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/agdg/ - Amateur Game Dev General

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Thread replies: 767
Thread images: 149

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Never give up!

> 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
>>167584540

> 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
>>
I am number 1 baby!!!!!!!
>>
you're game is not good
>>
>>167632118
Yes you are!
Your game is good
>>
Anybody have any pointers for making a good trailer?
>>
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>>167631842
You would be correct.

>>167631580
>>167631652
>>167631946
Yeah, what about, like, Alucard from SOTN? That's got quite a few colors.
>>
I am a dangerous sexual deviant
>>
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Progress, implemented drawing sprites for my dungeon game. Tileset not made by me
>>
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Is /agdg/ just for anons who are making their own games or those looking for help with making games too? Not advise but actual work on the project

A friend and I are working on a RPG maker game but tilesets can be quite limiting, so rather than shilling out 80$ for two tiles that we need from someone's deviantart page I'd rather look for an anon to work with
>Inb4 He does it for free
It's complicated, but the only thing that can be promised is Kickstarter monies after the project is finished, it's not a big job but it's something that needs to be done
>>
>>167632402
0x49A73FC0
>>
>>167632402
Focus on interesting gameplay moments and bullshots
Use text to describe what the objective of the game is plus any features you think need specific attention drawn to them, but use text sparingly
>>
should i irrlicht? it seems comfy, light and portable to proprietary OSes
>>
>>167632609

fuck is this
>>
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I fixed the camera so you can see through walls
implemented object system(still need to make combo's a thing)
and kinda finalized how the inspect system will work.

Also I have a twitter now
https://twitter.com/ConsumerGames

What do dev's usually put on twitters?
>>
>>167632924
a pointer
>>
>>167632926
>can watch pixel videos of tonetta

how'd you do it, anon?
>>
>>167630350
It's a bit of an experiment on my part, with no cash-out expectation. The reason I ask is that much of these threads are quite technical in nature, with little discussion on story or the ideas, but I'm in a strange position with this.

That said: technical shit. Perhaps a combo of VN and roguelike, in a way. It's what I'm capable of, so what I'm comfortable with and can accomplish. Hopefully I can explain in such a way that it makes sense.

The story component is far future, humans have created AI's and stuck them in engineered beings. Like any specialized piece of equipment, they have focuses on different things depending on model. Processing speed and "hard coded" movement patterns for soldiers that mimics military training. Memory capacity for maintenance units to pull up blueprints and schematics. Pure digital security units that sit and monitor systems all day and act as thinking security. They are all, however, living beings with dependence upon humans for what keeps them alive. They often do trade assignments pretty regularly, so they are "formatted," as part of usual maintenance, every six months or less.

You play as a maintenance unit named Terra. You start out getting formatted, your new assignment on a research vessel, and end up getting a bad format due to system failures on the ship. That's basically where the game starts.

You find out the other "units" on the ship were the ones awake during the cryosleep for the humans, and that something happened on the trip that killed the sleeping ones off in their cryobeds. The units only had some human underlings left as providers, and due to their processing limitations and focus, went batshit. They started having general mental problems associated only with the "units," as the humans had no problems with the same issues. Digital hallucinations. "Hardware driver failures" causing them to lose sight, hearing, or their sense of pain.
>>
When modeling how many different objects should I make for one model? Should I try to keep it minimal? Does a part with a different material justify a new object?
>>
>>>167629375
How are you doing the customization? Do you jsut animate a skeleton and then put "armor" on the parts, basically?
>>
>>167628039
Okay, so my major gripe with this game is that the control scheme is not at all comfortable to use. I guess it was designed with a mouse and keyboard in mind, but trying to use it with just keyboard (and a trackpad) really hurts. It's not comfortable to use Q, the spacebar, and wasd all with one hand with precision. It'd be MUCH better if you changed it to Shift, so that one's pinky could hit it instead of having to shift the ring finger between a and q all the time.

hitting both jump buttons at once is also kind of annoying but it's not the worst, not nearly as bad as the Q for long jump thing. Consider adding an option to use a third button, though.
>>
>>167633218

Its a viewport with a videoplayer rendered as a texture(30x30px). I dont know what you would have to do in other engines but thats what I did in godot.
>>
not first for kill the "any response to a coder asking about a thing is "no thanks but i don't like this engine good luck!"" meme
>>
>>167632568
Use placeholder tileset, set up kickstarter, use funds to buy the tilesets. That's literally what kickstarter is made for.
>>
>>167632926
>tonetta isn't on par with a paper that just has "memes" written all over it

sourcefag pls go.
>>
>>167632735
Use Antarctica if ou are considering irrlicht
>>
>>167633430
>storing a whole normal resolution video, probably with sound, so it can be displayed at 30x30

kys yourself immediately
>>
>>167633472
I respect your opinion but you will have to find another artist.
>>
>>167632926
Is that our friendly, neighborhood, flying, hooknosed merchant?
>>
What's the best engine to use to attract an artist to your project?
>>
>>167633832
Whatever you aren't using
>>
>>167633832
diesel
>>
Progress
After years my old shitty non vectorial homing algorithm used in old games or prototypes from flash era is updated for an optimized one using dot product and vectors.
Is beautiful.
>>
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>>167633624

b-but its not source.

>>167633762

>implications
I think its maybe 50x50px because I was messing with which resolution looked right and sound is included because I want to listen to tonetta in my fake room.

>>167633810

>n-no goy.
>>
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>>167632042
I'm not opposed to that kind of game, but for now I'll try a normal game with maybe some implied lewd things, if that fails I can still go and implement intense kissing action.

>>167632048
Not yet.
>>
>>167633263
(cont.)

The roguelike component would come from enemy encounters. As a maintenance unit, you are incapable of using weapons (the ship has DNA and programming locks on triggers). You have to defend yourself by altering the environment.

You can access doors to seal them off or crush physical things (there are non-physical enemies as well, so...). Enemies have different senses in the game they use, so you have to abuse them to sneak by or hide via changing something in the environment.

For example, some can only see heat. So, you can channel power to exposed cabling or fluid transfers. Some rely on sound and can't see, so if you move slow, you can slip by. The main baddy was a security unit that lost his senses, and "installed" cannibalized sensory items into his flesh to purge the ship. Cameras, heat scanners, microphones, etc. He cycles between them, to try and locate the hiding player if they encounter him on a particular floor.

In the same vein, your character can suffer corruptions of their drivers which can cause them to lose a sense until it's fixed. Once again, as maintenance, you can tap into other sensory items like cameras and so forth to "give" yourself that sense back while your subroutines work things out.

The overall end goal is to figure out what happened, and get the ship into a condition that the AI can send itself back to Earth, or otherwise escape in a way that can't be stopped from the quarantine protocols the Security implemented.

You can see how I'm at a loss for which type of game to actually class this as, as the story component is very much part of the gameplay.
>>
Are there any games that do Star Trek style "reroute power from shields to phasers and fire on my mark" battle well besides FTL?

I fucking love that shit and want to include it in my game, and would like to see how it's been implemented elsewhere first.
>>
>>167634153
Not very lady-like
...but I guess this is no surprise?
>>
>>167633980
>demo day comes
>your game is 200gb
>its 15gb of Unity, 1gb for a single room, and 184gb of tonetta videos for a gag that only you care about
>the videos wont even be displayed at their proper resolution, instead it will be literally 30x30
fuck you
fuck off

>>167634330
theres literally a star trek game that does this
>>
My game is first person and heavily dialogue based. How fucked am I?
>>
>>167633316
I can go more in depth if you want but generally that's pretty much what I am doing.
>>
>>167634626
Not at all. Visual novels are quite popular.
>>
I'm not sure if any of you really would use this, but I'm making a IOS and Android Unity asset that makes the Firebase analytics and database systems totally native.

Have any of you been seeking to use Firebase as a back-end for your games?
>>
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Babby's First Ever Pixel Art.

Why does this look bad? Where specifically have I gone wrong, other than everywhere? Also, I had to take a screenshot because the actual file is, ironically, insect-sized for some reason.
>>
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>see nerds with hooked up laptop to screen TV in dorm commons
>ask them what they're imulating
>"oh no, this is our game"
>ask them if they browse agdg
>"what's that?"
>oh nothing, just a sub reddit
>>
>>167634241
>>167633263
>ideasguy.txt

but whats the gameplay? thats a lot of names and jargon but no actual gameplay
>>
>>167632609
>>167633023
it made me lol anon
>>
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>>167634874
They have a Facebook group

Please don't sperg out on them
>>
>>167634874
Where is your game you stupid fuck? Stop commenting.

>taking a photo of them without permission and posting it on 4chan
Fucking creep.
>>
>sitting on so much art and assets, making more every day
>can't find a programmer because of a stupid meme
Just hilarious
>>
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>>167634586

lol, calm down my man. the game is currently 50mb. 3mb of which are tonetta video. Which I dont plan on including in the release its just a test thing to draw to the tv.
>>
>>167634153
Hey witchdev always nice to see you around, witch is looking damn fine
>if that fails I can still go and implement intense kissing action.
Oh man, did it just get hot in here? I'm sweating
>>
>>167634874
>>167635087
fuck you, dickless.

they're trying. you aren't.
>>
>>167634867
You need to work more WITH your medium. Instead of trying to display complicated shapes, hinting at them is fine. Hard lines should be reduced to the diff between them and the next color (manual AA), and there should be some sort of sense of light. Indicate more complex objects instead of overtly drawing pixels for them.

I would say it's a good start, assuming that the character is supposed to be some sort of persia-ish defense sentry rhinoceros beetle.
>>
>>167634651
I'm making a mech game too and would love nothing more than for you to spill your heart out with how you're doing it.
>>
>>167634330
Pretty much all the space fighter games have some form of system power management, all the way back to TIE-Fighter.
>>
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>>167634874
I asked if I could talk about their game on 4chan

They said go ahead
>>
>>167635146
programmer here post your art let me see some of your work
>>
>>167635436
I'm rooting for them you ESL no comprehension sperg
>>
>>167635146
Show me some of your work.

[email protected] (throwaway)
>>
>>167634867
What bugs me more os the default feet that do not match the perspective and the shape of some arms, they just look like formless pixel clusters
>>
>>167635678
>>167635775
I'd like to know a little about your projects if you don't mind. Genre, themes, free/monetized, platform, engine, etc.
>>
>>167635820
I have made puzzle games in Javascript, platform runners in Unity, and Castlevania type game in game maker studio
>>
>>167636028
Ahh, well that's cool. I think I'l have to pass for now but good luck
>>
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>>167634524
Riding a broom just calls for questionable poses, there really isn't anything i could do about it, not that I even wanted to.

>>167635251
Saving considerable heating costs here.
>>
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>>167635820
I'm the second person you replied to.

Monetized mobile games, platform being Unity. Going to be using the big data solution I mentioned here >>167634848 for loadsaemone.

Genre / themes can really be whatever, my partnership is adept at programming and knows the engine very well. We're browsing artists for theme of their work, as the majority of what makes a mobile application good is presentation.

We're on the lookout for some artists to do low-poly models with simple textures (think DS) but are open to all mediums, if something vibes well with us we can create an idea around it.

We're also looking for an artist to render our company logo in the aforementioned low-poly 3d style. I've attached the part of the splash screen that we want rendered that was easily rippable from our twitter because I can't be assed to chase down the source file.
>>
>>167636417
That sounds awesome. Unfortunately, Unity is not my preferred platform, but wish you the best
>>
>>167636502
what platform do you prefer?
>>
>>167636547
I'm just not interested, sorry.
>>
How do people keep getting caught by this shitty meme? Is this the work of samefaggotry?
>>
>>167636369
She could side-saddle it but that might take away from her ....charm
>>
>>167636502
Kinda curious, how does the platform really affect asset creation? The only thing I can think of would be engine restrictions.

>>167636547
>>167636614
That wan't me.
>>
>>167634974
>The overall end goal is to figure out what happened, and get the ship into a condition that the AI can send itself back to Earth, or otherwise escape in a way that can't be stopped from the quarantine protocols the Security implemented.

tl;dr
Your character is going robot crazy. Scavenge logs to figure shit out on how to fix them.

Find parts to allow you to escape and survive, while evading/hiding from enemies (impossible to kill them).

You can use wireless connection points in the rooms to operate systems to make surviving easier, because it lets you access items in the room that can be interacted with. (point and click).

Seal off doors to lock them in closets, vent them to space... Basically use anything you can connect to in the area to distract or debilitate the things you encounter.

tl;retard edition
survival point and click in spess with random ship and bad guys.
>>
lets all collab together guys like a hivemind
>>
>>167636759
Good luck
>>
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Any 3D bros here?

Are low res models like shadeless in blender?
>>
I have no skills or knowledge to do anything involved with game-making, could I learn to make a game or is there no hope?
>>
>>167636943
MAGGOTS
>>
>>167636956
Every human is born with the knowledge and skills to make video games. Except for you.
>>
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Woke up this morning and started slapping together a remake of a project I made when I was in uni.

To bad bloom ruins webms to death.
>>
>>167634651
>>167635538
I was being serious. If you're willing to discuss the details of your game I am all ears.

If I made you suspicious, then I apologize.

Either way I want to see your game at the next demo day!
>>
>>167635474
>You need to work more WITH your medium. Instead of trying to display complicated shapes, hinting at them is fine.
Don't suppose you might have an example on hand of what you mean by hinting at details?

>Hard lines should be reduced to the diff between them and the next color (manual AA)
So, like, I should find a color between the two, and use it to space them out?

>There should be some sort of sense of light
How, if I'm not supposed to use more than four colors? At least that's what the other anons said.

>Indicate more complex objects instead of overtly drawing pixels for them.
An example here would also really help, but I super appreciate the assistance regardless.

>I would say it's a good start, assuming that the character is supposed to be some sort of persia-ish defense sentry rhinoceros beetle
That is EXACTLY what it's supposed to be, so at least I got that part right.

>>167635814
I know, but I can't find a way to make them look right.
>>
>>167637131
I am not good at explaining things so I am making an image, just wait a sec
>>
>>167632402
depends what kind of game it is 2bh, if it's all action then it's very easy -- just have lots of shots of action going on. But if it's a story driven game, you're gonna have to approach it more like a movie and get some plot hooks into the viewer while also showing off the goddamn gameplay and why someone would rather play your game than read a similar book or watch a similar movie.

e.g. the LoL trailers vs the AC: I trailers
https://www.youtube.com/watch?v=IzMnCv_lPxI
>a kinda lame CG movie about fantasy characters you don't care about doing things you don't care about, with zero gameplay footage or other explanation of what LoL is or why you would want to play it
vs
https://www.youtube.com/watch?v=fEAKPx_FR-Q
>shows some cutscene stuff, but restricts itself to what potential players might already recognize and have feelings about (real-world planes or regions, space objects, talk of getting fame and money) but intersperses it with actual gameplay footage so you know what the fuck the game is

this doesn't mean that you have to restrict your game's content to real-world stuff that's identifiable by FILTHY NORMIES, but it does mean you have to pick and choose what you put in your trailer. AC: I has just as much autistic lore as LoL, but it's fundamentally about flying objects blowing eachother up, so it talks about meteors, railguns, and shows off fighter jets doing their thing, because that's about the only thing that will make a connection with a potential player who does not already care about AC as a whole or isn't otherwise on the hype-train from other source.
>>
>>167636943
Never mind I'm a retard
>>
>>167637248

Where is your game?
>>
>>167637031
well shit
>>
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>>167637131
>>167637195
Alrighty here is my workflow on how I create/customize my mechs
>>
>>167636779
>plotplotplotplotplot
>oh btw proc gen lol :^)
sounds gay. where is the game?
>>
>>167637594
this is perfect we need more of this for gamedevs here
>>
Can someone recommend me a good book for someone who is used to programming web applications to get into making vidya? Right now I am looking at http://gameprogrammingpatterns.com/ but I think I need more like this. I guess my point is that I'm stuck in an MVC mindset.
>>
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>>167637192
Disclaimer; I'm not a great pixel artist

I'll be pulling examples from this asset that I used as a the player character recently.

You want to use no more than 4 base colors, and the amount of blending you will be doing is entirely up to the artstyle of your game. Different shades of these base colors will be making up your highlights and shadows. In this example, though many semitones are used, there are only 2 major colors with 1 detail color; Orange, peach, and Navy.

An example of implicating more complex objects would be the eyes in this sprite. The left eye is 2 blue pixels, and the right is just one. There wasn't enough space to add whites, so none were added; they are implicated, however.

Adding context to a sprite can also make it look a lot better, pop your beetle on a background that suits him and it might be more obvious what you need to do to make him pop.
>>
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>>167637248
Where is your game?
>>
>>167637594
So you made a deliberate choice that all armor you make will match up to that bone structure, huh? So you cannot have a mech that has a reverse-joint leg, for example?

It is certainly easier to animate that way, and you can just hotswap pieces a lot easier. How would you tackle a larger customization mode where you can have say, 4 legs, or one big arm and a small arm. Or guns for arms?
>>
>>167637248
report this post specifically

ban this chucklefuck
>>
>>167637846
Also, this particular sprite has a hard black border around it to draw the player's eye to it. I wouldn't suggest doing this for all or most sprites.
>>167636859
If you're
>>167636502

Then the reason you have no developer is because they can tell you're not professional or flexible.
>>
>>167638128
I'm not interested in working with you. That's the last I'll say on this. Good luck.
>>
>>167637248
Is this the new SourcePosting?
>>
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>>167636732
Somehow i didn't even think of that possibility, thanks for that, i like it actually.

>>167637893
Well, just do 4 different rigs like that and you have almost every mech type covered, and with swapping parts around you can essentially do millions of variations easily, they might look all the pretty much the same though.
>>
>>167637893
Well it's the same concept you just have to separate the main player skeleton into 4 pieces:
head+body, r-arm, l-arm, legs. Then in game you first glue the player skeleton together and then add the corresponding parts. Basically everything gets 3-4 times more complex.

Inverse Kinematics is also a possibility. You basically set up IK for your whole body and then just use math to control your animations.
>>
>>167634330
Shores of Hazero
>>
>>167638219
I'm quite aware of that, and you should stop acting like I'm trying to beg you to work with us. Trust that the moment you implied you only work with certain engines as an artist that even if we did develop with your ~engine of choice~ we wouldn't want to work with you.

Nobody wants an artist like that. Good luck finding work though!
>>
>>167634874
What's the gameplay like?
>>
>>167638329
Np, I always thought that side-saddle looked infinitely more sexy than straddle
>>
>>167638551

If you do not cease this line of questioning, I'll have to submit a complaint of harassment to the FBI about you and your conduct. Don't make me warn you again.
>>
>>167638445
That's what I'm attempting right now and it's incredibly complex. But Kudos to you for actually getting something done and having some gameplay. Thanks for the informative graphic, anon.
>>
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Ive lost all motivation on my game. I don't think ill come back to it any time soon.

What should I make next.
>>
>>167639005
a noose, with which to hang yourself for being a nodev.
>>
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>>167637685
It's not perfect though. For example when the player spawns the equipment-script has to find like 50 bones and then sort and parent them correctly, then when the game runs all bones have to be synchronized with each other, just parenting doesn't do it. Also, lets say I want to update the base-player skeleton, then I basically have to rewrite the garage, shop and in-game equipment script. So it's a fuckton of work and I am still looking for a way to make things more efficient

>>167638935
You can do it mate, the first time I set up the system(skeleton+garage+ingame) it took me like 3 month of non-stop work, so just keep working on it and you'll get it done.
>>
>>167639076
Probably have gotten further into making a game then you ever have.
>>
>>167639005
Write a top-down shooter and then turn it into an FPS by adding a raycaster
>>
>>167639252
It's good we need more beginning tutorials to help the devs here become yesdevs
>>
>>167639301
The game I lost all motivation on was a top down shooter. Fuck.
>>
I'm thinking of making simple combat like this
https://www.youtube.com/watch?v=4DmiXzSy72g

but more simpler and in my scope.
What would be no-nos in this or bad game design?
>>
>>167638551
Good luck to you too
>>
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>>167638754
Holy shit how socially inept are you?

Please report me to the FBI. I can't wait.
>>
>>167638551
Are you literally retarded?
>>
>>167594531
----[ Recap ]----
Game: Skylarks
Dev: Mako
Tools: Rust, SDL2, Logic, Blender
Web: -
Progress:
+ Implemented syntax desugaring for ALL of the complicated flow control stuff in my language
- Said I wouldn't rewrite the parser, then did that anyway, about ten times
- The IR I made is a total garbage fire. It's basically a worse version of the AST, except more of a pain in the ass to work with, and totally useless for writing optimization passes. I might as well throw out all the transformations I've written for it and express them as transformations of the AST itself.
- Discovered a couple of very stupid mistakes in my memory model (that are only a problem because of some details of how I do concurrency) and now I have to rewrite something like half the VM. For fuck's sake.
+ Finally fixed the part of the theme music that's been vexing me for months. I feel good about this.
>>
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>>167636943
>>
>>167640519
does your language have dependent types?
>>
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Been working more on the textbox stuff, getting emotions
>>
>>167641017
nice
>>
Ok guys how do I make a Souls-like that doesn't suck?
>>
>>167640736
No. It's dynamically typed with runtime checks, except that lambdas live in their own namespace and can't be mixed with other values.
>>
>>167641234
Mmh bait. Here's a (you).
>>
>>167641234
go work for fromsoft
and then cry because the series is slowly losing its magic
>>
>>167641234

FROM hasn't figured it out, why do you think /agdg/ can?
>>
>>167641420
>slowly
>>
>>167606802

how difficult is it to make a routine that skips every x frames of ragdoll? is it unity? run the ragdoll from fixedupdate with a low physics step and no interp, done
>>
>>167641420
making more than one was a mistake
>>
>>167636369
fun fact: flying on brooms is a child friendly euphemism for dipping the tip of a broom in drugs and sticking it up the vagOO
>>
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----[ Recap ]----
Game: Metanoia: The Sacrifice
Dev: Firgof
Tools: Unity, Adventure Creator, Ink for Unity, Dialogue System for Unity, Manga Studio
Web: http://gamejolt.com/games/ouroboros-the-sacrifice/53869
Progress:
+ Got scaling text functional
+ New scene: Snowy fields
+ Ink Intepreter now sees calls for BGM and SE change, so I can change music/sounds and trigger events without having to break out of the context of writing in Ink.
+ Most of the introduction is now written
- I'm pretty behind schedule. Writing this introduction is taking more time than I thought it would.
- Definitely going to need to rewrite some of this. Lots of not very strong writing in here at the moment.
>>
>>167642261
whoah haha dude so cool

have you heard of a rusty trombone though haha
>>
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>>
>>167637854
getting too busy, the gem doesn't look like a gem, green and pink is a horrible combo
>>
>>167642261
>>167642508
>>167636369

https://www.theatlantic.com/technology/archive/2013/10/why-do-witches-ride-brooms-nsfw/281037/
>>
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Did I miss recap?
----[ Recap ]----
Game: Project Dash
Dev: TetraLoofuh
Tools: GM:S, Blender, GIMP
Web: https://twitter.com/wild8900
Progress:
+ Texture Work
+ Optimized Camera Collision
+ Video Settings Screen
+ 3 Lighting Options
- Almost quit GM:S and went to Unity
- Didn't quit tho its aight
>>
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>>167640519
>+ Implemented syntax desugaring for ALL of the complicated flow control stuff in my language
>- Said I wouldn't rewrite the parser, then did that anyway
>- The IR I made is a total garbage fire. It's basically a worse version of the AST

>Rust
not even once
>>
>>167642537
Thanks for the feedback. What about the wings? Can you tell that's what they're supposed to be or do they look busy too?
>>
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>>
>>167642976
wings are alright I guess
>>
>>167642776
OK but it would've turned out the same way or worse if I'd been using C++/C#/OCaml/MUMPS/Fortran
>>
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WITNESS MY ART
>>
>>167643749
Which engines are you willing to work with?
>>
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tfw horrible @ you own game
>>
>>167641392
>>167641428
>>167641420
Memes aside
Will it ever be possible to tell a dark/tragedy/fantasy adventure story in a 3rd person game without it being compared to souls? Kind of unfortunate really.

Like put together a knight, a 3rd person view, some gothic architecture, and a subtle story and everyone will say it's a cheap souls rip-off.

Not to say I'm anywhere near capable of achieving FromSoft's quality/scope, but it's unfortunate for the indie scene.
>>
>>167644191
souls is more about the gameplay than the style
>>
>>167644243
Not as far as fan perception of what constitutes a souls-like is concerned.
>>
>>167643982
I... I only know Unity.
>>
progress for today:
- fixed behavior when getting on stairs and climbing onto ledges
- foundational support for controllers and mobile devices
- some tweaks
except this is the progress for the last two weeks, I don't know how it took this long but I'm inclined to blame my day job
>>
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>>167594531

----[ Recap ]----
Game:Elemental Knight
Dev:anon
Tools:Unity
Web:http://jasonpkgames.tumblr.com/
Progress:
+ Almost done the kitchen
+Working on being able to push objects around
-May have to cut several dungeons to get game out by when I would like, going by my current workflow.
>>
>>167644123
You're probably just testing stuff but that fight feels too slow
>>
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Second Pixel Art. "Progress".

Unsure how to define the arms or complexity of the suit.
Unsure how to make it clear this is a more behind-the-back view and less a direct side-to-side view.
Unsure of my capability to make any meaningful or distinct shapes out of only four colors.

Will continue.
>>
>>167644243
That's true. It's more of a game of timing than anything.
>>
>>167644590
Am I looking at shiny latex diver buns
>>
>>167644691
Supposed to be kind of a diver's suit. And those are supposed to be little thrusters. Obviously it needs work if it looks like latex buttcheeks.
>>
>>167644780
I want to thrust inside THOSE if you know what I mean
>>
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>>167644590
I too am learning pixel art rate my diamonds tho
>>
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>>167644590
>>
>>167643749
I love it. How long it take for you to get that done?

>>167644357
Don't talk to the trolls
>>
>>167594531
----[ Recap ]----
Game: Autumn Vale
Dev: Potdev
Tools:UE4, Blender
Web:
Progress:
- Fixed some ridiculous collision behavior issues which boiled down to "restart UE4 50 times"
+ Improved camera behavior to not be so jarring while moving suddenly to the left or right of it
- Some placeholders created in Blender for boulders and stumps for the player to destroy. They look like ass. This was the furthest thing away from progress possible.
>>
>ue4
not even once kids
>>
>>167644973
not pixels out of ten
>>
I wish I could just download like a dozen polygon hairstyles
>>
What's some good online enginedev reading/watching? Language agnostic principles and things. Have some programming experience and maths and just looking around for a new hobby
>>
>>167645416
no thumbnail then?
>>
>>167645061
The texturing just took like 30 minutes. The actual mesh took forever though because I'm not very good. The texture painting isn't really done yet though.
>>
>>167644996

Wow, you're right, that makes way more sense. I'll probably still mess with the visor some more, but thank you so much for the edit.

Any tips on how to define the arm(s)?
>>
>>167645810
how many do you want and how much are you paying?
>>
>>167645874
a thumbnail of what? trigger volumes in the editor? im so fuckin ashamed of the time it took to make the ugly ass boulder and stump i just want to forget i even made them
>>
I'm kinda alright at 3d modelling and such, nothing fancy but I'm good enough to make stuff for my game, was wondering how useful learning sculpting would be. I'm pretty bad at texture painting, will painting on the sculpt be easier to get a decent looking texture with?
>>
>>167644590
I think you're mostly unsure what it is you're trying to depict. For small characters with few colors, they need a few clear and defining features. Mario is the best example. Overalls. Mustache. Hat.

Your guy is just, all head to toe black, and a yellow visor. The initial design will have as much impact as its execution.

Also, a pose "facing away" like that will only make sense in context. Like, you can face down or up. Or, the character is elaborated more at another point in the game, so players can just use the sprite as a short hand for the more detailed version.
>>
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First attempt at a walk cycle. It feels off somehow, so I'm going to have to keep working on it. Her hair and wings should be moving too. It's fun to do art again after avoiding it for so long.
>>
>>167646693
her headbob should follow a sine wave, and also wave a bit side to side with the steps
>>
>>167646681
I'd be more detailed, but everyone in the last thread said not to use more than 4 colors or make a sprite bigger than 32x32.
>>
>>167646693
The arm motion is off. They need to pendulate opposite the legs. In frame 4, the arms starts retracting while the front leg hits its farthers back point. The front arm should hit its furthers forward position at that point.

Also, the bounce isn't working, would probably be better to keep her head level
>>
>>167646814
I'm not saying be more detailed, I'm saying make your design more simple, clear and readable. The sprite is never gonna be readable if your design isn't.
>>
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Progress

New resources are now automatically sent to the server and downloaded by clients on demand.

Here player 2 joins with a sprite only they have.
>>
>>167647032
Well I botched that one, I'll try again in a bit, hope this doesn't fuck the scraper
>>
>>167647032
How you liking GMS2?
>>
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>>167594531
----[ Recap ]----
Game: Whimp the Bold
Dev: AttaBoy
Tools: Aseprite, Gamemaker: Studios
Web: https://attaboydev.tumblr.com ; https://twitter.com/AttaBoyGames
Progress:
+Made a nice animation for Norm transition and loving it
+learned about keyframes in the process
-slow progress because I'm trying out GMS2 for the Betajam
-Botched recap
>>
>>167647118
Won't if you delete your first post.
>>
>>167647227
My first impression is that it would be really great with a dual monitor setup. As it is right now, the improved workflow is nice, but I've found it can actually be annoying with a regular sized-monitor. The bookmark feature is nice though

It did seem faster to compile, but that could also be because of a smaller project.

My overall takeaway was that it was mostly a matter of getting used to it, and I'm so stuck in my ways in GMS:1 that I'm not seeing huge advantages. That being said the room editor is notably better, though I've heard from many that it's not as improved as it could have been. I'm mostly using coding practices I would have used in the first edition anyway, but there are minor GML updates that I like. I doubt I'll buy the full license, at least for Whimp
>>
>>167647636
as someone who tried using GM:S and really disliked the old interface, I got to toy around with the new interface in GMS2 and I really dig it. I'm gonna grab it in the near future, hopefully.

Though I have other shit I need to finish first.

Also keep up the good work on Whimp, it's obvious you've been having a lot of fun working on it and I want to see more in the future
>>
>>167647753
what didn't you like about the original interface?
>>
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>>167647753
Oh I can totally see the appeal of the layout, and I was thrilled to try it. I just ended up liking being able to resize and drag windows more easily, and ultimately found it pretty clunky to navigate around, given some weird decisions about laptop mode (like that you cant easily pan or zoom within a script)

And thanks so much, I'm doing it because it's fun! Right now I'm at a weird point where I'm deciding some big things like how to implement story, cutscenes, level-editor, etc. But I fully intend to keep progress posted whenever it's made

Do you have a game?
>>
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Where can I learn what a structure for an AI state machine should include?
>>
>>167647880
I don't know, something about it felt really off to me, but the short time I picked up GMS2 and dinked around with it, it felt more natural to me.

>>167648042
>Do you have a game?

You could say that. I still need to make some new HUD sprites for the hammer, redo the arm cannon's charge attack to make it more like Super R-Type's wave cannon, among other things.
>>
>>167646201
I want all the hairstyles for no money down
>>
>>167648595
>that grapple shot
holy shit nice
>>
>>167648653
it's been a feature since day one of this project but it became less and less relevant when I started giving Blaz too many ranged options. One of the goals of this massive update/overhaul is to restore focus to Blaz's sword and chain, though I worry how players will work with it, the chain has its own button, but mouse1 and mouse2 already have the job of using primary and secondary fire, so I use the F key for it, though I guess players could bind it to a mouse button if they have more.

Have a peek at what this project was like when I first started it.
>>
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>>167648595
>that gun
demo when
>>
>>167648595
we need talented guys like this writing gamedev tutorials so all the nodevs here can become yesdevs
>>
>>167648595
>>167648903
So how are you creating sprites and animating your assets?
>>
>tfw realize stardew valley dev doesn't have a dualmonitor setup
>>
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Update to space shooter
>>
>>167648595

what engine
>>
>>167649182
handsome Aryan
>>
>>167648942
As I've told others, there's actually an old version of this project you can grab off the ZDoom forums, but the current version is a bit of a clusterfuck, I went full retard with random item spawns and balance is really jacked up. I've learned some pretty valuable lessons from all this though, and soon the random item spawns will get removed, though each hero is only gonna have two weapons, I plan on replacing Doom's weapon spawns with items that augment your moveset.

So like the shotgun pickup is replaced with a scroll that gives him the ability to throw his sword, for example. I've also got a failsafe built in where if the player is separated from his sword too long, it comes back after 30 seconds or so. I always hated losing my fucking crowbar in Sven Co-op because of that shit.

>>167649112
Some of my nicer looking assets, like the arm cannon were made by some talented as fuck people within the Doom community, though the sword's HUD sprites are actually model rips from a Neptunia model pack from Gmod, I'd pose the sword at certain angles, then edit them down to a Doom resolution (usually 320x200) in GIMP to fit into the hands. As of late I've been learning how to do animation using Asperite, quite a few of the sword transformation animations were done by me.

>>167649329
Doom.
>>
>>167649215
Actually a pretty decent game concept pare
>>
>>167649215
Reminds me of Gyruss, and that's pretty cool.
>>
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I tried fixing the arm motion and removed the headbob. She seems really static now.
>>
>>167649842
the head and wings need to move a little bit too
>>
>>167649842
why did you remove the headbob?
>>
>>167649842
make the dress flutter or it's shit
>>
>>167649842
You need an up and down motion.
>>
>>167649945
Because >>167646859 said to. If it hasn't been made clear yet, I have no idea what I'm doing.
>>
>>167650058
you should make her headbob more of a sine wave, so it's up for as long as it's down
>>
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>>167650160
Something like this?

>>167649957
I'll do my best to, but I'm a shit animator so no promises.
>>
>>167650287
Good headbob, looking much better
>>
>>167650287
almost perfect now the wings have to flutter a little bit
>>
>>167650323
Thanks, I couldn't have done it without you.
>>
>>167650287
pretty good, looks a bit clumsy but that just makes it cuter in this case

now make the wings and the dress move and you're golden
>>
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>>
>>167635617
xwing and tiefighters power management were inspired by hans line to angle the deflectors though, not star trek
>>
>>167650445
Lookin real good
>>
>>167650445
woah, neat
>>
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>>167650445
>>
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r8 my font dudes
>>
>>167651510
Shitty Earthbound/10
>>
>>167651538
fr*ck
i spent almost 2 hours on it
>>
>>167651510
I think it's fine. But are you sure the inner parts (the inside of an O, P etc.) are good like that? They are not the same color as the background.
>>
>>167651510
you shouldn't need an outline for legibility
if you do, you need to rethink your UI design so that an outline isn't necessary
>>
>>167651538
But the Earthbound fans will eat anything loosely related to the game that you throw at them. See Undertale.
>>
>>167651510
Pretty readable, nice. I wouldn't go full white though. Easy fix in photoshop
>>
>>167651763
There may be reasons for that that are valid, like a RPG where you can choose your own window color.
>>
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>>167651763
Fuck off with your full of shit reply.

Any AAA games have an outline for their fonts you fucking idiot.
>>
>>167651693
I gotta mess around with it a bit more, thanks for the feedback

>>167651771
I actually modelled it after the font in Link's Awakening, never played Earthbound
>>
>>167651896
Drop shadows are not an outline anon

>>167651862
Any color choosing should be within a predetermined range that looks nice, not full RGB unless that color element doesn't have to blend/contrast anything else (ie not the background behind text)
>>
>>167652062
>Drop shadows are not an outline anon
>yfw there is an outline as well as drop shadow
>>
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Weapons for now are fully implemented, spent the entire week just cleaning up my old inventory code and making it nice.

Going to be working on containers next - looting a crate and pulling a item out of it.
>>
>>167652062
>being that full of shit
Not all GUIs are the same nor have the same limitations. I'm not even going to bother arguing with you, but please don't shit up the thread with this shit you read on the internet as an "undeniable fact".
>>
>>167652243
>giving the player the ability to make the background of white text white
Do you have no design integrity at all?
>>
>>167652182
Nice work. The boarder around the inventory is massive, though
>>
>>167652334
Its WIP - gonna be removing it entirely most likely while leaving a little header for things like currency and weight.
>>
What's the easiest way to make a font from a png or bmp? I already have the characters draw out, but no way to actually make them usable.
>>
>>167652315
I thought about just ignoring you, but I'll give you one more (You). It depends on the project. Sometimes you want to give the players what they want over what you want. In that case, if they want white, you give them white. But of course, you seem far too narrowminded to even consider that your own preferences may not always be desirable, so I doubt you even thought about that. Have a nice day nodevving.
>>
In your game do you make your player an instance of your enemy with a controller, /agdg/?
>>
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This is very difficult! But I'm sure once I figure out enough coding to implement the core systems and mechanics, it'll be smooth sailing! After that I get to do the fun writing and art stuff!
>>
>>167652903
No because that does not fit with my OOPs paradigm
>>
>>167652997
That's what I hope happens soon
>>
>>167652598
What engine?

For GM, I think this is what you are looking for:
http://www.vine2d.com/post/99394216565/stress-free-spritefonts-in-game-maker

If you are an engine dev, this could give you the basic idea:
http://lazyfoo.net/tutorials/SDL/41_bitmap_fonts/index.php

Or do you want to make an actual font? I think there are free software out there which is designed just for that job.
>>
>>167653128
It could with a unique object labeling system wouldn't it?
>>
>OOPs
What is meant by this
>>
>>167652618
There is a point where, when it regards something as objective as legibility contrast, you DO know better than the player.
>>
>>167653185
I need to make a generic font file, something that can be used from engine to engine.
>>
>nodev spend their time arguing about OOP, outlines and engine

>real devs just make games and have 600+ switch cases or yanderedev level of coding

This is why you should discard entirely any piece of advice you get from agdg.
>>
>>167653636
>that subtle complex level of sabotage
>>
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>>167653636
Yet Ark, Yandere Simulator etc. somehow have terrible stuttering and performance with visuals that look like 2008 games.

Yandere Simulator is a single high school with a hundred pathfinding characters in it that have to pathfind through simple linear hallways. There is no reason that shouldn't be at 144fps 4k resolution in the year 2017

2
0
1
7
>>
>>167652997
I believe in you 100%. Go out there and make your dreams true
>>
>>167653919
Remember that yanderedev is an autist who, when faced with criticism about his engine code, developed a furious hatred against skullgirls's programmer because it couldn't possibly be himself who was in the wrong
>>
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>>167653919
>amateur devs
>4k resolution
>>
>>167652903
No. The enemy is an instance of a player, controlled by the AI.
>>
>>167653919
unity is single threaded unless you multithread the scripts yourself
>>
>>167652997
I don't know if it's gonna cheer you up or anything, but at least you have art and what not at the end of the tunnel. I don't say artists have it easy, but at the end of the day when I polish to death my cubes, I'll be still left without a game. I know coding can be hard, but there are amazing tools out there which can help you along with countless tutorials, not to mention the many helpful guys out there. However no one will hold your hand while you are holding a pencil. Just don't give up, anon! Don't let your dreams die because of some tedious coding work ahead! Don't betray the pixel people of your imaginary kingdom! I believe in you!

With that said, every day without my collab pal responding is another nail into my heart. I know he's a cool guy and he's just busy with life, but I'm still scared shitless what could I do without him.

I guess one day I'll just give up and whore myself to the first idea guy with a handful of assets.

Really, guys. If you want to 1MA, start with becoming an artist first. Or find an idea which is doable with whatever visual skills you have.

Thank you for reading my blog.
>>
>>167653128
it does, just inherit from the enemy type and override the AI with input
>>
>>167654135
Interesting, why is this?
>>
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Mostly more level building work. I really want to finish a first pass at the entire world, then I can focus on polishing it and refining it. There are only a few more major areas that need to be built. I'm leaning into the design idea of giving people essential things along the primary path, but providing extra items and shortcuts to those who pay attention to the world and explore it a bit more.

I'm in a good groove splitting my time between level design, and programming stuff. Most of the code I'm working on is shit that no one would ever notice, when it's working properly that is. But if its not working it would stand out. Millions of small things.
>>
>>167654487
>the other 90%
>>
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>tfw doing it
>>
>>167654414
Making a strategy game. I'm very insistant that the AI won't do things the player couldn't in the same situation. I know that the general consensus is to build the world around the AI instead of trying to make the AI react to the world, but in strategy I feel that this is not necessary apart from abstracting the world to a point that information can be understood by human and computer alike.
>>
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Progress:
>redid the mecha enemy
>didn't show the grenade launcher in action yesterday so here it is
>made grafixx for new enemy which I haven't added in-game yet
>>
>>167654536
cheating is fine as long as it isn't noticable

bots have a very difficult time playing as a human
>>
>>167654587
I will most likely implement a "AI: CHEAT" difficulty akin to SupCom. but I will definitely try how a realistic approach feels. Just because I know the AI doesn't have access to certain information does not necessarily mean it feels like it doesn't.
>>
>>167654487
Also, my hope for the game is that there are a few people who really dive in and likes it a lot. When I demoed it in person, there were two people who played it for 30-60 minutes. They figured out how to get past the end of the demo and explored the world until there was a mistake in the level design that prevented them from going farther. That was a pretty amazing feeling, watching them play (without them noticing me). If I can just get a few people like that who appreciate what I did, I will be happy. I don't expect to make any profit off this thing.

Anyway, that's just what I think about when I start feeling lost.
>>
>>167654487
Good to see you back. How's the web build performace; no more stuttering?

Other than that your sprites look good when inspected individually, but looking at the entire frame, it feels like a horrid mess of colors.
>>
>>167654682
you are going to have a very bad time trying to make an AI that plays humanlike, it's going to end poorly, it's going to be very stupid and overcomplex, and act randomly

you should look into how the TA/supcom AI actually works, it's really very simple actually

PA goes an extra mile by adding checks to build orders, pretty simple system again
>>
>>167654709
That's a heartwarming story, anon. Thank you for sharing! Godspeed!
>>
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i'm completely shocked i got this working.
>>
>>167654809
oops, that webm is enourmous. let me fix it
>>
>>167654809
Stick with this and you'll be a millionaire. Mark my words.
>>
>>167654526
To be fair, I've been polishing it a lot as I go. But there is always more that can be done. Eh, I trust my judgement on when to say good enough.

>>167654731
Web build isn't great, but its not ultimately going to be distributed like that so I'm not too worried. As for the colors, I dunno. I want it to be intensely saturated. Not sure if thats what you're referring to. Feel free to do a color edit if you want, the palette is small so it shouldn't be hard.
>>
>>167654709
I believe it.
>>
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better.
>>
>>167654772
I should add that I'm doing something turn-based, so my AI won't be under timepressure. I am however aware that especially strategic AI is incredibly difficult to create. Nevertheless I'm excited to try it.

Are there any specific resources you can recommend? The way you describe it it seems you have analysed / read about TA/SC/PA AI.
>>
>>167653919

I never understood why people thought ARK looked good. It's literally just hi res textures slapped on everything with ridiculous image effects that kill performance.
>>
>>167654907
Yoko Tsuno-San! <3
>>
>>167655009
Normies seem to get excited at noisy high detail shit, regardless of quality. Shit baffles me.
>>
>Watch tutorials
>Rest of the world pronounces Z as "Zed" instead of "Zee"
>It makes me legitimately angry

Time to channel this anger into gamedev.
>>
>>167655001
mainly what I know is from AI modders, including sorian himself, but also some old articles from the other devs, scattered for the winds

but it's not hard to describe, basically the TA AI has a weighted list of units to build, and then it sends those units in predefined groups called platoons toward the enemy spawn

supcom works much the same way but takes into account adjacency when placing structures, and I think it has certain premade base plans
FA adds the concept of map markers for pathfinding and expansions

supcom2 adds a neural net for platoon control, and as I said PA adds a list of checks for what to build so it's not just a simple weighted list but can be conditional, allowing it to be smarter, like not building more radars if there already is coverage, and building power plants as needed, or extra factories if there is surplus resources

there's nothing particularly fancy or humanlike about any of them, which is probably why it's one of the few RTS AI's that can hold up to at least a medium level player without hax
>>
>>167655225
Zed is the correct pronunciation
>>
>>167655225
Why does this make you angry?
>>
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Animating is fun
>>
>>167653418
here ya go mate, took a long time to find the answer, enjoy
https://www.google.com.br/search?q=oop&oq=oop
>>
>>167655225
So you're saying that you get triggered by the end of Pulp Fiction? Pretty pathetic desudesumoshimoshi.
>>
>>167655262
Fuck you.

>>167655276
>Everything you've ever known tells you its "zee"
>Never even heard the "zed" pronunciation until hearing it from online youtube videos.
>Not even a lol "we're so lulzy not using metric!" type difference that is in school, you learn metric but understand in the US that everyone uses imperial. Literally just never mention anywhere, tv, radio, school, anywhere.
>Know you're just wrong because western culture trumps American pronunciation.
>Fucking hate being wrong.
>Isn't something you can just change because in your head your voice will always pronounce it as "Zee" its not as easy as correcting a words pronunciation
>>167655342
Was it at the end of pulp fiction, I never even noticed..
>>
ZEDS DEAD BABY
>>
>>167655262
A B C D E F Gee
H I J K L M N O Pee
Q R S T U Vee
W X Y Zed

>correct
>>
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>>167655456
>indoctrinated with nazi-speak
>>
>>167655456
Does Men In Black do anything to you?
https://www.youtube.com/watch?v=zVK2pon9yVQ
>>
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lots of fens
>>
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>>167655530
>it's not correct because it does not rhyme
Please tell me how this applies to other things in life as well.
>>
>>167655530
A Bee Cee Dee E Af-AAA MY AUTISM
>>
>>167655606
I thought that was just his name. Zed doesn't sound like the name of a letter to me because it has such a hard ending

>"Ay"
>"Bee"
>"Cee"
>"Dee"
>"Eee"
>"Ehff"
>"Gee"
>"Ayech"
>"Eye"
>"Jay"
>"Kay"
>"Ehll"
>"Ehmm"
>"Ehnn"
>"Oe"
>"Pee"
>"Queue"
>"Are"
>"Ehss"
>"Tee"
>"You"
>"Vee"
>"Dubbahyou" (This one is weird too)
>"ZED"

Two of those are not like the others. "Zee" was probably just a development because it sounded less retarded compared to the others.
>>
>>167655842
Derp, forgot "Ehx" I got distracted by W.
>>
>>167655842
>>"Dubbahyou" (This one is weird too)

Why is it weird? It's literally "double-u" and spelled as such.

Also
>not called Z as "zet" from its greek origin "zeta"

Goddamn philistines.
>>
>>167655885
Forgot "Why" too, got distracted by forgetting X.
>>
>>167655963
I'm surpised its not

Wee, Yee, Zee
>>
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>>167655842
>everyone important in the MIB has a one letter name, which is also on their locker
>not the boss though
>>
>>167655963
not calling*
>>
>>167656036
Zed doesn't sound like the pronunciation of a letter.
>>
>>167656095
It does when you received an education worth a damn.
>>
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UE4
>gigabytes of bloat, have to install MS crap that unconditionally gobbles up space on your separate Windows partition
>opening your project's MSVS project entails the parsing of 15,900 files
>obsession with C++ inheritance, causing excessive compile times
>API so enormous it's a pain to browse the documentation
>special UE preprocessor that disallows anything other than the Epic-approved class naming scheme
>editor and MSVS are serious RAM hogs
>unclear separation between maps and actual game
>mixed client-side game and server-side game
>cannot remove a class from the content browser for some reason
>cooked games bloated and slow
>mouse coordinates scaled and rounded such that tiny mouse movements result in a zero delta, feels floaty in general
>project generation likes to nest directories 10 levels deep for no good reason, which is very nice to navigate
>hungarian notation everywhere
>often incredible verbosity

Unity
>bloat
>similar OOP cancer problems as UE
>irritating garbage collection pauses even when employing free lists where GC pressure is high, terrible for user experience
>mouse coordinates seem to be snapped
>unclear separation between maps and actual game
>mixed client-side game and server-side game

I swear these fucking things are designed exclusively for amateurs to churn out asset-flips.
>>
>ywn live in a culture where R is pronounced

REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
>>
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>>167656147
>I swear these fucking things are designed exclusively for amateurs to churn out asset-flips.
How is this news?
>>
>>167655963
it's a double v though, not a double u
>>
>>167655715
>Distinctly different than every other pronunciation.
>Don't worry about it

Metric system makes sense, I don't care if it comes from Zeta, Zed is a quirky name for a letter that sounds retarded and doesn't fit at all. Its extremely hypocritical to make fun of the Imperial system for being random and non functional and then just being like "Dude zed is fine it totally doesn't sound awkward at all"
>>
>>167655963
Because no other letter has a word in its name or multiple syllables
>>
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Added a very basic container menu. Right now its very basic but it doesn't crash terribly - essentially did the minimum to get it working without imploding when I right click something.

Gonna try to make the window behave like a container next with buttons for 'add all', filling the window dynamically depending on the container by grabbing the information from a database and bug fixes.
>>
I will work hard today. You should join me.
>>
>>167656360
>I'm not used to the sound, therefore it is wrong
Every time I want to type separated I want to type seperated. Doesn't make separated any less correct.
>>
>>167656434
Every time I measure 12 inches it equals a foot, just because it's correct doesn't mean it isn't more retarded than the metric system.
>>
"Zed" only exists because the british can't pronounce english and will confuse "Zee" for "C" given the opportunity
>>
MAZIN GO
MAZIN GO
MAZINGA ZETTO
Zed is correct, Zee is wrong and gey
>>
How would you go about personally making a system where on an attack every temporary buff, equipped modifiers and ailments are counted into the calculation?
>>
>>167655225
>"Hey man, wanna play some DayZed"?
kek
>>
>>167656796
>"Hey man, wanna play some Daisy"?
kekek
>>
>>167656503
all measurement systems are retarded, but imperial units at least have useful informal definitions
>>
>>167656878
Yeah, I really need a daily reminder how long that one dude's thumb was couple hundred years ago.
>>
>>167656765
Write a single method that calculates everything.

Call it.
>>
>>167656576
Or maybe because it's zed/zeta in like every language?

https://en.wikipedia.org/wiki/Zeta
>>
We should start pronouncing "Cee" "Ced" to fuck with people.
>>
>>167656834
Sounds like a codeword for gay sex
>>
>>167656970
Ad Bed Ced Ded Ed Fed Ged Hed Id Jed Ked Led Med Ned Od Ped Qed Red Sed Ted Ud Ved Wed Xed Yed Zed.
>>
>>167656954
go back to greece with that bullshit.
>>
>>167656954
>Alpha isn't Al
>Beta isn't Bed
>Gamma isn't Gam
>Zeta is Zed

Good job guys.
>>
>>167656970

Cee could be pronounced either "See" or "Kee"
English is an absolutely horrible language when it comes to pronunciation
>>
in the 80's, did Brits go to Zed Zed Top concerts?
>>
>>167656954
>"Letters that arose from zeta include the Roman Z"
Zeta =/= Z
>>
>>167657050
why not "chi"
>>
when Brits read comics that have sleeping characters in them, do they hear "Zed Zed Zed Zed Zed Zed Zed Zed Zed" in their mind's ear?

do Brits make this sound when they sleep?
>>
when Burgers read comics that have sleeping characters in them, do they hear "Zee Zee Zee Zee Zee Zee Zee Zee Zee" in their mind's ear?

do Burgers make this sound when they sleep?
>>
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Does this look like a guitar in its case?
>>
>>167657237
When Canadians sleep it sounds like "Zed, eh? Zed, eh? Zed, Eh? Zed, Eh? How aboot that Zed eh?"
>>
>>167657293
Yes.
>>
>>167657294
>zero padding
>>
>>167657326
What a gay country
>>
>>167657294
You should have spoilered what it was meant to look like
By forcing us to read what it's meant to be prior to looking at it, you've permanently influenced how we are going to interpret what we've looked at

It looked like that, but you also told me it was meant to look like that beforehand so my opinion is influenced.
>>
>>167657294
Yes, I guess? I don't really like the style though.
>>
>>167656938
>informal definition
>exact

an inch is a thumbs length
a foot is a foots length
a cubit is a forearms length
a pace is two steps
a mile is a thousand paces
a fathom is what you can fathom

useful if and only if they are approximate

trying to make them exact is the cause of the madness to begin with

metric had something going with arc length over the curve of the earth once, but then they got all hung up on the speed of light and other autistic definitions
>>
physical constants are for nerds
>>
>100 useless arguing posts about Zee
This clearly shows your nodev when you spend time arguing about pointless shit instead of working on your game.
>>
>>167657413
t. artist
>>
>>167657557
Bikeshedding is a time honored dev tradition.
>>
To all engindevs or people who use opengl and c,c++ etc to make their engines/games. How do you do it ? How did you started ? I feel so lost. The time to choose my thesis project came up and even though I had a good idea about a useful and simple app that would solve many problems in my university, before the final submission I thought that I should truely do what my heart desires even though I'm afraid of failure,difficulties and new territories. So I chose to create a 3d world in opengl that will feature little to no interaction(at first at least),compared to a more game like idea. The thing is that after I started reading about shaders and opengl and managed to soooomewhat get it down right playing with cubes etc. I still can't see the big picture. At most of the time I feel that my lack of knowledge in mathematics or c,c++ or more importantly seeing the big picture as engine-code-structure is holding me back and it seems that I need to learn so much at the same time. I don't know if I'm even made to do this and I feel more stupid as days go by. At some point I wanted to be like Carmack ,creating worlds and cool effects but it feels that I'm not made of the same material even though from an early age I was fascinated by computer graphics. Anyways sorry for ranting much but probably many people have felt the same here at some point and I have seen many of you creating awesome things using opengl and stuff.
>>
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Progress
Finished the homing missiles and I hope they look great.
The player with homing upgrade has a cursor, when enemies collides the cursor, they are marked.
Homing missiles follows the marked enemies or if nothing is marked, follow the cursor. The marks could be erased when the player releases the shoot button.
>>
>>167657949
there's a good rundown of the doom3 engine somewhere
>>
>>167658001
Very cool, but the missile trail doesn't really match the other assets. Stylistic choice?
>>
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I need help, agdg.
I have two NPC for which I have no idea what they could ask you to look for (they are for my comfy sailing game for comfy jam), specifically, the thicc slut (pic related) and the tomboy which I'll post later. Any ideas?
>>
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>>167657949
>How did you started?
Teacher taught me in highschool. Practice, books.

It feels like you can't see the big picture because you don't have a clear goal/endgame, eh? Decide what game or world you want to do.

> I don't know if I'm even made to do this and I feel more stupid as days go by.
lose this bullshit right this fucking instant, thoughts like that killed at least several careers of my peers
>>
>>167658209
thicc could ask for wine
tomboy could ask for a sports ball
>>
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>>167658209
>>
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>>167658240
>lose this bullshit right this fucking instant, thoughts like that killed at least several careers of my peers

t. true believer that talent doesn't exist

yeah, slightly negative thoughts was what killed their careers, 100%, only explanation
>>
>>167658182
No, I'm aware of the out of place generic smoke, that sprite needs a color reduction and adjust with the game palette.
>>
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>>167658286
Both are already taken. The old man is looking for a barrel of rum, and the basketball player is looking for his ball.
>>
>>167658209
Lingerie
Sunglasses

>>167658292
Surf/body board
Scuba equipment
>>
>>167657949
The thing is, there are already so many good engines. It feels not right if you want to create something that already exists. Either understand the different engines which exist and create something new and ground breaking, or just use what sympathizes with you and is already there.

Just have a good reason for making a new engine. And tie it to something that is for other people helpful.

People who make engines find joy in other people using their helpful engine to create something.
People who make games find joy in creating something other people enjoy while playing.
>>
>>167658395
Maybe a headband for the tomgirl then? To match her wrist things
>>
>>167658317
of course talent whatever it means exists, never said it doesn't

nevertheless contemplating about "me so stupid" is still one hell of a drug tho
>>
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>>167658432
>tomgirl
>>
>>167658410
Maybe a the top of a Bikini if Lingerie is too lewd.
>>
>>167658209
Damn. She's sexy.
>>
>>167658432
>>167658410
Good ideas, but it needs to be something pretty big or the claw won't be able to pick it up.
>>
>>167658209
>>167658292

Teach me how to live that low poly lifestyle, senpai

That's exactly how I want my shit to look except instead of people it's knights an stuff
>>
>>167658585
brand new headband inside a box packaging
>>
>>167658585
A bottle of sun tan lotion?
>>
>>167657949
Too many questions. Stop comparing yourself to others and overthinking shit, start doing. Cool things are made up of smaller, not so cool things.
>>
>>167658585
A boyfriend
>>
In your opinion what is the difference between an occult theme and a fantasy theme? How do I make my game feel occult rather than merely fantastic?
>>
>>167658585
Beach ball
Umbrella
Treasure box
Big fruit hat
A garbage can
>>
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>>167658592
For general modeling, I followed Sebastian Lague's tutorials on youtube.
For the style I'm using for this game, I'm using palettes instead of hand painting the textures. Pic related is the skin palette. This way, I can easily make her tanned just offsetting the UVs for her skin.
Anyway, the most important thing is lots and lots of practice.
>>
>>167658762
(High) Fantasy is set in !Yurop before the Industrial Revolution. (Lovecraft etc.) Occult is set after and may be set in North America.
>>
>>167658762
Fantasy is dragons and shit.

Occult is Bloodborne. So basically, steal as much as you can from Lovecraft that Fromsoft didn't already steal, like Atlach-Nacha, Xinlurgash, or the Great Race of Yith.
>>
>>167658905
Shadowrun and Harry Potter clearly feel like Fantasy though.
>>
>>167658901
How do you use palettes? Is it just a thing you can set up?
>>
>>167658961
You use it just like any other texture. I make mine in Photoshop. Then, in Belnder, I simply unwrap the model using Smart Unwrap, then just select the faces I want and move them to the right color on the texture.
>>
>>167658901
Are you going to sell your models after the jam? I'd definitely buy them.

>yfw catmouth dev never did and now the models are sleeping on his HDD, never to be used again.
Such a waste.
>>
>>167658960
That's because in Occult stuff, magic is always a bad thing. It's always a problem, and never the solution.

In Fantasy, people use magic just to make a bag to hold their shit, on top of using it to save the world.
>>
>>167659038
Ah right, so you just use squares instead of manually texturing each face.
>>
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>>167659038
>>167659142
Pic related is how the player model's UV looks like. It may appear messy, but it's actually a pretty cool system I think.

>>167659045
Sell them? Nah. I could upload them somewhere for free though.
>>
>>167658960
One could argue that Star Wars is Fantasy as well. While I get your point, when asked for exemplary titles for the two genres, I would not name those two.
Shadowrun falls into Cyberpunk, which could be defined as Sci-Fi + Fantasy. HP belongs to those Young-Adult-Magic-Novels set in the present (other examples are Skullduggery Pleasant and Bartimaeus) that I personally have a hard time attributing to Fantasy. Low Fantasy, maybe, since the magic is supposed to be hidden from normies.
>>
>>167659163
>I could upload them
You are so fucking based.
Maybe just do it on your itcho page when you're done with the game? It's good advertising too.
>>
>>167659048
>Hey, you know how I can call upon otherworldly magicks the preform the impossible, to bend reality to my will, and learn from ancient grimoire?
>yeah
>Well I used it to turn this bag into an infinite void 'cus I got tired of carrying shit.
>huh. what happens if you turn it inside out?
>NO DON'T-
>>
>>167657949
>I'm afraid of failure,difficulties and new territories.
But that's the joy of it, anon. Descovering new things, learning on your own.

However 3D engine devving is a whole different thing and of course looks like a very overwhelming task at first. If you a newcomer to engine deving, try 2D first. If you can get your hands on some source code, read it. Even if it's not C++, I've found some good Java 2D game examples which helped me a lot to get my head around basic game logic.

I say even skip OpenGL for a while and go with plain SDL2 or something, and then introduce the idea of shaders later.

A very good resource is learnopengl.com. There's even a 2D game example at the end, not to mention it has a brief but good explanation about vectors and matrices.

3D is "hard", because you have to figure out a data structure which supports animations, but if you go with forms which doesn't change (like planes, for example) you don't have to bother with that. If you fear trigonometry and vectors, go to Khan Academy. It's amazingly good and informative. Also the mathematic stack exchange site is very useful when you are facing a geometry problem.

Another often suggested read is http://gameprogrammingpatterns.com/. I'm only scratching it, because I prefer reading actual code, but maybe it could be useful.

It's not an easy path you've decided to go on, but the simple thought that "yes, I've made this thing and it's working" is the best feeling. Best of luck, anon!
>>
>>167659242
Sure. I was also thinking of uploading them to opengameart or blendermodels too. Or maybe I could keep them agdg-only <3
>>
>>167658905
Occult involves fantasy being a shady secret where the effects of magic are often terrible and misunderstood. Fantasy generally involves magic being an understood tool, a natural part of the order of the universe, something that coexists with man and the world.

The occult is unnatural, things that should not be, the influence of fey that play the tendons of your limbs like cords upon a harp, the shadow in the window that disappears before you before your friend lunges at you and tries to eat your flesh, the leviathan mouth that rises from the deep below your ship whispering images of horror into your mind.

The occult is unnatural.
>>
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rollin bouldies
>>
>>167659487
back to >>>/x/
>>
>>167659526
Holy shit man I missed you.
>>
>>167658240
>>167658738

Yeah I guess feeling like shit and dumb some times is part of the process. Well my endgame is to have a world like an island with hills etc that you can walk arround in first person and maybe interact with a model of fire or a simple model of a house, some trees here and there and maybe a short morning/night cycle to feature shadows. But according to your sayings , I better start getting a fucking dead simple floor thing that I can walk in first person and then probably it will get easier. Also terrain generation is what fears me the most but probably I will understand it when the right time comes. Thank you all of you for your no-bullshit and very helpful comments on my issue. I hope I make you proud one day by posting here with awesome creations like yours.

>>167659362
I have already created game clones like tic tac toe, pong and breakout using SDL and c but the jump to opengl really was something. At least I'm using Glitter,boilerplate opengl code that comes loaded with many useful libraries if you want to use them. It really helped me getting started. Thanks for the suggestions man. They are deeply appreciated.
>>
>>167658938
Bloodborne is clearly one foot into fantasy though. There's a difference between just reading taboo verses and losing sanity points in the process, as opposed to injecting the blood of the old gods into your veins like a junkie and ripping apart eldritch beings with your bare hands.

I'd say it's gothic or dark fantasy if that's a thing, with lovecraft theme.
>>
>>167659559
terrain rendering is such a complex field that you could probably get a phd in that alone

but most approaches use heightfields
>>
>>167659536
>implying I'm /x/, /tg/ nigga

https://www.youtube.com/watch?v=hV5e_lx0n38

Good intro just listen
>>
>>167659565
Bloodborne is literally as lovecraft as any video game has gotten. The ONLY difference is that, because it's a video game, you actually get to fight and (kind of) preservere against the abominations from beyond. Whereas in Lovecraft, you're fucked. Everybody is fucked. The very core concepts of the universe like shapes and matter no longer exist and you're ripped out of existence.

But that's not a good game, so, instead you get to fight the horrifying creations of the Elder Gods
>>
>>167659759
Amnesia the Dark Descent is more lovecraftian than Bloodborn
>>
>>167659417
>Or maybe I could keep them agdg-only <3
Actually that would be nice.

But I'm thinking of what you want as an artist. If you don't really care about vision then keep it agdg related.
>>
>>167659526
Eyyyy it's you again!
>>
>>167658901
>Sebastian Lague's tutorials

Those are great, I use them myself.
>>
>>167658762
It's all made up shit, who cares.
>>
>>167659526
Is this a touhou game?
>>
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>>167659892
Wow I'm sure you'll make great games with your attention to detail there.
>>
>>167660049
Yeah, I'll make my own shit up instead of worrying if I'm getting someone else's made up shit right.
>>
>>167659821
I would strongly disagree. A guy from another dimension kills some people and now wants to leave. There's a powerful orb.

I'm not sure how that compares to all the shit Bloodborne lifted directly from Lovecraft. The Old Hunters might as well be called "this shit is Innsmouth".
>>
>>167659559
There are many good height map generating algorithms out there, if that's what you fear the most. Noise generation etc. could also come handy if you want to go with a random terrain.

If you are okay with using noise generating libraries instead of writtng your own, then:
http://www.redblobgames.com/maps/terrain-from-noise/

There are also good articles about how to apply texture to a randomly generated terrain based on height.

Interiors are a whole different thing, not to mention real time 3D collision detection is an art in itself, but using height maps is a great help. I also suggest playing. Yes, playing 3D games you like and try to figure out how they are doing things.
>>
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Hey /agdg/,
I'm trying to make some sort of barebones 1v1 Fire Emblem clone in Java. I have a lot of the basics down such as the board, turn passing, etc.
The problem I'm running into is unit management - specifically, how to get one unit to attack a specific enemy unit nearby.
Has anyone here dealt with an issue like this before? If so, what did you do?
>>
>>167660374
What do you mean exactly? The AI doing it?
>>
>>167660119
By that logic World of Warcraft is more like Lovecraft because it literally just has Great Old Ones in it.
>>
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progress status: any progress is progress i guess
+enemies can idle,die and being damaged
+invisible walls work as intended
+camera follows player only after crossing middle screen and when all enemies are dead
-camera need more lerping/easing
-shit graphic
-shit animations
>>
>>167660443
Either the user or the AI. I'm using a 2D array for my board, so it's easy to check whether or not an enemy unit is at an adjacent space.
However, I'm not sure how to get the units to interact with one another - how to tell unit A to attack unit B.
>>
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Progress:
>ice tileset almost done
>started mentally preparing to make UI more readable.
>>
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Set up some shitty homing missiles.
Gonna start smashing into some AI in a little bit.

Its a little lame not having anything trying to kill me.
>>
>>167660914
That looks sick
>>
>>167660638
You can do it many Object Orientated ways anon.

Since you can tell if there are enemies in adjacent squares, all you need is for unit A to have reference to unit B class, and a public method "getHit" or something and that's it.
>>
>>167660859
>needing to make the UI more readable

Seems fine to me, anon, I see a life meter, an energy meter, and a map
>>
>>167660859
I need this game in my life.
>>
>>167660859
Not feeling the ice.
Also
>tons of metal not smashing puny crystalline water structures
>>
>>167660859
>There are people who still don't use Diegetic UI in all their games

Weowlad.
>>
>>167661002
But that's HUD, anon. By UI I mean the pause menu thing where you change weapons and stuff.

>>167661059
Got any ideas to make it more icy?
>>
>>167661075
>diegetic ui
vomiting. only has a place in first person view
>>
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QUICK
POST YOUR TUMBLR

I'm trying to follow all the agdg devs but I think I'm still missing some. Also if you have the ones of devs that left agdg some time ago, post those too.
>mfw I found out that Letodev has put out a demo of her(?) game
>>
>>167661128
Are you saying Dead Space health bar was a shit idea?
>>
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>>167661109
>But that's HUD, anon. By UI I mean the pause menu thing where you change weapons and stuff.

Oh. Right. well uh, show us what you got right now?
>>
Is there any reason why a ds grid in gamemaker would show up as almost invisible? I can barely make it out if I look close enough, at first I thought it simply wasn't drawn.
>>
>>167661059
>tons of metal not smashing puny crystalline water structures
I could make mecha destroy them when touching and make them only hurt the pilot.
>>
>>167661109
>Got any ideas to make it more icy?
Vapor really helps convey cold air. Small wafts of mist directly around solid ice and steam coming out of mech exhausts. If something is frozen solid, small star particles / reflections.
>>
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>>167661140
http://emdoodev.tumblr.com/

Haven't posted a tonne recently, but getting back into dev at the moment.
>>
>>167661160
YES i fucking hate it
>>
>>167661239
You don't know what the fuck you're talking about kiddo.
>>
>>167661164
Do you know what ds stands for? A ds_grid does not draw anything by default.
>>
>>167661309
dual screen?
>>
>>167661325
double sammich
>>
Go and check your game for ludonarrative dissonance right now aggy
>>
>>167660914
the explosion effect looks pretty cool
>>
>>167661416
>Implying any games here have a narrative
>>
>>167661309
delicious slit?
>>
>>167661268
it feels to me like the developers are obscuring essential information for no reason other than to annoy the player
>>
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>>167661416
>narrative
>>
>>167661457
I M M E R S I O N
>>
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>>167660485
>beat'em up fangame
One day I'll get enough motivation to finish this.
>>
>>167661440
>>167661486
every game has narrative, you are not looking deep enough, now check your games and report back
>>
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----[ Recap ]----
Game: Ctesiphon
Dev: Stomy
Tools: LibGDX, Blender, GIMP
Web: stomygame.tumblr.com
Progress:
+ Added configurable mouse sensitivity to Controls settings page, with option to have separate sensitivities (off by default)
+ Fall damage now ignores your armor, same code can be used to make armor-piercing weapons
- Slow week with my main computer down. Should have it running again tomorrow.
>>
>>167661457
How is displaying health in a screen-bound bar less obscuring than a colored pipe on the character model?
>>
>>167661529
Aw shit nigga, the Sailor Moon beat'em up game fro SNES is one of the first games I ever played. I loved it, though if I try to play it now, it's pretty bad.
>>
>>167661517
it's not immersive either. well being is something that would be instinctively known at all times in real life so it should be provided in the most direct way possible to the player

>>167661587
https://www.youtube.com/watch?v=UnAtgRwhr2Y
see this? see how it keeps wiggling shifting and moving out of screen? yeah
>>
>>167661607
always felt like the rpg was a better fit for their ridiculous and repetitive callout attacks
>>
>>167661587
point out it does that in the most critical moment for a health bar that is combat
>>
>>167661743
and if you look even closer you'll notice it's never a problem

>autism
>>
>>167661743
>tfw you're literally the reason bloody screen is a thing
>>
>>167661815
except it is a fucking problem. you have never played deadspace have you?

>>167661847
>obscuring the health bar is bad
>let's obscure the whole screen!
this is you
>>
>>167661882
I beat it on impossible and I can't think of a single nanosecond where I thought the healthbar should be more visible
>>
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Got a pushing mechanic in. I'll probably re-do the animation at a later point since I think I can do better, but it's good enough for now.
>>
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>>167660960
>>167661437
The issue with using unity, is that its easy to spend time on BS that isnt important at this stage.

Got a bit before it gets to an actual shooter again.
>>
>>167662132
>being too stupid to notice problems right on your face
>>
>>167660859
I'm hard for the backgrounds and camera movement, but please either lose the screenshake on jump-landing or make the jumping seem difficult for such a heavy thing with anticipation.
>>
>>167662328
or maybe it's not a problem
>>
>>167662429
>How is displaying health in a screen-bound bar less obscuring than a colored pipe on the character model?
>>
Ah yes, this is some good HUD.
>>
>>167662624
>obscuring the view
>good
>>
>>167662624
>ammo counter directly on the gun
Virtually unreadable.
>>
>>167662624
What a shit fake image.
>>
>>167662685
>fake
lel
>>
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>>167662685
This is what you're thinking of.
>>
>>167662624
Did half of the development team leave after borderlands, how can they make a good game and then deliver such a turd.
>>
>>167662765
>Boredomemelands
>Good

Ignoring that, maybe because Borderlands was an actual game idea and not a shitty cash grab created to capture a market.
>>
>>167662842
Borderlands 1 was completely bearable and good entertainment.
>>
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>>167649182
He looks extremely normal, I was kind of expecting a turbo weeb to be behind that game.
>>
>>167649182
>that posture
Cue back pain when he hits 40
>>
>>167663317
That's how most weebs look like. Take off your stereotype-glasses for a minute.
>>
>>167663740
Lower your katana anon, he didn't mean anything by it
>>
>>167663929
*Shears katana*

You're lucky to get off with a warning kid.
>>
>>167663929
I don't have a katana, though I do have a replica Italian crossbow.
I'm just saying, my friends say I don't look like someone who watches lots of anime but I do. Also one friend of mine only wears suits, but he's a big weeb and has a subtle anime pin on his bag.
>>
>>167663317
SV is a reddit tier game, they are not made by weebs but totally normal people.
Or, as you love to call them, normies.
>>
Reminder to start from the beginning and go til the end
>>
>>167664059
>crossbow
dishonorabru
>>
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>>167661140
guess i'll shill mine
http://herrjak.tumblr.com/
>>
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This was the appearance and structure of the tables: They sparkled like types, and all functioned alike. Each appeared to be made like a table within a table within a table.
>>
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>>167664441
>alligators feel bad for biting grl cat
10/10. love it.

following you now, friend
>>
>>167664669
thanks!
>>
>>167644191
>3rd person view, some gothic architecture, and a subtle story
Castlevanias made it way before Souls. Following that logic you could say Souls are a cheap Castlevania rip-off.
>>167644191
>>
>>167648042
Girl at bed reminded me of Charlotte ;_;
>>
Every variable in my game is global.
>>
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>>167665247
>>
how many tokens have you parsed today?
>>
>>167658209
Can we lewd this one?
>>
How can I make my game interesting?
>>
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>>167661140
Here it is:
https://melonodev.tumblr.com/
With a whole two (2) posts in it! And the default appearance to boot.
>>
>>167665294
no, this one >>167658395
>>
>>167661140
I have nothing interesting to show in my tumblr.
>>
>>167665294
They called her a slut themselves that's a greenlight in my book
>>
>>167665420
I love images of art inside video games. That's all I wanted to say, thanks.
>>
>>167665435
This
>>
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>>167661140
aight. here you go senpai.
http://monolithdevs.tumblr.com/
>>
>>167664441
>>167665732
Followed, good looking stuff dudes.

>>167665420
You have an extra follower now, your game looks comfy regardless! <3
>>
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>>167665435
>>
>>167665247
Every variable in my game is public.
>>
>OnTriggerEnter doesn't say which collider triggered the event
well that is fucking retarded.. thanks a lot unity you fucking plebs
and no i don't meat the other collider i mean the trigger once, since if i have multiple trigger colliders it's no possible to find out which one registered that collision
>>
>>167661140
But what if you don't use tumblr because your nose isn't red?
>>
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>>167666662
>Unity
>>
>>167666836
then you post your 4chan pass
>>
>>167666662
>void ontriggerenter(collider col)
>debug.log(col.gameobject);

is that too hard for ya??
>>
>>167666836
You hit yourself in the face until your nose turns red. That's the average tumblr level of intelligence anyway, so it would fit too.
>>
>>167666948
Try again.
>Tools: Unity, Python
How do you combo these?
>>
post spinning gifs
>>
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----[ Recap ]----
Game: Project TUSSLE
Dev: digiholic
Tools: Unity, Python
Web: http://projecttussle.com/
Progress:
+ Added menus
- Menus currently do not do anything except navigate
>>
>>167666981
How retarded are you? I specifically said i need to know which trigger was touched and not which collider touched it.
>>
>>167666994
Legit question though but why is tumblr the prime choice for gamedev pages? I am sort of biased against using tumblr mostly because of 4chumps shitposting.
>>
>>167667039
This is a blue board.
>>
>>167667028
The game was written in python originally, being ported to Unity for performance. However, since fighters are loaded from parsed XML files that haven't changed, the Python character builder can still be used. It'll eventually be migrated over, but no sense reinventing the wheel right now.
>>
>>167667061
>void ontriggerenter(collider col)
>debug.log(self.gameobject);
>>
>>167667095
Many people use it because many people use it.
>>
>>167667095
apparently tumblr is dying and the only people who think otherwise are people who have hundreds of notes under their every post and an established following
developing one at this point is a jackpot
twitter is the new hot shit
>>
>>167667095
To me is basically a free website, and is a plus that if I tag something my stuff I'll get people looking at it.
>>
>>167667180
>>167667274
Fair enough. What about twatter?

>>167667263
Should I make both? I have a FB already.
>>
>>167667132
No, that will just give me the gameobject to which that script is attached to, I don't need that.
You clearly don't understand what i'm asking. It's not a question, I am simply complaining that there is no way to get the information I want which is stupid.
>>
I want enginedevs to talk about writing an interpreter/compiler
>>
>>167667263
Social media is always a crapshoot when you don't have a following.

I have 100 and 300 followers on my twitter and tumblr respectively, I'll post the same thing to both and the twitter version will basically be ignored.
>>
>>167667293
Make both.
>>
>>167667293
With twatter you run the risk of people missing your post. And the risk is especially high for people that use twotter in high volume, like gaem jurnulistos. You'll get swept under the rug by the sheer mass of noise around you.
Also, you can't exactly use it to do blogstuff. Nobody is going to read 140 char excerpts of your devdiary.

You use twetter to link to your blog / website.
>>
>>167667371
If you have the gameobject, you can get the trigger from it, can't you?
>>
>>167667371
why arent your colision script on the same fucking gameobject that has the collider?
>>
>>167661140
ask again in like three months when I'll have something I can show to the general public
>>
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Reminder to make EVERYTHING rebindable with multiple input formats and controller compatibility!
>>
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>have idea for a game that's based off another game
>no skill and game idea is probably too large scale anyway
Fug. If only I was satisfied with doing very little.
>>
>>167667552
>strategy game played with controller
Is my name Halo Wars?
>>
>>167667573
Sell me this idea for a (You)
>>
>>167667495
If you have a game object which has for example ten children and each of those children has multiple trigger colliders, then it is no possible to find out which of those triggers was activated

>>167667534
That won't help, single game object can have multiple colliders.
>>
>>167661140
http://projecttussle.com/
>>
>>167667624
Jokes aside halowars was baller despite the massive limits on it
>>
>>167667442
>>167667492
okay, thank you for the feedback.

I'll try setting those up later tonight when I get some free time!
>>
>>167667692
I know mang. Made the best of its situation, really. Sequel is being made as we speak.
>>
>>167667647
>That won't help, single game object can have multiple colliders.

you can have lots of coliders but try to have only 1 trigger on your character
>>
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Hey guys, found a new set of tutorials today. I'm done rigging and am onto animating now.

https://youtu.be/sTo4adwvulE?list=PLFt_AvWsXl0djuNM22htmz3BUtHHtOh7v

It looks like it's right up my alley. If only I wasn't a wageslave.
>>
>>167667647
Where is your OnTriggerEnter called? It should be on the object that is entering the trigger, then the collider that OnTriggerEnter gives you is the trigger it is colliding with.

I don't really grasp your design that makes that unworkable.
>>
>>167645940
Did you start with a MakeHuman base or did you seriously so that all by yourself? It looks perfect. Do you have a reference you could post? I'm trying to do the same thing myself.
>>
>>167667798
>you can have lots of hair on your head but try to have only one
this is useless advice, i know how to solve my problem, i have to use an ugly bloaty workaround and i am angry at unity for not including this very important functionality by default
>>
>>167643749
!PrisonArchitect?
>>
>>167667692
no it was fucking trash in every way, trash as a halo game, trash as a console rts, trash as an rts in general

AND they C&D'd Halogen to avoid any competition.

fuck halo wars and fuck all the post-2000 babies who like it
>>
>>167667552
waste of effort, only make rebindable keys for the most necessary things
>>
>>167667053
GAMEDEV
>>
>>167667921
>you can have lots of hair on your head but try to have only one
Coliders and triggers are diferent anon.

Coliders work with phisics to stop the character. Triggers register colisions to do events and shit like that
you can do the other way but is not the "optimal" way to do it
>>
>>167668031
I had to come up with a pattern that allows for dynamic fighter and stage loading.

Nothing I did on the Python version translated to Unity, so I'm stuck figuring out menus from scratch.
>>
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>>167667643
It's basically pic related, but with a whole bunch of extra shit I'm not going to mention. I've only got a vague idea what I'll do with the idea anyway as I'm not in a position to do anything anyway.

For those who don't know about it, it's basically a 3d platformer with pokemon styled slow paced arena shooter battles. You've got your elements, levels, various effects/items/monster usages to let you access parts of the worlds you can't get to otherwise, different environments/arenas, wide variaty of monsters(although some elements have very few of them), etc.

There doesn't seem to be anything quite like it out there, so I've taken interest in doing something with the idea. On top of that the game is very old, so it doesn't even work most peoples pcs.
>>
>>167667929
This post reminds me... One year and those born after 2000 can legally post on 4chan
>>
>>167668706
>so it doesn't even work most peoples pcs.
Most people can't run Steam?
>>
>>167667573
>Fug. If only I was satisfied with doing very little.
So you are going to ideaguy and do nothing instead, good job, that's definitely a better achievement than making a smaller scope game.

Why is it so hard for ideaguys to realize that they are just lazy?
>>
What is this unity trigger dev is talking about?

The triggers ARE colliders, they just ignore the physics engine. I feel like you're trying to blame Unity for an issue that doesn't exist.

>but I can't get the trigger which..
There is only one way where it's impossible, it's when you use a *combined collider* which makes sense if you take the time to understand how Unity manages everything under the hood.
And even in that case stating that you can't get the trigger is wrong, because technically you get one which is the combined result trigger that counts as one.
>>
Anyone got any experience with Indiegogo? I need about 500 dollars for software and some fees but I don't know if there's a minimum or anything
>>
>>167668963
Right, because steam somehow makes sure that a game from 90s works flawlesly on everyones pcs. Valve ain't CD project red. They will let any kind of crap on their platform, provided it doesn't start too much of a shitstorm against them.

>>167669139
I was going to give a longer answer, but you seem to be projecting. For starters, I'm aware I'm lazy. Second, I never said I wan't going to do anything.
>>
>>167668929
hissssss
>>
So in what new and innovative ways will your game suck Tolkien's dead dick
>>
>>167667293
Same thing, but keep in mind the character limit.
You can't write a devlog on twatter. I would say the best approach is use tumblr to devlog, and use twatter to shill, and link your tumblr there.

How's FB for gamedev stuff?
>>
>>167669501
>but you seem to be projecting.
yeah, no.

>I never said I wan't going to do anything.
What are you going to do then?
Why aren't you starting?

>no skill and game idea is probably too large scale anyway
Your initial post pretty much says that you gave up before even starting


As unlikely as it is, I legitimately hope you actually do something and stop ideaguying. Don't take it as an attack, take it as proper criticism, if I can handle harsh feedback when I post my progress here you can surely handle criticism on your defeatist attitude.
>>
>>167670108
None, because Tolkien Fantasy is really old by this point.
>>
>>167670361
>my majic system is different
>>
>>167670108
All the elves are really lewd.

Also the dwarves are actually catpeople.
>>
>>167670438
I mean, Tolkien doesn't even have a real magic system with laws and rules. Any magic is better than Tolkien magic.
>>
>>167670724
it's magic tho

nothing worse than these autismus who can't stand to have something genuinely mystical near them
>>
>>167670108
Elves are arrogant assholes and orcs are actually the misunderstood good guys.

They'll never see it coming.
>>
Photorealism is a mistake.
>>
>>167670108
>mfw when I got to know Lodoss before I got to know Tolkien.
>I always think about Deedlit and Ghim first instead of Legolas and Gimli when talking about elves and dorfs
>>
>>167670359
>but you seem to be projecting.
>yeah, no.
Anon, you called me a lazy ideas guy who will do nothing. You've assumed that since I want to do something, but lack the skill to do that then clearly I must be the stereotypical ideas guy.

>I never said I wan't going to do anything.
>What are you going to do then?
>Why aren't you starting?
But I am. I've got both unity/UE4 installed (Admitedly, I've given up on unity at the moment) and I've also put effort into studying on how to actually do things in them.

>no skill and game idea is probably too large scale anyway
>Your initial post pretty much says that you gave up before even starting
I had a feeling someone was going to point out my pessimism/defeatism there. Not something that can be easily be fixed (from my point of view anyway).
I was rewriting my post so I may have been hasty in how I present it. Either way, point stands.

>As unlikely as it is, I legitimately hope you actually do something and stop ideaguying. Don't take it as an attack, take it as proper criticism, if I can handle harsh feedback when I post my progress here you can surely handle criticism on your defeatist attitude.
Not like I've become asspained from your post. Just need some direction that doesn't make me wonder if I'll even get anything done at the end of the day.

Honestly, the idea is more of a endgoal rather than "I want it done now, even when I clearly can't contribute to any of it's technical aspects."


Sorry for the autistic way of posting, btw
>>
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>>167671156
>Elves are arrogant assholes
yes, actually it was Tolkien who came up with the high and mighty elves

folklore elves are professional rapists who live in holes in the ground
>>
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----[ Recap ]----
Game: Rune Revolver
Dev: Monchop
Tools: GMS/Aseprite
Web: ---
Progress:
+ Prototyped 3 enemies (Slime, Wisp, and Eyedolon)
+ Did some flavor text writing
+ Worked out some concepts for the second world
+ Started working on new spells
- Haven't ported fireball
- Took a week-long break and didn't progress that much beyond concepts and prototypes
- Enemy prototypes don't have graphics yet
- Prototyped items are fucked for whatever reason
- Level design halted
- No character animations
- No hit feedback
>>
>>167671291
>deliberately misrepresenting things for "muh style"
>>
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Got the beginnings of the dialogue system going.

In a finished iteration of this, I'll have some sort of portrait system for who's talking.

The system is designed to support both object interaction (seen here with a piece of the level geometry) and character interaction.
>>
What monitors do you guys use for gamedev?

I'm planning on getting a new monitor sometime this year since my current one might be calling it quits. I can't decide on whether to go for IPS with great colors @ 60 Hz or TN with fast response time and @ 144 Hz, 1080p or ultrawide, maybe even 1440p or 4K if they're super cheap. I really don't want to break my wallet either so I'm only looking to spend $100-$300 max. In fact I think even $270 is pushing it.

Do I wait for Black Friday or do good sales happen throughout the year so I should just grab one whenever?

So far I use Photoshop and do a lot of digital painting, and GameMaker for my engine but I'm also trying to learn Unreal on the side.

I super want an ultrawide 1080p IPS @ 60 Hz, but I also super want to run my game(s) at 144 Hz with zero input lag. My current game is a simple sidescroller-type game, but when I make the switch to Unreal I want to make a DOOM 2016 clone.
>>
>>167671434
Do you have any bigger concept art of your witch? I'm trying to collect them.
>>
>>167671583
>do I wait for black friday in february

ultrawide is pretty good for dev due to more windows on the screen possible, IPS colours are also good for arting, so pick that
>>
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>>167671593
the colors and some details have changed a bit but you can have the original sketch
>>
Is there actually a way to get into game dev without doing all the art oneself? I just want to make one game before I start learning to art, programming it and getting a feel for what the dev cycle is like. I don't even care if I'm working on someone else's idea, I don't have any good ones of my own anyway. I LITERALLY just want experience.
>>
Feeling pretty demoralised right now lads. I'm unsure if my concept is going to be at all profitable or if I have the skills to bring it to life.

What do you guys do when you feel like this?
>>
>>167671949
Placeholderdev has been using rectangles for about a year? Maybe even more. Just use placeholders and dev your heart out, and eventually you'll be able to replace them with art.

>>167672049
I continue until something stops me.
>>
>>167671949
There is plenty of decent free art available online.

And you probably won't be selling your first game anyway so art doesn't really matter.
>>
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>feeling kinda bad that I had to replan a lot of shit
>mfw I am having fun again with state machines
>>
>>167649468
>>167648903
>>167648595
whats with all the people here not recognizing MAP01?
>>
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>>167661140
http://firgof.tumblr.com
>>
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>>167670108
Elves are elves, orcs are pic related, dwarves are lolis
>>
>>167661140
raflosti.tumblr.com
>>
>love2d
>lua
lmaooooooo
>>
>>167672202
I don't like how these billboard FPSs look so I never played any
>>
>>167672483
i've seen a lot of these shitposts lately, what's wrong with LUA and love2d?
>>
>>167671690
Thanks
>>
>>167672742
please be joking
>>
>>167672742
As you said, is a shitpost. Shitposterd will bash anything someone else uses with no real reason just to start a fight and derail the thread.
>>
>>167672959
right, i forgot that shitposters don't actually think before posting
>>
>>167673003
It's not about whether they're thinking or not. It's about them not giving a shit while, ironically, shitting on the thread.
>>
>>167667552
All I have is Xinput full rebind and QWERTY format rebind. Anything else is either going to have to modify themselves with 3rd party software or buy into my kool-aid
>>
>>167667552
What if my game requires a mouse to be played well?
>>
>>167667552
>game maker

not so fast
>>
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>>167594531
----[ Recap ]----
Game: RAVAGER (working title)
Dev: Oakleaff
Tools: GM:S
Web: n/a
Progress:
+Implemented ammo system with 4 ammo types
+Revamped armour system
+Functional item spawning
+Rudimentary enemy level system in place
-Level generation still fails sometimes
-Still not that much content
>>
>>167673550
Emulate the mouse as well as you can with gamepad controls
>>
>>167673550
Most pc games do anyway.
>>
any artist
>>
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Do you think its possible to one man army a Gothic style game?
>>
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>>167673852
Yes?
>>
>>167674012
3D modelling and animation is hard fucking work.
>>
>>167673852
?
>>
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>>167658209
>>167659417
do you have a tumblr or blog I can follow? I love seeing your progress but I don't visit /agdg/ enough and I'm afraid I might miss when you upload your models for us.
your art style is GOAT.
>>
>>167674092
It does't look that hard.

Unless there is something I'm missing ...?
>>
>>167673852
What engine?
>>
>>167659487
I commend you for an actually correct explanation.
>>
guys help

i'm trying to find a "genre" of music for my F A S T shmup shooter and this style is perfect:

https://soundcloud.com/ludumdare/derivative-work-example-song-alarmed-by-kevin-bradshaw

but i have no idea what genre this is, or where to look for something like this. i want to find more examples of that style of chiptune to see what fits the feel of the game and also to use a reference for when i contract out music
>>
>>167675432
drum and bass or neurofunk
>>
>>167675516
eh, not exactly. neurofunk sounds kinda close but dnb is far off.

just F A S T chiptune that's energetic and kinda synth-y feeling like the one i posted.

neurofunk is kinda close though, thanks for your input.

anyone else know what "genre" of music the chiptune i posted at >>167675432 is?
>>
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I intended to do low-poly with low-res textures but holy shit it's incredibly difficult to manage good looking low-res textures. Low-poly was fine though, but now I'm worried the low-poly wont go well with higher-res textures.
>>
>>167675649
>what genre of chiptune

dude you have autism
>>
>>167670193
It's pretty good. Get to post progress as I make it and it reaches quite a few people. Facebook lets you boost posts so that people in areas you specify get to see it, which is effectively advertising for like two bucks.

>that feel when 300+ organic (nonboosted) people liking/following your page
Shit is scary but exciting.
>>
>>167675840
damn nigga i dont know i just wanna know what kind of music that is or where i can find more

the closest i could find was f zero gx's soundtrack
>>
>>167675649
https://www.youtube.com/watch?v=-wXPP_OBbmQ

Just hire them out. They did the music for Super Hexagon.
>>
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Can someone please do a GOOD battle bots game? Damage, physics, matchmaking, etc.
https://www.youtube.com/watch?v=NkB2X3lbnGc
>>
>>167675989
imo it sounds like early 00s EDM/techno/dnb though I am not an expert on genre labels.

E.G.:
https://www.youtube.com/watch?v=sJJdbPXvWKQ
https://www.youtube.com/watch?v=uTH12HNCDNk
>>
>>167676119
>>167675649
https://www.youtube.com/watch?v=RzrT1iK2B0s
>>
Hows your Cumfy Jam Game coming, /agdg/ ?
>>
What do you guys use to make your sprites?
>>
>>167676198
>open garage band
>select one of the hundreds for arpeggiator instruments
>adjust knobs or pattern as needed
>Hold down a note
>add drums

good, fun, easy
>>
the problem with gamedeving is you either become a good programmer and can't do the art or you become a good artist and cannot program properly. There is no way out of this trap.

What it do?
>>
>>167676756
Well I proved you wrong, I suck at both! Hah!
>>
The location of your game is now in question.

You have TEN SECONDS to prove that you know where your game is.
>>
>>167676756
there is one but you need to be an uberhuman with godly motivation and discipline, which doesn't apply to 95% of 4chan posters let alone /agdg/ posters
>>
>>167676886
right here
*unzips progress*
>>
>>167676886
I invented the setting. I say the location is accurate. Therefore, the location is accurate. Proven.
>>
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>>167677082
Oh my.
>>
>>167676886
And do I dream again? For now I find.
The phantom game of the nodev is there inside my mind
>>
>>167677417
It has become appallingly obvious that our nodevs have exceeded our yesdevs.
>>
>>167676886
I spent YEARS designing every country, major political figure, and landmass in my world, with centuries of history and social movements planned out. Of course, everything is as realistic as possible, taking into account ecosystems and geographical impact on weather.

I will start on actually planning the game eventually.
>>
>>167660859
nice ice X-parasites, man. i can see you're working on making them not look like them (because there's only so many ways to make 'floating blob thing'), maybe try rotating it or having it rotate or some other visual effect to help make up the difference?
>>
Have the urge to dev again. Should I continue this, or start something new?
>>
>>167676505
>https://soundcloud.com/ludumdare/derivative-work-example-song-alarmed-by-kevin-bradshaw
>>167675649
>>167675432

Which, by the way is exactly how the example was made. This is a garageband arpeggiator or something nearly identical.
https://soundcloud.com/subintegra/sample

Here I did this in 2 seconds since I saw the post. Not good, but the tools to do it yourself are free and easy to use.
>>
>>167677824
you could also consider it bulging into different shapes than the square/x shaped one currently, or rotate between shapes randomly (circular/square/triangular/etc)
>>
>>167677869
the fuck is it supposed to be mate ?
>>
>>167677869
Looks fine to me.
>>
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>>167674314
squaredev.tumblr.com

Anyway, comfy progress!
I worked a bit on the UI, now you can see how many tries you have left before you lose the treasure forever.
Also fixed a couple of nasty bugs that basically broke everything (being able to sail while the mechanic arm is moving, etc).
I want to display the 3D model of the treasure on the report screen, but I'm having some problems with that.
Also, virtually no progress asset-wise, so the twink NPC and the last 2-3 treasures will have to wait.
>>
>>167678173
It needs waves.
>>
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What do you guys think of this aesthetic?

Basically, low poly and mostly untextured, in a modern engine with modern lighting? I know it doesn't look super great, but it seems passable and achievable.
>>
>>167655225
>>167655842
>mfw we use the correct pronounciation and the rest of the world is wrong
Aa
Bee
See
Dee
Ee
Äf
Gee
Hoo
Ii
Jii
Koo
Äl
Äm
Än
Oo
Pee
Kuu
Är
Äs
Tee
Uu
Vee
Wee
Äks
Yy
Set
Åå
Ää
Öö

And now that I wrote this out I realize that you fucks will pronounce it all wrong. Because it's pronounced the same as it is written. Like how fucking stupid do you have to be to make a written language that isn't written the same way as it is spoken?
>>
>>167678234
Actually, it's weird because I do have a script that creates "waves" by moving around the plane's vertices, but for some reason it's not working. It's not giving errors or anything, it's just not doing anything. I'll look into it.
>>
>>167678451
Interesting. What you'll be focusing on to bring out the interest in your game will be your lights and lighting.
>>
>>167666662
>what is a compound collider
>>
>>167678694
I'm not criticizing. I tried and failed to do waves back during boatjam. Your game looks comfy too. I'm just saying that it really will have to have waves eventually. It will never make it without them.
>>
>>167678605
That's why Jap is the best language.
>>
>>167674350
Try it for a couple of days and then come back and see if you still have the nerve to say it doesn't look hard.
>>
> mostly figured out my creativity problems
> project scope has skyrocketed
> just planning it out is probably going to take the entire rest of comfy jam
> could barely even call it comfortable at this point because of all the new shit in it

i cannot describe how good it feels to have this problem
>>
>>167678605
Make ny nukkuu :DDD
>>
holy shit where can i find a unity tutorial to just get a basic game up and running? everything is so goddamn complicated, i just want to make a dude run around a flat floor in third person.
>>
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>>167678605
>>
>>167678774
I know.
It's weird because until a couple of days ago it worked so I have no idea why it doesn't anymore. I haven't changed anything in that regard.
Rest assured that I will have waves working before I submit the game to the jam.
>>
>>167678791
And then we fuck it up using engrish.
>>
>>167677790
> i spent years doing shit nobody will ever look at and doesn't matter at all
poor use of your time honestly
>>
>>167678451
I like it but please don't do lewd games.
>>
>>167679036
Is actually a good advice for writers to create their settings with the biggest amound of detail possible to avoid accidentally creating plotholes.
>>
>>167677869
Oh the dude with the huge pecs.

Point and click adventures rely heavily on good writing and clever puzzles. Do you think you are up to the task?
>>
>>167678791
Japs use a retarded writing system.

If you want simple and clear, but still weeb there's Korean.

Otherwise Finnish is your only choice.

>>167678858
Mee ite :DDD
>>
>>167679434
Mis on sun peli?
>>
>>167679434
hiragana is pretty good
>>
>>167679036
slap an /agdg/ logo on this post
>>
>>167679434
>Finnish is your only choice
Don't you have some snow to lie naked in?
>>
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>>167679610
>>
>>167679434
>Japs use a retarded writing system.
Because people back then were retarded and took the writing system from a languaje that sounds nothing like japanese, so they had to add hiragana to unfuck it later, and then added katakana because people were to retarded to use romaji.
>>
>>167675432
Reminded me of Rom Di Prisco's goodness. Good times.
https://www.youtube.com/watch?v=ziX_f7rdFD4
>>
>alchemy game
>you have to create basic tools (shovel, fishing pole, pickaxe, etc) with alchemy
>you use those tools to find other ingredients for alchemy
y/n?
>>
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I don't suppose anyone here knows a good tetris tutorial? I'm too retarded to figure this stuff out on my own. Preferably with commentary and done in visual studio if possible.
>>
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>>167680059
Meanwhile Koreans just decided to make up their own writing system which is the simplest shit there is.
>>
>>167680290
So Minecraft?
>>
>>167680314
>simple
>have to mix and match "letters" in 200 different ways
no
>>
>>167680518
I don't know, I don't play ugly meme games
>>
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----[ Recap ]----
Game:Ursa Maior
Dev:Moku
Tools:Unity/Asesprite
Web:
Progress:
+ Game felt boring so now instead of rooms there are caves with semi-destructible terrain
+ Also now the majority of the enemies will behave swarm-like
+ Hopefully game will be fun now
+ Thinking about 2d lighting for added immersion
- Can't tell if the scope it's getting smaller or way to big
>>
>>167680650
you should play popular video games just to know when you're accidentally ripping something off if not for any other reason
>>
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suomishits >>>/out/
>>
>>167678873
>>167680302

game programming is difficult even the simple games you think are easy to make like tetris are much more complicated than you think
>>
>>167680650
Neither do I but I know the basic mechanics.
>>
how do you deal with testing your game when it gets too long? i was having fun at first but playing my game over and over is making me hate it
>>
>>167680650
so you just make them?
>>
>>167680843
Why? Finnish are based as fuck. Don't bully.
>>
>>167681646
Make a game that isn't shit so you enjoy replaying it.
>>
>>167681647
Nah my games aren't uglyor memesand yes, I actually make games
>>
can you upgrade Unity without actually starting up a project? it fucking crashes every time upon opening a project and is giving me BSOD.
>>
>>167681646
Skip to the part you're testing
>>
>>167679165
poor use of your time: planning an entire geographical and political landscape and writing out centuries of its history and social evolution, taking care to make everything as politically and naturally realistic as possible

good use of your time: actually writing the fucking story and fixing plot holes as your beta testers find them
>>
>>167681753
i do that somewhat, still have to test as a whole though to make sure things stay consistent
>>167681734
replaying any game a ton is going to get boring you idiot
>>
>>167681845
t. shitty writer
>>
>>167681736
>making a shitty minecraft clone
you're literally the definiton of ugly meme game-maker
>>
>>167681663
Nope. We are cunts.

t: finnish
>>
>>167680538
Mixing and matching only seems complicated when it's simple as fuck. The entire design of the writing system is so that even a retard could learn it in an afternoon.
>>
help i can't stop making my code as reusable as possible

i feel like rather than making my first game i'm just writing a huge set of tools so that i never have to do any of this again and i keep going back in to make them more and more flexible ("well, what if i want my menus to have flyouts? better add an option to there")

i'm gonna come out of this project with asset packs that are worse than what i could just get for free from unity store and no game
>>
>>167659163

Why is the Diffuse so big?
>>
I'm making an AI base class for a top-down shooter. Think binding of isaac. Here's the variables so far:

>PatrolPath
>TeleportToPathOnSpawn
>PatrolSpeed

>VisionConeLength
>VisionConeDegrees
>EnterVisionReactionTime

>EngageDistance
>AimTurnRate
>MaxPursueDistanceBeforeReset

Can anyone think of any other variables that might be necessary?

The logic for the actual ability firing, projectile spawning, and cooldown will be handled in the AI's child class.
>>
>>167681904
at least I'm a writer.
>>
>>167678173
Are you going to add in realistic fish that respond when you talk to them?
>>
>>167659038
>>167659142
>>167659163
Fuck dude that's a pretty smart trick, I might actually use that, thanks.
>>
>>167659163
FYI, each separate UV island creates a separate set of verts that needs to be processed. It would have been better for lower end cpus to UV this the traditional way.
>>
>>167682481
given the polycounts involved I don't think it matters

>not just faking vtex by making each tri its own island
>>
>>167682476
its a pretty common "trick"

>>167682481
this isn't 1992 anymore, grandpa
>>
>>167682336
https://www.youtube.com/watch?v=TKEICD7tY-I
>>
>>167681208
An article recommended I start on tetris, so that's what I went with. I want to learn by doing since I haven't actually taken that approach yet (not properly, anyway). All I've done so far is just read and copy, but it's not helping me learn.

Someone plz advise me on this. What can I do to get programing in my head without it "going in through one ear and coming out of the other" so to speak? I don't want to just give up, since I do that too often anyway.
>>
>>167682610
>its a pretty common "trick"
don't bully pls I've only been devving for a month
>>
cornflower blue pill me on love2d
>>
>>167682297
Sorry but what? Are you talking about the texture? It's 256x256 if I remember correctly.

>>167682476
No problem. I found it pretty recently, but as >>167682610 says, it's actually quite common.

>>167682367
Not now, no. I'm already ripping off WW enough I think.
>>
>>167682681
>bullying
how in the flying fuck can you interpret that as bullying
>>
>>167682664
you need to learn programming problem solving logic to understand how to break down games into smaller problems you can solve
>>
>>167682781
Fish guy here. Change it so that you can find a hat with a tassel and throw it over the ship and Phil Fish pops up and tells you to give up on your gamedev dreams because they're actually nightmares.
>>
>>167675432
just use eurobeat for that meme cred
>>
>>167681985
How come?

t: central European who had a phase at his teens where he was obsessed with Finnland
>>
>>167682957
doontz talk bad aboontzut euroontzbeat yoontst pleb shitloontzrd
>>
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repostan from v thread.
>>
>>167675432
ok similar vein

what style of music would you say sonic spinball is? i have no idea how to describe old music besides 'retro' or 'chiptune' and it makes it hard to find fitting music since they're actually all so different

spinball example:

https://www.youtube.com/watch?v=bkWUJfIotfU
>>
>>167682651
you've convinced me, anon. it's better to never release anything in case people say it's bad.

come find me in 20 years when you're engine's finally done and you still have no game
>>
>>167683174
Like an author writing their story without an outlining script, your boss battles have improved significantly since the first one you made, and I think that it might benefit you to go back and revisit your earlier game work to see if you can't improve it with what you've learned from making these more complicated bosses.
>>
>>167661140
I just made it. I still have a lot of stuff to add.
https://polisummer.tumblr.com/
>>
>>167683281
But I have a game....................................................................and you dont......................................................................................................
>>
>>167676756

You chose one and then get a partner.
>>
>>167683358
already have
>>
>>167682283
You can keep things extensible, just don't add extra features when you don't need them yet. "An option for flyouts" is a good example of something that doesn't make your tool easier to expand, just adds random stuff that you might not even need in your game.

You might just be procrastinating
>>
>>167683067
I would play a eurobeat shmup
>>
Why can't this place just be nice?
>>
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Progress:
>added dust effects
>improved explosions (might be too large now, need to make variant that's slightly smaller)
>made the game bit faster
>been making effects all day
>removed screen shakes (i'll add the landing shake back when I get time and make it only trigger after falling long distance or something) I might add screen shake when enemy dies. Dunno yet.
>Been also working on ice level tiles. I'll try to improve them based on feedback
>removed spikes, will probably add them back and have them get destroyed when mecha collides with them, and have them only damage the player
>I was supposed to work on UI, but didn't have time and I absolutely hate UI design
>the dashing looks so cool I kinda want to make it the basic movement.
>>
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>>
>>167683594
>He wants the internet to be nice
>THE INTERNET!
>expecting NICE THINGS from the web
>NICE PEOPLE!
i dont have enough laughing animes for this
>INTERNET!

>>167683618
Looking very good dude!
I saw your handegg post the other day. As an easter egg can you include a gamemode where your only weapon IS the hand egg?Bonus points if you have it blaring john madden music the whole time.
>>
>>167683652
>announcing reports
Send us a post card from your vacation, anon!
>>
>>167683816
it's not a report
it marks the post as something you posted so 4chanX can notify you when it gets replies
he gave it a You, just not the one they wanted
>>
>>167683816
you're a fucking retard anon-kun holy shit
>>
>>167683720
>internet has to be shit
Agdg is shit, period.

Reddit is a good place.
Tigsource is a good place.
Discord without the square enyx idiot is a good place.
>>
>>167683473
i'm definitely just procrastinating

i think it's because i'm holding myself to simple projects just to make sure i finish things to get experience... but then i'm losing interest because i don't really want to make a block breaker clone, so i'm trying to focus on working on things i might use in real games later
>>
oh damn not amiibo my game revolves around that
>>
>>167684207
kill yourself you faggot

>useless nodev has to shitpost because he's jealous that other people actually make progress while he can't code or write or draw for shit
>>
>>167684207
>If your game has art
>>
How can I check the current state of all possible variables at any given time in VS without printing them out to console? I know when it faces a fatal error it shows me, but I wonder if I can just toggle it somehow whenever I want.
>>
>>167684207
this is the worst post I have ever seen
>>
What process do you go through to make your sprites? Do you start off with the base colours/shapes and go from there?
>>
>>167682756
see:
>>167672483
>>
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Anyone has an idea of wich games someone has to make to progress in 3D game deving ?
Like any small projects that will challenge me so I'll get better to it step by step ? But for 3D games.
>>
>>167684478
Draw it normally, then draw over it with pixels. Same if I'm doing animations.
>>
>>167684570
Pong, but 3D
Tetris, but 3D
Breakout, but 3D
>>
>>167650445
What engine and how are you marking valid transitions between tiles? Surely you're not just setting the transitions manually on the ones in the big ring, for example.
>>
>>167684783
Not that guy but none of these require you to use any of the 3d features aside from the graphics.

>>167684570
Maybe some sort of simple FPS. Sort of like some Quake Arena but single player and spawn some random targets to shoot at.
>>
>>167684142
Start off making a real game and grow your tools as necessary then
>>
>>167685024
I was joking
>>
>>167684570
>platformer (basic shitty using unity basic stuff)
>fps (to make a better controller and some combat)
>rts (for ai and pathing)
>>
>>167685024
>Tetris in 3d
>Doesn't require you to use 3d features
>Not making a Tetris game where you place pieces both on the x and z axis
>>
Is toon shading garbage?
>>
>>167684570
FZero
>>
>>167686312
Okay that might be legit cool but also hard to display in a way that you can actually see what the fuck you're doing.
>>
hey look at these stars

⭐⭐⭐⭐
⭐⭐⭐⭐
⭐⭐⭐⭐

haha

you should be working on your game (me too)
>>
>>167686632
There was an old windows game that was tetris in 3d called "Block Out", check it out, I played for quite a long time when I was younger.
>>
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some new itens. i noticed i wasnt using the small explosions for nothing, so i did mini bombs

then i made a dynamite that uses the big explosion, bigger than the real one and i made a ruller for a new perk

>professor: starts with a ruller, a book and a apple
>>
How retarded would it be to do all of UI in a shader? I'm talking UE4 here, I don't really want to mess with UMG since it's a pain in the ass, as opposed to creating post process materials which I fucking love. I legit feel like there is no reason not to do things this way, but maybe I'm wrong. Opinions?
>>
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Please rate my music. It's supposed to be for the titlescreen.

https://clyp.it/law5xpbf
https://clyp.it/law5xpbf
https://clyp.it/law5xpbf
>>
>>167687014
Sounds like a terrible idea.

You know you can apply materials to UMG elements right?
>>
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Just learning from a tutorial that teaches you to make a simple bowling game so I don't have much I've done but I found this humorous
>>
>>167686904
>Block Out
right in the childhood anon
>>
>>167670108
>Elves are dying
>Humans are divided
>Dwarves are deep
>Orcs, Uruks, Snaga, and Goblins are spreading from long forgotten pits and fortresses to the peaceful lands that have long forgotten shadow.
>Orcs, Uruks, Snaga, and Goblins are twisted, vile, unnatural creations that shouldn't be, they are evil given form.
>Halflings are stout, courageous, and kind hearted without the great ambitions of Men, Dwarves, and Elves.


I'm of the firm belief that execution is all that matters. There is no reason to change stuff that doesn't need to be changed. At this point I think a game that sticks to trope is probably more refreshing than the many "I'M NOT A TOLKIEN CLONE REEEEEEEEEEEEE!!!!" games.
>>
>>167687369
I'm confused, is this not supposed to be the idea behind LotR verbatim?
>>
>>167687369
execution is all that matters unless you're straight ripping off one of the most-read and now most-watched franchises in recent history

> a game that sticks to trope
so literally every single fucking western fantasy game
>>
Is there a free generic humanoid body on the basic UE4 skeleton for download anywhere?

The market place is full of great animations for the skeleton, but I need a simple starting mesh to fuck with.
>>
>>167687690
>>
>>167687369
>At this point I think a game that sticks to trope is probably more refreshing than the many "I'M NOT A TOLKIEN CLONE REEEEEEEEEEEEE!!!!" games.
You're crazy.
>>
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>My linked list won't delet itself when only one expired item is in it
>Cant work on fixing it for another three hours
>>
>>167687703
The Mixamo pack
>>
>>167687369
I prefer games with "generic" lore anyway. I feel like I can get into them quicker because you already basically understand the world. Games that try to invent too much new fantasy just ends up losing my interest. I don't have time to learn 50000 different fantasy universes. Just give me Tolkien with a different map.
>>
>>167676471
literally who?
>>
>>167687848
Thank god you're in the minority, else we'd have nothing but shitty Western Fantasy.
>>
>>167687837
>Note: These characters and animations are not on the standard Epic skeleton
>>
>>167632402
I like the trailers for both LISA the painful and the fanmade game, LISA the pointless.

Both side scrolling rpgmaker games that use the trailers to display some of the wackiness/ creepiness and interesting bits about the story and setting, as well as various aspects of gameplay, wth a fitting song that matches whats going on in the video, or whats going on seems to fit alongside the chosen song.

I'd say a choice of music, and making what's shown fit it right does a lot of good. Also show off what makes your game interesting, to garner potential interest of the people watching. Don't spoil all the unique aspects, but do show off a lot of important things people might want to go and experience. If your game has a unique mechanic, emphasize that, etc. Don't have an overly serious trailer for a lighthearted comedy game. Short and concise is something to aim for. Multiple trailers as you go along the development process is optional, but personally I enjoy seeing newer iterations of past concepts, or dedicate a trailer to each thnig about your game you want to examine and show off.

https://www.youtube.com/watch?v=1-kT5SDifCU

https://www.youtube.com/watch?v=D5kgkNvur8c


https://www.youtube.com/watch?v=D5kgkNvur8c
>>
>>167687018
It's not too shabby. Simple and straightforward, but the chiptune has a nice sound to it. You use famitracker or a VST?
>>
>>167687491
Do you lack reading comprehension? Yeah I literally said I don't see a reason to change those things for no reason.

>>167687586
>ripping off

>>167687775

You guys do you I guess. Personally I believe truning Orcs into bug people for the sake of "THEY AREN'T ORCS GUYS BECAUSE THEY LOOK DIFFERENT!" is a lame crutch/substitute for actually worldbuilding.

None of those things has anything to do with
>Traditions
>Historical Events
>Important People
>Songs, Art, Poems, Dances, etc
>Food, Agriculture, Husbandry, Fauna, Flora
>The Afterlife, Magic, Laws of the world
>Beasts, Heroes, Adventures
>>
>>167687018
Getting ready for the adventure/10
>>
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>>
>>167688467
Orcs were already derivative. They're just a Genghis Khan Army/Spartan warrior mix.
Thread posts: 767
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