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AGDG - Amateur Game Development General

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Thread replies: 754
Thread images: 138

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Dress to make progress

> 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
>>167687690

> Previous Demo Days
pastebin.com/KUSDs9v

> 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
>>
This time I'm not posting progress since you told me my art was shit.
>>
i hope we can all refrain from giving him replies. I believe in you guys.
>>
>>167744419
Your art is shit.

SHITTTTTTTTTTTTTTTTTTTTTTTTTTT.

But that's fine, you can still get better. Did those fags at least tell you WHY your art was shit?
>>
Anyone need art? Looking for a programmer.
>>
>>167744554
No.
>>
>>167744554
post art
>>
>>167744554
I am looking for an artist but first tell me what software you are using.
>>
>>167744597
Sure, but first can you tell me a little about your game?
>>
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>>167744554
>>
>>167744603
Photoshop
>>
>>167744712
Wow disgusting, nevermind.
>>
>>167744712
Sorry but I'm not interested in photoshop at this time. Good luck in your endeavors though!
>>
>>167744820
lol called it
>>
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>>167744712
>using proprietary software
>>
>last 100 posts in the previous general were purely shitposting and actively ignoring any progress that was posted
are you proud of yourselves?
>>
>>167744712
ew
>>
>>167744912
Well, I spent that time making rain work, even though I can't solve basic character and camera movement. So, y'know, priorities.

Still better than the shitposters.
>>
>>167744912
Rude.
>>
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I added Health system, Collecting coins, explosions when hit, and boss moment for extra difficulty.

What do you think ?
>>
Has the recap happened already?
>>
Do spec maps always turn out shitty in unity, or am I just using them poorly somehow?
>>
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>>167745738
Man I remember when I use to try and make mods for HL2. I joined 5 mod teams as a modeler and they all fell apart without fail. Atleast I got actual experience making in-game models though.
>>
In what situation would you want to use triangle strips instead of triangles? Isn't it horribly limiting to be forced to arrange triangles in a specific way?
>>
>>167746752
>engies
>>
>>167746752
They're significantly more efficient to draw
>>
>>167747260
That doesn't really answer the question.
>>
>>167746436
it's thursday
>>
>>167747431
You would use it in a situation where you want to minimise the amount of draw calls (aka always)
>>
>>167746752
I'd only use them for big regular meshes, like terrain for example. Or some special effect meshes like trails.
>>
>>167747557
This has nothing to do with draw calls.
>>
>>167747678
strip = 1 draw call
tri = many draw calls
>>
>>167746752
http://stackoverflow.com/questions/16881807/once-more-triangle-strips-vs-triangle-lists
>>
>>167747714
You usually either use a indexed triangle list or triangle strip with current hardware, you are never drawing single triangles. You can have multiple triangles or triangle strips in a draw call. Using one or the other doesn't change the amount of drawcalls.
>>
>>167745936
Sure it takes about a week to get the basics down. It takes years of practice to really get competent at it, though.
>>
>>167747917
Strips use less memory because you don't double up vertex coords
>>
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3 days I have fought with UI design. I just can't come up with design that looks good and shows everything you want.
>>
Speaking of draw calls, I often see people mentioning one magical call which draws everything and it makes me wonder: how?

I guess you can load still objects into one vertex array, but what about the rest? Or do you supposed to use frame buffers?
>>
>>167748130
try harder
also post your current design
>>
If i want to put my game on steam later, how do i implement their achievements?
>>
>>167748231
I didn't understand a single thing you just said. What kind of game are you making where you have to think about that shit?
>>
>>167748231
>frame buffers
yes, that's what they're talking about
>>
>>167748231
What's a draw call?
>>
>>167747987
You don't double any data in an indexed list either (except for the indices).

>>167748231
Maybe people are talking about defered rendering (lighting and stuff can be done there with a single additional draw call).
But for actual meshes you have to consider that putting everything in a single mesh makes culling pretty much impossible also animated meshes have to be seperated most likely.
>>
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I am biting the bullet and doing something I should have done a long time ago. I'm flattening the map to mostly 1 layer. The 3 layer thing just wasn't working... people had no idea where they were or what was happening. Feels really shitty to throw out a ton of work. But after flattening one section, it just feels so much better and clearer what is going on. It also makes the shortcuts so much clearer. The thing is, people just can't form mental spatial models of an abstracted psedo-3rd dimension.

It's hard to even explain what was going on, but there were essentially three "slices" of world that overlapped. Doors would take you between the slices. So everything was spatially congruous, there was no warping or teleporting. But it essentially felt like there was because when you moved through a door, you were in what seemed like a totally new place.
>>
>>167748487
What is defered rendering?
>>
>>167748327
>What kind of game are you making where you have to think about that shit
It's not about the game, it's about the method.
>>
>>167748616
foreground and background can work nicely if done sparingly, see: rayman 1
>>
>>167748774
Sorry, I meant by layers, actually three superimposed maps. Each layer has a foreground, midground, and background. You would weave between the three maps as you went through doors.
>>
>>167748676
You draw your meshes with a simple shader to bunch of frame buffers (called g buffer) and then do the lighting calculations later, this method is used by UE 4 for example (probably with added shenanigans).
https://en.wikipedia.org/wiki/Deferred_shading

>>167748904
without any hints how those layers connect spatialy that does sound confusing.
>>
>>167746478
Is this a mod you were working on?
Looks comfy.
>>
>>167748904
ah in that case, look at abe's oddyssey, that had something like that, and it was rarely confusing
>>
>>167749096
Thanks for the reference point. It's a game I've wanted to play for a while.
>>
>>167749248
Then you should play it before continuing on your game, it'll probably give you gameplay and mechanics ideas.
>>
>>167749248
the key takeaway is that the other layers were nearly always visible from where you were, or the layer had a transition animation that made it clear where you were going
>>
Woops, posted in the old thread without even paying attention, working on a HUD element to show the player they don't have their sword, gonna add a small bar next to this next to give players a rough idea of how much time is left
>>
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>>167749050
Yeah I long time ago, was making an RPG with a friend with no programming experience using the HL2 engine. As you can imagine, it didn't very far beyond me creating models and him placing them in the engine.
>>
>>167746127
needs fewer, faster bullets
>>
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A reminder:
If you want to be a good dev, don't forget your other needs.
>>
>>167750201
I have food and water, so far.
>>
>>167750201
Psychological needs are a meme
>>
>>167750201
Why is the purple layer titled "psychological needs" when there's also a bracket labeled "psychological needs" that doesn't include the purple layer?
>>
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>>167744318

>Have no fucking clue how classes work in Python
>Just fumble through trying to write a small text RPG trying to figure out classes while getting hundreds of errors
>Go on stackoverflow and read one article
>I completely understand classes now

I am unstoppable. Know me anons, Now I am become scripter, creator of worlds.
>>
>>167750334
Read the pyramid again, anon.
>>
>>167750393
>psychological needs
>psychological needs
???
>>
>>167750334

Try reading again Mr.Dyslexia.

Physiological needs.
>>
>>167750201
How can one be "safe"? We can never be "safe".
>>
>>167750201
>mfw since high school i've been living with only basic needs for 12 years now.
>>
>>167748231
"Draw Call" tells "Object Manager" to Draw all Objects. "Object Manager" tells every "Object" to draw itself. "Object" calls it's own draw function.
>>
>>167750415
>physiological needs
>psychological needs
spot the difference
>>
>>167750201
>feeling of accomplishment
>this is below creative activities
So you need to release a successful game before you can make games.
>>
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>>167750524
>1 draw for every object
>unordered context switching
>>
Where are the pixelshit tutorials?
>>
>>167750668
No, you just need to feel like you did. This is why idea guys are and always will be one step ahead of devs.
>>
>>167750740
>pixelshit
>>
>>167750740
lol anyone can do pixelshit, you don't need to learn anything. This is another fact I've learned from agdg memesters
>>
>>167750740
on /ic/
>>
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>>167750740
I HEARD YOU GUYS LIKED TUTORIALS
>>
>>167750468
True, life can not always go the way we want it.
Things in life just happen.

There is war in your country. You pack your things, food and water and some warm clothes. And try to leave the dangerous place. You will not try to find love or make games if there is an active thread around you. But if you are hungry and without strength, you will take any risk to get food or else you would starve anyway.

So I think it is meant, something you actually can see control and circumvent. And not the things you can not control.
>>
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>>167750740
>>
>>167751086
>that disgusting animation
>>
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>>167750740
.
>>
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>tutorial that teaches the exact thing you need
>stops right before getting to the point
>last upload 6 months ago
>in the mean time, the same guy made other tutorials, so it's not like he died
Every time.
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>>167751165
>>167750740
>>
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>>167751165
>>167750740
.
>>
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>>167751195
>tutorial that teaches the exact thing you need
>skips explaining all the parts you're confused about and expects you to just copypaste it
>>
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>>167751165
>>167750740
/
>>
>>167751365
>steal
>>
>>167751165
>>167750740
>>
>>167751456
Standing on the shoulders of giants.
>>
>>167751512
Be a giant
>>
>>167751575
I'd rather make inspirational one-liners in /agdg/ than make games.
>>
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Selling my game project. Estimated profit: 10000$. Buyout: 2500$.
>>
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>>167751730

I think you may have misread the title.
>>
>>167751607
>not doing both
How do you expect to inspire anyone
>>
>102 posts
>3 (THREE) progress posts
holy shit this place is bad
if you don't have progress, don't post
>>
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>>167751837
Oh shit, I accidentally became a professional. Time to leave, boys. I'll always remember you , most likely not though.
>>
>>167751897
progress is for nodevs.
>>
>>167751897
I've been in a 750 poster thread with 1 actual progress post, this is good.
>>
>>167751897
>not posting progress with a comment like that
at least I'm not a hypocrite
>>
>>167751897
>3 (THREE) progress posts
How many of those are from you?
>>
>>167745738
>>167746127
>>167748616
>>167749603

>>167751897
I count 4.
>>
>>167752227
I count one :)
>>
>>167751897
>no anime posted
What did you expect?
>>
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>>167752419
>the OP pic attracted all the gay fags to the thread and repelled innocent anime devs
>>
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neko mimi maido robo-pepe café
>>
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>>167752531
oh
>>
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Comfy progress!
Almost finished with the treasure report UI.

Later today I'll write dialog for the other NPCs and maybe start working on the main menu. I want to get this over quickly since I started so early.
>>
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>>167752523
I've been telling you for years now.

Anime is progress.
>>
>>167752634
Oh shit your ship is sinking
>>
Imagine your game is complete.

Now, convince me to stop playing Baldur's Gate to play your game instead.
>>
>>167753138
No fucking chance. For one, it's not even an RPG.
>>
>>167753138
It has catgirls
>>
>>167753138
Reminder that you're not just competing with current releases, you're also competing with the entire backlog of games ever created.

Keep it as a hobby frienders.
>>
>>167753138
I can't, my game doesn't appeal to shit taste.
>>
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I've always wanted to created something, to me the idea of living, dying without having created something "special" sounds terrible, without exaggerating.
I spent the last few years learning Japanese and succeeded, got N1 for those who knows what it is. For that reason that also means that I have completely neglected art and my goal to make games. As of today I realize I still feel empty, and I sometimes wonder if I shouldn't have used these past few years focusing on art rather than learning another language.
In the past I had spent something like 6 months studying art fundamentals and a bunch of pixel art tutorials and "studies", too, but then it all stopped in favor of jp stuff.

I know how to study/learn a new skill/what discipline is, but in this case I feel like the problem is different. If I were asked to learn yet another language/any other skills, I could do it, but for art I feel lost because my autism can't get a good grasp on it. I do not feel motivated by the thought if grinding stupid fundamentals, or even forcing myself to draw daily if I do not even feel much enjoyment out of it. After all if I really wanted to draw wouldn't I be doing it every day already? These past days I've forced myself opening Aseprite or picking up some paper and a pen and drawing but it just feels too hard, or rather than "hard", I would say unnatural. It's as if I was missing on something there. I know I want to create something big, I'm the biggest idea guy there is and I can already envision the game(s) I want to make, but I can't get myself to train my art skills.

One solution I'm envisioning would be to work on my game anyway and get better at art that way, like using my game as a catalyst for my motivation. I rather like the sound of it but I keep reading or getting told that to get good at pixel art you need to get good at art anyway... so then we come back to that dumb vicious circle.

Anons, tell me about you guys, as I refuse to believe I'm alone feeling that way.
>>
>>167753252
nobody wants to play old shit
>>
>>167753306
fite me
3 o clock
schoolyard
>>
>>167753306
I like playing old shit
>>
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>>167753138
you play as the president, it simulates everything.
>>
>>167753252
why do authors, musicians, and film makers even bother, I mean, they are competing with every book, song, and movie every created, and all that shit has been around and produced much more vigorously than video games.
>>
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>>167753306
>>
>>167753306
Only casuals play modern games, they are mostly shit
>>
>>167753464
It's like you make boring games on purpose.
>>
>>167753464
>has to look away in embarrassment
>feels bad how long you've been working on this
Y-you have really put forth some effort here!
>>
>>167753464
>everything
Even the price manipulation on imported goods by Big Gherkin?
>>
>>167753559
implementing all that finance shit right now.
>>
>>167751090
more likely:
>war in your country
>you get drafted

alternative would be:
>war in your country
>pack things
>try to leave
>get shot for treason
>>
>>167753610
>implying Merkel won't just surrender on day 1
>>
>>167753280
>I'm the biggest idea guy there is
This isn't compatible with "draw kindergarten-tier art for years until you reach an arbitrary level of 'quality' "

If you want to get good at art, you need to love doing it, or else you'll just have to deal with the suffering, and also realize that you will never like it even when your quality is satisfactory.

Learning art isn't the same as learning anything else, because art is extremely subjective. Even your skill is subjective, you can draw very appealing things and cringeworthy shit AT THE SAME TIME and not really understand what the difference between drawing those was. You can't measure art skill or quality.

Furthermode, art isn't just "art". Every thing you draw is different, and even the same thing can be different from different angles/poses. You can be a master at drawing motorcycles, but fall flat on your face when it comes to drawing people.
>>
>>167753138
You get to punch skeletons, hookshot demons and throw lances. You also can play as a warforged with a battletoads style mighty boot or a kobold that shoots things with a crossbow or blows them up with flasks.
>>
>>167753610
>war in your country
>shapeshift
>live in woods
>steal from nearby village
>befriend young loner/crazy old coot
>save village at great risk and self-sacrifice
>>
>>167753280
Anon, art has not much to do with learning.
Art has to do with beauty. Embrace the beauty of life, then you can embrace art.
>>
>>167753280
>One solution I'm envisioning would be to work on my game anyway and get better at art that way, like using my game as a catalyst for my motivation. I rather like the sound of it but I keep reading or getting told that to get good at pixel art you need to get good at art anyway... so then we come back to that dumb vicious circle.

Do that. That's the only way to rehab from ideaguying.
Now stop posting and go download your favorite engine to get started.
>>
>>167751472
>>167751365
>>167751282
>>167751230
>>167751174
>>167751131
>>167751086
>someone actually trying to help and post useful stuff

SHUT IT DOWN MODS THE SHITPOSTING IS NOT HIGH ENOUGH
>>
>>167753306
>>>/school/
>>
>>167753610
>war in your country
>pack things
>try to leave
>get shot for treason
I figure this is probably the way it will work for me if war happens.
>>
>>167753306
Who says someone plays old shit. They play old classics. Better old classics than new shovel ware.

Guys have you looked at all the crap on Steam lately, do you want to contribute to this?

Design games with people in mind. People you actually like and not people you want to rob their money from for buying your shovelware game.

Ask yourself: Would you play your game?
>>
>>167754120
>Ask yourself: Would you play your game?
I do, a lot.
>>
>>167754120
Well there you have the difference between someone that loves videogames and loves making them and someone that makes them because they can get money or an ego boost from them.
>>
>>167752634
How does she know where to drive with the sail in front of her face?
>>
>>167754293
Female intuition
>>
>>167754293
Female intuitiion.
>>
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I finished the container menu, it now behaves as it should.

Gonna work on filling the contents of the container based on a database.
>>
>>167753280
I would translate stuffs from jap to eng if I were you.
>>
>>167752634
Female intuition
>>
>>167754120
>Would you play your game?
It's a tricky question considering every dev plays their game for a shitton of time. Better to ask your buds andor various communities.
>>
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>>167754347
>>167754353
>>
>>167754120
>Ask yourself: Would you play your game?
trick question. i barely play games, why would i play a game i know inside out?
>>
>>167754565
>i barely play games,
It shows, gogem. It shows. Not in a good way
>>
I wouldn't mind making a game about female intuition desu
>>
>>167754565
That's because your games don't have any actual mechanical depth.

Serious question, googs, you have a distinct art style, why have you not considered just making animated shorts?
>>
@167754120
@167753802
@167753353
@167753410
@167753498
@167753513

thanks for the (You)'s
>>
>>167754637
>Serious question, googs, you have a distinct art style, why have you not considered just making animated shorts?
but i have made animations.
>>
>>167753464
>it's a googum menu simulator

what a surprise

at least democracy 3's menu looks nice
>>
>>167754751
>at least democracy 3's menu looks nice
only for the uninitiated
>>
>>167754637
http://pigpen.newgrounds.com
>>
>>167754751
it's pretty cluttered and Dem3 isnt even anywhere as complex as what i'm making.
>>
>>167754881
are you making a grand strategy game?
>>
>>167754739
I mean go all out, the games you've made are usually really, really, experimental and off the beaten path of what's normally considered a traditional video game, it seems like you're hindering yourself by trying to push yourself into making games. I know I've done a lot of hobbies over the years, some of that has been animations and stuff, and everything I've made has been influenced by video games and I always tried to make shit seem like a game. At some point I realized I should just embrace it and just like, make game.

Where does your passion lie? I've wondered that for awhile now.
>>
>>167754924
>genres
there's strategy and political/economic/conflict simulation
>>
>>167752634
Cute. Have you tried swaying the ship as well though? Looks very static.
>>
>>167755042
Yeah, I tried but it was messing with how the mechanical arm and rope work so I had to disable it. I do agree that it looks static like this.
>>
>>167754925
im a polymath baka.
i desire to make all the things i make, games, animations, comics, music, im even writing a novel.
>>
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>>167753687
>>167753729
I should probably try to find what "my art" is then. It's true I can't hope to create anything by feeling so negative about "art" in general, I need to work on my perspective on all of this.

Despite what I said, there are a few drawings I did that matter a lot to me and I did enjoy doing, but that's because they're related to my project. I think I probably got too caught up in this "getting good" /ic/ mentality, or generally what's often parroted around artwebsites. Of course I'm not saying any of this is bullshit either, but I guess I can't relate with those as I am now, so I should probably try to find and carve my own path for the time being. Perhaps once I've learned to love drawing again I'll find the need to acquire more fundamental knowledge to support myself in the future.

>>167753774
I think I will. First step should probably be working on a miniaturized version of my project that I could finish in a couple weeks / few months.

Thanks guys.

>>167754416
I already occasionally translate Japanese stuff, usually for /vg/ or /jp/ bros when it's relevant to a shared hobby, but nothing more than that. If you mean making money out of it, it's not really worth it, to give you an idea, working at McDonalds is more worth it. The one time I did make good money out of Japanese was when I was hired as a personal internet teacher/coach and asked 15€ / hr.

If you mean out of enjoyment, there's nothing really enjoyable in translating Japanese stuff. English isn't even my native language. Once you know Japanese you're happy enough being able to comprehend thing from a native perspective, other languages don't matter and aren't useful anymore.
>>
Which color palette for clothes looks best on this dudeguy?

http://www.strawpoll.me/12293162
>>
>>167755164
So I've noticed, but I've never really felt much heart put into the games you make. At least with your art and animations I can tell you make damn sure to create something striking.
>>
>>167755590
Truth is googs should just partner with others who can supply what he lacks, but he is too keen on the 1MA thing.
Like, imagine a googs + cactusquid collab, it would be amazing.
>>
>>167755590
well it turns out you have no abilityto feel heart through media. such is real life.
>>
>>167753280
Just find what you like to draw and do it
You have to force yourself a bit sometimes and if you want to make good figurative art you will have to force yourself to study even if you don't want to
>>
>>167755380
that's a dude?
>>
>>167755760
I dunno, there's a lot of games I've played where I've felt it was made with genuine care, that the person(s) behind it loved what they were doing and wanted to make something they themselves wanted to play. All I'm saying is making video games isn't one of your strong suites. I'm not about to tell you to stop, that'd be fucked up.
>>
>post anything
>someone gives me 4 (You)s saying i'm sourcefag

so this is the state of /agdg/ huh
explain to me why the discord isn't superior
>>
>>167756116
>not my strong suit
>i make esoteric shit no one else is making because it interests me
>somehow make a living off of it
explain this
>>
>>167744318
>tfw you want that shirt because it looks good but you dont want to be recognized
>>
>>167756383
>but you dont want to be recognized
Yes, the amount of people that will see you in that shirt and also know about this thread is incredibly high. Approaching infinity, even.
>>
>>167756456
the chance is non-zero
>>
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> [+] Pops are no longer pure data - now they are individual entities.
I really wanted to keep pops as data, but its way easier to implement stuff when they are actual object.

> [-] Too many pops can slow down the game - game can run 100 years(of ingame time) before becoming too slow.
I haven't actually counted how many pops is too many pops for my rig. I need to find a way to postphone the slowdown, but its not a huge priority right now - there is no point in dealing with endgame slowdown when there isn't even gameplay yet.

> [+] Now that pops are individual objects in code, I can attach properties to each pop, which will open up new alleys for future sub systems.
Currently they have "species" property. Species determine, what kind of planets a pop finds desirable.

> [+] Distance between stars now is also considered whenever a pop migrates.

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

When dealing with low gravity, humans can make more gravity for their habitat, by constructing an inward slanted merry-go-round. The centrifugal effect would generate a force which feels like normal earth gravity.

I don't know of any solutions to lessen the effect of heavy gravity. Suspending people inside a liquid would help with walking and other movement, but the heavy gravity would still be rather heavy on internal organs like blood in blood vessels.

Does /agdg/ know of any ways that heavy gravity can be reduced?

I am asking this since different species would be naturally inclined to like different strengths of gravity. An alien from heavy gravity world would be able colonize lower gravity worlds with relative ease, when low gravity alien would find it extremely difficult to colonize any world that has more gravity.

I don't want to go the route of magical gravity field generators.
>>
>>167756491
The same is true for an actual sharknado. Preparing yourself for one though is a waste of resources.
>>
>>167756576
>Triegipt: Thrice the number of pyramids you get to see in regular Egypt!
>>
Anyone knows a spline editor that deforms a model along a curve in Unity?(for free)
>>
>>167756228
Simply because there's no "literally insane shitposter" there.
Then again the chatty format makes it get filled with useless garbage.
>>
so where do you guys get your free textures for commercial projects?

or do you make them?
>>
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I replaced the wisps' static placeholder graphics with a step forward in placeholder graphics so I can work out some visual shit as I go

I'm just using objects because it's just a crude test but I'll try to clean this shit up and start using particles today instead

Also I accidentally synced their movement frequency to the end of their shots and they look funky as fuck but it gives them a bit of personality I guess, so I might keep it

There's a lot of cleaning up to do but in general terms they're all around pretty good so far

Eyedolons (a type of enemy with 4 floating thingies that shoots laser at you if you get too close) are proving to be much harder to make so I'm gonna leave them for later
>>
>>167756228
1: Can't say anything without verifying email
2: Names
>>
>>167757128
http://www.texturise.club/
>>
>>167757128

http://www.textures.com/
>>
>>167757128
>free
All free art is shit.
All free textures are shit.

We programmers were idiots for making engines and coding libraries for free, artists have not be thankful a bit to us.
>>
>>167757632
free libraries are shit too
>>
>>167757672
How awesome it must be for you to be able to tell shit like this in our recent years.

>c libraries out there for free with games
>c++ libraries out there for free with games
>java, lua, python or any coding libraries out there for free with games
>meanwhile artists tell everyone to fuck off because muh hardwork when there is nothing that can remotely be used in a final game for free
>>
>>167757632
There are tons of free art of the best quality available online
>>
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Tell me about the last problem you solved using linear algebra
>>
>>167757672
what
>>
>>167758136
distance between points?
>>
How exactly am I supposed to use Delta Time for online games? Do I use the server's DT or the client's? Am I even supposed to use it? Cause different clients will have different FPS running, so I can't exactly make one game slower and one faster right?
>>
>>167757672

Do you make your input-output system or random number generator from scratch? Or do you just add a small include at the top?
>>
>>167757128
>Free textures
>Commercial project
>>
>>167752768
what games have you made in all these years
>>
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I finally finished cleaning up the background.
I'll probably add some stones, grass and other details later, but I really want to stop looking a it for a while right now.
>>
>>167759103
I just want to make a few bucks on steam. not a big project.
>>
>>167757632
>We programmers were idiots for making engines and coding libraries for free

There are programmers out there right now whose sole purpose is to put other programmers out of jobs by making software that no longer requires a programmer's maintenance, or software that programs itself.

However if it makes you feel any better, we're putting other people even faster out of jobs. Programming will probably be the last job to go before we transition into robot utopia/dystopia where machines do everything for us.
>>
>>167759350
>Programming will probably be the last job to go before we transition into robot utopia/dystopia where machines do everything for us
Nope, will be prostitutes. The first and the last job for mankind.
>>
>>167759616
>laying with an std-ridden harlot instead of owning a SuperSucker-9000 sexbot
>>
>>167759767
Fetishes
>>
>>167759350
>do everything for us
But won't all the production only go to the people who own the robots?
>>
>>167759616
nah it's gon be the arts.
specifically the lucrative art of designing emotionally resonant simulated-prostitution services.
>>
>>167759868
Universal Basic Income or bust.
>>
>>167759991
>getting an allowance from mommy government
HAHAHA gogem is a retard socialist why does this not surprise me
>>
>>167760067
bust is a perfectly fine option.
kill and eat the rich. let us eat cake.
>>
>>167760067
>in a society with jobs for < 1 % of the human population we should keep a system designed for a society with jobs for > 99 % of the human population
>>
>>167759303
The girl is too far away from the campfire, the position of her hands don't match with the source of heat, put her sprite in the same x axis as the kid on the right
>>
>>167759991
>>167760134
And who's gonna enforce that? The rich have their robot army here.
>>
>>167760067
This is a thread about gamedev, socialism also doesn't refer to social programs it refers to the workers control of the means of production.
>>
>>167760207
I know, I'll for preview images, but in game it would probably inevitable.
>>
>>167760067
>universal basic income
>socialist
It's a social security program, I know what you're thinking about but it's not UBI. Try again.
>>
>>167760223
the rich will. the rich millennials of silicon valley are the ones pushing it right now because they realize with wealth distribution going the way its going they'll be the ones to inherit the mobs at their mansions sharpening guillotine blades.
baby boomers obviously get away scot free no fucks given like the bandits they are.
>>
>>167759616
Anyone else finds "the oldest job" thingy to be weird? I mean wouldn't "hunter" be older? For someone to prostitute himself, he needs to gain "something", be it protection, food, money etc. Which involves there existing another job before it.

Maybe I'm just autistic, but that's the way I see it.
>>
>>167760509
Nah those hunters were amateurs
>>
>>167760509
>>167760574
Yeah they did it for fun or free time
>>
>>167760509
hunters/gatherer were all freely done for the common good of the tribe.
prostitutes invented economy by ditching socialist survival activities for capitalist secondary activities.
>>
>>167760509
Not really, those guys started hunting to get their own food, because they needed it to live. It wasn't their job.
>>
cave men never existed
>>
>>167760992
/agdg/ - amateur game development general
>>
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>>167753464

There's just too much text on the screen at the same time. You should look at how paradox separates information if you want to do a information filled screen.
>>
>>167760835
It became their job when other people (family,friends,tribe) depended on it.

But yeah I'll stop since I'm not very bright and might very well be wrong.
>>
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PANIC
>>
quick what are some monsters I can put in the first area
>>
Do any of you have any good articles on match 3 design? Any insights of your own?
>>
>>167761389
your mum
>>
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How do I draw.
>>
What sort of rates would I be looking at for a pixel artist?

What about composer?

I always see people talk about doing this and telling people to do it but never any advice on how to find them and how much you're looking at for it.
>>
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>>167761470

Oh fuck the colors are all messed up, I just noticed my monitor was on another setting. Woops, here is fixed.
>>
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puff puff u can combine emotes now
>>
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>>167762270
But what's in the pipe?
>>
>>167762270
Uhm, where's the gameplay?
>>
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>>167762443
thats fucked up bro
>>
How can pixel art be real if pixels aren't real?
>>
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>>167761648
>>167761470
Here I made an improvement.
>>
>love2d
>lua
rofl.........
>>
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>>167762270
Neato!
>>
Artist here, willing to work for free on the right project
>>
>>167762951
What is the right project?
>>
>>167761601
Because defining rates so broadly is impossible.

Depending on your game & your standards, the music will be different genres, have different requirements, different complexities.
There's also the amount of competition in the supply, one can go to any gamedev or /mu/ thread and find electronic/chiptune artists for peanuts, orchestral is harder to come by, vocals even harder.

Just find some artists you like and ask them how much they charge
>>
>>167763021
The opposite of the left project
>>
>>167763021
I'm pretty open, what's your project?
>>
>>167763021
It's always porn. What else would anyone freelance for on /agdg/
>>
>>167762584
its a webgl chatroom basically. There will be some things for people to do tho.
>>
>>167763078
Open how?
>>
A person who specializes in the creation and colorization of visual media here, seeking potential employment with one who creates worlds from mere thought expressed into words and numbers!

Please demonstrate your imaginations of your current visualization!
>>
>>167762270
>Frame by frame 3d animations
Interesting
>>
>>167748616
I can think of ways around that.
Some smart transition between layers.
Other layer visible in the background.
Designing locations so they have clear, common focus points (other than door).
3D Minimap.
And most important, a small scale tutorial.
>>
>>167763119
There needs to be an emote for the wizard drinking from a hip flask, and one where he's doing the "DARE YOU ENTER MY MAGICAL REALM" face
>>
>>167763142
Why don't you just tell me about your project and we can get this thing going
>>
>>167762270
!emote smoke
!emote dab
>>
>>167757335
how are you doing that fire-y effect? I'd love to replace with orange use that for the torches in my game.
>>
>>167763295
It's a large scale shitposting empire meta RPG where people are always connected even when they think they're not.

I am now injecting disinterest into your avatar.
>>
>>167763371
Sounds interesting, contact email?
>>
>>167763295
I want to know about the "right project" first
>>
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>>167748616
The problem wasn't the gameplay or the art, the problem was that your art didn't properly signal your gameplay.
Having a game happen on "2 layers" is an old as shit concept, that everyone understands when it properly shown.
>>
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>tfw don't want to go back to my main game after Comfy Jam
Guys, hold me
>>
>>167763449
Could be a lot of different things. Tell me about yours, I'm sure we can come to some sort of agreement.
>>
>>167763418
oh, sorry, I don't use email. good luck sorry, i dont believe in luck, maybe you can find someone to oh sorry, I don't believe in people, maybe fate will oh sorry, I dont believe in fate, i prefer to make my own destiny that i can oh sorry, I dont care much for destiny, it's just halo but oh sorry, i dont like oh sorry, i dont sorry, i sorry sorry sorry sorry FUCK YOU
>>
When you have a combined mask texture with a different mask on each color channel, is there a standard for which color is roughness, metal etc?
>>
>>167762685

kek
>>
>>167763503
What is your game?
>>
>>167763551
?
>>
>>167763640
Nope.
>>
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Fishing hole is pretty much complete. Time to work on tiles and shit for the top-down area.
>>
https://www.youtube.com/watch?v=9McGKrxOnB8
>>
>>167759303
Instead of overusing dithering just add another color. In this case replace darkest dither.
>>
Does anyone have the 3D model of the AGDG logo? I want to put it in my jam game.
>>
>>167759303
the absolute darks need to be darker.
It looks good but needs more contrast.
>>
>>167763360
In that picture I made two objects (one for each color) that spawn from a point (the black thing) with a random angle in a random point near the center that go up and decrease in size (the lighter color decreases in size faster) and once they reach size 0 they get deleted

it's very crude and it fucking tanks performance which is why i'm gonna replace it with particles but it looks okay
>>
>>167763850
>can't make literally one of the simplest 3d models
>>
>>167764029
I can, but why should I?
>>
>>167763994
oh ok, I was wondering why it looked so weird when it moved and I realized it has depth tied to the y.
>>
>>167760418
Except for people like Peter Thiel and a lot of tech libertarians
>>
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Fixed this stupid month long bug last night that would cause the player to collide with itself if the box collider was too small. I can rest easy now
>>
I just can't handle any sort of physics apart from basic acceleration.

Can anyone explain to me how to get Asteroids-like turning without mentioning all this rubbish related to radians? I've looked at multiple examples online but can't understand how they use all this orientation nonsense to somehow affect the velocity through some mathematical black magic.

I can read that they use this to somehow create a normalized direction vector, but I don't understand how this is used to affect the velocity to produce smooth turns.
>>
>>167764191
libertarians dont matter, they can go live on their oil rig community until all the guns and narcissists results in a bloodbath and eventually come back home, fall in line and whine for the rest of their life about flat taxes.
>>
>>167763850
Where can I upload an obj without an account?

I'll do it on pastebin otherwise
>>
Humans can breath salt solution mixt with oxigen. But water wouldn help with walking.
>>
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Cleaned up the extremely gross right click script, made it fully incorporated with the container menu and reduced that portions of the scripts line length by about 30 percent.
>>
>>167764683
uguu.se
>>
>>167764413
give us an mspaint of what you are asking.
>>
>>167764783
https://a.uguu.se/z4FL2Gk82k4y_agdg.obj
>>
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>>167765012
KANSHA!
>>
>>167763820
>>167763929
Will try that later. The only issue adding a darker color would give me is that I would need to add it to the sprites too. Also, keep in mind that the background will get darker as you walk away from the fire.
>>
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Reposting music for feedback one last time.

https://clyp.it/5ou3ygoi
>>
>>167759303
>I really want to stop looking a it for a while right now
How come?
>>
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>>167763171
I'm replying just to let you know that your art of baiting is appreciated.
>>
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>>167764842
I want to understand the physics that go into implementation of Asteroids so that when a player presses left/right turn, the ship moves in a drift like fashion (left), and not as if the ship was anchored around a point (right) which is my current implementation.
>>
>>167748231
There are lots of ways. You can use instancing, indirect draw calls (where the parameters of individual draw calls are on the GPU already), texture sheets or bindless textures, etc.

That said, it's probably not worth trying to cram everything into one draw call. You want to reduce the draw calls without unnecessarily making the driver or GPU work harder anyways, and even more importantly, you want to reduce most state changes, especially texture and shader changes.
>>
>>167763548
What sort of things?
>>
>>167765459
Not sure if I got it, but:
Controls change ship angle directly.
Acceleration is applied based on that angle.
>>
>>167765459
All you have to do is have a velocity that isn't related to the ship's heading. You still apply acceleration in the direction the ship is pointing.
>>
>>167765459
there is no black magic, this is simple vector addition, which is just adding two numbers to two other numbers
>>
>>167765192
I'm not a very good musician, but I can sort of give an opinion
It's good, but the sort of funky rhythm and slides give it a really specific tone to it, like a sort of "cool, edgy" fantasy setting. I dunno if these are the emotions you want to conjure, but if they are it's pretty good. It's also a little repetitive, and I'm not really the biggest fan of the slowdown right before it loops. Maybe you could do like the Cave Story theme does and have some weird funky extra bit after it loops twice? I dunno, that's just like my opinion man
>>
>>167766101
all me
>>
>>167765980
Unsure about the slowdown myself, but the wife likes that part.
Probably dick around with a different ending at some point, thanks for the feedback!
>>
I have to wonder how many programmers in here wish they had some real art.

And here I am, just creating assets for nothing in particular
>>
>>167766101
Like your game? Oh wait, at east the garbage EXISTS
>>
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>>167765459
in asteroids you can turn without thrusting but you keep your momentum, you just add speed in the direction you are pointing to your current velocity.
>>
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playing with the pipes.
>>
I have to wonder how many artists in here wish they had a real game.

And here I am, just doling out code for dozens of potentially successful, yet artless projects.
>>
>>167766101
>retard doesn't even recognize maid
>>
>>167766268
Creating assets for a game is very different to creating assets with no objective in mind. When you only make the art you want it allows you to skip the parts you don't like, but for a game it will be necessary to push through them. This is where many artists fail
>>
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Do not be rude to cats. Do not break their shit.
>>
>>167766268
Theonian? Is that you?

I always said that artists have it easy, but when I have finally started to collab with some, I had to realize how wrong I was. For some people coding is really just as black magic as drawing for me.
>>
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>tfw you're extremely close to taking a break from your project to make a small match 3 meets Hoplite in a week
help
>>
>>167765243
Just burned out a little.
>>
>>167766424
This is why I would love to find a game to work on, but the meme field is impenetrable
>>
>>167766350
don't forget you can generate a unit vector that points in a given angle with sin and cos
>>
>>167766527
I'm sad to hear that, but, of course, your mental health is more important. Take care.
>>
>>167766759
Don't worry I'll keep working on it tomorrow probably. I don't give up easily.
>>
I took 2 months to rewrite my program from scratch using Unity's AssetDatabase, an MVA framework that I made (mostly to enforce separation between models and views), and standard C# events (to make enforcing UI events more possible). It was quite a journey getting there but now I'm actually coding faster and I understand everything that is happening, even when I run into bugs.
I'm still not sure how it will stack up performance wise, but I made sure to design it so that every instance of an item that shares the same item database id provides access to most of its data fields through a reference to a single POCO through a data access object. That may decrease the overall memory footprint if the number of items in the active scene outnumbers the total number of possible items that can be displayed in that scene, but otherwise will probably increase it. Still I like that the fields are practically immutable, because I make the referenced field readonly.
Feeling pretty good right now...but I'm taking a day off. My mind is exhausted.
>>
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>>167766101
Where the fuck do you think you are?
>>
>>167767576
he's not wrong
>>
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Made the skeleton of a map editor, got projectiles, animations, and collisions to work, Do I make a Tumblr now, wait until I have something to show, or resign to be an anime masturbator?
>>
>>167767969
Yes you are completely wrong
>>
>>167766339
you ok?
>>
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>>167762270
I like what you have there, that shadow effect is great.


Continued with the trees from yesterday, tweaked the settings a bit and I'm mostly ok with them, at least i can make a new tree in like 15 minutes now. Also I imported some old plants I made a while ago.
>>
>>167768815
tumblr when?
>>
>>167766568
One sure way to find a game is to make one
>>
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Sometimes all you need to get past that feeling of discomfort or stress you might get while devving can be solved with a shower.

Remember to stay healthy while devving!
>>
>>167764413
>Not knowing what a radian is
>Wants to do math
Disgusting.
Then again I have used shitty APIs that expect degrees.
>>
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I'm not memeing but how hard is it to create a game by yourself that is on the level of PT if you've had zero experience with coding, creating levels, modeling, animation etc.?

I'm not trying to be presumptuous but am simply curious if it's possible. I've fantasized about creating a horror game but haven't taken the plunge because of reasons listed.
>>
>>167769379
Can't I just take a nap and hope to die in my sleep?
>>
>>167769671
I'd say around 3500 difficulty units.
>>
>>167769721
no!
>>
>>167769721
no, because you'll be disappointed every time you wake up.
>>
>>167769723
It'd say it's more like 200 Googum units
>>
>>167769832
Better than being disappointed now.
>>
>>167769671
You can do it with enough hard work and discipline. but learning multiple skills with a high difficulty can be demotivating. If you aren't willing to spend a year or two dedicated to it then you should just make pong clones and build up your skills that way as a hobby.
>>
>>167770057
xD
>>
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>>167769150
As soon as I have some gameplay.
>>
>>167744554
Yeah post samples
>>
>>167768815
>>167770290
There's a huge disconnect between the quality of the plants and the quality of the trees which are literally blobs with random triangles pasted on them.
>>
>>167770290
id follow just for the art
>>
>>167769671
For something as little and simple as PT I'd say programming and level design would be the easiest parts if you'll be using an engine like Unity or Unreal.
It might take you some days to master the very, very basics of C# to get something moving in Unity or by using Unreal's blueprints. There's shitloads of docs and tutorials for them.
Modeling and animations will take longer. While it's easy to make some windows and walls and doors in Blender, it might be a problem to learn enough anatomy to make just one enemy model that's decent at least. If it's a small-ass project, make the antagonist some spoopy unexisting entity or use a free model.
https://www.youtube.com/watch?v=qwuPiaFU37w
Alternatively, >>167770117 is also a correct answer.
>>
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Cargo storage is now fully functional. So basically the player launches a bunch of drones at items floating around, the drones grab them and tow them back to the cargo bay and inside of it, where they are stored into inventory.
>>
>>167764721
is this a response to space empire dev?
>>
Not really good artist here, will draw you one sprite of your choice. I'll pick the best among the (You)s I get. Go.
>>
>>167770537
please draw my will to live
>>
>>167770537
How about a big juicy feminine penis?
>>
>>167770117
>>167770409
Thanks for the honest answers I'll definitely look into the things you guys mentioned. On a side note is there any pros and cons to using C# or Python (or really any other languages) and unity or unreal?

Sorry for the newfag questions just wanting to get them out of the way while I'm here.
>>
>>167770809
>On a side note is there any pros and cons to using C# or Python (or really any other languages) and unity or unreal?
Yes
>>
>>167770537
Draw me the cutest girl you got.
>>
>>167770537
Cool n/m good luck!
>>
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>>167770360
I know, i'll have to blobify those plants.

>>167770398
But i want to make a game not art.
>>
>>167768815
told you bent normals don't work so well without some kind of texture, if you can make a leaf texture that looks flat like everything else, it should be fine
>>
>>167770537
first for a simple ui window background
>>
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Hey

So, I'm starting to make one new game per month. This is the first one - it's called Drops.
There's a web version and an Android version:

Web https://barcellosm.github.io/drops
Play Store https://play.google.com/store/apps/details?id=com.barcellosm.drops

Oh, and it's open-source:

GitHub https://github.com/barcellosm/drops


Some feedback would be super awesome :)
>>
>>167771027
>I know, i'll have to blobify those plants.
That's not what I was going for.
>>
>>167756576
>>167764721
>>167770501

Ups
>>
>>167771180
literally who
>>
>>167771180
Who?
>>
>>167771180
>facebook app icon
get out
>>
>>167763754
Looking awesome, but I have one small suggestion: show the hook flying through the air as it lands in the pond. The way it just appears is kinda weak.
>>
>>167771180
I think you're posting in the wrong place, anon. I'm not really against you, but the others in here will eat you alive for obviously not belonging here. You should withdraw while you still can.
>>
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>>167770760
Don't give up.

>>167770773
>>167770884
>>167770951
>>167771138
Sorry!
>>
>>167772195
>he actually drew something
you're okay anon
>>
>>167770418
what game is this?
>>
>>167772195
that's my desire to die you moron.
>>
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>>167770760
whoops, forgot to resize.

>>167772225
T-thanks.

Let's do another one. Same as before, tell me something and I'll draw it.
>>
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Comfy progress!
Yes I suck at writing.
>>
>>167772371
A game.
>>
>>167772371
Talent
>>
>>167772350
Isn't that pretty much the same thing in your case though? I thought I had nailed it.
>>
>>167772434
That boat has a serious leak
>>
>>167771027
Why are you making art and not games then? you've posted for weeks about that witch model but I haven't seen an ounce of gameplay.
>>
>>167768815
I missed the start of the trees but I really like the look of that. How is it done?
>>
>>167771312
>>167771440
>>167771705
we'll never get new people like this you fucking mongoloid nodevs
>>
>>167772498
I don't have a will to live. you drew something that wasn't nothing. you messed up
apologize
>>
>>167772640
Oh no! How will we survive without whodevs!
>>
>>167772640
Way to completely miss the point
>>
>>167772640
where's your game
>>
>>167771180
- Some explanation would be nice on how to play, but I guess figuring out was not that hard and it was also fun to do so.
- It's interesting that the game gets easier as you go on. Wouldn't it be better if the dots start next to each other then slowly move to the side to the screen?
- Maybe it's just me, but my eye really hurt while playing. I don't know if it's the colors or the white background or the flashing, but it was not that pleasant, even if I like the color choices themselves.
- I don't know if it's a bug or not, but the scores only appeared near the end. I have no clue what the score in the top right corner is for.
- If the main screen supposed to be a loader, then say so. I thought it's a bait site with a single piece of image on it.

You have a good goal set for yourself. If you are into webdev, try to make it smart phone friendly with full screen and touch controls. It would be an ideal phone game.

Next time try to post some about your progression before finishing. Even if you are a regular lurker, people here can get butt mad if they see someone just hopping in, saying "hey, look at this cool thing I've just finished".

And don't use emoticons on an image board. That part still makes me believe that I've wrote all this for the entertainment of some troll and not for someone who's looking for actual feedback.
>>
>>167771180
ugh
>>
>>167772745
>posting feedback for whodev faggots
You can get gone too
>>
>>167772434
Very cute, love the style.
>>
>>167772443
>>167772469
Bad ideas, won't draw anymore. I hate you all.
>>
>>167773157
Good.
>>
>>167771282
I meant the "suspended in fluid" differently.

I meant that a habitation building is filled with water or any other regular fluid. People wear special scafanders that would keep them dry and won't let the water weigh(with the increased gravity) too hard on their actual body.

But the reason water is there, is to lessen the physically dangerous aspects of heavy gravity. In an unassisted heavy gravity environment, when a person trips and falls on their face, that person would suffer the effects as if he had fallen from several meters high. However, falling the same distance while suspended in water, is much less dangerous. One could jump from a height of several meters and easily survive the fall.

But my problem was that the internal organs would still feel the full effects of gravity. For example, one's heart will find it rather difficult to pump blood into one's head in a heavier gravity.

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

So, people living on a heavy gravity planet would probably have two options.

> Have the day job on the surface in liquid filled buildings and home on the orbit.

> Lay their entire lives vertically on mobility scooters to prevent "reduced amount of bloodflow" brain damage. Basically like Wall-E humans.
>>
>>167772583
Games are 90% art
>>
Would you rather play as a male or female protagonist in a hack n slash and why?

Pic related, some setting/aesthetic inspiration for the project.
>>
>>167773424
post female booty
>>
>>167773424
Let us choose. Some people like cute boys.
>>
>>167772952
Look, anon, I understand who-ing someone out when he's here to shill his KickStarter or GreenLight out of fucking nowhere, but this guy just shared his github project, so I don't see what's the fuss about. Besides, what kind of progress posts do you except for a game like that? Not everyone likes to share every piece of placeholder cube he has managed to make move on the screen or every quest or level he comes up with.
>>
>>167773424
I would rather have the option.
>>
>>167773390
little correction
>"games" are 90% art
>>
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https://soundcloud.com/rezy-laser/the-great-drought
Why is composing so hard
Any feedback on how shit my music is?
>>
>>167773543
you mean
>"games" are 90% "art"
>>
>>167773424
Does it have a purpose in the story?
If no, then let the player chose.
If yes, then decide it based on the story.
If it does not serve any special purpose to the story, yet you chose the default character to be female, then I consider that a bait.
>>
>>167773613
indeed
>>
>>167773514
The problem here is the way the person typed made it very obvious he's not even from 4chan, he is just here to shill his project.

I bet he heard about /agdg/ from whatever shithole he comes from and had never visited prior today. You even get a (You) for what you typed to him, it's the kind of ungrateful normalfag you're dealing with. Have some pride and don't do this ever again, by doing this you're not only disrespecting yourself but others from /agdg/ as well, but worse than anything, you're inviting more of that type of obnoxious, unwelcome shilling.
>>
>>167773613
Only a bad programmer would say that
>>
>>167773424
Female characters in hack and slash games are usually sexualized at the expense of being "cool". I'd prefer to be cool than to be subjected to some pointless tits n' ass pandering, so I'd prefer a male character. Badass female characters also come off as the writers/devs trying way too hard, in nearly every case.
>>
>>167773721
>M-muh secret club xd
>>
>>167773424
women are not warriors, so unless you have a good reason for it that isn't "muh waifu/le representation" don't
>>
>>167773897
yeah the last 5 years of letting any idiot post unopposed worked out so well

fuck off
>>
>>167773897
Your ego can't handle the truth so you're now left out using green text and spoilered shitpost? Let's think positively, you at least learned something today, little anon.
>>
>>167773778
I'm a good programmer and I hate games and gamedevs
>>
>>167773424
Ignore all the sjw comments, put 3 choices.

- 1 badass male, men don't care about the rest
- 1 cute female
- 1 sexualized female

Don't put in a strong wymen, nobody cares about them.
>>
>>167773897
Is a secret club supposed to be a bad thing in your mind?
>>
>>167773897
It's not a secret club. It's an open community, it's just he's not participating.
>>
>>167773721
Even if I can hardly see what is the gain for him from this, I understand your point and I say you are right. I wanted to encourage someone to stay and keep on devving, yet the lack of (You)s from him makes it obvious that I've just fooled myself. I'll be more careful next time.
>>
>>167773220
Not only that but humans cannot breath air if the pressure gets to high. + Oxigen gets toxic if you dive depper than 60m (on earth)

I dont think you can find a plausibel solution to this problem. I say go for the magical anti gravity bubble.
>>
>>167773424
Make it so that one can't really tell the gender

hoodie or a mask
no tits hanging out ready to be milked

eh?
>>
Decided to face my shame head on and learn C++

SDL2 or SFML?
>>
>>167774338
Shit Fuck My Life
>>
>>167774105
>I hate games and gamedevs
You've come to the right thread.
>>
>>167774212
Well, you meant well. Cheers for being humble.
>>
>>167774161
Shitposting retards can't discern the difference between a "secret club" mentality (exclusion for its own sake) and attempts to maintain the gene pool of a community.

>>167774253
And then at the end reveal that it's a woman (TAKE THAT SEXISM!).
>>
>>167774220
>I say go for the magical anti gravity bubble.

>this semi-reasonable explanation might not work 100%
>better use something that 100000% will not work instead
>>
>>167774338
SFML if you want something fairly comprehensive. GLFW if you just want a cross platform window with an OpenGL context and input. There's no reason to use SDL over GLFW.
>>
do you greentext outside of 4chan, /agdg/?

It's kinda sad 2bh
>>
>>167772640
This is a dev general, not shill central.
>>
>>167774470
no but this is a real thing
if you make something almost-but-not-quite realistic, people will notice and it'll ruin their immersion

if you make something completely out-of-this-world bullshit, people will go "oh right it's science magic" and let it slide (generally)

it's why the uncanny valley exists - the closer you get to Real, the harder you have to work to pass muster
>>
>>167774510
people who say "mfw" irl or put > on facebook posts are pure cringe.
>>
>>167774510
How can you greentext when the text isn't green?
>>
>>167774338
GLFW.

But on a serious note: I haven't tried SFML, so I can not compare the two, but I like using SDL2. The wiki is kinda shitty in my opinion, and some sub sites are too plain and simple (programmer-ish, if you will), but it's still nice, nevertheless. http://lazyfoo.net/ is the tutorial I followed to get into it.
>>
>>167774338
>Decided to face my shame head on and learn C++
>learn C++
>C++

another fell for the C++ meme.

you don't make games with C++. you make ultra efficent rendering pipelines and AAA tier engines in C++. If you want to make anything else in C++, you are deliberately making it harder for yourself. Don't do that to yourself. Don't be the retard who fell for the "developing games in C++" meme or who fell for the "muh processing time" meme.
>>
>>167772306
Why it's my space game of course.
>>
>>167774510
You do know that 4chan did not originate the ">" = quote, right?
>>
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>tfw noone will lever draw fanart of your game
>tfw noone cares about your game
>>
>>167774623
>what is science fiction

kys
>>
>>167774919
There's a difference between quoting and greentexting.
>>
>>167773513
>>167773534
>>167773664
I would love to let the player choose, however the gender of the character will affect the combat animation and feel, and it's not viable to do both. The story (currently) allows for the protag to be either but I'm approaching the decision from a gameplay perspective. If female, the combat will be lighter/faster to a degree, while a male would feel slightly heavier.

>>167773873
Thanks for the input. I wouldn't be pandering nor trying to make them badass just for the sake of their gender, but I definitely see what you're saying and it's common enough to turn people off female protags I guess

>>167773920
The protag is kind of going to be thrust into their role reluctantly by the story, neither the male nor female would be a warrior persay

>>167774119
Thanks for the input, this is an opinion a lot of people hold and I'll be taking into consideration

>>167774253
A nomadic sort of hood is on the cards for sure, I don't plan on exploiting gender it's mainly a gameplay consideration about what people prefer.

Thanks for the input guys, I've got lots to consider
>>
>>167774470
Ok here is my 80% semi-scientifik solution.

>Human blood gets enriched with more metal than usual
>magnetic field works against the gravity
>>
>>167774998
>Newfags actually believe this
>>
>>167774838
why haven't I seen it before?
>>
>>167774952
add a waifu of reasonable quality
that's all you need
you don't even need a game
>>
>>167774338
SFML is faster to start, easier to use (RAII, memory leaks won't be a problem). It also gives interface for opengl rendering. As long as you aren't going to draw actual models, you can stick with it.
>>
>>167774769

Either that, or I'm using it as a fun excuse to become better at programming. Which is why I'd rather use a framework than an engine.
>>
>>167774510
Only with a friend, it is indeed cringe but we both don't give a shit and are aware of the cringe effect anyway (I hope that is).
>>
>>167774952
If you actually included graffix instead of pure text, gogem, maybe someone would find something actually drawable.
>>
>>167775118
I don't know, i post progress here all the time.
>>
>>167775023
The hero's journey is a masculine story, go back and study some mythology for feminine themes if you want a female protag with that kind of story.

Women are not unlikely heroes either.
>>
>>167775047
Who are you quoting?
>>
What are some good places to find 3D modelers?
>>
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>>167771113
>>167771228
Adding some textures might actually work and still ´be easy to do, I made a quick test.

>>167772583
Engine dev takes time I just want to have some assets done before i get back to programming.
>>
>>167775328
Any answer to
>>167772606
?
>>
>>167774975
you posted this to trigger me and it's so mind-blowingly fucking stupid it actually worked.

congratulations.
>>
>>167775291
>>>/3/
>>
>>167775328
Why are you making your own engine? This isn't the 80s or 90s.
>>
>>167775249
Thanks for the advice, will do some reading
>>
QUESTION:
if inheritance is so bad then why does literally every C# guide or tutorial teach you to use inheritence when coding a game!?
>>
>>167775595
all they do is talk about Daz3D and gun modeling tho
>>
I don't have any desire to use a different engine for many reasons, and it's unclear which are the most important reasons, so let's start with the least usual one. Which is: when I'm making these games, they're not just commercial products. They're expressive works that we're working very hard to make, and we want them to have as long of a lifetime as possible. So I would like this game to be relevant 20 years from now, 40 years from now. How do you do that? Well, you don't necessarily do that by building it on top of a very complicated system, that you don't own, that somebody else will cease to support at some point in the future. Once future consoles happen or current PC operating systems no longer work, we at least have the source code to the whole system so we can make it work in the future. If Unity ceases to support something in the future, you basically have to rewrite it on a different system, and depending on how much of your gameplay depends on the core of how that worked, it may be very difficult or impossible to reproduce the same thing."
>>
>>167775662
*class inheritence
>>
>>167775662
because they haven't realized that you can write fortran in any language yet
>>
>>167775328
>Engine dev takes time
It's over.
>>
>>167775662
Because most people who write "tutorials" have just reached the peak of Mount Stupid and want to share it with the world.
>>
>>167766568
I'm with you there, anon.

Do people in these threads ever get together to collab, or is it just an endless circlejerk?
>>
>>167766268
Post some art.
>>
>>167775737
Do you really think that Unity is the only game engine that will ever support entity-component systems and C# (please stop posting if you use JavaScript/UnityScript)?
It isn't difficult to port scripts to different engines; we utilize those engines because maintaining an engine is a nightmare. We allow the engine devs to worry about things like future hardware compatibility and code portability across operating systems because otherwise we'd be coding like we did in the 1990s. Look at old games developed by small dev teams that did well but didn't necessarily do amazing. Those games are so terribly unsupported.
20 and 40 years from now, if you really wanted to make your game playable, it would either have to be played with an emulator OR you'd have to re-do most of your engine code anyways. That task will be much more difficult than tweaking your existing code to work with a new engine.
>>
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>>167766527
>tfw might have adrenal burnout
>have to intensely do nothing for months or years to recover
>>
>>167766424
I don't understand what anon is saying here.
>>
>>167754358
>Slimy squidward
oh my kek
>>
>>167776479
Are you implying there's not hundreds or even thousands of Unity implementation details (proprietary details, mind you) that affect how the game plays, looks, and sounds?
>>
>>167775605
>Implying it takes longer than 30-60 minutes
>>
for unity should I just buy a dialogue engine like this one

https://www.assetstore.unity3d.com/en/#!/content/11672
>>
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>>167776794
It's what I'm using. That, AdventureCreator, and Ink form the backbone for my game. In my opinion whatever helps you make your game fastest while serving most to all of your game's needs is a good investment.
>>
>>167776794
Is it common for people to buy assets like this anyways? It feels totally wrong
>>
>>167776638
But that's the point. The code might not be 100% portable to another engine, but in the mean time you're making a game much more quickly and able to deploy it to modern platforms.

>>167776708
Okay anon. Livestream yourself making a game engine that supports all major platforms within 30-60 minutes.
>>
>>167775662
Its a concept that should be understood and know when it should be used. Most of the time you are better off without it, unless you have a legit logical reason to use it.

Blizzard shot themselves in the foot by abusing inheritance all over the place, writing unmanageable code all over the place when they first switched to C++ during development of the original StarCraft, they had to go back and get rid of it all
>>
>>167775494
bent normals
>>
>>167777052
So what you're saying is you can't actually refute >>167775737.
>>
>>167777058
Deep inheritance = bad.
No inheritance at all = why are you even trying to do OOP? Just do procedural programming with another language.
>>
>there is no modern API anywhere near as simple as oldschool fixed function and dinput etc

enginedevving in the 90's was significantly easier than today
>>
>>167772745
Oh, ok. Got it. This game is finished, but this project is just starting, so I thought it would be ok to share the project here. My mistake.

Next time I'll post about the game development progression instead. Thanks for the advice.

I didn't get the emoticon stuff tho. I was trying to be friendly, not to look like a troll.

And thank you for your feedback!
>>
>>167776794
I use it, it's pretty good.
>>
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>>167774220
space empire dev responding

>humans cannot breath air if the pressure gets to high

can't that be prevented by lowering the air pressure by lessening the amount of air in habitation building?
there is also the possibility of reducing the amount of oxygen by ratio (for example reduce it to 15% from the earth pressure of 21%)

> I say go for the magical anti gravity bubble.
yea, it seems that I can't get over or under the anti gravity magic. although, anti gravity tech in late game would be an option, just not at the beginning.

>>167774470
>>167774975

don't get overzealus here, buddy

>>167774623
I most likely don't really have actual explanations of these kinds of stuff in the game. So, I don't have to make 'perfect' sense. My goal is not a space fantasy nor is it a science fiction. I am aiming at the middle road of plausible fiction.

I don't want to go the Star Wars/Trek route since its too normienerd tier and the in-universe "magitech" triggers me to end of the universe whenever I have the audacity to think while watching it.

I don't want to go the science fiction route either, since it is another normienerd tier autism but in the complete opposite direction. I haven't got the time to explain every single technology and shit.

I just want to base my modifiers and effects on reasonably quesstimated assessments.

>>167775041
Hey, that would work as a special project on one's heavy gravitity planets when appropriate science gets far enough.
>>
>>167777137
I don't really care if you're going to make the wrong decision and waste all of your time anon. I don't know why you're intent on wasting everyone else's time. Misery likes company I guess?
I'll pose a question: Which engines from the 90s are still used today on modern hardware? Of those that exist (if any), which of them did NOT have to go through major rewrites by an entire team of developers?
>>
>>167777042
It all depends on how you use it, I'd say. Stuff like this just takes out a chunk of coding you'd need to do otherwise and just makes the process easier overall.

Buying actual models and shit like that, that's a totally different story, I'd say.
>>
>>167777190
Many languages only offer things like dynamic dispatch and privacy through classes.
>>
>>167777216
This is the secret the old school engine devs don't want you to know.
>>
Hey y'all. Looking to post proof that I'm not just another nodev. Recommendations on capturing gifs/webms?
>>
>>167776479
>>167776638
>>167777052
>>167777137
>>167777504
Are you replying unironically to a transcript of Johnathan Blow's explanation for why he chose to develop an engine for The Witness?
>>
>>167777546
obs + webm for retards
>>
>>167777504
I'm not that anon, and JBlow never said anything about not having to do a major rewrite. He specifically said that if you have to do a major rewrite, it will be much easier if you were the one who wrote it in the first place. Otherwise you will have to reverse engineer the 3rd party code you are using and good luck if it's proprietary like Unity.
>>
>>167777190
Using OOP is fine if you want encapsulation, using abstraction to plan ahead.

Inheritance is a feature that should be used when its convenient.
>>
>>167777419
Oh shit, the turbo autist is back!
Quick let's post dino girls to trigger him.
>>
>>167777216
OpenGL implementations still support the fixed function pipeline, just in software. DirectInput still works. Of course if you want more complicated functionality you are going to have either a more complicated or less flexible API.
>>
>>167777546
ShareX is fine for quick and dirty recordings.

>>167777602
Is probably better for more "professional" media release.
>>
>>167777510
Interesting, I've always thought the opposite.

I don't care if the developer bought some meshes for their game, I'm not going to recognise a generic rock.
It goes to shit when they're using large chunks of code they don't properly understand.
>>
>>167777678
>using abstraction to plan ahead
Abstraction is NOT about planning ahead. Abstraction is normally going back and factoring things out to be reused. Planning ahead is an OOP thing because its features mix together to create uniquely brittle code.
>>
>>167776494
I know that feel, bro.
>>
>>167777843
I always felt like not having original assets is worse than not having original code. As long as you understand what you're doing with the code you've received, why documentation exists for nearly all of that shit you can buy, it shouldn't be an issue.
>>
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>>167775494
Ah sorry missed that one.
The trees themselves are really only blobs, then I created the leafe triangles and added them with a particle system (hair in blender) to the mesh, finally i copied the normals with the normal transfer modifer from the base mesh to the generated leafes.
The tree trunk are just lines with a solidify+smooth+decimate and edge split modifier.

>>167775605
>>167775895
don't worry i actually use an open source engine everything is fine.
>>
>>167746127
Maybe add some screen shake or other more noticeable feature when player is hit. Because now it reminds me of GTA, where often you are being kill without noticing.
>>
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>>167777723
>Oh shit, the turbo autist is back!

I never left.
>>
>>167778020
eh, the nomal transfer modifier is of course the "data transfer" modifer set to copy normals.
>>
>>167777765
there are different standards today, legacy implementations are no good, but all the modern implementations are for AAA graphics autists, vulkan/dx12 being full retard in that direction basically letting you write your own graphics driver on top of a very basic HAL layer

the idea is that higher level functionality can be built on top of a lower level API, but none has been built, it's either locking yourself to an engine like ue4, or doing everything from scratch

XNA is kindof in the right direction, abstracts a lot of the super low level stuff, but it's not ideal and there's nothing else like it
>>
>8x8 match 3 games almost always have 7 colors
>6x6 match 3 games almost always have 5 colors
BUT WHY? I keep running into magic numbers in all kinds of games and I can never seem to find an explanation for them.
>>
>>167778234
you gotta be more specific than that
>>
>>167778234
lack of creativity
>>
>>167775595
>Just go to the slowest board on the entire site where the threads can last for weeks before hitting the post limit
>>
>>167778202
>hardware abstraction layer layer
What did he mean by this?

>he idea is that higher level functionality can be built on top of a lower level API, but none has been built, it's either locking yourself to an engine like ue4, or doing everything from scratch
The issue is that almost nobody wants to do this for its own sake, and what typically ends up happening is you try to please everybody and end up either pleasing nobody or basically recreating the API you built off of with a thin wrapper.

There's two projects I know of that actually look promising, though - Banshee (C++) and Piston (Rust).
>>
>>167778394
I think /po/ is the slowest board on the site, but I could be wrong. I'm pretty sure there are boards I haven't even gone to once that might be slower.

But /po/ has threads up from like 2014 still. Shit's ridiculous.
>>
>>167778360
>>167778315
Bejeweled-likes almost always use 8x8 grids with 7 colors. You might say that this is because they're clones, but the competition comprises a lot of huge corps that spend millions upon millions on marketing, R&D and psychological research. There's no chance all of them just blindly copied a core mechanic like that without deeply studying it and coming to the same conclusion.

The same applies to plenty of other things. SRPG units almost always move around 5 tiles. WRPGs tend to have 4-6 characters in a party. JRPGs tend to have 3-4 characters in a party. Magic-like CCGs tend to have an average game length of 6-8 turns. Card game hands tend to have 5 to 7 cards in them. The list goes on.
>>
>>167778234
1 less than the width/height to make it impossible for the board to generate an unsolveable pattern
>>
>>167778020
So all of your work is done in blender and that result is just exported? You didn't have to use an in-engine particle system? (I guess not since it seems like you're working on your own engine).

Your art style is really nice and I wish I could make something similar. It sort of reminds me of The Witness. I think their artist has an art blog. Have you checked out any of their stuff?
>>
>>167775328
>enginedev AND this good at art
A true gentleman
>>
Whats the best programming language?
>>
>>167779534
The one you use to successfully make a game
>>
>>167779534
Whats the most contentious question I can ask as an argument starter?
>>
>>167779534
>best
>>
>>167779616
>>167779635
I ask because according to /vg/ they are all trash. All engines are trash all libraries are trash. Its hard to make sense of it all. It sikes me out yo.
>>
>>167779534
haskell
>>
>>167778836
>banshee
looks like just another engine

>piston (rust)
>(((((rust))))
>>
>>167780005
Banshee is supposedly usable as a "low level framework". And I thought you didn't care for the ultra low level, what's wrong with Rust (not that it hides the ultra low level away from you at all if you need it)?
>>
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Progress I guess.

The basics of the map generation are done,now I need to put enemies and stuff in it.
Chunk loading was a pain in the ass desu.
Vector fields are fine too.

Also does anyone know how to make 2d lighting in unity?

I not sure this is heading in a better direction than what I had before.I hope this will be fun
>>
>>167772049
Thanks for the advice. Maybe I don't belong here, but I'm trying to change this.

>>167771312
>>167771440
>>167771705
>>167773721
>>167774184
I'm starting this project and thought it would be ok to share it now that I have something finished. I'm not here just to shill my project, I'm here to participate in the community, that's just the way I've chosen to start to participate. Maybe I've made a bad choice, but I already did it. Sorry about that.
>>
>>167760418
Dude, you're their useful idiot. Do you really think the people replacing their software engineers with H1Bs that don't even know what a design pattern is give a shit about your well being? Moreover, do you actually think that a bunch of trannies and 30 - year old burnt out hippies are going to successfully carry out a "revolution" against the staunchly right wing military, police, and armed civilian populace?

Zuckerberg, Jack, and the like pretend to be liberals so that retarded millennials won't feel bad about giving them their parents' money in exchange for useless crap. Look at what they do when they think nobody's looking to get a grasp of what they're really aiming for.

>>167761389

Fantasy? Goblins. Military? Cartel members. Sci - fi? Those pathetically useless drones that every evil empire builds by the million for some reason.

>>167766381
Fuckin' cool.
>>
>>167779750
It's an endless war, anon, where everyone is shitting on the others' choice.

However from your comment it looks like you are not truly seeking a language, but something to start making a game with.

So:
2D game: GameMaker (GM's own language)
3D game: Unity (C#)
2D game without an engine: C++ with SDL2 library
3D game without an engine: C++ with OpenGL (GLFW and SDL2 still required)
>>
>>167780215
>Do you really think the people replacing their software engineers with H1Bs that don't even know what a design pattern is
I think you're confused.
>>
>>167780124
>what's wrong with Rust
unsafeunsafeunsafeunsafeunsafeunsafeunsafeunsafeunsafeunsafeunsafeunsafeunsafeunsafeunsafeunsafeunsafeunsafeunsafeunsafeunsafeunsafeunsafeunsafeunsafeunsafeunsafeunsafe

The core faults with typing forcing you to have no cast everywhere.

rust is a meme
>>
>>167780209
If you post progress semi-regularly then I won't give a shit or will eventually grow to like you.

Get ready for people to be assblasted that you used a name on your post, btw.
>>
>>167780343
to*
>>
How to cope with the fact you will never be good enough
>>
>>167780343
>unsafeunsafeunsafeunsafeunsafeunsafeunsafeunsafeunsafeunsafeunsafeunsafeunsafeunsafeunsafeunsafeunsafeunsafeunsafeunsafeunsafeunsafeunsafeunsafeunsafeunsafeunsafeunsafe
If all you're doing is FFI. You wouldn't need any "unsafe" at all if you used something like Piston.

>The core faults with typing forcing you to have no cast everywhere.
That's not a fault.
>>
>>167780495
modify the definition of good enough
>>
>>167780365
I only use a name when I'm drunk hahah glug glug glug xD
>>
>>167779090
Well damn. That's a proper answer. Neat!
>>
>>167780534
>That's not a fault.
This isnt 1980 anymore
>>
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>want to share game idea
>afraid it'll get stolen just like a lot of assets posted here

Ill c u guys around, here is some art instead that I am working on until I get a running prototype

keep on deving
>>
>>167780550
I can only set the bar higher
>>
>>167780616
lol'd
>>
>>167780802
warcraft ears are dumb
>>
>>167777843
i mean, engines themselves are large chunks of code most users don't properly understand. there's a lot more unknown code that goes into unity itself than some random asset pack off the store.
>>
>>167780802
ideas aren't worth anything
>>
>>167780287

It's a common thing in the tech industry. The CEO/board of a tech company replaces the American staff with H1Bs staight out of a degree mill, gets them to shit out an unmaintainable product at a lower than expected production cost, rides the increase in stock price, and then gets the fuck out before the cost of fixing the resulting code starts to outweigh what they "saved".

I remember working at a company that did this with websites - outsource the creation process to India, and then spend twice as much on fixing what they got back than it would have cost them to just hire competent people in the first place.
>>
>>167780729
Yes, and since 1980, people have realized that implicit conversions aren't good in general.
>>
>>167780802
>afraid it'll get stolen just like a lot of assets posted here
>agdg of all places
>>
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>>167780802
This is gud art. Gud job.
>>
>>167780894
No, no, what I mean is that the H1B Indians can't do shit if they're not filling in a design pattern or some other ultimately non-productive task that a vegetable could do. Engineers don't use design patterns unless they've been paid to work themselves out of their jobs.

Design patterns are for documenting code, not designing it.
>>
>>167780802
You could upload a complete DD and agdg still couldn't finish it.
>>167780907
>that implicit conversions aren't good in general.
Logical ICs are fine.
>>
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>>167780959
Isn't this place known for having a lot of assets stolen, so people barely post stuff?

Now I am wondering where I got the idea from hmm
>>
>>167781062
Logical how?
>>
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Bad guy robo thug
>>
>>167781062
>>167781251
Also Rust has features like ad hoc polymorphism and type inference which don't work well with implicit conversion and introduce a lot of ambiguity if you have it.

Rust has some very limited special cases of implicit conversion where it isn't able to mess things up but they're essentially no-ops like going from mut to const and between reference types with "deref coercions".
>>
>>167781245

No, people barely post stuff because they aren't working on anything.
>>
>>167781245
this place has reputation not any different from other generals - people outside only talk about rampant shitposting, namefaggotry, tripfaggotry and hugboxes
stealing assets is a long dead meme, definitely hasn't happened within last half year and the last notable example of idea thieving was like 2 years ago
>>
>>167781245
This place identifies stolen assets pretty easily, I've never seen any drama over 'stolen' sprite art or anything. Probably because >>167781617


btw Gwynn was posting here before Momodora so that doesn't count.
>>
>>167781510
Nice silhouette.
>>
Is there a generic level editor that can be compared to the greatness of the RPG Maker's Editors?

Like, with all the fancy stuff. For example, selecting multiple tiles not on the tile selector but on the map and drawing with it.
>>
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>tfw you discover the co-creator of Tetris killed his family then himself
>>
>>167781651
>>167781686
I don't remember any thievery at all besides Vine blatantly ripping off RoR with Cavern Kings and ultimately not getting anywhere with it.
>>
>>167781686
>btw Gwynn was posting here before Momodora so that doesn't count.
that doesn't count either because the ripoff game was never finished
>>
>>167767193
Godspeed, anon. But seriously, I whish there could be a way to cheer you up somehow, but I know the only cure for that is some rest in other hobbies or projects or activities. Your dedication and will is still motivating, nevertheless.
>>
>>167781891
first poster here, i was thinking of gwynn but >>167781686 set me straight
>>
>>167780124
I hope you can see the value of being able to write your own game logic/loop and all that, while having relatively easy functions at hand to draw things to the screen without having to structure your entire engine around interfacing with some overly complex draw functions with a million parameters and specialized data types that requires a great deal of processing and optimization

a c++ engine isn't really better, now you have to learn their specific quirky OOP spaghetti code that you are reliant on with even less of a guarantee of support than unity

like I said XNA is more in the right direction, but it still locks you into their game loop and content pipeline and visual studio, and there is nothing else even remotely like it, nothing like the old API's and nothing, nothing at all like fahrenheit which would have been a real advancement in making graphics dev more painless

there's also horde3d I guess, but that's outdated too, and I remember spending most of my time looking for a compatible math library because they would for whatever godforsaken reason not expose an API for their internal math functions even though the rest of the API required the use of them or something equivalent, and certainly not all libraries are equivalent
>>
>>167781983
>I hope you can see the value of being able to write your own game logic/loop and all that, while having relatively easy functions at hand to draw things to the screen without having to structure your entire engine around interfacing with some overly complex draw functions with a million parameters and specialized data types that requires a great deal of processing and optimization
I know. I haven't personally looked into Banshee or Piston much so I can't say for sure that they are not like this, but I believe they are not.
>>
Your choice in engine, framework, language, or any means you use to JUST MAKE GAME are valid. Don't listen to shitposters and keep up the good work.
>>
>>167782415
Unity is the ONLY way to YesDev and you'd have to be Literally Insane to disagree.
>>
>>167781778

Thanks, now I need to learn how to make funk music.
>>
>>167781891
gwynn stole a cabin design, arikado stole a sprite
>>
>>167782663
I don't remember the Gwyn thing but with Arikado it was undoubtedly a placeholder.
>>
>>167781891
Tender arms got as stolen as physically possible
>>
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space empire dev here

implemented gravity for my planets.
its not much, but I can go to bed now, knowing that I did something
>>
>>167782772
Oh right, I forgot about that.
>>
>>167782743
A Gwyn asset was a pretty 1:1 match to this house from Marty

Or maybe Marty stole it from Gwyn. Or maybe it was just an omage.
>>
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>can code well
>can draw well
>can't bring myself to work
Why hasn't anybody taught me how to be a disciplined member of the society?
>>
>>167782774
I'm proud of you anon
>>
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>>167780886
How is this?

>>167781023
cheers

How do you guys plan for building games? do you just do it in small portions, set aside a certain time in a week or just work on it whenever you can? Do you start with concept and planning or do you work with agile?
>>
>>167783158
Go outside and jog, it'll get those creative juices flowing and motivate you.
>>
>>167782772
Hey, my game had a different color palette and turn based combat
>>
Are there any infographics on making a good-looking and functional main menu? Also color theory. My colors are JUST right now.
>>
>>167758831
ow boy... maybe you should make a multiplayer game just yet
>>
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>>167782772
Speaking of the Devil

I'm reconsidering the continuous room mechanic in favour of BoI like generated levels, which lead to larger rooms, which lock you in until you complete them and then come back to the 'normal' layout. This would take some pressure away from my writing ability and shift it to RNG quality.
>>
>>167781059

Ah, my bad. I didn't mean that they couldn't fill them in, I meant that they didn't really understand what they were filling in.
>>
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>>167783727
I like it, got any more ideas I can use in my completely different game?
>>
>>167772434
>winwaker clone
>puts the goddamn triforce right on the sail

Nintendo is calling, they said something about a C&D
>>
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>>
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First enemy design is done. He will follow our Reaper guy around and zap him with his gun, making him drop the objects and eventually destroying him. He needs to be fought off... somehow.

Also added proper item outline to every object. White if you can use it, green if you are currently using it. And there is a shitty bug where kid runs in the wrong direction when panicked, but only sometimes. The terror animation is also added. Characters have reactions now, for alert (jumping in air), for terror (turning blue) and for stopping investigation (shrugging).
>>
>>167783624
>My colors are JUST
lel

I don't know any color theory, but one thing I came up with was saving all UI assets as greyscale, so they can be colored via code when rendering. So if you want to change colors you don't have to open photoshop and rebuild the assets, you just change a constant in your config file
>>
>>167784187
>sail
That's a wind indicator.
>>
>>167784187
that parts not the sail, you fucking retard
>>
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>>167784218
Turning blue animation up close. Everyone has it slightly different but similar.
>>
>>167781837
no one said gamedev was easy, Vlad
>>
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>>167784239
>>167783624
>>
>>167784187
>>167784315
>>167784316

tell-tale
>>
>>167784218
>mixels
>rixels
>grixels
>transparent pixels
nah just bullying you
looks good
>>
>>167784218
>360 and walk away
>>
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>>167784498
It's not a tell tale either. A tell tale is a piece of wool or fabric that comes off the sail itself to indicate flow.
>>
>not making a sailing game in room scale VR where you actually have to manipulate things with your hands
>>
>>167784368
>>
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all basic card types are there, now
>card packs show correctly
>day/night cycle system allows for different events for the different times of the day
>>
>>167784218
*teleports down stairs*
>>
>>167784498
IT'S A FUCKING FLAG
F
L
A
G

HOLY SHIT
>>
>>167784562
lol'd

>>167784941
A submarine game would be cool like this, lots of levers to pull and wheels to turn, sailing seems like it'd be about knots and wouldn't that be hard to do with vr controllers?
>>
>>167785190
You hardly ever tie knots on the water, only really if you need to fix something (which obviously isn't necessary if it's simulated) or switch sails. So I don't see it being a problem.
>>
>>167785190
There is a team that's working on a multiplayer submarine experience, they've posted on /r/vive some time ago.
>>
>>167785140
Is it playable enough for a let's play?
>>
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>>167785083
>>167784368
>>167784218
>minimalist pixelshit
>>
>>167785408
>they've posted on /r/vive
and just how would you be knowing what goes on there, hmm?
>>
>>167784239
That's good and savvy advice, thanks

>>167784436
Thank
>>
>>167785434
I've seen 1hr+ videos so yeah, probably
>>
>tfw your 12-person team includes an artist who can interpret your visions perfectly.

You will never know this feel, anons, but I do, and it is a good feel.

The best part is, she does it for free.
>>
>>167785649
And then you woke up.
>>
>>167785649
>an artist who can interpret your visions perfectly
any competent artist should be able to do that
>>
>>167785469
(You)
>>
>>167785469
That image is not right.
>>
>>167785801
no, it depends on the person doing the visualizing to be realistic and precise about what they want and not some bumbling retard who keeps going "yeah I want pixel art like minecraft but also... like... final fantasy style, with more texture and stuff..."

t. artist
>>
>>167785849
>Glorious mother Russia solid red
seems right to me
>>
>>167785649
There is only perfection for those who settle
>>
>>167785649
making art for a pong clone isn't very hard anon
>>
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Figured it was time to "cut the cord" with Mayhem League's framework and start designing Dixie around Dixie-relevant spaces.

Blocking out the first level now. Also restructured the save-game system and game state system to be more pertinent; we can now remember Dixie's unlocked moves and also the position of level geometry and the collected/not collected state of pick-ups.

Not pictured:
weapons now have the ability to fire projectiles and count ammo (though it can't be refilled until I implement reloading).
First collectibles implemented (core shards; collecting 20 will let you combine them into a core. There are 100 per level, for a total of 5 cores... 5 more cores are unlocked by clearing the 5 combat arenas in each level. NPC quests and other secrets will reward you with a stash of 10-20 core shards).
>>
>>167785907
>>
>>167785986
finally a texture besides the test grid.
>>
>>167785907
then it's not really the artist fault if that's the case, the way he said it made it look like it's hard to find an artist that can understand what you want them to do
>>
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>>167785986
does she float?
>>
>>167786306
You mean in water...? She can swim.
>>
Anyone here ever work with normal maps? Are there any free programs for painting them or generating them automatically?
>>
>>167786186
I'm saying its a two-way street.

you're never going to find an artist who can do what you want them to unless you know how to communicate your ideas to them effectively. Artists can't read minds.
>>
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What am I doing with my life?
>>
>>167785986
Are you still using blueprints?
>>
>>167786681
Of course

There's way less spaghetti now that I know what I'm doing, though.
>>
>>167786554
Usually you bake a high poly mesh into a lower poly mesh and a normal map.
>>
>>167785907
I asked her for a low-res bodybuilding bald eagle (taking some inspiration from Broforce) on a cardboard cut-out, for a shooting gallery game jam game. It was exactly exactly what I was hoping for, despite me not actually mentioning broforce or her being familiar with it or looking it up.
>>
>>167786680
>Not using gms2
Do you hate yourself?
>>
File: pikachu.gif (259KB, 500x223px) Image search: [Google]
pikachu.gif
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>>167786358
nice
>>
>>167786680
Making a puzzle game, obviously
put some 2elegant4u minimalist graphics on it and upload it to steam for $2.99
>>
>>167786680
It looks like you're trying to control 3 players entities with a single controller.
I'll assume you want to test local multiplayer.
Right?
>>
>>167786820
lmao, what the fuck else comes to mind when you say "low-res bodybuilding eagle"

and her knowing about some faggot meme game has nothing to do with being a good artist.

also for all you know, right after you told her what to make she googled "bodybuilding bald eagle" and came across Broforce

basically, you're a faggot
>>
>>167772434
Sailing in Wind Waker was actually pretty boring and unfun, scrap the idea
>>
>>167786554
There's NVidia's tool for Photoshop that can generate normal maps from diffuse texture.
There's Crazybump which is super-easy to use but not free (just crack it).
There's Crazybump's clone Awesomebump which is a complete piece of shit written by autistic open-source software engineers that are too detached from reality and can't create a user interface usable by humans.
There's Substance (haven't used it).
There's data transfer in 3d modelling software where you do magic described in post >>167786806.
>>
>>167787183
>despite me not mentioning it
>or her being familiar with it
>or [her] looking it up

But holy shit are you angry.
>>
>>167787227
Weird way to spell COMFY, brah
>>
>>167787326
kill yourself my man
>>
>>167787326
post game
>>
>>167786846
Not him but it's out there for everyone to use?

I own GM:S pro but haven't dev'd in half a year, I'm a bit lost with everything new etc. Could GM:S users explain it to me please? Should I stick to GM:S pro or should I move on to GM:S2? Do I have advantages over others by having owned GM:S pro or do they not care at all?
>>
>>167783316
i'm joking, literally anything is better than boring human girls
>>
>>167772434
i love this
though if you dont have music as good as WW's ocean theme, youre gonna have problems
>>
tfw lost all my motivation. just wanna lie around and be sad
>>
>>167787559
It's much more elegant and organised. You can try out the demo version, and if you like it you can upgrade your current license for 60 bucks.
>>
Why does nobody in here use Valve's Source engine?
>>
>>167788362
There's one guy with a split personality disorder that uses it.
>>
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>>167787972
>>
>>167788154
i don't want to spend money because then that means I'm invested and have to actually finish something

Actually I'll think about it. How badly will everything get fucked if I port over my current project?
>>
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>>167788475
>live to make other people happy
Fuck is this shit
>>
>>167788613
it's to heighten your own self-esteem because you are the one making other people happy and therefore you are superior to all these useless cunts -> you are actually selfish
>>
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Some sorta magic lightning attack.
>>
>>167788819
If you need others to feel good, you're the same as them.
>>
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finally have some progress to show that isn't just gray boxes, been working hard on some mesh generation and I'm quite happy with the result given my limited math skills, do any of you have a resource on mesh lofting?
>>
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started yesterday with little to none experience
now...
>>
>>167788959
I do not have resources on "mesh lofting" but god DAMN that looks good.

What happens if you cross a path you've already been on? IS that what mesh lofting involves?
>>
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>Have problem
>Look up solution
>Tutorial guy is using Playmaker

why the fuck are you even making a tutorial if you're just going to use an asset thingy
>>
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>>167788959
Holy shit that's awesome but
>not calling your webm to aru kagaku no railgen
Missed chance
>>
>>167788868
lookin' gucci
>>
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>>167787586
what about bat ears?

>want an animal race
>dont want it to be furry

any ideas of cool animal people?
>>
>>167789176
Bunny amazons
>>
>>167786846
I bought it on Humble Bundle, brah. It was dirt cheap.
>>167787012
>Making a puzzle game, obviously
Just by accident.
>>167787143
yes, the grey one is the parent object.
red is player 1, blue is player 2.
Right now it's local multiplayer. But I had in mind trying to make online multiplayer work.
>>
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>>167789054
here's today

thoughts?
>>
>>167789176
if it has animal ears it's already furry to the average person

do werewolf people tied to the moon
>>
>>167789176
what's wrong with furry
at least it'd help distract people from your inability to draw
>>
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>>167789176
Giraffe people
>>
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>>167789125

Sorry, can someone tell me what "Playmaker" is?
>>
>>167788154
Just saying but other anon wasn't me, thanks for the reply.

I'd actually like to get GM:S 2 eventually, if I plan to spend years working on making games I'd rather have a superior engine, I think it's worth it. With that said I have to upgrade my computer soon and I'm not sure I'll have 60 bucks to spare - GM:S 2 works the same way as GM:S, right? If I start working on my project on GM:S will I sort of fuck myself over by learning wrong habits and not being able to port my game or is GM:S 2 is just basically GM:S with a superior interface and additional options?
>>
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>>167789512
>what's wrong with furry
>>
>>167789583
is google too hard for you?
>>
File: repeat.png (26KB, 1130x526px) Image search: [Google]
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There's got to be a more efficient way to instantiate objects along 4 fixed points on an x axis than this right?
>>
>>167789742
is this bait?
>>
>>167789704
I did google it, I just wasn't clear if it was more of a preset-ass, mariomaker-ass, bullshit thing, or something that just simplifies the scripting process for idiots. was just curious.
>>
>>167789176
qt mermaids pls
>>
>>167789176
concept art not gamedev

>>167788959
gamedev

>>167784609
sailing is not gaemdev
>>
>>167790120
suck my ass pussybitch
>>
>>167790120
shitposting is not gamedev
>>
>>167789742
>>167789897
it has to be bait

>>167790120
where is _your_ game?
>>
>>167789897
no.
>>
File: vid 5.gif (1MB, 707x562px) Image search: [Google]
vid 5.gif
1MB, 707x562px
>>167789367
is using the code I wrote for the mouse aim and modifying it so that it changes the depth of the "spear" object relative to the knight a good way to make it have some depth?
>>
Post apocalyptic FPS, post-apocalyptic scifi FPS, or post-apocalyptic fantasy FPS?
>>
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file.png
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>>167789742
anon
please.
>>
>>167791126
shit.
>>
>>167790930
>post-apocalyptic scifi FPS
wut
>post-apocalyptic fantasy FPS
wut
>>
>>167788819
You can have no self esteem and work to make others happy
You can easily be taken advantage of that way though and it doesn't fix the underlying problem
>>
>>167789110
thank you, right now only the rails are generated correctly, the supports are just place holder so I could get an idea of what it would look like so if you cross paths is just generates over each other.
mesh lofting is just the term for deforming a mesh along a curve. (I hope, if not that would explain why google isn't giving me good results)

>>167789142
thank you but my power level isn't high enough to create these references.
>>
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Be honest, /agdg/...

Do you use any paid assets or visual scripting tool?
>>
>>167791651
Yes & Yes
>>
>>167791651
Yes my idea of gamedev is attaching prefabs together
>>
>>167790120
>>167789512
Can you leave my thread please?
>>
>>167791749
pussy

>>167791835
>I won't use a VST because I want to make everything as difficult as possible
>>
>>167791651
>>167791651
> visual scripting tool?
what is that how does it work?
>>
>>167791924
How are VSTs remotely like assets?
>>
>>167791651
Yes. No one gives a shit. They just want a good game.
>>
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u like.png
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>>167789742
Make your life easier if you plan to add more positions.

>http://pastebin.com/bAnLVTRK
It's just to give you an idea so modify it to fit your needs.
>>
>>167792114
You tell me, you're the one who just whined about "prefab"
>>
>>167791651
if you don't count usage of gml as the latter, no
>>
I wasn't going to ask, but since everyone's talking about it anyway, what's a good visual scripting tool?

I heard about uScript and Playmaker, but I can't find a torrent for either that actually works.
>>
>>167792210
Nope.
>>
>>167790930
Post-apocalyptic sims-like in fp view.
Fallout4-like.
>>
>>167792501
How about using a goddamn popular tool instead of your meme uScript or Playmaker?

You and the Godot meme anons are the reason why you're not making any progress.
>>
>>167792779
>popular tool
Like what?
>>
>>167792141
thank you so much, you're the best
christ that is so much more simpler.
please forgive my block code i'm still learning and arrays just confuse me that little bit more.
>>
>>167789176
OOoh I like this one
>>
File: 6DvcfwJ.gif (21KB, 211x331px) Image search: [Google]
6DvcfwJ.gif
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How do i find a programming partner for my game?
>>
File: 2d6ra0.gif (207KB, 250x250px) Image search: [Google]
2d6ra0.gif
207KB, 250x250px
>>
>>167792779
>How about using a goddamn popular tool instead of your meme

I'm not memeing, I just don't know much. If there's some other "popular tool" I should be using, why not just tell me? That would solve both of our problems.
>>
>>167793265
I think he's talking about UE4's blueprints.
>>
>>167792850
Source engine
>>
>>167793351
Yes well, I feel like C++ would be way more fucking complicated in the long run, so that seems like a bad idea.

>>167793380
L O L
>>
File: chosen undead.webm (3MB, 500x400px) Image search: [Google]
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so it turns out i've been ignoring an extremely important feature of the config joint this entire time. should be a lot easier to do what i want now. old progress because i didn't feel like recording anything new.
>>
>>167793504

What is this game going to be?
>>
>>167793178
You say the magic word, money.
>>
File: u like2.png (4KB, 274x210px) Image search: [Google]
u like2.png
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>>167793023
No problem.

Also I don't know why you specifically need the spawnValues+letter in the editor but know that the code can be simplified even more by making the array public, so you can get rid of the above.

Unity does a good job at displaying basic structs or primitives.
>>
>>167793178
Programming partner?
But programming is easy, anon
>>
File: 1485258731035.jpg (623KB, 2500x2380px) Image search: [Google]
1485258731035.jpg
623KB, 2500x2380px
>trixel
>>
>>167793616
physics based first person, third person shooter parkour platformer sword fighting game.

or whatever combination of those that i can actually finish in 26 days.
>>
>>167794295
Fuck you.
>>
>>167792779
How about you tell us the magic popular tool, tool.
>>
>>167795158
Source engine
>>
>>167789251
literally Final Fantasy 12
>>
I am too shy to post progress because no one else does.
>>
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Is 3D possible in Gamemaker? I mean for someone who doesn't know coding, is it even remotely realistic. Sorry if you get this question a lot.
>>
>>167795678
There's an anon here making a 3D game in GM but they're a full blown masochist
>>
>>167795678
But why
>>
>>167795645
Kind of makes you feel like this thread is a sharks nest huh... Like there's dozens of anons that are "making games" but will never actually finish just sitting there waiting for anyone to stick their neck out so they can wring it like a drugged pigeon. Almost like there's a fat nodev sitting in bed at 3.52 pm on a weekday because he doesn't have work eating two peanut butter and jelly sandwhiches even though he's supposed to be on a diet and dinners in an hour or so, but he's going to eat the sandwhich anyways, and he's going to use the anger her has with himself to shit on your art, or your code, or your design because he know's he'll never be able to finish a game and show his parents that he hasn't been a fat ball of wasted potential that they've fed for 25 years with no returns.

Post progress man don't be shy, the only one that can defeat yourself is you.
>>
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>>167795851
I'll take that as a no.

>>167796478
Because Gamemaker seems to have the most user friendly interface that requires the least amount of gobbledygook computerspeak.
>>
>>167785986
>stands at an angle while standing on slopes
Why?
>>
>>167796668
>gobbledygook computerspeak
you'll never make a game if you have this kind of aversion towards programming
>>
>>167796668
gamemaker's 3d will actually require a good bit of that gobbledygook computerspeak from you if you want to get anything done with it
just go with unity or ue if you have to ask and save yourself the headaches
>>
>>167794032
this is brilliant, thank you so much again you are a godsend
>>
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I haven't done shit since last time. I just barely worked a bit 1 hour or so today and added a dash move.

I mean, I have no incentive to open blender and model enemies nor environments so working on that just feels like a waste of time.
Can't bring myself to work with placeholders recently so I'm just doing anything but deving.

Damn.
>>
bump >>167789597
>>
Man shall not live on (You) alone
>>
My game is only "fun" if you "play" it idle
>>
>>167797830
i need an idle game to play

I wanted to make one where you send adventurers into a dungeon and then you return 8 hours later and they're all dead but hey they made you some gold.
>>
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Before, containers were just glorified item slots on a different UI panel. Now when you loot them they are dynamically filled based on a entry in a Loot List database.

Need to consider what to do for personalized containers and how to hold that information efficiently - for example, a container that has been looted.
>>
>>167791651
Everything is made with my bear hands
>>
>>167796668
Making a 3D game in Game Maker sounds like a hack fest.
For 3D Unity is the easiest way right now, I think.
>>
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>>167798050
Its not a hackfest and I'm having FUN making a 3D game in Game Maker. Taking the easy route will only make you complacent!
>>
>>167798206
what's your endgame
>>
>>167798360
sell it of course! for cheap
>>
How can you make video games if you don't even like them?
>>
File: gay+.png (40KB, 791x320px) Image search: [Google]
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What did I do wrong? Why won't "Look At" show up under my script in Unity?
>>
>>167799154
>how can you make babies if you don't even like them?
>>
>>167799524
kek
>>
>>167799490
Take a look at the console, are there any error messages? The component view in the inspector won't update until everything compiles properly
>>
>>167799901
I don't see any error messages, and I've compiled a few times here in visual studio, and saved it. still nothing.
>>
>>167799524
>how can you have sex with a woman, when you can't even love her enough to commit yourself to her and make babies
>>
>>167800635
error messages in unity, that is
>>
>>167794953
I'm serious. I feel bad asking for an artist to program for because art is hard as fuck, but programming is easy.
>>
>>167801132
Both art and programming are impossible
>>
>>167801527
Only with that attitude
>>
>>167800765
>how can you have sex with a woman?
>>
>>167801592
>how?
>>
new thread

>>167802273
>>167802273
>>167802273

rip
>>
>>167801560
It's the only attitude that makes sense when it comes to art and programming
>>
i don't see much talk about designing boss fights. What do you guys think make a memorable boss fight? It can be any genre.
>>
>>167806370
screenshake and memes
>>
>>167806370
if you want it to be memorable make it as painstakingly ass as possible
the rage will be ingrained in a mind forever
Thread posts: 754
Thread images: 138


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