. Plus it is just opinion, anyway.

>>167476317
Is it your implementation of the collision system? Maybe you are using it wrong. That number of particles should be tractable by most systems.

>>167476420
Thanks. I may read into it more, but I have to learn some other language at the moment for some reasons.
>>
>weekly recap is approaching
>i didn't make any progress this week
>don't want to lose my sweet multiplier
>>
>>167476668
physics and resolution are not related
>>
>>167477306
The solution is simple:
Make progress.
>>
>>167477349
but this is my time off
and there's only sunday left
>>
>>167472625
Thank you, anon, this is super helpful!
>>
>>167476317
Now this is the kind of shitposting we should have more in this general.
>>
>>167478638
If the point is for the game to slow down like that, then mission accomplished.
>>
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>>167477110 >>167478821
I think you are grossly misinterpreting my intentiones with this game here


>>167476668
>maybe your engine is just shit...

gotchu covered senpai
>>
Learning some visual programming thing called Processing.

Try load the tutorial area and just enjoy the bombardment.

Kill me.
>>
>>167479120
what did xe mean by this
>>
>>167479120
stay far away lad
>>
>>167479120
>Processing
There's this literal fag called Daniel Shiffman / The Coding Train on YT with an exhaustive series of videos on Processing. Coding Challenges or something.
While his way of being annoys me to no end, the actual programming aspects of his videos are interesting.
>>
>>167479350
I cannot stand this person. Also the explanation for brand new coders is maybe not so great. Way too much front loading of information.
>>
>>167479350
>>167479654
Also his name sounds like Daniel Shitman when he says it. I laff.
>>
would the free masons help me sell my game?
>>
>>167480047
Nah, try the jews instead
>>
ALSO, if you are making a language as a teaching tool, don't set the x,y origin in top left? You can relate things to either writing or maths basically. You may write from top left, but graphs, the closest analogue, are bottom left, with positive y going up and positive x going right.. As god intended..
>>
>>167480231
>graphs, the closest analogue, are bottom left
Holy damn, that's a level of ignorant we don't see here often.
Look up graph quadrants, nub.
>>
>>167479350
>>167479654
I don't get it, why does he bother you guys?
>>
>>167480631
I find him obnoxious. His whole giddiness makes me want to puke.
>>
>>167472203
You will still need to force some abstract linearity if you want your plot to have any kind of gradual climax or proper ending.

Look at the Zero Escape games (particluarly VLR and ZTD) for a good example of how to do nonlinear storytelling -
You can't progress through certain key plot lines until you have a certain code or piece of knowledge required (usually literally requires the player to remember a code, not just unlock flags in the game). Because of this, Plotline B can talk about the big twist at the end of plotline A since the game knows you have to have completed A to have found the password to get into plotline B
>>
>>167480631
It is just way too energetic for me. I cannot stand such a thing. It is like watching TV commercials.

>>167480495
Er. You are maybe not thinking about this correctly. I thought the implication clear. The writing method has positive y going down and positive x right.
>>
>>167480047
have reddit help sell your game
>>
>tfw want to use git but github makes all of your shit public unless you pay
>>
>>167480865
>what is bitbucket
>>
>>167480865
It's free if you're a student.
>>
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updated the title screen, how good/bad is it?
>>
is there anyway to join a jam? (to work with/for)
>>
>>167481002
67 points out of 75
>>
>>167480865
you can use local git repo senpai
>>
>>167481002
Something about the font on the buttons looks weird. Maybe try something else?
>>
>>167481002
14/88
>>
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rate
>>
>>167481567
shitty font
>>
>>167481567
not a binary heap / 10
>>
>>167481567
does the job / 10

But surely there is a library priority queue that's efficient for any pattern of priorities?
>>
>>167481839
there probably is, C5 seems like a decent library for it, but I don't care to set that up to be quite desu
>>
>>167481567
You should use an array, lists have too much extra time required to iterate through because of the chained references
>>
>>167482037
c# lists are a reallocating array

https://referencesource.microsoft.com/#mscorlib/system/collections/generic/list.cs,cf7f4095e4de7646

>>167481823
>tfw to smart to use heaps
>>
>>167481567
Add comments please. Also what is '-1f'?
>>
>>167482314
a float thats smaller than zero
>>
>>167482314
A float with the value of -1. Welcome to programming.
>>
>>167482370
You make no sanity checks in your code. Is zero valid as a priority? Is negative one? What happens when you index '-1'? Is that intended?
>>
>>167482391
Thanks man, but I have ALREADY done an hour of Processing.org tutorial. I am basically an expert.
>>
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>>167482537
Oh shit, I'm sorry! Didn't know there was someone with actual experience here.
>>
>>167482720
I guess I should have announced it. Lets make it official.

print( 'I am a Computer Programmer: Ask me Anything! ((AMA))' ) # little programmer humur for you there
>>
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>>167482314
annotated it for idiots ;D

>>167482471
a true samurai does not fear death, and neither should your code
>>
>>167482831
>Not thread safe
>>
>>167482214
Does this mean that add/remove are expensive operations in a c# list?
>>
>>167481262
>>167481398
>>167481440
will take that into consideration
>>
>>167480865
I was in your position last week and decided to try out bitbucket. Would highly recommend.
>>
any game devs want a voice actor?
>>
>>167483014
only if they go beyond the initial capacity, which you can set with the constructor

it always adds some padding too
>>
>>167482831
(You) x2, I am winning here

You wanted a rating; it is shit and broken and not useful in production.

Serious question though, do you know how to comment properly?
>>
>>167483113
Show us your talent first
>>
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>>167483113
Depends. Moan and read this.
>>
>>167483643
seems pretty useful to me, dunno how fast it is, but since I'll be adding a lot more stuff than I'll be removing I figured searching would be fine

what's a proper comment to you?
>>
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>>167483849
But if you're a girl read this instead.
>>
>>167483883
I'm not actually joking about the issues. You should do some bounds checking and handle when a queue has no items properly. You will find this can introduce nasty bugs later and it costs nothing to do it correct now.

Proper commenting is certainly not what the two example you have given is. At a minimum give a header description of each function, the accepted input and the expected outputs and any side effects it has on the object. In each body just write super brief what you are going to in simple english.

The rest is preference, but try and highlight anything that looks more than utterly trivial with a comment. The -1f absolutely would need a comment, but really you should codify it in a variable, which you can then use in your bounds checks and such.

If you properly commented I wouldn't have to guess what is your intentions were and what actually is an error. At a guess i'd say there would be maybe 4 or 5 comments outside of the function header comments, so it is not like it is a lot of work.
>>
can someone explain the appeal of programming languages that aren't object based?

trying out love2d, have a tiny bit of experience making text adventures years ago in inform, which was object-based. none of this shit makes sense to me. it's all totally floaty and disorganized, which forces you to break everything up into 600 files just to make sense of it all.

is love2d worth it? people recommended it as a good beginner framework but it seems like the community is small and half dead and no real games have ever been made with it, which seems like a bad sign to me.
>>
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IT KEEPS HAPPENING
>>
do you guys use twine
>>
>>167484790
after you generate a map floodfill to make sure you can reach all areas, then remove any rooms that weren't reached.
>>
>>167484798
I dabbled a little.

>>167484790
Your code for validity checks obviously returns true when it should not.
>>
I'm putting a check for collisions x 10,000 per tick event in my game unless you want to buy the Gold© edition
>>
>>167484790
Aren't you the dev who hates on anime?
>>
>>167483883
>>167484368
Oh, and parallel arrays like the two you use are always a bad idea. Use some sort of struct or use something like Pair which your language undoubtedly has in some form.
>>
>>167485039
Not the dev.
You keep asking this. Do you plan on trying to drag his reputation through the mud or something? Cause it ain't working, weeb.
>>
>>167484790
Post generation code to pastebin. Will fix right quick.
>>
>>167484790
>>167484854
>>167484856
>>167485101

I have a vague idea of where the problem is. The level is generated using crawlers that dig out corridors and place rooms, ensuring that every area *is* connected. I suspect the code (which is split into multiple phases) creates a single crawler which terminates itself immediately after carving a single block.

If I can't figure out what's causing it, I'll add a floodfill check. It would be rather expensive, though, so I try to avoid doing it.

>>167485095
heh, thanks
>>
>>167484753
Certain programming languages are better at solving certain problems. Some have OO added after the fact like php and some fake it like JavaScript. Some don't have OO like lisp and prologue, which are also very useful for AI.

I don't know if the future is going to be more OO or if it will die and a new way will develop. I think that it's become an overdone fad.

You can have done long discussions on it with comp sci majors. Google can probably do more justice than my shitty explanation, it's been a while since my classes.
>>
I'm on a roguelike binge and have been disappointed at the lack of RLs with interesting combat, especially when it comes to guns and shit, so I'm developing my own. Would it even be possible to randomly generate cover in a room in some sort of sensible, balanced way?
>>
>>167485453
no that is literally impossible what are you some kind of mad man?
>>
>>167485542
I don't know man I've never done this before and I have no clue what I'm doing and it's two in the morning and I don't want to resort to the good old roguelite "hand-make rooms and then randomly place them" cop out just yet.
>>
>>167485453
Really depends on how exactly your guns work. Definitely sounds doable... but I don't think I've seen cover done in an interesting way in a turn based game.

I take it you already played the Doom roguelike?
>>
>>167485620
Make room presets with a bunch of locations that can spawn random shit that fits there and them pseudo-randomly place those rooms to make a map.
>>
>>167485671
I'm not really sure exactly, I'm still working on basic map generation and shit for now, but making cover interesting in a turn based game isn't what scares me, plenty of tabletop RPGs do it, XCOM does it - making cover placement tactically interesting is what scares me.
>>
>>167485620
but there is no possible way to do what you want to do it is literally not even possible

first you have to figure out what balanced cover looks like in your game (cover works differently in different games after all) and then make a ruleset that will spawn that cover. pay attention to things like if the cover also covers entrances to rooms and the distance between things
>>
>>167485379
haskell is the best for literally everythign
>>
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friggin filesize limits, although i need audio anyways so here

https://dl.dropboxusercontent.com/u/38060766/GMS/FITE/p/fk32.mp4

i added punch sfx
>>
>>167485868
I fucking hate Haskell because of a single man
>>
>>167485912
Oh shit you can walk around? From your tweets I thought you could only ever move forward...
>>
>>167485346
Why do you hate anime?
>>
>>167486059
yeah it's a dungeoncrawler, so when you aren't encountering enemies you get to explore
>>
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Hammers.
>>
>>167486428
The Night Train is correct.
>>
>>167485912
Hmm.

I like the sound effect, it's unique and fits the mood.

But I'm also mildly annoyed by it. It sounds like you're far away / not creating the sound. Or perhaps like you're not actually hitting something.

Maybe a contact sound at the end of the sound effect would help...
>>
I can't fucking into programming and I never will. I've been trying for 10 years now and have never been able to progress beyond totally basic beginner stuff before I hit a wall and give up. I don't have the right kind of brain for this type of shit. I can write, I can make music, but I can't make a game. It's so disheartening because it's the only fucking thing I've ever really wanted to do. These ideas and goals have been bouncing around in my head since I was little and I'll never be able to make them.
>>
>>167486707
what is teaming up, alex
>>
>>167486707
Maybe don't be a little bitch and just do it for once?
>>
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Made some progress.

- GUI got a minor color overhaul to get away from defaults.
- Encapsulated most of the code better.
- Mouse dragging for camera controls is super smooth. Same goes for zoom.
- I can load block configurations and buildings from external files. Currently doing this at pseudorandom.
- Basic turn structure is implemented. Simulation won't start until everyone is done giving orders. Player can't fuck anything up during simulation and the current time in the simulation is displayed in the lower right.
- Webm shows current maximum simulation speed with nothing actually being simulated. Looking into making multiple simulation ticks possible during one frame, but I doubt this will proove useful later on. Stuff actually happening will drive up the tick time.

I guess the next thing is to throw virtual people into the streets. Excited. For now.
>>
>>167486707
Programming is fucking easy.

Try learning art if you want to hear about true suffering. You can't make a game without art at the end of the day.

>inb4 muh dwarf fortress etc.
It's shit. Artless games are niche and shit. Get fucking real.
>>
>>167486748
Tried it over and over again and I'm not able to create the type of stuff that people want to use in their games. Everyone just ends up ghosting each other after a while, assuming it even gets that far. And really, how many programmers are willing to just sit there and take dictation from some ideaguy saying "oh, the game should have this, and this, and this"?
>>
>>167486604
i think i get what you mean, I feel like it works but also am vagualy unsatisfied by it, I'll keep working at it
>>
>>167486927
What's wrong with niche?
>>
>>167486927
Then why can't I learn it? I mean, the explanation is probably that I'm fucking retarded, but that's something I can't fix. I'm just locked out of it. I have never been able to get my brain to retain these concepts.
>>
>>167487017
It's funny when people get maximally ass blasted because they happen to not be in your niche.
>>
>>167486937
That really depends on the idea guy's ability to actually direct shit.

I don't need someone to say "wouldn't it be cool if players could fly in hover cars?". I need someone that says "this is how the car's suspension is supposed to work, and give me the option to play around with the dampening factor".
>>
>>167486937
>how many programmers are willing to just sit there and take dictation from some ideaguy saying
The vast majority of programmers working in the industry.
The problem is, you're shit and you need to learn how to make a design.
>>
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>>167487047
That's fucked up, I'm too much of a dumbass to grasp Dorf's fortress mode but I still appreciate it for what it is.

That and the adventure mode is pretty good
>>
>>167487041
>Then why can't I learn it?
Because despite what agdg shitposters are constantly trying to push not anyone can learn every skills.

This is why in the real world with real people outside of internet memes and 4chan shitposting we have people learning a specific set of skills to work with.
Instead of trying to learn everything you should focus on improving your strong points.

There's a reason why 1MA games are all mediocre, and no amount of "but he did that alone!!!" is going to fix it.
>>
>>167486937
You'd be surprised. Don't get fooled by aggy daggy over exaggerated idea guys hate. I wouldn't mind working with idea guy/project manager. Get a game under my belt and stay the uncreative monkey I am while coding. Nothing bad about that. Also, >>167487059
>>
>>167487262
>looks at WingMan
Whoops, I take everything back. I am a huge faggot.
>>
>>167487041
just like read sicp and make exercises dude
>>
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>>
What systems would I need to make a management game? How would I have a list of worker and their attributes and assign them to specific buildings? Is it just moving things betweens arrays?
>>
>>167487059
>>167487102
I have a ton of detailed design documents regarding game systems and gameplay I've been fucking with for years and years...but it's all just words. It's not like stories or lore or whatever, I know all that stuff comes later, if at all. But I can't even prototype this stuff.

I WANT to be able to just give up but I can't because eventually my mind gravitates back to the subject and I begin jotting it all down again. I just can't MAKE any of it. The absolute bare-bones of a generic platformer is too much for me to handle.

>>167487262
That's just it though, my strong points are just auxiliary things that come at the end of a game's development cycle. As selfish as it sounds, I have my own vision I want to achieve, but I'm lucky if I can barely get some rectangles moving around before it all gets too complicated for me to understand.

>>167487334
I mean, I'm just an anonymous dude out in the woodwork, how is anyone (with any actual skills) supposed to trust me that my game ideas are worth putting their hours into?
>>
>>167487473
How are you moving all that stuff with physics? Are those "animations" done manually like they're qwoping around?
>>
>>167487473
spooky
>>
>>167486707
As someone who teaches coding, it is just some people can't.
>>
>>167487626
Management games are mostly funny databases in terms of data
>>
>>167486927
>>inb4 muh dwarf fortress etc.
>It's shit.
call me back when YOU can buy a small island from the donations to your "shit" game
>>
>>167487789
I guess furry fetish games are good too since retards pay for them
>>
>>167487753

no i was experimenting with raycast behvaviour. it automatically tries to stop incoming objects from hitting it in the face. it has "please get that out of my face" threshold.
>>
>>167487473
How are you doing that? IK combined with joints?
If it's not too complicated i think i'm going to steal it
>>
>>167486810
Addendum

Unlocked the fps for shits and giggles. Simtime was 2.6 seconds for 1440 ticks.
Hiding the city rendering during simulation reduces that time to 280 milliseconds. Of course this is basically "i++" in a few functions, at this moment, but still.
Allowing a "blind" simulation may be a neat work-around. I'll keep this in mind for later.
>>
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-->> P R O G R E S S <<--

>FIxed the separate room spawning
Forced the crawlers to stay within room boundaries, seems to have fiixed the problem

>Fixed player spawning
Player was randomly spawning in a secret level area, no longer

>(RE)Implemented melee attacks
Gotta make them less powerful, but now the player has means to fight even without ammo

>Secret rooms
No longer visible on maps (see webm), also now they have actual loot. Still gotta make the fake walls block light (you can see the light shining through in the webm).

>Player sprite modularity
Made the player sprite of individual parts (body, head, weapon) for futureproofing
>>
>>167487841
yes they are, anything that makes money fulfills the definitions of "good"
>>
>>167487626
Theme Hospital is a management game. Visualise those spreadsheets.
>>
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>>167487959
>>
>>167486707
i couldn't either. get Playmaker or Blueprint. literally all the fun of game design with zero coding involved. i never would have gotten this far without either of them.
>>
>>167487689
Post non-critical game system design document. Something that's useless to steal, but showcases your style of detail.
>>
>>167487959
Hopefully you're trolling.
>>
>>167487689
>how is anyone (with any actual skills) supposed to trust me that my game ideas are worth putting their hours into?
Define worth. If I have someone in discord who deals with gamedesign, ideas, manages andor creates art, I am cool with anything.
>>
>>167487841
>implying making a buck from gay furry shit is pisseasy

of course some of them are, you doofus
>>
>>167488158
ahahahah
>>
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I'm designing the GUI. quick /agdg/, should I use the word "Options" or "Settings"? Also should it be "Video" or "Graphics"?
>>
>>167487369
using an engine isn't doing everything alone
>>
>>167487689
>I can barely get some rectangles moving around before it all gets too complicated for me
Please, if you're that good at designing you shouldn't have problems with that in any drag'n'drop engine or any uml-like thing.

- make rectangle
- assign speed to rectangle
- when user presses a button, move rectangle
There, you have your rectangle moving
>>
>>167488232
using a premade language isn't doing everything alone
using a premade computer isn't doing everything alone
using premade hardware isn't doing everything alone
using premade chemical elements to breathe isn't doing everything alone
>>
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>>167487689

i'll repeat myself because i was in your exact situation and now i'm literally making money from games.

learn

visual

scripting

honestly coding made me want to kill myself. i started with playmaker for unity and moved onto blueprint. you can do everything with visual scripting you can with code. it can get messy as im sure people will post there spegetthi but for me messy looking blueprints is objectivly easier for my brain to process than dealing with any kind of code at all. i have dyscalcula so that shit was impossible for me.
>>
>>167487887
Yeah, but what's the system actually moving the arm up like?
>>
>>167488191
Settings
Video
Audio
Game
Controls

This is the only acceptable naming convention.
>>
>>167488000
>>167488037
You guys have a very bad understanding of English and the ways it can be used.
>>
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>>167488343
>he lives in someone elses universe
>>
>>167488408
>expecting intelligence from people that don't appreciate dwarf fortress
>>
>>167488371
Which would you say is better - Blueprint or Playmaker? Just personally speaking.
>>
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>2017
>un-ironically making retro-style pixelshit games

I thought this was a stupid indie fad that would die out. It's just a dumb attempt to make a game stand out, when it has no other interesting merits to stand on.
>>
>>167488486
>anyone who doesn't appreciate dwarf fortress lacks intelligence.
Thanks for proving the point about the niche and elitism.
>>
>>167488572
it's just laziness
>>
>>167488572
where is your game?
>>
>>167488595
what point exactly?
>>
>>167488640
well, it's NOT being another generic pixel platformer to drown in the masses by constantly having similar game be shat out every week.
>>
>>167488781
I know what it IS NOT, i'm asking what and where IT IS.
>>
>>167488572
And who's going to make the art for the game then?

You?
>>
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>>167488572
>>
>>167488835
I haven't made one yet.

>>167488853
Yes.
>>
>>167488918
There you have it, ladies and gentlemen. The average nodev.
>>
>>167486927
>It's shit

You're shit kiddo. Of course the graphics aren't good and people don't play it for the graphics, but they are willing to put up with those graphics purely for the gameplay ,if that doesn't speak for how good of a game it is, then what does? You're right that YOUR game needs art, because you're just gonna make generic garbage so the gameplay alone won't be capable of pulling the rest of the game.
>>
>>167488949
He's being a dick and troll about it sure, but I kinda feel like he has a point.

Don't get me wrong, pixel art can look amazing, but there seems to be an extreme oversaturation of it on the dev scene.
>>
I love overhead/ isometric racing games like death rally and minicar racing. How hard would it be to make one in unity?
>>
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>>167488572
>>
>>167489097
>oversaturation
I believe it's 3D that is oversaturated
>>
>>167489157
Racing games are super easy. 3/10.
>>
>>167489097
The only oversaturation that's always there is that of shit games.
>>
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I made my map generator delete objects that aren't accessible to lessen some of the load. I'm not sure what to do with the dead space though.
>>
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>>167489182
You thinking about the truckloads of open world/survival/exploration/sandbox games we've been showered with in a desperate attempt to make something a popular Youtuber will play?

Yeah, guess you're right.

Also, even though lots of pixel games are similar looking, the "3D sandbox" genre is even more same-y.
>>
>>167488371
>>167488507
Oh, shit. UE4's site says I need at least 8GB of RAM (I have 4GB) and shouldn't even fuck with it if I'm on a laptop (which I am).

The visual style I have in mind is simplistic and low-poly, but with light and shadows. Am I fucked still?
>>
Anyone else here always feel like prototyping stuff just to see if you can, with no real desire to make it into an actual game?
>>
>>167489571
Never mind, looked it up and yeah, looks like I'm fucked.

Sigh.
>>
>crash while debugging
>not one line of code changed
>nullreferenceexception
>line of code that instantiates that reference is fine

?????????????????????????????????????????????????????????????????????????????????????
>>
>>167489598
Sort of. I end up making tons of prototype but no games because I give up when it's time to make arts.
>>
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>>167489598
I do that in my head and on paper WAY too much.

Now if only I could be assed to actually code and model as much as I draw It'd be great!
>>
>>167490169
Make 2D game with sprites and environment consisting entirely of sketches.
>>
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>>167490328
I actually thought about that, but I want to prioritize learning Unity, and I hear its pretty bad for 2D games.

Besides my dreams lie in 3D games anyway so I might as well focus on it from the get-go. I can't wait until I get a good grasp on physics control in Unity. There needs to be more games where telekinesis isn't just a glorified "gravity gun".

I'd definitely be down for letting someone else use my art though.
>>
>>167489443
maybe have it generate rocks/cliffs and a heightmap to go with it? And don't forget foliage.
>>
I am trying to accomplish and impossible task in blender. How do precisely measure a length of an edge? And then i when i'm scaling another edge i need to know how long it is so i can make it the same length
>>
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tfw 2 all nighters in a row and very little deving. am i going to die
>>
Guys, is it easier to do low poly models in maya or blender?
>>
>>167490169
>>167490529
generic as fuck

not that that can't be fun gameplay, but it isn't inspiring
>>
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>>167490696
Look at it's XYZ coords and do the math manually as you move them. There is probably an easier way but that's how I've done it.

>>167490820
These are just sketches on how powers could work mate. If I end up making a game like this some day, the setting probably won't be just "real life with psychics".

Any suggestions?
>>
I have a question for unreal devs.

If I do changes to my data table ingame will it save thar value for next time or will it reset once I restart the game?
>>
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>>167474452
Fun fact: a skull is not a single bone, in fact it's composed of multiple bones.
>>
Are there any problems with ngons on flat surfaces which won't be animated?
>>
>>167481002
I liked it the first time, I still like it now. It's good to listen to criticism but sometimes people are just being nitpicky as fuck just for the sake of criticizing something. That menu is fine.
>>
>>167489598
I make mostly prototypes, because I tend to lose interest quickly in largest projects.
Also, everytime I finish a prototype, it gives me an idea to improve an old one.
It's not exactly nodeving, but it's close.
>>
>>167482812
>single quotes around string
You don't know shit
>>
Are there any guides or something that can help in UI design? I'm extremely fucking bad at UI design and I really need help with it.
>>
>>167491390
Nah mate, I think he knows his stuff. He's got a hashtag in his code and everything!
>>
>>167491390
># comment
Looks like python to me
>>
>>167490735
You might kill yourself somewhere down the line. Yes.
>>
>>167491413
Elements that need to be clicked often should be big or right against the edge of the screen.
Text needs to be legible with no more than two fonts on screen at a time.
Stuff that belongs together mechanically belongs together in the UI.
Less is more.
>>
>>167490656
Yeah I could do that. I don't know how to make heightmaps, so it'd be a good learning experience. Though first stage is forest, so just trees could be good.
>>
>>167491390
Good question! Great Question. Really shows you have been listening. I am so glad to field such a great question from a smart person like you. You know in my life I have seen many great questions and yours is a great one with a great subject to be asked about.

Thank you, next question..
>>
>>167491459
>dying a nodev
no way
>>
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>>167470747
not perfect yet, but slowly making progress on my daughter :)

hopefully one more day of fiddling and she will be ready to re rig and start redoing all my animations

i wish i didnt leave it so long, this has become a much bigger job then it needed to be :'(

https://youtu.be/XYjTtQopDPU
>>
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aww yeah we finding summat dem there paths now
>>
>>167491725
That's some fucked up swastika you got there.
>>
>>167491725
Great, now make it work with a hundred npcs, with local avoidance, on a large grid.
Then please tell me how you did it.
>>
>>167491797
*a few hundreds
>>
For some reason (including recent hand surgery) I'll be unable to finish my game for the comfy jam (I can't draw).
Is it bad if I just make it later?
Or should I just abandon it?
>>
>>167491797
Flow fields. Lucky: https://www.youtube.com/watch?v=5Qyl7h7D1Q8#t=1660s

A* the large grids and then compute the flow fields things inside the visited grids. 'it just works'.
>>
>>167491925
Nobody will play a game for a jam two months prior. Make it as a stand-alone project, if at all.
>>
>>167491274
isn't that only valid for newborns, which incidentally is the reason why some amer-indian tribes used some clamps to shape the skull of babies so they would be more elongated ?
>>
>>167491950
flow fields kinda suck desu, not least because you have to visit every node to build them
>>
>>167491985
Well then let it be, I'll make it later as a stand alone.
Thanks for answering.
>>
>>167491996
>flow fields kinda suck
Confirmed for not knowing when to use tools.
>>
I made a fucking pong prototype in 140 lines of shitty code using SFML.
That's a start of my gamedev path, after several years of reading gamedev articles and books.
So guys, if you made more than that, that's pretty fucking good, you should never stop.
>>
>>167492017
units in both supcom2 and PA get stuck all the time, and they are really not that much faster than optimized versions of A* which are considerably easier to implement
>>
>>167492052
My last project is about 2k line of code, and I'm using a lot of inline coding.

>still ded because noart
>>
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>>167471212
Please look forward to it.
>>
>>167492149
degenerate scum
>>
>>167492149
Is that the naughty version? I would actually buy that one but if it is the shitty clean platformed one then no thanks
>>
>>167491996
>not least because you have to visit every node to build them

what?

what do you think basic A* does?

>>167492068
>not that much faster than optimized versions of A* which are considerably easier to implement
If your goal is to have many units moving about then it is much faster than typical A*

>units in both supcom2 and PA get stuck all the time
In what sense? The fallback is to do just A*
>>
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>>167492149
Are the yiff scenes hidden in it?
>>
>>167471261
There was a voice actor who will now put down "the doge meme in smite" or something similar on their CV.
>>
>>167492149
>tfw you like the art but not the gameplay
>>
>>167492149
Does the steamkey unlock the real game elsewhere?
>>
>>167492274
>what do you think basic A* does
uses a heuristic to only visit nodes that are likely to lead to the goal, until an obstacle is encountered

you're thinking of djikstra probably
>>
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How do I make shit look better.
I'm terrible at textures
>>
>>167492463
It looks like a turnip, retexutre that one to be a turnip and then for a carrot make it thinner, reduce the size of the leaf bits and elongate it
>>
Why do games take so much time to create? Holy shit.

There's a lot of misinfo surrounding making games, and I believe one of those is how long it takes to make a game.
>>
>>167492393
>uses a heuristic to only visit nodes that are likely to lead to the goal, until an obstacle is encountered

What in the hell do you think that looks like in the general case? In the worst case?
>>
File: OWLWAKINGUP.gif (4KB, 64x64px) Image search: [Google]
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>>167492261
>>167492290
Clean.
>>167492332
I'm sorry. Have an owl waking up.
>>
>>167492587
a lot better than visiting every node, that's the point
>>
>>167492596
needs to look more owl, looks like a reg bird
>>
>>167492463
Vegetal anatomy and naturalism.
Take a real carrot and look at it.
Pictures don't work as well.

>>167492551
It's highly relative, pong is a game and you can make it in less than an afternoon, dwarf fortress is a game and it's still not complete.
It also depends on your scope, how many people are working on it, and how skilled they are at what they do for the game.

>>167492596
Can you fuck it ?
>>
>>167492596
I'm sorry but that won't cut it on the market.
You would make (far) more money by just dropping game dev and making short animated movies with just the yiff scenes.
>>
>>167492463
make it the color of a turnip and you got a winner :)
>>
>>167492694
You straight up apparently didn't read my explanation (as bad as it was) or watch the video?

>>167491950 >A* the large grids and then compute the flow fields things inside the visited grids.

What part of that implies visiting every discrete node in your search?
>>
>>167483849
sauce?
>>
>>167492776
you can do that with A* too, it's called HAA*
>>
>>167492732
>It's highly relative
Well yeah, I was talking more along the lines of the average game. Pong is simple because it's one of the earlier games, but even back then it might have taken longer to create because they were dealing with lower level code and such. I've read some stories about the development of games for various platforms and even back in the days of the NES it wasn't unheard of to spend a year or so on a game.
>>
>>167492848
It's the same now, if you're using an engine/library, you're cutting down on the time you need.
>>
>>167492747
If all I wanted was money I would likely be doing something like that right now.
>>
I feel so fucking tired all the time even though i jog almost every day
why does my body hate me
>>
>>167492798
>HAA*
Heirarchical (something) A*?

This is all beside the point. We are doing this to create realistic, reactive and performant path finding for large numbers of units. 'it just works'.

After some point using A* per unit and adding more units will eventually become more expensive than using flow fields.
>>
>>167492957
No, i was just laughing at you
>>
>>167492920
>jog everyday
>feel tired
wtf, what did you expect

try sleeping and having fun
>>
Is scheme a meme language or can you actually make games with it?
>>
Speaking of voice acting and sound.

Are there any royalty free audio software that lets you compose and edit vidya music/voice modulation/sound effects?

I've used Audacity a little bit, but it'd be nice to have a composing tool like E-Jay Dance, or something similar. Royalty free if possible.

I'm listening to this and it inspired me a lot:
https://youtu.be/AaVbgWgsDwg?t=12
>>
>>167492981
good jerb
>>
>>167492957
and you're not going to get optimal performance by building the entire map for every destination
>>
File: Turnip.png (41KB, 744x660px) Image search: [Google]
Turnip.png
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>>167492542
>>167492542

howzat
>>
YOU

YES YOU

TELL ME ABOUT YOUR COMFY JAM GAME

IF YOU DON'T HAVE ONE DON'T EVEN BOTHER REPLYING YOU UNCOMFY FAGGOT
>>
>>167492920
I don't know about you but after jogging for a 100 meters or so I feel giddy

do it enough times (a few times per week at first, then daily) and something as simple as crossing the street made me feel spritely, like I could bolt into a run whenever I felt
>>
>>167493246
>>167492463
What game is this for? Looks cute although not every carrot-y
>>
>>167492920
mental exhaustion is the same as physical exhaustion, either run less, or enjoy yourself more

>>167493036
You need an actual digital audio workshop, and on top of that, either VSTs (sound plugins), and/or samples to produce a track.
If you want to write on a sheet and output it to MIDI to get it into a DAW (since most DAWs have a piano roll and not a sheet), you need some other program.
>>
File: wooooooo.gif (1MB, 372x331px) Image search: [Google]
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>>167493260
>>
>>167493191
Where is the implication you do that? Seriously, did you look at the video at all? It is even time stamped.
>>
>>167493334
No game yet friendo, not on my end atleast.
Me and a mate are making a farming game.
>>
>>167492149
>>167492261
>>167492290
>>167492332
>>167492339
Yiff in hell furfags.
>>
>>167493260
>IF YOU DON'T HAVE ONE DON'T EVEN BOTHER REPLYING
Where is your comfy game?
>>
>>167493027
use common lisp if you want to fuck around
scheme is dialect designed for teaching/learning as I see it
>>
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>>167493554
Right here pal.
>>
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Minor progress: I now fade away the target indicator after a while so the enemy doesn't stay red all the time.
>>
>>167493415
there's really no other way to do it, flow fields path from the destination to every point, so that an agent can find the path from every point
>>
File: clouds.png (2MB, 1917x911px) Image search: [Google]
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>>167493260
It was going to be about avoiding falling stars while flying through the clouds as a guy in bed. Don't know if I'm going to have time to finish though.
>>
>>167493639
I like your concept
>>
i want to feel productive even if i'm not. what's an easy game i could write in ~1-2 days? any engine, or no engine if it's easy enough
>>
>>167493651
Watch. The. Video.
>>
>>167493890
Tic-Tac-Toe
Guess the number
>>
>>167488191
Preferences, Visual respectively
>>
>>167493639
Looking good! Perhaps the camera snaps a little too quickly between targets. Make it a little smoother/fluid.
>>
>>167493610
Have you made the twink yet?
>>
>>167493890
You could write snake without an engine.
>>
>>167494063
Not yet, but it's on the list. Probably the last NPC I'll make other than the gamedev. What's an object the twink could make you look for? inb4 dildo
>>
>>167494105
a pair of ice skates (topical anime reference)
>>
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>>167494105
hard thicc bananas
>>
>>167494167
Oh I like that.
>>
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Double male means he was really manly right and not a nu male?

http://www.kongregate.com/games/ad1337/painters-guild-alpha
>>
i've got some steam bucks and don't know what to spend them on, does anyone here have a game on steam and want some f r e e m o n e y ?
>>
What are some successful games made by one person?
>>
>>167494461
Undertale
Dust
>>
>>167494509
love this meme
>>
>>167494461
banished
dwarf fortress
>>
>>167494461
Yours, anon!
>>
>>167493260
Wow you bully
>>
>>167494542
Both of these games are successful whether you like them or not anon
>>
>>167494307
It means he's into gay
>>
>>167494013
oh yeah thanks for reminding me about that. I plan on slowing it down if your target is already inside view, and make it that it's fast if the target is too near the edge of your screen
>>
>>167488191
Einstellungen.
>>
File: faint1.webm (172KB, 517x515px) Image search: [Google]
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>tfw

please tell me anything wrong with this before i post it on social media hugboxes
>>
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>>167494936
That's a good idea, yeah.

I'm following this set of tutorials for blender, very helpful for anyone new to modelling, or if you're just not used to blender.

https://youtu.be/JYBPXTful2g

Going to unwrap my UV's soon, but doing it a little differently than him, since I won't have mirrored textures.

Also, its bump mapping that lets me "fake" 3D details in textures like welding seams, washers and bolts and stuff, right?
>>
>>167495269
Do a little recoil after hitting the ground.
>>
>>167495269
She falls onto the floor with her hands, and then they go down even further when she collapses
>>
>>167494645
>dwarf fortress
the only way to make it without being talented artist is to have a phd in math, feels bad man
>>
>>167495269
Nice!
>>
>>167495441
I doubt he ever uses more than highschool math anon, and very very strongly doubt that he uses anything learned specifically during his phD

But don't let me stand in between you and your excuses
>>
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>>167493260
It's coming along. Kinda annoyed because I haven't found a way to change the intensity values of backgrounds in gamemaker through code, so I gotta work around that.
>>
>>167495520
this is true. recall reading this in an interview with him somewhere.

he's just terminally autistic. dropped out of the phd program to make games. you just need to isolate yourself from society and channel your autism if you want to make something like that
>>
Finally got my tablet working, bit I'm not sure how long it will last like that, since I have no idea what's exactly the issue. So I'll take the chance to do art related stuff. Made a small experiment with painter.
>>
>>167494823
I never said they weren't

neither of them were made by one person though
>>
>>167495830
DAMN YOU'RE GOOD
It's almost a shame that the game is in pixel graphics (though it still looks great)
>>
>>167495269
the pauses between key poses don't feel natural desu
>>
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>>167495327
is this better?

>>167495418
I see what you mean, it looks like that because of the perspective as she falls towards the camera. I'll need to give her some ground to stand on tommorow.

>>167495453
thx :)
>>
>>167495692
He is actually happier making the game than he would be by actually working on some phd tier research for lodzemone. He has my respect for that, most people are too scared to pursue their happiness due to societal pressure.
>>
>>167495946
Have less of a pause between kneeling and lying down
>>
>>167495269
>>167495946
dumb thing but whe is she still smiling when fainting

>>167495982
doctorates probably deal with a lot of pressure when researching
>>
>>167495890
Thanks. Sometimes I feel the temptation to forget about the pixels and just draw her like this, but then I remember there is no way I could make its animations, so I go back to pixels again.
>>
>>167496168
shitpost
>>
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Banshee punching is now in the game. Also, soon to be in it is stamina which is used both in combat and out. Run out of stam and you'll be rendered helpless by an attack or unable to do things like push heavy things around.
>>
>>167496168
these pixefs just make me want a dog more
>>
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>>167487473
Collab?
>>
Moving codebase over to java this week, should be a lot of bug-hunting, he he he
>>
>;3
shit like this should be insta-ban
>>
>>167495946
Yeah, the recoil makes it look better.
>>
>>167496048
She's M
>>
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>>167496003
done

>>167496048
True, I also thought this. I bullied her a bit and she looks properly upset now.

thx for the feedback all. gonna post this now or i'll miss rushhour
>>
>>167496348
> >;3

fuck off furry
>>
>>167496348
Nah, at least that will let us pretend the poster is a cute girl. All other emoticons should go though.
>>
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how to bullet hell : make enemy shoot much bullet at player
current plan : make shoot more bullet
>>
>>167496348
ᕙ༼ຈل͜ຈ༽ᕗ
>>
File: out-2017-02-05-2205-56.webm (3MB, 853x480px) Image search: [Google]
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Tested a build of the game. Thankfully, screen recording still manages to be fast if I use a build and not record from the Unity Editor. I was starting to worry I did something wrong that was screwing the framerate.

I probably should start balancing the damage values and attack speeds, and I probably should make stand stand apart more because they keep on hitting each other.
>>
>>167497041
>tfw you just want to enjoy a nice evening coffee but some blue fucker starts killing your friends
>>
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Why the fuck does all music software have the most unnecessarily complex interface known to man. It's like a pilots cockpit.
>>
>>167497041
Here's a suggestion: The camera seems to be pointing a little too sharply down when close to an enemy, however this is a great view when you're in the middle of a bunch of enemies.

Maybe have it so the lock-on camera has a more forward-facing angle if fighting only one enemy, but if several are close by, the camera zooms out and points down.
>>
>>167497271
music is complex shit yo
>>
Guys I need some (You)s and nice words to inspire me to make progress.
>>
File: beatprogressiguess.webm (2MB, 1920x1080px) Image search: [Google]
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spent 3 hours making camera works like all classic beat'em ups
-camera is locked until you beat all the enemies(no enemies yet) in a fighting area
-camera unlocks to follow player until reach next fighting area

(ignore all placeholders and wrong walking cycle)
>>
>>167497271
Only the brightest among men are destined and capable of properly forging soundwaves.
>>
>>167497271
you're kidding right ? DAWs are super simple
>>
>>167497506
https://www.youtube.com/watch?v=R1JBQMXbN2k

You can't climb the ladder of success with your hands in your pockets
>>
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>>167497271
>play Mass Effect for the first time
>"mane dat Sovereign voice does cool"
>google a bit and pirate an audio editor
>open it
>greeted by something like pic related

Somehow I managed to work it out after a while, but I can't remember what mixer it was.
>>
File: mechaprogress_beam.webm (576KB, 768x720px) Image search: [Google]
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Progress
>started working on ice tiles
>redid beam gun sprites, all weapon sprites has now been redone
>still thinking of adding alien races
>working on UI, shit's hard yo
>have decided on almost all areas
>still no idea how I can make sure that player never ends up in situation where he can't access the mecha (if it has been left somewhere high for example and player cant jump there)
>>
>>167497534
a beat'em up huh
how's the new double dragon?
>>
>>167497429
I'm positioning it that way so you can see the distance between you and your target better. When I position the camera to look more forward, I tend to underestimate the distance and my attack ends up not reaching the enemy.

I'll experiment with it more however, when I get the time. I'm making attacks slide yourself forward so maybe it's not needed anymore.
>>
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>>167497595
H4CK THE S0UND W4VE5
>>
>>167497612
>how's the new double dragon?
no idea anon but i bet its shit
>>
>>167497634
>I tend to underestimate the distance and my attack ends up not reaching the enemy

Remember that this can be a symptom when starting to play with any new mechanics in lots of games. Effective attack distance is something a player will naturally get used to as they play. Of course there's nothing wrong with taking steps to smoothen this process.
>>
>subtractive synthesis
shit
>FM synthesis
good
>>
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>>167497271
>>167497595
are you guys retarded or something ?
>>
>>167497790
then you open some retarded bass plugin and there's a 100 buttons, a keyboard and guitar strings
>>
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What do you guys think about turn based jrpg combat
>>
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>>167497271
xD
>>
>>167497852
Why would you ask this? How could the answer to that possibly matter?
>>
>>167497852
overused. Needs a little spice, like unique mechanics or lewdness.
>>
>>167497610
I didn't get to post this last time when thread died, but your game looks amazing.
Got any more gameplay webms?
>>
>>167497852
I don't care I still mash attack as fast as I can
>>
>>167497790
Cutting and pasting is simple enough, however if you've never ever done ANY audio editing before, all the functions and terminology, different wavelength settings, etc. can be pretty daunting.
>>
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>>167497271
>not having a music cockpit
>>
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>>167497838
oh yeah dude, synths are so fucking hard
god forbid I actually do any research and figure out what I need, who knows, maybe LFO is a secret anagram for "blow up your computer", that would be dangerous, I'm not gonna touch anything and just download bad free midis
>>
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>>167493260
Sort of progressing.
>>
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>>167497990
Here's for the movement.
>>
>>167492149
Noice.
>>
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>>167498082
Massive isn't 1337 enough.
>>
>>167492149
Good luck, anon! Hope you make it big.
>>
>>167498167
is your game going to be the game I wanted to play when I went back to Blaster Master and my nostalgia goggles cracked?
>>
>>167498159
Do I want to know what kind of game that is? Yes I do
>>
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>>167498167
Here's old webm against enemy mecha.
>>
>>167498159
>literally pedo
>comfy
>>
>>167498167
Jetpack is pretty cool, but movement is pretty slow. Is it a metroidvania or I'm seeing it wrong?
>>
>>167498263
Possibly. Can't really go wrong with Metroid+Blaster Master.

>>167498302
It's indeed metroidvania. You can go relatively fast when you are not shooting.
>>
>>167498265
It's about a little white girl getting the BBC (big binary cock)
>>
>>167498167
>>167498272
Clarent dev here. I have a huge boner for your game. I think the background in your first webm is a little too bright though. It looks busy and there's not quite enough contrast between the interactive bits and the background.
>>
>>167498265
I'm working on a game where you water plants. Nothing l-lewd, okay?

>>167498301
I think you're the one who has issues here if you can only think of that when seeing a body, pal.
>>
>>167498558
>I put naked little girl bodies in my game next to an adult male body
>it's your problem for thinking it's pedo your honor
>>
>>167498449
I just realized that agdg is a metroidvania heaven.
I hope one of us can release his game
>>
>>167498715
Mecha game should be way simpler than what we're doing. It looks awesome already.
>>
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Should I give him a small backpack to make him a little less bootylicious maybe?

I'm also still not sure about the head, but I don't want to do a direct Clank ripoff either.
>>
How does one get artist friends to work with /agdg/?
>>
>>167499184
>find good one with reasonable rates
>pay them
>>
>>167499184
1. Learn art
2. Become your own friend
Step 2 is the hardest part
>>
>>167499184
>How does one get artist
pay
>How does one get artist friends
socialize
>How does one get artist friends to work with
definitely not through dumb /agdg/ memes
>>
>>167494307
But why are you posting this on AGDG, Lucas?
>>
>>167499213
>>167499280
>musicbros will throw random musics for free
>ideaguys will throw random ideas for free
>coder will throw pastebins for free

>you're still supposed to pay artists for everything
>>
BREAKING NEWS!

An artist on /agdg/ needs YOUR HELP!
The artist is a reasonably talented individual with a long outstanding career in graphics design who has recently gone through some hard times and is now in need of a programmer in which the two can make a game together!
Participants who would like to help simply must reply to this post with an idea of what their game is about so the artist can start creating some sample pieces that the two can work with together on!

If you are looking for an artist to assist you in your #indie #gamedev then NOW IS THE TIME to get High Quality Art in your assets collection!
>>
>>167499489
There's plenty of placeholder art out there.

>>167499538
What engine?
>>
>>167499538
Why did you choose a meme as your first post in the thread?
>>
>>167499489
So you're fine with random music and code? If you'll literally just take what you can get then there's thousands of royalty-free tracks out there.

Also,
>ideaguys
>>
>>167499586
(You)
>>
>>167498994
Sketch out on paper/ Decide on generally what you want your model to be, then make it.

That way you wont fall into the endless cycle of 'finishing' a model then looking at it and saying, "Hmm, it's almost there, but it's missing something" and then going back in to add geometry to your model.

Robot looks fine, move on to the next step. If at the end of everything you still feel it needs something, you should add it then.
>>
>>167495830
Wonderful. Every time you post my wallpaper collection just gets bigger. It's also amazing to see how much you have improved. Keep up the good work!
>>
>have a million dollar idea
>be an artist looking for a programmer
>read up about Nick Ridgway and post here about it
>post pictures of my game in source engine
>rotate in my chair a bit
>sing "oh danny boy"
>be OBSESSED with racial slurs
>mods grab me by the collar and throw me out
FUCKING GAMESTOP
>>
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>>167499574
>throwing the placeholder world
Of course, it was expected.

Everything I mentioned earlier can be used in a final game, not your placeholders. Assuming that anyone wants to use your shitty placeholders.

>http://opengameart.org/content/zombie-4
>"b-but it's just a placeholder use it"
>>
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>>
>>167499780
>>rotate in my chair a bit
I laughed
>>
>>167497271
because musicians are retards who need their skeumorphic safespaces

there's a few that have computer UI's instead of knobs and dials like it's the 70's, those are nice
>>
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>>167499489
>>167499280
>>167499247
>>167499184
What exactly do you mean by "art"? I'm honestly curious as I do art myself, but mostly on an "ideaguy" level. Saves time to learn everything else I need to know.

Do you mean like concept artists and texture painters?

>>167499716
Yeah I've already started that cycle so I saved a backup and moved on to unwrapping now. Google also told me about the L hotkey for selecting so I should be done in a RELATIVE jiffy.
>>
Where is your game?
>>
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>>167500247
>he still thinks its 1990
tfw 1990 was 50 years ago
>>
>>167500363
I'm coding a image editor so I can make the graphics before I start the work on my game
>>
>>167497610
This is looking good.
I think the only way to avoid the player from losing the mech is probably giving them a lot of mobility, like a jetpack or something.
>>
>>167500765
I'm building a piano so I can make the music before I start work on the game
>>
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>>167499721
Thanks! I'm really glad that someone enjoys my stuff so much, and to know I have been improving. Hope I can improve more and more.

I just made a fast re-color for a dark background, is a little small sized though, because is supposed to be a banner.
>>
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Does this look better than >>167493246 ?
>>
>>167501180
Id love to do that but pianos are way too expensive. I might get a friend to teach me how to make a guitar though
>>
>>167498272

Your grahpics are amazing. Looks legit like a real NES game.
>>
>>167501180
>not raising from birth the elephant needed for the ivory you shape the keys out of

Do you even dev?
>>
>>167501327
Yes. I like this one the best.
>>
>>167501327
Yes. Looks perfect now.
>>
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Is your game as WELL WRITTEN as Beglitched?
>>
>>167493610
I haven't seen this one in ages
>>
>>167501528
>Not genetically engineering a new life form from whom you harvest a whole new type of horn from which you make your keys
>>
>>167501923
Oh come on I posted progress like yesterday.
>>
>>167501543
>>167501615
Sweet, thanks
>>
>>167501951
Now, I'd love to carve pianos out of mutant unicorn horns but thats a bit outside of the budget for a amateur game developer. Gotta do what we can with what we have
>>
>>167502071
They might be mistaking you for seafarerdev
>>
Why are there so little 3D indie games?
>>
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>>167502071
I think I'm confusing you with whoever did this
>>
>>167502165
Because they are more effort, and indie devs are lazy as shit.
>>
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>>167502089
>>167501951
>>167501528

Are we onto a great vidya idea here?
>>
>>167502165
Indie devs are lazy, and 3D takes much more effort that drawing 1pixel sprites with the excuse that they're "retro".
>>
>>167502165
Making shitty 3D art is harder than shitty 2D art.
>>
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>>167502165
I moved onto something more acceptable in scope for a small team. Big 3D games scare me, only working with one other person.
>>
>>167502181
Hey that's my edit of someone else's screenshot

I added the water and maybe the sky too
>>
>>167501190
May I ask what will the banner be for?
>>
>>167502150
>>167502181
I see. Okay then.
>>
>>167502165
Like everybody says, 3D takes more time and work, and requires potentially much more advanced coding.
>>
>>167499962
holy shit that killed me
>>
>>167502731
If you use and engine and don't try to make it photorealistic it seems like it should take less time than 2D
>>
>>167501190
Great anon but you should always work in high-res!
>>
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Well I just spent 2 hours in blender figuring out how to make a basic object that would have taken 5 minutes in my pirated modelling software of choice, but it's for the greater good.

It's getting easier, who thought (period) was a reasonable hotkey for focus selection though.
>>
>>167502828
Indie game development often involves multiple iterations of the assets
>>
>>167502921
The beauty of Blender is that you can change anything to your liking. It's the tiling window wanager of 3D software.
>>
>>167502828
Unless you're talking about a 2D game with 3D graphics, it's completely different.
>>
>>167502828
It just isn't true, unless you're doing Skull girls tier animation on everything.
>>
How do I make a good spaghetti western game?
>>
>>167503032
the interface literally is a tiling window manager
>>
>>167503069
With lots of spaghetti code
>>
>>167481002
thanks doc
>>
>>167497610
>>still no idea how I can make sure that player never ends up in situation where he can't access the mecha (if it has been left somewhere high for example and player cant jump there)

menu option to call mech so long as a variable thats checks if you should be able to is 'true'

pay me 5000 dollars
>>
>>167503032
Yeah I can see that, just some decisions seem like they were made by aliens.

I don't see the point of the whole object/edit mode dichotomy, being unable to edit multiple things by default seems silly.
>>
What's better for an RPG:
>Blank slate character that you can customize completely down to the build, their name, and their personality (Basically any classic CRPG character)
>An established character that has their own backstory but still has plenty of room to roleplay as. (Shepard)
>>
>>167503557
Both can work. It depends on the story, I think. If it's important that the main character have a specific backstory, then having a premade character is better. But if it's not important a customizable character will work just as well.
>>
>>167503557
Good backstory > blank > bad backstory
>>
>>167503557
if the character is blank it's not an rpg
>>
>>167503557
I prefer the first option gameplay wise, more hours to spend messing around, more satisfaction. The only positive of already established characters is storytelling opportunities.
>>
>>167503937
>what is D&D
>>
>>167502437
Some anons asked me for a tumblr, so I made one (vampiredev), but I haven't posted anything there yet, so I wanted to make a nice looking first post.

>>167502883
Thanks. They take a lot of time, though. But I'll probably make a lot of high-res art to post here and there, since drawing her is really fun.
>>
>>167504265
overrated.
>>
>>167504265
not a video game
>>
>>167503557
No room, predefined character
>>
>>167504560
rpgs aren't necessarily video games pham
>>
>>167504560
There's shitloads of D&D vidya
>>
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>>167504295
Yeah, I'm seconding high res. Even though it looks nice, I think it would be better in bigger size and with more pixels and details. Still amazing and good to look at, nevertheless.
>>
>>167502921
Trial and error on blender is suicide. Read a guide
>>
Let's settle this once and for all.
http://www.strawpoll.me/12275324
>>
How do you do customizable character armor and shit in 3d?
>>
>>167505273
Use textures
>>
>>167505108
>no option for WHERE IS YOUR GAME?
fucking trash poll.
>>
Is game development fun?
Or mostly boring hard work and a bit of fun? What's the ratio of fun to hard work?
>>
>>167505504
4:20
>>
>>167505504
Depends on how much you enjoy working with computers and problem-solving.
>>
>>167505504
If you can't find enjoyment in hard work, then you can't finish a game.
>>
>>167504938
Seeing this makes me so happy and makes want to work even harder, thanks, anon.
I'll make a bigger version as soon as I can then. I also owe a couple of anons a highi-res version of the game's title screen (though I'm reworking the in-game one a little). I seriously need to improve my workflow to make stuff faster.
>>
>>167505504
its pretty fun for me except for super tedious repetitive shit that you'' eventually have to do
>>
>>167505987
do you take commissions?
>>
is there a good way to do a cover mechanic in isometric style shooter?
>>
Hey, anyone got any good devvin music?

I've been listening to this:
https://www.youtube.com/watch?v=dEFcpyy_vq8

>>167506223
Yeah dude, think like the Firaxis X-Com games. If you're near a corner or a low wall have it grant some cover/concealment bonus to reduce the likelyhood of being struck.
>>
>>167504760
but crpgs are necessarily video games

and video games are different from pen and paper games
>>
What's the name of that site where you post model commission requests and then there's a reverse auction from artists to make it?
>>
>>167506280
AFX's ambient tracks
>>
>>167505618
Not with this mentality
>>
>guy making music isn't even trying
>tfw he takes old music he made and tries to shoehorn it into the game by slightly changing the compositions
>months and only given me one song
>asks me about how we are handling payment details
>>
>>167506812
Cut 'em loose.
>>
>>167502246
>>167504938
gay
>>
>>167506812
Pics or didnt happen
>>
>>167506280
https://www.youtube.com/watch?v=oe1wA1hAdd0
>>
>>167506349
but he didn't say crpg he said rpg
>>
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r8 muh items

LEFT TO RIGHT top row:
Mushrooms, [UNUSED it looks too much like eyes and a nose, was first attempt at berries], Berries, Nuts (not those kind.), Herb, Canteen, Coconut, Pineapple, Nopal (beach-growing cacti you can eat), Cactus Needle, Cotton Plant (found in world), Cotton (item)

below cotton plant is Cotton Seeds.
>>
>>167506280
ambient techno and animal collective
b12 - electro soma and time tourist mainly
recently listened to prospect hummer and cried 'cause it was so beautiful
>>167506484
my dude
>>
>>167506280
https://www.youtube.com/watch?v=6OBGlBly_Wk
https://www.youtube.com/watch?v=fGPvPbc0VS8
https://www.youtube.com/watch?v=eAkPbXwsii4
>>
>>167507068
Didn't read the description, to me it looks like mushrooms, don't know, little balls, leaves, withered flower, christmas ball, bowling ball, pineapple, no idea, needle, a tree of some sort(and pellets below), no idea.
>>
http://www.pcgamer.com/call-for-submissions-if-youre-making-a-game-we-want-to-hear-about-it/

Good luck aggy
>>
>>167486428
is the hammer a one-shot item, or can you pick it back up off the ground to toss again?
>>
>>167504295
High res doesn't mean more details anon. You can do effectively the same work at different resolutions. Working at a high resolution gives you the flexibility to resize however you need it. You can always reduce an image but upscaling obviously reduces quality.
>>
>>167493639
may wanna have options for the targeting flash color (for colorblind folks, avoid blending in in areas with red/orange lightning like the inevitable magma zone, etc)
>>
>>167475505
How do you separate the attacks, since you're animating all of them in a single animation?
>>
>>167498272
super digging the gun shake when you fire. makes it real meaty.
>>
>>167491426
It is Python. Anon is just being a douche. I never liked using single quotes to define strings unless necessary though.
>>
>>167478886
Please keep those mixels and rixels in just to piss off the memers.
>>167485912
https://youtu.be/OzHE5q1NGa4?t=25s
I want that hit sound effect. Is it free to use?
>>
>>167495830
What program was this made with?
>>
>>167509796
inkscape
>>
What should my Egyptian save points be?
>>
>>167506050
Haven't done it before, but I could do it when I get some free time.

>>167508483
Yeah, I always keep the original lineart at higher res, but I need clean it up a lot so it looks good at bigger sizes. I'll eventually do that for all the Vampire's Bit related art, since I want to post them in the blog at some point.
>>
>>167510326
ankh that look like boypussy
>>
General programming question

https://hastebin.com/abelaqevoc.php

if I have a bunch of possible values that can be attributed to a single thing, I use a switch statement

but if I have a bunch of possible values that don't necessarily apply to a single value (i.e. two or more conditions at the same time) i should go for if else blocks instead

Am I correct?
>>
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It's totally not pokemon
>>
>>167509085
I don't. That particular attack always moves in that 3-part combo. Aside from that, I'm making other, quicker attacks.
>>
Anyone got a good resource/guide to making attack smears for swords and daggers and stuff?
my shit's just not working.
>>
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Playing around with different weapon ideas. This one's a rawcket lawnchair, but it doesn't exactly explode. Haven't implemented that yet, and frankly I'm not quite sure how to. Kind of want to go the N64 route and create an expanding pointy model that I can use as a general explosion.

Also need some kind of basic hitscan weapon. But those are boring.

Should start making some other enemies, too - but I have to do school work.
>>
>>167504560
What is Neverwinter Nights
>>
>>167510863
Turn rocket launcher into a pulse weapon? Make its alt fire a hitscan railgun-esque ray?
>>
>>167509796
Drawn in manga studio, and painted it using paintschainer.preferred.tech, mostly to test if it worked with my own lineart. I'm actually surprised on how well it worked.
>>
this is the greatest character ever designed, it's perfect

you should use it
>>
>>167511801
0 personality
>>
Is tracydev dead?
>>
>>167511801
Marianne is the superior waifu
>>
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name my game pls

http://www.strawpoll.me/12276151
>>
How well does GM:S2 handle non-pixel art?
>>
>>167512293
Where's the "neither" option?
>>
>>167512458
have a suggestion?
>>
>>167512284
Funny way of spelling Nike
>>
>>167512061
As I recall he/she was posting a week ago. It's too early to call him/her dead.
>>
>>167512421
all game art is made of pixels.
>>
>>167512506
Yeah, don't put "space" and "stasis" right next to each other. And don't use "screamings" in a title.
>>
>>167512658
what name would you suggest for a space horror game involving stasis?
>>
>>167512506
Endica VIII: The Scream King
>>
>>167512751
dead space
>>
>>167512751
Stasis.
>>
>>167491989
The mandible at least is separate in adults, or else you wouldn't be able to open your mouth
>>
>>167512886
I second that. Less is more. Stasis is a great space horror game name.
>>
>>167513352
it's already taken
>>
>>167495830
Do I have to tell you what engine I am using?
>>
>>167513390
Stasys
>>
>>167513390
Stay, Sis
>>
i keep saying oy vey even though i'm not a jew
is that cultural appropriation?
>>
>>167496841
>every bullet collides with every other bullet
'no'
>>
>>167513573
Oh, that's good.

The protagonist is a cute anime girl, right?
>>
>>167513649
Yes, with a little sister.
>>
>>167513390
Pretty strange. I could swear that title like that should be hard to google, but then it's the first result. Does Steam solve your problems with SEO or is the game just popular?
>>
>>167513679
>>167513649
why do pedos ruin everything
>>
Progress:
https://www.youtube.com/watch?v=roTJX0L37pk
>>
>>167513679
Perfect! Now add a creepy AI who keeps trying to lure them back to the stasis pods.
>>
>>167513623
"placeholder" bullets, they don't damage and they don't have seizure inducing visuals either, I want to do a proper bullet hell, not some pseudo-bullet hell like the binding of isaac
i'm more focused on implementing more critical mechanics right now.
>>
>>167513732
>implying pedo
quit projecting.

>>167513780
Spoiler alert: The AI is actually Data from Star Trek AFTER he got the emotion chip
>>
>>167513748
lower the pitch of the shotgun's sound by a few semitones, it'll feel more powerful
that aside it looks fun
>>
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Would it be a bad idea to steal Ramiel and put it in my game?
>>
>>167514126
Thanks, I'll try that
>>
what if comy valentines themed game
>>
>>167514171
give Ramiel a cute dress~!
>>
Hey guys, the sticky's tutorial page seems to be under construction.

What are some good GM tutorial series? preferably video series but i don't mind a bit of reading as well. Right now obviously I need to start with some beginner material but I would also like to eventually get my hands on more advanced lessons. Thanks guys.
>>
>>167514171
>rebuild
post ignored
>>
>>167514171
C U T E
U
T
E
>>
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playing around in ue4, trying to learn it, i'm thinking of making either a rocket league clone or some sort of tron-like game. i can't figure out what is going on with my collision (all objects just pass through each other) so I'm just playing around the materials and visual fx for now
>>
>>167514234
you dont have enough time.
plan ahead and do something for easter/ st patricks/ april fools
>>
>>167513748
>dat speed
This nigga gets it, would play
>>
>>167514339
No friction or gravity, push button to propel in the direction camera is looking.
>Hyper Q U B E
>>
>>167513748
holy shit

i'm so tired of these modern realistic tactical shooters, i miss the days of yore where it was all about running fast and pumping lead

thank you anon, this game looks great
>>
>>167514339
>all objects just pass through each other
details > collision, if you haven't touched it yet
>>
>>167514282
but you responded
>>
>>167514541
Maybe in this quantum universe.
>>
>>167513748
This looks fucking fun as hell. Sitting here watching your gameplay instead of working on my game. God damn demo when senpai?
>>
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>>167513748
i like it. i'm not a fan of the art style to be honest, but i really like quake style fast paced shooters.
keep up the good work.
>>
>>167514171
Maybe do something similar with a shape that isn't an octahedron. That sort of geometric fuckery is a cool idea to run with, but lifting it wholesale is kinda lame.
>>
>>167476317
>tfw your game gets taken off steam because people are spamming nigger in agdg like operation re-nigger for googles captcha when it first got implemented.
>>
>>167514716
be that as it may, it doesn't change the fact that in this universe, you said you ignored that post but you certainly did not
>>
>>167514719
Thanks, maybe I'll put a build up for the next game jam, I need to do some optimizations first.

>>167514747
It's a mish mash of licensed/free assets and programmer art, yeah it doesn't look great.
Also lacking some graphics features big game engines have like lightmaps (I'm using Urho3D).
I'll try to prioritize improving the aesthetics.
>>
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Setting techniques is working. Gameplay soon, aggy daggy.

about time, right?
>>
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>>167514749
>That sort of geometric fuckery is a cool idea to run with, but lifting it wholesale is kinda lame.
A good way to cheat with that is to look up crystal structures, plenty of weird things in there.
>>
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who here, V-deving?
>>
>>167513929
Hey this is off topic but I was reading this short story last month and thought I'd recommend it:
http://www.rifters.com/real/shorts/PeterWatts_TheIsland.pdf

It's basically about some humans building an interstellar highway. Stasis and a combative AI are involved.
>>
>>167515204
Working gameplay is hard in a systems heavy game.
>>
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A bit of comfy progress!
I finally updated the UVs for all the NPCs I made until now to the new textures.
I had to remove the ship wobbling because it broke how the rope was showing from the claw.
I modeled some kind of house and put 3-4 of them around the map.
Finally, I made proper icons for the map UI (not shown in the webm).

Tomorrow I will
>make the missing animations for the NPCs
>model the twink mfw I googled 'twink' to look for reference
>make it so the NPC turns to face the player when talking
>maybe start on the main menu (do I even need one?)
>>
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progress of the day, dynamic ladders.
>>
>>167515331
You're telling me. I didn't even bother to prototype and tack it on again, I'm just moving along like building blocks. It sounds like you're speaking from experience. Are you a dev I know?
>>
>>167515339
What's with the minuscule FOV?
>>
>>167515475
60-65's probably a good 'devv' fov
>>
>>167515338
i love your progress anon and i cant wait to play
>>
>>167515338
That's coming along pretty damn nice
>>
>>167515538
>>167515620
Thanks, but you're going to be very disappointed because the gameplay is quite boring.
>>
>>167515338
I'm jealous of your game. It looks amazing
>>
>>167515414
>Are you a dev I know?

Probably not. The only things I've ever done are start shitty CLI rpgs. currently working on shitty CLI rpg with no notable progress to post.
>>
>>167515764
CLI?
>>
>>167515690
can you drink beer, fish, find comfy spots in shade and sun? And does your game support that haptic feedback boot so I can feel everything?
>>
>>167515891
Command Line Interface.
>>
>>167516003
You can not do anyof thosethings!
>>
>>167516098
Oh fun stuff. My test stuff was CLI for a while. It's actually quite fun, so I don't blame you.
>>
>>167516119
c-can you at least drop anchor somewhere nice and relaxing and just take a nap under the sun with the gentle waves of the ocean rocking the boat?
>>
>>167470747
>Website: tools.aggydaggy.com
This should be on a separate line so its easier to highlight and navigate to
>>
>>167516335
I plan to implement that, yes.
>>
>>167516471
Ok good.

But I really think you'd be best served with having the option to get rootbeer as a reward that you could drink!
>>
>>167515690
it will be fiiineeee anon dont worry
>>
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Are there any decent free modelpacks for medieval weapons and armour to use as placeholders? I'm tired of looking at super-quick blockouts of shit but don't really feel like wasting time making proper ones right now when so much is still to be done code-wise. They don't have to be super pretty, just not be 150 poly tops.
>>
How do i remove that retarded lf will be replaced with clrf from git?
>>
>>167517062
https://help.github.com/articles/dealing-with-line-endings/
>>
>>167515690
You already nailed down good aesthetic, you can get away with less then perfect gameplay.

Try to think about the reasons people enjoy games. There are some low hanging fruits like skinner box progression systems - just add some crafting and leveling.
You can add combat for a challenge.
Lastly exploration is probably most suited for your game, add some interesting places, easter eggs, maybe a treasure hunt with clues all over the world.
>>
>>167517062
http://stackoverflow.com/questions/5834014/lf-will-be-replaced-by-crlf-in-git-what-is-that-and-is-it-important
>>
>>167517238
I want to make this clear: this game is just for Comfy Jam.
I'm probably going to wrap it up in the next few days and that's it. Sure there's the possibility that I will go back to it and expand it in the future, but that was never my plan from the start.
>>
>>167516914
yes
>>
>>167516914
just google "free ________" or "free low poly________"

its what i've been doing. i usually only use what i know i could make myself.
>>
>>167517549
>Sure there's the possibility that I will go back to it and expand it in the future,
we both know that will never happen
>>
>>167510863
not sure that 90 degree tilt is going to work. typically in fps's its like 35 or 40 degrees for wall running. unless you want to disorient people.
>>
>>167517956
it's not wall running, the player is actually walking on the wall/shifting gravity

I'm aware that it could be disorienting, but personally I've never felt weird while playing
>>
>>167517956
doesn't look like wall running, it actually changes gravity direction
>>
>>167488572
I can't speak for everyone, but I do it out of necessity rather than preference or any attempt to make my game "stand out". Making enough art for a complete game is really fucking hard/time-consuming if you're doing it on your own, even with pixel art. I feel like if the average /v/ user sat down and actually tried to make a game on their own they'd understand the pixel art meme and have more empathy.
>>
why can't c++ just work out of the box?
>>
>>167518916
That's against the intent and design of the language.
>>
>>167518916
b-but it does
>>
what are some fun things in video games?
>>
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>>167519342
fun unique rewarding mechanics that the player can use intuitively and creatively to solve challenging problems.

also guns.

guns are fun.
>>
FPS Dark Souls or Hexen?
>>
>>167519813
h e x e n
>>
>>167519342
pixel platforming with screenshake
>>
>>167519813
hexen of course
>>
Do you actually have to go full lewd to get the furry crowd or is it possible to just be "suggestive" and "flirtatious" with the content (thus allowing you to keep the game unaltered for places like Steam) and still get the furry crowd to latch onto it hard enough to carry a large chunk of the sales?
>>
>>167520010
>>167520203
resident paranoid schizophrenic shitposter back from school ready to talk to himself for a few hours
>>
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>>167519342
Being able to go so hard you crash the game.
>>
>>167520478
>large chunk
>implying anyone else buys it
>>
>>167520565
that reminds me of that webm of that guy stopping time in DMC4
>>
What's a fair rev share % for a programmer?
>>
>>167521000
I don't know what that means. But what I do know is you (presumably one person) have been doing this kind of shitposting for over a year now at least, attacking some weird boogeyman who you call any combination of the words "nigger, shit, source and senpai". I honestly almost applaud your dedication to the craft of shitposting, I'd probably go insane after doing the same thing over and over again for so long
>>
>>167521148
If its artist and programmer, half and half. If its artist programmer and musician then 35/35/30 unless the musician is also the project lead/it is their game (sorry musicbro). If its programmer and musician 60/40 in the programmers favor unless, again, the musician is the project lead/it is their game.
>>
>>167521360
>Artist and Programmer
>Half/Half
>>
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>>167470747
Non-native speaker here.
I've been studying the Doom 3 source code and noticed that they named the central engine class idCommon. I don't know why, but I've been asking myself, how one would interpret the word "common" in this case. Does it just mean it's the "general" class?
>>
>>167521704
Unfortunately the moment one of them failed to just outright pay the other for their services and instead offered share rev it became a joint project. They are now invested in this because getting any return at all hinges on it's success. Asking them to please wait until hopefully this launches and hopefully makes money spins the situation in a completely different light than it otherwise would be if they had just been commissioned.
Beggars and choosers I suppose.
>>
>>167521148
I would think that employees or contractors would prefer to be paid upfront instead of getting a cut of revenue (of which there may be none)
>>
>>167521704
reasonable to me.

Honestly if you're willing to partner with someone, which is what a 2 man team is, it should basically be like an extended 1MA. You're both going to be doing design, art brainstorming, logic, music, gameplay etc.

It should just be called 2MA and at that point if you don't 50/50 I don't see it ever working. Its not a business contract at the 2 man level, its a hopeful partnership.
>>
>>167521148
90%
>>
Why are the /v/ threads so much more positive than /vg/'s /agdg/?
>>
>>167522965
no jams
>>
>>167522965
>/v/
>better than here
No.

See for yourself: >>>/v/366493893
>>
>>167522965
they never actually worked on a game
>>
>>167522965
/v/ gamedev threads are not frequent enough to establish their own shitposting board culture, so people (including devs) from outside actually peek into them more often
most of the shitposting is from /agdg/ crossposters ( >>167523123 proves the point)
>>
>>167520556
>back from school
but it's 11 am
>>
>>167508357
It uses the same ammo system as the other subweapons, the hammer itself has a low stock though, you only get one per pickup. But after blowing your ammo there's a brief wait period before you get restocked, webm related.

Might make the restock period a little longer soon though, I want to make sure to drive home the fact subweapons are just that; subweapons.
>>
>>167522965
See >>167523309
The only time the /v/ gamedev thread goes to shit is when someone links it to this thread.

It's actually funny to see all of the devs posting good stuff in the /v/ thread for a change, most of them have never posted in here once.
It really shows how agdg is a barely passable gamedev thread now.
>>
I keep saying that if /agdg/ had its own board, we would have a bigger userbase simply because the devs that post in /v/ but refuse to post here wouldn't be forced to stay in this shithole of a general.
>>
>alcohol gives feelings of euphoria
>drink extremely small doses of alcohol when deving
>trick your brain into associating deving with euphoria
>deving is now fun
>>
>>167523804
>>alcohol gives feelings of euphoria
> >drink extremely small doses of alcohol when deving
> >trick your brain into associating deving with euphoria
>you are now alcoholic
>>
>>167523774
I can set up a new chan complete with a domain, server and everything for like 30$ anon.
>>
>>167523804
>fapping gives feelings of euphoria
>fap while devving
>trick your brain into associating deving with euphoria
>need to watch GDC lecture
>mom walks in
>have to explain why you were fapping to a fat bearded guy
>>
>>167523385
your game looks like so much fun. is there a demo available?
>>
>>167522323
'common' i guess could be used to say like 'base' or 'in it's most basic form' if that makes sense? or perhaps like in 'common room' as in the room in a house that usually connects to all others
>>
>>167524256
Can you post the drinking crow image? I think it's cute but I forgot to save it the last time
>>
>>167523774
I think that would opposite intended effect. Infighting, namefagging, and shitposting would only get worse on a separate board.
>>
>>167524210
Not yet. There's an older, shittier version of it on the Zdoom forums but this current massive overhaul I'm working on still needs a fair amount of shit adjusted before I'm ready to release
>>
>>167524264
Yes, that makes sense. Thank you.
>>
>>167524397
just look at cripple chan aggy daggo and agdg2
>>
>>167524203
If you already have a fetish this isn't going to work since the sexual pleasure is already associated with that fetish.
And if you have fapped before, you already have a fetish.

Same with alcohol. If you already drink occasionally, it's not going to work.
If you don't drink alcohol however, in theory you can associate the euphoria with anything.
By small doses i mean about 5ml to 10ml of 60% liquor.
>>
>>167524397
we should split. make an agdg for anime faggots one for enginedevs and one for actual devs
>>
>>167524458
i see.
will there be a level editor to make your own maps?
>>
>>167524638
>one for enginedevs
I am so in.
>>
>>167524681
well seeing as it's a doom mod, yes. You could run it with pretty much any of the thousands of user made .wads out there or make your own
>>
>>167524489
They're dead, not filled with shitposting.

>>167524638
>make an agdg for actual devs one for enginedevs and one for actual devs
? So we only need two?
>>
>>167524613
>If you already have a fetish this isn't going to work
What? There is always room for more fetishes
>>
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>>167524681
>will a Build engine game have a level editor?
>>
>>167524830
didn't know it was a mod. cool stuff, i'm looking forward to playing it.
>>
>>167515534
>'devv' fov
what
>>
>>167524902
>Build engine
>>
>>167524838
>? So we only need two?
Congratulations you almost got the joke except for the enginedevs are also animefaggots part
>>
>>167523385

You're the reason I want to make a Hexen game fampai
>>
>>167524838
seems like every agdg satellite that pops up dies rather than becomes filled with shitposting

seems like agdg is the true shitposters
>>
>it's another "source/nigger/rotate shitposter shows up and discussion immediately turns to how bad AGDG is" rerun
after the commercial break: discord gets mentioned
>>
>>167525089
Embrace it, anon.
>>
We just need to be able to see the ip for agdg.

It's the same thing that happened with 8gdg, you instantly see how it's always the same 2-3 idiots constantly shitting up the place.
And the proxy dodger idiot can actually be easily spotted that way too, it's the sole reason why they're staying in here.

Funny how he can't stand any kind of good dev thread, right now he's just shitting up the /v/ linked thread to death.
>>
The shitposters just got banned off /v/, nice.
>>
>>167525304
The only person I see shitting up the thread is you.
Learn how to use a filter
>inb4 b-but I'm not a triggered faggot, I don't need no filter!
If you're not triggered then don't complain about it.
>>
>>167525647
>Learn how to use a filter
Your filter is not going to change the fact that we're losing a huge post count because of it.
It's not going to change the fact that he's currently killing the /v/ thread too.

>"just close your eyes it will make it go away"
That's not how real life works. And stop using words like triggered, your reddit is showing.
>>
>>167525262
>>167525304
It's just a mentality problem, the only two other generals I go have the same shitposting issue.
just do temporary IDs like on /pol/
>>
new thread
>>167525832
>>167525832
>>167525832
new thread (only for yesdevs)
>>
This board needs poster IDs.
>>
>>167525785
>"just close your eyes it will make it go away"
That's exactly how it works for things seeking attention.
>>
Is C-kun dead?
>>
Monolith blew my mind, good job guys.
>>
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>>167503368
>just some decisions seem like they were made by aliens

This.

>right-click is select
>shift-click is select individuals
>ctrl-click is select multiples in a row
>direct opposite to age-old standard

Fortunately everything can be easily changed, but what is the purpose behind ass-backwards controls like this?
>>
>>167512293
"Screams in Stasis"
"Stasis Screams"
>>
>>167524902
What the fuck did they do to NAO?
Thread posts: 751
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