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/agdg/ - Amateur Game Dev General

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Thread replies: 777
Thread images: 150

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You can make game!

> Play 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
>>168326493

> Previous Demo Days
pastebin.com/KUSDs9vt

> Previous Jams
pastebin.com/8DFkkce3

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

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

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
First for Rust.
>>
Second for womens clothes help you program better.
>>
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>following a tutorial, trying not to copy/paste so I can go slow and try to understand how the code actually works
>trying to figure out why my IDE keeps throwing a NullReferenceException
>after a solid hour of changing code across multiple files and double checking previous tutorial articles, decide to just copy paste the line in question
>it works just fine
WHAT
THE
FUCK
>>
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>>
>>168380539
Can you pastebin your broken code and the working code?
>>
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Was making progress part of your plan?
>>
>>168380662
not easily, the code is in multiple files and folders. It was just that one line in that one function. I think it was Visual Studio being weird or something. It's working fine now.
>>
>>168380895
Yeah, just copy the two lines in question. The comment and the working pasta. Plus the two lines enclosing them.
>>
>>168380895
My pirated Unity flips the fuck out sometimes and has to be restarted.
>>
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>>168380402
Where does your game fall on the genre tier list?
>>
>>168381031
>pretty cool
I feel "nvm but good luck"ed.
>>
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>>168381031
Damn that's an oldie.
>>
>>168381031
Bro Tier, i'm fine with that
>>
>>168381031
Missingno tier, because it's not on there.
>>
>>168381031
my fighting game is obviously not welcome here
>>
>>168380972
http://pastebin.com/TU0PAfxw
that's it
>>168381031
Bro tier
>>
>>168381272
>>168381317
You're both in "Keep it up Tier"
And I'm looking forward to playing your games!
>>
>>168381031

Where would an MMO fall on that list?
>>
>>168381410
oh yeah fug theyre fuckin identical
>>
>>168381665
I'll chalk it up to Visual Studio being fucky and cross my fingers it doesn't happen again.
>>
>using gms
>once every twenty playthroughs something clips through a wall and gets stuck and I have no idea how
>it shouldn't even be possible because this collision code is used by everyone

does changing sprite_index fuck with your collision mask at all?
>>
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>>168381428
Well thanks. I hope you enjoy what I eventually put out.
>>
>>168382262
Not if you're using a sep mask than the sprite's. Otherwise it would change with each sprite_index.
>>
>>168382262
depends entirely on the collision masks of the sprites being used

using xscale and yscale can fuck shit up if your origin isn't perfectly centered

also
>it shouldn't even be possible because this collision code is used by everyone
Not a good metric for whether code is sound.
>>
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I'm sure I'm just being a massive retard here, but can someone explain why my F-Curve editor is empty?

Google-sama was most unhelpful
>>
>>168381031
Best pal tier.
>>
I've not posted a lot recently after almost a year break. For anyone who remembers, Ive started working on this area again. Its a basic connect-the-dots kind of puzzle where you have to find the correct order of these little flower things to grab, which boost your speed incrementally for a limited duration. After a while you run into similar items that bounce you into the air which you must combine with the speed boosts to traverse areas. Things get more and more complex as you progress but mainly this area is for GOFAST.
Im not too good at converting webms to retain quality and allow for much of a decent length of time
>>
>>168382342
It really bothers me when in a font the lower case "L" and an upper case "I" look exactly the same. I think it's something that should be fixed especially when there's a lot of text.
>>
>>168382559
how are you meant to know what the correct order is?
>>
>>168381596
is it a MMO ~RPG~?
>>
>>168382421
>using xscale and yscale can fuck shit up if your origin isn't perfectly centered

oh, this is probably it. I was trying to figure out how to repeat it but I think I might've already fixed it by assigning every object the same box mask.
>>
>>168382559
Welcome back
>>
>>168382573
Mm, I just changed the font and hadn't noticed that. Haah. Alright, I'm going to see what I can do about that. It's hard finding a font like this one that has good kerning and making cap L and I different without serifs.

Might have to just roll my own.
>>
>>168382609
Distance between each flower dictates which you can collect before the reset initiates. Terrain also ties into it (hills and such create miniature obstacles). Essentially there is only one correct path for each one which you must figure out. In the beginning there are visual cues such as foliage surrounding the "starting point" and Altars that light up the correct path. As time goes on I remove these cues and you must figure it out for yourself, thus increasing the difficulty and reducing the handholding.

>>168382559
2nd half of this
>>
Hey, we made a game bout Trump, lol. You can rate, you can hate, every shit is fine.
>>
>>168382617

Yes.
>>
>>168382810
Have you ever tried it out with playtesters?
>>
>>168382671
Thanks m8, its been a while but Im glad to be back to work.
>>
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>>168382525
Please send help
>>
>>168382892
>russian
>whodev
>meme game
Shitty shill trifecta.
>>
>>168382934
Then obviously you're an RPGBro like me, and thus a best pal.
>>
>>168382939
Im actually giving a few of my friends a try soon to get feedback for how difficult it is or isnt. Ive been so close to it for so long that it all seems too easy and apparent to me, so I finally decided to get some second opinions.
>>
>>168382892
Link here
https://steamcommunity.com/sharedfiles/filedetails/?id=862618774
>>
>>168382892
but i thought russia likes trump
>>
>>168382982
I don't know blender but I'd suggest searching for editor options that relate generally to the type of window or UI associated with what you're having trouble with, rather than searching for solutions to a missing f-curve editor specifically.
>>
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Time controls.
>>
>start selling your first game on itch
>sales are small but feels good man
>suddenly paypal limits your verified account and asks for personal info
>tfw it's chump change and can't believe they'd waste time on it

i hate how the exchange of money always involves some kind of third party. futuristic universal credits system when?
>>
There's now a visual indicator on the side of each party member's health. Hopefully the UI is understandable enough.
>>
>>168382892
>whodev
Shame. Another "AGDG" game that won't get remembered.
>>
>>168382559
Good leaping/soaring
Running around on the ground is not comfy, which contrasts with the chill art

need hang glider mechanic
>>
>>168383395
I've gotten $9 over 2 years on Itch.
I'm envious that your sales are small rather than non-existant.
>>
>>168383395
Doesn't itch.io link up to bank accounts directly?
>>
>>168383395
You're making an income, you gotta pay taxes. That's how it works my man
>>
>>168383449
Pretty unreadable, senpai.
>>
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>>168383449
Forgot the webm

Christ I hate this captcha.
>>
>>168383496
>>168383541
it's less than $200
>>168383526
i think if you email them and ask for it they will do a wire transfer directly, but if i remember right it's only for americans

thankfully half of what i made was sent to stripe which seems vastly superior to paypal. problem is some people can only use paypal
>>
>>168383182
In tutorials everyone just says "go to the F-curve editor" and the animation curves are already there.
Can't seem to find anything useful.

Blender's own documentation only explains all the things you can do with the curves. Nothing on how to make the curves actually appear.

I've tried every option and setting. Completely stumped.
>>
>>168383605
>Christ I hate this captcha.
4chanx -> Use Recaptcha v1
>>
>>168383605
That little menu in the bottom left?
I would suggest changing how condensed it is so you can actually read what the up/down options are without they getting cut off. Particularly the bottom one which gets covered up by that charging bar almost entirely
>>
>>168383541
>You're making an income, you gotta pay taxes
Tell that to drug dealers.
>>
>>168383829
drug dealers pay taxes my man
>>
>>168383605
Buy 4chan gold, mate.
>>
switch statements are fucking ugly
>>
>>168383495
The slow movement on the ground is indeed most uncomfy but kind of gives incentive to jump around, jump around, jump up jump up and get down.
I recently realized that the naturally slow movement ruins the pace (later you get upgrades to allow quick dodging in the air-similar to UT99/UT2k). I plan on adding a "fast movement mode" which you can toggle on and off. By using this you can survey the terrain much quicker. However, when in fast movement mode you will be prohibited from activating the speed boosts, which should be a good trade-off.
Actually the hang glider mechanic would probably be perfect for this...You could move faster and also have better air control to survey the area but must exit the hang glider mode in order to actually complete the speed puzzles. Thanks m8
>>
>>168384063
What an amazingly petty thing to get butt hurt about my man.
>>
>>168384282
They take up too many lines
>>
>>168384310
Ah I forgot it's 1985
>>
>>168384310
so did your mom while she had you in her belly, which explains a lot
>>
>>168384063
Does code have to be pretty?
>>
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>Placeholder graphics
>Tile generation with secondary map decorations
Alright, time to ship this to greenlight
>>
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>>168383902
>>168384282
>>
>>168383801
I'll try that out.
>>
>>168384407
>greenlight
Is that a reasonable thing to do anymore?
>>
>>168383716
>>168383182
>>168382982
>>168382525
Turns out it was just Blender being a cunt.
I began editing the action while the F-curves window was open and suddenly the curves popped into existence.
>>
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>>168384389
of course it does
you wouldn't defend pic related would you?
>>
>>168384563
Absolutely. I'm going to be rich.
>>
>>168384715
I wonder how many times he's typed "this" in his life.
I wonder if he programmed a key to automatically type "this" every time it's pressed.
>>
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>>168383395

>Selling a product and making money
>"Omg why did they ask for my personal information? Why can't my bank website be annoymoose like 4cham >:(
>>
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>>168384715
>Vector3 vector352 = vector351;
>Vector3 vector353 = vector352;
I didn't even pick this up last time.
>>
>>168384946
did you miss the part where my account is verified? last sentence was obviously a joke
>>
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>>168384476
Looks a bit clunky.
>>
>>168385106
in the last webm, iterating through the list made it scroll
but in this one, it just kind of nudges the whole list up or down in a way that doesn't look like scrolling (which is a huge contributor to the "clunky" feel)

I'm guessing there's a thing you might've forgotten to adjust. Readability-wise it's a whole lot better, though the top pixel of the bottom item is still cut off by the bar
>>
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>>168384389
This is /agdg/ what did you expect?
>>
>>168385485
>assman
everyone knows 'mgr' is the superior abbreviation for manager
>>
>>168385773
>using managers
>>
>>168385773
>not an assman
>>
>>168385415
It really only gives the illusion of scrolling - every time there's a switch, the items move forward and up/down a little bit before going back.

Due to the way the system works I don't think it's terribly important that you can read the other items. You know what each one is before the battle, and each is likely going to be different types (colors) to counter different enemies.
>>
How do you rip off a kirby game when kirby is so unique?
>>
Why is it so much easier to project personality traits/motivations onto male faces than females?
>>
>>168386165
by being extra unique
>>
>>168386251
It's okay for a man to be completely decimated and scarred, embellished with several additional chins, or blinded by a ridiculously big nose.
Defacing a woman like that is frowned upon; females' worth is defined by looks more than a male's.
>>
>Cant stop thinking about wanting a femboy, stopping me from devving
anyone else have this problem?
>>
>>168386512
Alternatively, women are semi-sentient props that are incapable of harboring meaningful, relatable emotions.
>>
>>168386251
Because you have decided that women are only allowed to be pretty, and can't have any sort of blemish on their face. Maybe try to stop caring about stupid shit like that and just make your characters. Doesn't fucking matter what gender they are.
>>
>>168386749
Go the Aliens route. Write the role as a man, then slap tits on him.
>>
>>168386821
The feminist projection is unreal tonight.
>>
>>168386936
Being a cuck that puts the pussy on a pedestal is much worse. Your fictional characters aren't going to fuck you no matter how pretty you make them, so it doesn't matter. Make them ugly like real humans are.
>>
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Reposting my pasta about Comfy Jam feedback and game play footage in case the devs missed it.

http://pastebin.com/WSz7QpBb

I hope I'll have time tonight for more.

Keep up the good work!
>>
>>168387296
>Your fictional characters aren't going to fuck you
s-shut up
that isn't true!
>>
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>>168384715
How did the code become public? Is there a way to extract it from an Unity build?
>>
>>168387743
> Is there a way to extract it from an Unity build?

Boy if you only knew.
>>
>>168380539
could be a non-displaying character or a white space character issue
if you are using monodevelop, i've been told that it works best with linux line endings
>>
what happened to mayhem league (that big fighting game being made in unreal engine)
>>
>>168387743
mono compiles to intermediate language without much obfuscation and thus it can easily be restored to a state somewhat similar to its original form
>>
>>168387945
the dev turned it from a tony hawk third person shooting action game into a banjo kazooie action game
>>
>>168387945
The game became too big and spaghetti, so the dev stopped making it. He's making a new game now.
>>
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>>168386856
The thing is all the women in the art I picked up just look... unreadable. Is it bad art?
>>
>>168385964
>It really only gives the illusion of scrolling - every time there's a switch, the items move forward and up/down a little bit before going back.
that's literally how portraying scrolling works. If you just changed the offset to match the new distance between menu items it would look fine.
>>
>>168386597
wanting a female(male) character in your game, you mean?

>>168387974
So if you make a game in unity, people can still your code fairly easily?
>>
>>168388785
No i want a femboy in real life to love and fuck in the butt
Cant stop thinking about it
>>
>>168386597
Go to /d/ (or /gif/ if you are into 3D), find the appropriate thread, jack off, then go back to work.
>>
>>168388942
have a wank then get back to devving
>>
>>168388942
Funny that you say that. You see, I have the exact opposite fantasies which keeps appearing in my head which prevent me from being productive.
>>
>>168389196
What do you mean opposite? are you looking for someone to fuck your butt?
>>
>>168389196
>>168389286
>amateur gay dicking general
>>
>>168388785
Just download ILSpy and go look at all the awful code on itchio
>>
>unity
>quaternion * vector3 works
>vector3 * quaternion doesn't
why is this?
>>
>>168388153
>code is spaghetti
>shit performance
It's called using ue4 for you and has nothing to do with the game itself.
>>
>>168388785
>So if you make a game in unity, people can still your code fairly easily?
Yes, but in practice pretty much only chinese and russians will do it.
>>
>>168384715
>single64
>vector3 365
>this
Surely he's just fucking with us at this point, right?
Right?
>>
a, I don't think I'll finish my comfy game
>>
>>168384953
>>168389809
it is misleading because the code shown there is translated back from IL code meaning that some names will be lost (notable local scope variables), some functions will be converted to classes, and the formatting etc. of the code will be different

there are still problems with the code that are note resultant of the compilation/decompilation process but the image is rather unfair if viewed without understanding the context
>>
When you finish your game (lol), will you give gift codes to /agdg/?
>>
>>168390656
considering comfyjam ended a day ago you're a bit late anyway
>>
>>168391056
Of coursh
>>
>>168391065
oh, whoops
>>
>>168389286
While dressing up in pretty clothes, yes. I usually feel guilty for having these thoughts, though.
>>
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>>
>>168391291
images from wikipedia don't count as progress.
>>
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click clack
>>
>>168391454
I just like looking at it
>>
>>168390976
This is all within one 2600 line update function though. Even if it was the translator grouping multiple functions together into one and making all of those weird names and this. references, it doesn't excuse the strcmp and chained if/else statements that were definitely his own work and unjustifiable
>>
>>168390656
Don't sweat it. Just finish it then post here when you are done.
>>
>>168391056
>(lol)
not with that attitude
>>
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pretty short webm because i was having trouble fitting it under 3mb
working on a first person controller for a horror game
it's got crouching, sprinting, leaning, and a flashlight
>>
>>168391204
Do you live in england? and are you small?
>>
>>168391845
String comparisons are part of Unity's legacy animation system API and the input API. We cannot know whether or not he is typing the string literal in each API call or is using a named constant. While he should either be using the input button system or the enum API for the key press system, since its all throw away prototype debug code there I would not nitpick it. The if/else statements for the input section are only avoidable by writing an input wrapper around Unity's input system, which depending on the stage in a project is not necessarily worth the time (certainly would not bother for debug shit).

I would rather criticize the way he is doing the animation coding, particularly since he could redo it all very quickly and in an organized fashion using mecanim.
>>
>>168392593
Sadly no, but I'm a fellow Eurofag. And another no for the other question. I'm tall, but at least slim. When I was younger, girls always envied me for my shape. I guess that planted this sick seed in my head.

Damn, anon, I just want to dev, I have a shit ton thing to do, but now I'm immobilized.
>>
>>168392851
post pics of your butt to my email
[email protected]
and i will tell you what a pretty girl you are
>>
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uh
>>
>>168392387
Nice work anon. Reminds me of the controls for thief 1/2. Now you just have to add that climbing mechanic that the dark engine had.
>>
>watch coding tutorials on my lunchbreak at work
>want to go home and practice implementing it
>get home, too tired

Coding is really interesting, but tiring and it can definitely be boring if you don't find solutions to your problems quickly enough.

Also I'm struggling to work out raycasting, it feels like the tutorials out there are not clear enough for me (admitedly, I'm retarded, and I actually haven't looked hard enough for tutorials. Today's lunchtime will be all about raycasting!)
>>
>>168393491
>!
woah look out we've got someone who still emotes over here
>>
>>168393491
Are you trying to use raycasts or implement them?

They're pretty easy to use conceptually but doing your own reasonably complete collision detection is a timesink imo
>>
>>168392387
Oh but change the lighting in the shader so it does it does it per texture pixel.
>>
>>168393491
What do you mean by ray casting? The way Wolfenstein 3D worked back then or "just" the usual method of casting rays?
>>
Anyone know how to make a dialogue blip sound effect, like in Phoenix Wright and older RPGs? bfxr sounds like shit for this purpose.
>>
>>168393845
use a synth with a 25% wave
>>
>>168393845
lower your standards anything is possible

http://sfxr.me/#34T6PkicSAEMTKXagDwD358zJhK9RSmYw3shgwoW6MEZwvMX9jffH9EtJqoMSKRaMHnBET5Gqqn28w937uaxjV2c1mkwjfj6rwbv4U4VpQ6BRzWBGSyh4CDXV
>>
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>>168393491

One thing I've noticed about discipline, motivation and development is that you can easily "get motivated" to do something when something is preventing you from doing it at that exact moment (e.g. your day job). You start making plans to do x, y an z for when your next block of free time comes up but then end up fucking off instead, whether it's due to being mentally or physically tired at that point, procrastination, or just the desire to do something else.
People say that the difference between motivation and discipline is that motivation strikes you like inspiration in that it can make you really want to work on something, however discipline is what will truly carry you when you don't feel like working or you're depressed because of some sort of setback.
Discipline can be learned, but it will take time. You should schedule a time, say, after work where you will dev for at least 15-30 minutes at least, whether you're making tangible progress or not. As long as you keep doing it the time will add up and not only will you start seeing progress, it will also become a habit and you can extend the time you work on it.
>>
>>168393672
>Standard punctuation is now emotes
C'mon, mate.

>>168393702
>>168393762

Well, I'm making a platformer to dip my toes into gamedev. So, I want to cast a ray down from my character so that, if the ray reads that I'm 0-distance away from the ground, then he's grounded (so he can jump).
I already have this without raycasting, but the problem is that he counts as "grounded" even if the sides of his collisionbox are touching a wall, so you can launch yourself up walls.

>>168394020
Absolutely true. I'm a horrible procrastonist and need to get my head out my ass.
>>
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Does anyone have any guides on implementing serialization of in non-unity classes?

>>168392387
looks nice
>>
>>168395242
no but you basically just need to add
[System.Serializable]
above the class or struct and then either have the members you want to serialize public or [UnityEngine.SerializeField]
>>
>>168395242
That's cute as fuck mayne.
As for your question, can't you just add [System.Serializable] before the class declaration?
>>
>>168392087
I thought about the scope and I don't think I will be finishing soon, though I will try to work on it anyway since I originally intended it as practice. The game itself is fairly small scope, an /agdg/-themed rhythm heaven clone, but I have never made a rhythm game so I am still figuring things out. Also I have never musiced or sprited significantly.
>>
>>168395242
also keep in mind that if you try to serialize 2 references to the same object it will create 2 separate instances on deserialization

you cannot serialize and abstract or generic class unless you specify the child/concrete type
>>
in Unity, what's a good way of doing a rotating object right in the player's face, like in skyrim's inventory or resident evil 7's object inspection?
>>
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>>168381031
Where do I stand?
>>
>>168395492
Maybe a 2nd camera with a depth mask and just layer it onto the screen ?
>>
>>168395527
Doom kinda turns into a shmup at points, so badass.
>>
>>168394703
I don't think you need raycast for that, even though it's a nice idea.

If your game is tile based, you should have other options than that. Like setting up a point at the bottom of your character and check if it's in a ground tile or not. However even if the ground is just a line defined by two points, you should be able to check with line equations if this point at the bottom of your character is on this line or on the other side.

Like you've said, with raycast you can find out how far away you are from a given point, but here, this information is meaningless. You only need to know if you are on the ground or not, the distance doesn't matter at all.
>>
>>168395375
Keep it up then. Sounds good.
>>
>>168393051
Well, I don't think that was a nice way of asking, other than that, where's the romance?

But maybe tomorrow if I'm in the mood and if you post progress.
>>
>>168394703
>>168396010
I just checked how I did this the last time I made a platformer
when I get a collision event, I also get a collision normal, which is just a vector that points in the same direction the player has to move to resolve the collision. since the player has to move upwards to not clip into the ground, I know the player is grounded when it's in contact with a ground tile with a normal near (0, -1). then I add a bit of delay: the player has to not touch the ground for 10 frames to not count as grounded, which gives players the space to overshoot their jumps by a bit
>>
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First foray into Unity's Animation feature.

Got rotation on click working alright, tomorrow I will see about getting the position changed as well so it looks more like a swing.

Very work in progress, more of a proof of concept at this point no bully
>>
>>168396865
Come on now if you're gonna use the quietus sprites consider using them all to get a nice proper swing rather than a tip.
>>
>>168395242
>can see her bellybutton through her clothes
Muh dick
>>
what's your favorite way to handle spatial partitioning?
>>
>>168384407
Tactical RPGs are so pretty but I never have played any. Any recs?
>>
>>168397215
I mostly don't
the only game I've needed a large world in I could easily split into distinct rooms that can't interact
>>
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>>168397215
Spatial Hashing
>>
>>168397391
FFT, Disgaea, Knights in the Nightmare.
>>
>>168397391
Tactics Ogre: Let Us Cling Together.
>>
>>168397215
Unity plugins
>>
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>>
>>168397529
eeyum de dum de dum just passin by this ded forest
>>
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>>168397529
That was an exceptionally shitty tree, I'm sorry.
>>
>>168385106
>Doing like 3-4 circles and attacks while rats barely move
Flash is that you?
>>
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>>168384715
This seems like decompiled code.
>>
This might be stupid, but it really threw me for a loop.

In a broad sense, if were we to compare Unity and OOP, would the equivalences be object-GameObjects, class-Prefabs amd methods-Scripts?
>>
>>168399381
No. Not even close.

Unity still uses OOP, ECS is a separate thing on top of that.
>>
>>168397529
it's already fucking scary
>>
>>168398843
Doesn't excuse his logic
>>
>>168383186
I'm sure people are like "oh big whoop that's easy" but anon this is the sort of thing that got me wanting to learn game programming. I just love it. If you want I would like hearing about what this is. Love your colors too
>>
>>168385485
As a professional developer with some sense of taste, I secretly really like giant ascii headings
>>
>>168399538
What logic? The original code must not look anything like this.
>>
>>168382810
is that the surface of the sun at -100 exposure or something?
>>
>>168399658
Decompiling isn't going to magically create if-else statements nested 10 layers deep
>>
>>168397529
>>168398324
Old trees were better. Also for some reason when I look at the WebM I imagine a loud clock in the bgm. Going tick-tock-tick-tock on when the images alter. You can make the image altering speed up or slow down based on how adrenaline high is the scene supposed to be. I genuinely think that something good can come out of this. I like it's eerie simplicity. Keep it up.
>>
Still working on Camera's, as well as the lock-on system.

I've created a dynamic battle camera, that changes how far away the camera is depending on how close you are to the target.
>>
>>168399943
what do you like about the old trees? They feel really out of place to me with the rest of the style. I know it looks like these are first draft mspaint scribbles, but I go over each line a few times to get it right. First draft trees feel way too sloppy.

The clock based on the sprite speed is a legit good idea, thanks!
>>
>>168380402
no progress this week, but happy belated valentines aggy daggy :)

https://youtu.be/-bisNMTta0o
>>
>>168400331
>no progress in a whole week
I can understand a day or two off but a whole week requires an explanation
>>
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post 2D platformer games made by (You) and I will rate them
>>
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>>168391479
Progress
I fucking love the draw for this one
>>
>>168386856
this is unironically the shallowest way to write a woman. women and men are not equivalent

if you can take any given scene with male/female characters in them and reverse the roles and it still works? you fucked up
>>
>>168399970
Old for comparison
>>
>>168400414
just messed up, and then spent 3 days making that animation :/
>>
>>168400454
no I'm embarrassed
>>
>>168400473
I came
>>
>>168381031

sadly in Keep it Up.
>>
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>>168400473
>>168400756
All about dem details
>>
>>168400789
literally when will this ever be seen
>>
>>168400870
If you look at the second pump animation in >>168400473 you can see the shell a bit, and the chamber opening.
>>
>>168337967
Thanks for playing my game (Comfort of your own home), but I realised (and this is my fault for not making it obvious enough -_-') that you didn't actually get the ending.

I fixed what you talked about with the animation. Shouldn't happen again. It's also a .zip now. I didn't have any more time so I did what I thought would work.
If you could, I'd like you to play it again to get the ending, but you've already played the waiting game, so...:

You can use the "K" key to get 888 $ in the NEW VERSION, so you can skip the waiting for salary. (don't do this if you haven't played it yet. It ruins the experience)

I also made it so you can press "E" to make the money-counter disapear, if you want to take a new screenshot (of the end perhaps).

PS: here's the screenshot you asked of me. It's the highest quality you can get, because all the art is made to a 1:1 scale with the game window. Spoilered because it's pretty far into the game.
PPS: I got really giddy at you fumbling around at the beginning of you video.

Re-download here:
https://melonodev.itch.io/comfort-of-your-own-home
>>
do roguelites still make good money these days?
>>
>>168400507
>>168399970
>Nier not even out yet and it already has clones

Noice. Taro finally struck gold.
>>
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working on an inspection system
i'm too tired to give a shit about fixing the rotation errors right now but it's coming along well imo
>>
>>168401149
we're in a lull right now
there's no easymode fotm genre at the moment. Give it 3-6 months before the next big thing
If BotW is any good we'll see a shitload of 2d zelda clones
>>
>>168401149
Do a kaiju THEMED game - pacific rim 2 will be out soon.
>>
>>168401161
Yeah.
Originally, I wanted it to be like a Mag from PSO, where it was kind of only there to boost your stats.

Then I saw Nier and decided to make it actually useful.
>>
>>168397529
hi hello i'd play your game it looks cool
>>
>>168382559
>>168382810

How do I fight the urge to steal your graphic design for the landscape? It's badass.


>>168399970
Nice. Now my camera progress seems shitty and meaningless. Anyway, good job anon, seems fun even in this early stage
>>
>>168397529
best Amateur Game Development Game since chicken-knight-monks-halfswording
>>
>>168400949
I'm happy that you went trough the last thread. I really adore your game, to tell you the truth. So if I have some time tonight, I'll give the new build another try. Thank you for the screenshot! I was hoping for an image just like that.

I was also wondering if the "smiling neighbor" thing will lead up to anything or not, then figured that love in general is anything but comfy. It has it's comfy moments, but still.

I've re-watched my playtrough to understand what you've meant. First I wasn't sure if I'll be able to control it with the mouse or the keyboard, then I was walking around a lot to figure out which item I can interact with. Then I hoped that I'll be able to interact with the laptop if I'm just at the desk, only to realize that I have to stand behind the chair to do that. A dark idea which hit me was what if it's all a lie and the character is not comfy at all and at one point she'll hang herself at the nail if I don't make her home comfy fast, so that is the reason why I was standing at the crack on the wall, to see if there's a comment I can make her say about it. Sorry about that. I feel like a monster now. ;_;
>>
>>168395242
>my shitty witch has to compete with this
>>
>>168401534
I haven't played the demo so I'm not sure if this is already in Nier, but add a double-jump ability where the droid immediately goes under your feet in mid-air when you jump for the second time.

Well that is if you plan on adding aerial combat or larger movement. From the videos the jump looks really weak so a double jump would be meaningless.
>>
>>168402119
not really, that witch has been around for ages and he hasn't done anything with it
post your witch
>>
>>168387318
Fishin dev here, thanks for the feedback! You're right, I probably could have better communicated to the player how to pull up a catch or spawn boss fish. Things to keep in mind going forward.
>>
>>168402127
>add a double-jump ability where the droid immediately goes under your feet in mid-air when you jump for the second time

Double jumping is a thing, though you're right about it being useless at the moment.

I'm still experimenting with the physics in UE, I want to be able to jump high, but I absolutely do not want it to feel floaty.

Aerial combat is definitely going to be a thing, I just haven't gotten around to it. I'm just getting the camera to function the way I want it to first.

This is actually my first real attempt at making a game. Never done any serious programming until a few weeks ago, and I'm still learning stuff.

Love your idea with the droid, will definitely have to do that.
>>
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>>168395242
>>
>>168395242
oh
http://hsnelson.com/work/3D/
>>
>open unity
>name a new c# script
that's enough progress for today
>>
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>>168402695
(You)s give me power.
>>
>>168402796
>tfw always listen to super eurobeat in crunch time
>>
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>test game for unrelated things
>find one of pure's new rooms
>it's good
also just optimized a sizeable chunk of texture page, but that's not a visible effect so w/e.
>>
is there a way to make screenshake actually shake the window in windowed mode
>>
>>168402885
that room looks like a real bitch and i hate you already for it
keen for your game lad, can't wait for it to be finished
>>
>>168402981
Why not shake the screen itself?
>>
>>168402981
Yes. Just rapidly change the windows position.

In Java you do something like this to move the window (in Windows):

HWND hwnd = User32.INSTANCE.FindWindow (null, "name of window goes here");
hwnd.getPointer();
HWND hwnd2 = new HWND();
User32.INSTANCE.SetWindowPos( hwnd, hwnd2, x, y, width, height, 0x0020 | 0x0400 );

and then jiggle the x,y values there
>>
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>>168402695
>open text editor
>look at code for a while
>go to sleep
>>
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Last night's progress. Made new cool material on the floor. I'm calling the project Neon Mandrill now, thanks to the anon who suggested it last thread. Priority for today: some UI.

also I've got a tumblr going, so far I'm dumping the same progress posts there as here. Sometimes in better quality.
https://nora-sellisa.tumblr.com/
>>
>>168402072
I'll wait for your replaying with anticipation. And anything for a fan! (Not actually anything, but you get what I'm saying)

The smiling neighbor thing is there just to make you feel safe and happy (thus comfy) in the neighborhood (and to have someone who takes your deliveries as you are always at work when they come).
I find love can be comfy, but only if the lovers aren't caring about being "good lovers" towards the other. So a worriless relationship.

Finding out you can only interact with the laptop (from behind the desk, though that's a limitation from how I made my game) was what I was going for with that beginning, so you actually did exactly what I expected one would do.
The rest of your post is darker than I expected, but feeling uncomfy was also a part of that beginning (in order to create contrast with the end).

PS: don't hang yourself on a nail. It's likely not strong enough, and if it is, you shouldn't hang yourself in the first place.
>>
>>168397529
>>168398324

Why does this remind me of the book, All Tomorrow's?
>>
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Second Chance Jam

A jam where you make a game based on any of the previous /agdg/ jam themes.
>>
Been looking up voice actors, and it's amazing the amount of shit they'll do just for a measly $50/$100. They're not even shitty either and there's loads of them so it's a buyers market.

Something to consider if your game would be better with some voice acting.
>>
Let's start fresh with this jam shit:
Propose a theme that's not one of the already polled ones (loli, cops, pirates, mecha, construction).
>>
>>168403876

How about a jam where it's about flying things.

You could have plane games, blimp simulators, that one game for the PS3 about the leaves.
>>
how many cards are in your trello backlog?
>>
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>>168403262
>open editor
>code is ok
>realize I can't art so what's the point
>close editor
>>
>>168404024
>trello
I have 11 tasks on my HACKNPLAN backlog.
>>
>>168403876
Random game generator Jam

You go to a game generator like videogamena.me, get a randomly-generated title, then make that game.

>>168403942
I like this, too.
>>
>>168404056
Fuck off with that attitude. Shitty mspaint art anons basic af unity walking got 7 (you)s.
>>
>>168403876
Collaboration jam
>>
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>>168403876
no it's decided already
>>
>>168404117
Because it's hilariously bad.

Do you actually think that people outside of agdg will play the game?
>>
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>>168404149
I'm okay with that.
>>
>>168404056
I'm an artist, tell me about your game?
>>
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>>168403264
>Bandicam
>>
>>168403942
I like this idea
>>
>>168403531
Would you mind if I create another video? I don't know if it would be helpful to you or you would rather not spoil it for others.

Sorry again for the last part. I guess the gray and empty room just felt really uncomfy and wasn't in harmony with the premise, so I guess that's what triggered it. It's a good motivation fuel to get comfy, nevertheless.

Overall, the game really hit home for some reason. Maybe because my mate really works at a law firm and wears those kinds of "I-don't-care" clothes at home while shopping online or sipping tea or coco in bed whilst reading, and always thinks about how to make our home more "comfy". The only part which didn't match with reality was the payment. When I mentioned it to her she said she wished she could earn that much a day. Sorry for the blog, just wanted to lighten up the mood.

>>168402313
I actually don't mind when a game let's me discover how it's working if the way it works is intuitive and feels natural. Am I right if I say that I have to catch a certain amount of fish before the big fish comes? Or is it randomly decided when I enter an area?
>>
is it more efficient to use arrays or generic lists in C#? The list is just a fancy wrapper for a regular array, but does the added layer make it slower?
>>
>>168404441
lists can grow with reallocation, that's slower

you can insert items, which will reshuffle everything, that's slower

just accessing existing items should be the same

I usually use arrays for things I know the size of, and lists if I'm not sure
>>
>>168404428
>I have to catch a certain amount of fish
Yep. Three for the lake, four in the river/beach.
>>
>>168404441
In 95% of cases the list or array is small enough that it won't matter. Lists and arrays both have the downside of creating garbage of you new list() often, like every frame.
>>
>>168404532
This is something that's generated on level initiation and never changes, I'm currently planning on using lists to populate it and then ToArray() it if default arrays are faster because of one less layer of code or something
>>
>>168403732
>Second Chance Jam
Take a project you dropped because it was shit and remake it to be good.
>>
>>168404196
Yes.
>>
>>168404650
there shouldn't be a difference then, remember you can set the initial capacity of the list to avoid reallocations during the generation

msdn.microsoft.com/library <--- read this shit
>>
>>168403732
>Second Chance Jam

Damn, it sounds good, but how about this:

You give a second chance to one of your abandoned projects.
>>
>>168399874
The compiler I am writing right now desugars match statements into if-else chains nested many layers deep. If you decompiled it, it might well look like that.
>>
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>>168404713
>>168404763
I think we're on to something here.
>>
>>168404196
assuming that's actually a game, you'd be surprised about what could happen with proper shilling
>>
>>168404960
C# compiles to MSIL bytecode assemblies which are then compiled to native at runtime by the dotnet ngen service

that makes unobfuscated .net programs easy to decompile, it's nothing like decompiling a binary
>>
>>168405023
>proper shilling
Teach me sempai
>>
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Remember, never stop working hard.
>>
>>168404978
Or if you totally lazy, you could just submit the latest running build. It could be our pet sematary.
>>
Please watch out for very big angry robo dino dogger
>>
>woke up thinking about co-worker I want to fuc
>slowly transitioned into game i've been wanting to make
Speaking of which, if I want to make a 3d-based tile movement-based game in the future, would a 2d based tile movement game be good practice?

Would a movement system based on tilemovement transition well between 2d and 3d?
>>
>>168404428
It's fine if you make another video. I'd love that actually!

I'm glad you were able to relate so much! (Like, that's a lot of things to relate to.) And don't worry about getting dark, that's how you felt and feelings are there to be had. Besides, I can get dark as well, so it'd be hypocritical to deny someone else that.

And the pay was that high so the player didn't have to wait like a gazillion days before they could buy everything. Just chalk that part up to it being a videogame :P
>>
>>168405545
It depends. If your 3D-2D is viewed from the side (like the new Donkey Kong Country games), then it should transition fine. 3D with an actual 3D environment is a different thing, but if you keep it shaped like a MineCraft map, then it should also kinda work.
>>
looking for someone to make a game with for fun

l use unity3d and can make shitty lowpoly 3d models and shitty scripts

https://discord.gg/RXK99
>>
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Come on HTC just release those goddamn pucks already so I can have a mocap system of my own.
>>
>>168405887
Hadn't even thought about from the side honestly.

What about 2d top-view to 3d isometric?

I'd expect if it's tile-based movement, it would be relatively similar since cameras would be locked in both and while 3d does add another dimension of movement, jumping and ducking would be possible in a 2d top-view as well.

But I'm nowhere near game devving, as im just learning how to code. Just a thought I had for the future.

What'd you mean a "shaped like a Minecraft map"?
>>
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>tfw you aren't josh sawyer
>>
>>168381031
>best pal tier
but youre also missing action/adventure though...
>>
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>>168406323
sawyer's a great inspiration
he wasn't even into guns before he went all /k/ on New Vegas
plus he's a real qt
>>
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Unreal's material system is both a blessing and a curse. After hacking and faking it sort of works now.

At least I didn't need to change 5 engine files, compile for 30 minutes, then edit 5 shader files and compile them for another 30 minutes.
>>
>>168406016
hello darkness my old friend
>>
>>168406297
I meant that everything is a block, there are no slopes.
>>
>>168404149
>>168404206
NYANPASU
>>
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>tfw you finally get design documents down and can continue on your project.
>>
>tfw you realize you get double-taxed if you use Steam if you're not from the US
>>
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>>168407509
the dream is dead
>>
Remember to vote, boys n' goys!

http://poal.me/joj5q4
>>
>>168408052
That poll is no longer valid. We need a new one, with a fresh batch of choices and no adding new ones.
>>
>>168408052
Stop spamming your shhitposting poll
>>
>>168406661
>went all /k/ on New Vegas
I don't think sawyer knows how guns work. This is what he thinks an M16 looks like.


>inb4 "looks ok to me"
How does it cycle?
How does it load?
How does it charge?
How is the magazine removed?
How is the magazine held in place?
>>
SPACE JAM
SPACE JAM

COME ON AND SLAM
AND WELCOME TO THE JAM
>>
>>168407509
You pay an import tax for digital goods?

Christ
>>
>>168408182
We've already done Space Jam last Summer
>>
>>168407509
Really?
That's news to me
>>
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>>168407323
>idea guy manifesto
>>
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>>168408145
whoops forgot image

>>168403732
That's actually really not bad.
>>
>>168408223
>>168408318
As in, the US government taxes your 70% before it sends it over to your country, where your country taxes it as well.
>>
>making games about real life items/subjects you don't know anything about
>not even bothering to research them properly

Why do people do this?
>>
Can you guys help me figure out why my code is not colour coding some stuff in different colours? Before I updated monodevelop into Xamarin my 'float' and stuff would be in orange or blue. how do I turn that on?

>pic related
>>
>>168408478
its just a game dude
chill out
>>
>>168408478
Did you know that most of the Russian spoken in James Bond movies is just gibberish? The western world, which the movie was aimed at, largely didn't. People don't care about accuracy.
>>
>>168408478
Because it's not relevant to them and researching is a lot of work
>>
>>168408318
1 dollar is not 1 euro. Hidden taxes etc...
>>
>>168408579
That's not what I'm talking about. You're thinking of consumer taxes. I'm talking about the developer's side.
>>168408414
>>
>>168408570
>make a game about sailing
>the sailing is inaccurate

>make a game about guns
>the guns are inaccurate

literally no excuse for this
>>
>>168408649
Oh alright. So US taxes + my country's taxes.
>>
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I'm glad that swordfags don't throw sweaty autism fits about swords in games, but I would be even more glad if gunfags would stop "educating" us on how wrong everyone gets it
>>
>>168408414
>>168408223
>>168407509
>they'll get half the world in on trade deals to ship jobs to china and protect copyrights and patents
>wont even try to stop globalized regressive taxation
i doubt the web taxes even pay for anything meaningful
>>
>>168403732
That may actually bring good games.
>>
>>168408680
accuracy is relative
>>
>>168408331
I have working game, but didn't do any design documents before I started the project. I made the docs to have clear idea for the direction I'm taking the game, so I'm not idea guy.
>>
>>168408732
I like their criticism, I just wish they were less rude
>>
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>>168408680
>>make a game about sailing
>>the sailing is inaccurate
Was this meant for me?
>>
>>168408680
I think it's an artist vs. autist kind of thing.
Sure if it's acurate it's nice. But in the end I just want to play a nice game. And if the game is good but not super accurate, I'm ok with that.

Not related: Sometimes I wonder if the quality of communication would be better if there wasn't a captcha every time someone wants to post.
>>
>>168408414
That's not how US taxes work. Steam is probably just located in a state that taxes digital goods.

Don't know what the rate is for Washington state, but it's probably not super high. You're most likely paying higher taxes for your country than the taxes placed on Steam's sales in Washington state


>>168408579
By like 5 cents nigga. It's not hidden taxes, just Steam is lazy as shit and doesn't want to implement different price points for different countries.

It'd probably mess with refunds.
>>
>>168408875
not him but it applies for basically anyone who makes a sailing game, since sailing and water physics are pretty non-trivial to do except at the roughest approximations
>>
>>168408910
Why do you think we have captcha?
>>
>>168408949
water physics yes but you can cheat by putting a deck over the water line

sailing physics are trivial to calculate, even children can sail effectively
>>
>>168408946
>By like 5 cents nigga.
Yeah, I'm probably not up to date. There may be not much of a difference now.
>>
>>168408680
Handling real guns is complicated and not fun, there's the excuse.
It amazes me that there are people on /agdg/ that don't understand simple concepts such as artistic license and fun over realism.
>>
Where's the Monday recap?
>>
>>168409039
>sailing physics are trivial to calculate
Including drag from wind and water? multiple sails? Please show me the trivial calculation for sailing upwind
>>
>>168409015
Well, ok, maybe I should also get such a golden 4chan pass thing.

It's not visible to other people right?
>>
>>168408732
Same here. The worst part is that a fair few of them are so up their own asses that they think their way of doing things(loading, priming, stance, etc) is the only true way, so even if you use references, you'll still get gunfags "correcting" you.

>>168406951
Woah looks nice. Is that post processing or something? Can you edit the values like how much is shaded?
>>
>>168408946
Yes I am, and when I'm already giving Steam 30% and my country 40% of the remaining 70% any extra taxes feel like an insult.
>>
>>168409162
>Including drag from wind and water?
with a craft of known design you can calcualte drag as a coefficient of the boat's current actual draught

>multiple sails?
multiple points at which power is delivered, no different from a car having multiple wheels or even power to both the front AND back in varying ratios


>Please show me the trivial calculation for sailing upwind
https://en.wikipedia.org/wiki/Lift_(force)

>>168408732
>I'm glad that swordfags don't throw sweaty autism fits about swords in games,
But they do all the time, you should go to /tg/ sometime
>>
>>168408910
You need to balance it, definitely. At the end of the day you're making a game for people to play and fun is more important than anything else in most genres (excluding obvious stuff like sims and dorf fort whose main appeal is realism)
However keeping realism in mind is important too. It can be better to do your research and look at the source material rather than copying what everyone else has done before. For example making a game based in medieval times, you can just write based on what other media has done or actually do research and find out what life was like back then. If you're making a game you should base it off of what it's actually based on instead of other games in that genre (as much as possible). Otherwise it's just a remix of existing ideas rather than a "fresh take" on the subject
>>
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>>168409108
>Handling real guns is complicated and not fun,
cucked canuck detected
>>
>>168409275
Then don't do business with Steam? You're choosing to do business in that state. If you don't want to pay the tax, use another internet retailer.

You won't get as many sales but at least you won't have to pay that measly 6.5%
>>
>>168409456
this, idk why indies are so obsessed with steam, or sales in general

if youre making a game for fun, why not release it for free and solicit donations or have a patreon?
>>
a game about being president and writing executive orders
>>
>>168409456
Just let me shake my fist at The Man for robbing me. Is that too much to ask?
>>
>>168409398
>you should base it off of what it's actually based on instead of other games

I'm a suporter of this anyway. Creativity gets lost if game devs only copy from game devs. Movie writers copy from other movies. And book authors just copy other books.
Real inspiration roots in reality. Day to day life experience, or real research from source material.
>>
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>>168409108
>Handling real guns is complicated and not fun,
>>
>>168409819
what happened in that gif? did he hurt his shoulder or what?
>>
>>168409321
Yes, I also understand that lift is the responsible mechanism. But I studied physics in university. For an average gamedev, it's not trivial, except at very rough approximations, as we saw during boat jam.
>>
>>168409871
He didn't feel like a hero.
>>
>>168409583
Shadow President already exists
>>
>>168409125
>recap
bump?
>>
>>168409916
>as we saw during boat jam.
counterpoint: it's /agdg/, and /agdg/ is full of retards who meme out about shit like it somehow not being valid math to remap a value between 0 and 1 to something between 0 and X by multiplying it by X

>>168410037
it's wednesday u egg
>>
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>>168409234
This is a fusion of a custom material and a post processing one. Unfortunately, I couldn't get away without passing light vectors into materials through blueprints - it simply gives much better ramping results. There are also some additional settings in a Material Parameter Collection like outline edge thickness.
>>
>>168410076
>not being valid math to remap a value between
Only one retard do it and everyone knows who at this point.
>>
>>168410076
>valid math to remap a value between 0 and 1 to something between 0 and X by multiplying it by X
But that's actually wrong. Where is your game?
>>
>>168410076
>I'm going to signal my smarts by willfully ignoring that most amateur gamedevs in this general don't have extensive physics knowledge
>/agdg/ is full of retards who don't know things
I'm starting to understand why you're here
>>
>>168410287
>extensive physics knowledge

>the existence of lift as a concept

>"extensive physics knowledge"

case in point
>>
>>168410076
Where is you're game
>>
>>168410358
>knowing that lift is the mechanism involved in upwind sailing is the same as implementing it
Good luck but sorry I'm not interested
>>
>>168410450
Plenty of games have implemented lift or fin mechanics just fine as an application of force along the normal of whatever plane the object in question forms, modulated by a function of the difference between its heading and facing

i.e. no force when it's moving with its broad side forward, lots of force when its moving flat

sorry ur stupid m8
>>
>>168410675
Where is your sailing game?
>>
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post your failed sailing games
>>
>>168410254
What is 1 times 100, Anon? Exactly it's 100.
What is 0 times 100? Yes, you are right it's 0.

so if the result is 0.5. What will it be if I multiply it with 100? it will be 50.

So everything in the range of 0 to 1, and multiplied with 100 will result somewhere between the range of 0 to 100.

https://www.youtube.com/watch?v=PQkGn9AI8ms
>>
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>>168410076
>remap a value between 0 and 1 to something between 0 and X by multiplying it by X
This is word salad. You are literally insane. :^)
>>
>>168408680
Whatt's the point of being accurate?
>>
I wish to make a game like alone in the dark 1. Where could I learn to do tank controls?
>>
>>168410839
that's a nice boat!
>>
>>168411046
Buy a tank.
Learn how to drive a tank.
Then simply implement that in your game. Takes 1-2 hours tops if ur not stupid
>>
>>168411046
if(keyboard_down("A") == true) {
actor.rotation += 1;
}
>>
>>168410872
Where is your game?
>>
>sails are made out of a few logs crossed together with a bedsheet draped from the top

STOP THIS
>>
>>168405392
We upload a webm of the old build to introduce the project, and tell why we think is shit/dropped it. Then after we finish the new one we can make a comparission.
>>
>>168408875
Do you have a team?
>>
>>168411507
What do you mean? I'm usually 1MA.
>>
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>>168410839
>>
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>>168411671
my fucking sides
>>
>>168408732
I'd like to make a realistic swordfighting game. I've even started an attempt at one, but I don't really know how to get melee combat to work well. Real swordfighting is too subtle in its movements to translate to gameplay well.
>>
>>168411213
http://webmshare.com/play/RegPq
>>
>>168411932
Make it a turn based RPG
>>
>>168412058
You joke, but I did play with a turn-based system.
>>
>>168411932
Subtle and fast, yeah. I think the only way to manage it would be to design some sort of sword-fighting-specific Toribash-style engine, but then it wouldn't be realtime.
>>
>>168408478
>make a game about being in a fulfilling relationship

yeah well fuck you too
>>
>>168412119
I was thinking of just trying to hammer together a bunch of animations of something simple like highland broadsword or Silver's singlesword and try to get something like collisions working.
>>
>>168410872
i actually built a jsfiddle to demonstrate this working once
after like 30 minutes of "but it doesn't work," showing it actually mechanically does work got no responses
so I'd say I am the winner there
>>
>>168408564
it doesn't matter if it makes sense, it just has to look like it does
>>
>>168411932
To make it realistic you need the opponents movements always react to each other.
Every small move from one opponent forces a reaction of the other. When one is attacking the other one is parrying. But it can switch in any moment.
>>
>>168411671
early black flag alpha?
>>
>>168412397
Not to mention the very likely possibility of grappling and its myriad permutations.
>>
>>168380402
So is learning to program just a meme or did toby fox get really, Really, REALLY lucky?
>>
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>>168412397
>>168412495
I don't think it would be much harder than picking a system and mapping a control to each attack and defence. Giving anything like unrestricted motions is unlikely to lead to something realistic.
>>
>>168409125
finally dead

you can make progress any day of the week now
>>
>>168412812
jedi knight 2 is still the best sword game though, largely because you had a lot of freedom to create your own movements
>>
>>168412540
Toby already had a large following before he ever made a game. And Undertale was also a game that his fans would definitely love. So he already had a guaranteed audience for it.

You need to learn enough programming to make a game that actually functionally works, obviously. And engines make it easier by doing the low level stuff for you. The thing is you probably don't have a guaranteed audience for your game, doesn't really matter how good you are at programming.
>>
>>168411813
>>168412451
Wanted to make a basic treasure hunting game, gave up after a day of messing around.
>>
>2 hours trying to fix bug
>forgot a &
>>
>>168408680
being representative is more important than being accurate
>>
>>168412540
Depends on the game, you don't need to be good at programming for something simplistic like Undertale, but if you are dealing with complex shit like physics and AI then programming skill will matter.
>>
>>168413034
Oh man don't even start there. I spent hours debugging the code after accidentally putting = instead of == in a long if statement once.
>>
>>168408579
>By like 5 cents nigga. It's not hidden taxes, just Steam is lazy as shit and doesn't want to implement different price points for different countries.

how stupid are you? steam initially had 1 usd price worldwide, and those prices were perfectly fair

now it's just a pure ripoff, worse than gamestop

www.steamprices.com
>>
>>168411932
I think the first prin ce of persia managed that quite well, it didn't feel boring and iirc the movements were rotoscoped from real fencing.
>>
Is there any good program for making tilesets? Something that allows me to create tiles and then test how they blend together?
>>
>>168413209
>>168408946
The publisher sets the price you fucking dummies.
>>
>>168412963
how does one acquire a guaranteed audience?

Do I pander?
>>
>>168413305
no, steam says the publishers set the price, the publishers say steam sets the price

just distraction from the fact that they are ripping you off
>>
>>168412058
There was an anon doing just that some time ago. I remember you could choose your stance and shit. It was online multiplayer too.
>>
>>168413237
what I do is I just open up aseprite and tiled side-by-side
Since tiled can be set to auto-reload images you can get previews as soon as you hit save
>>
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>>168413305
Also direct conversion is a really bad business plan since a large portion of the userbase lives in countries with devalued currencies and lower income rates.

>>168413367
Steam suggests prices but the publisher is free to set whatever he wants.
>>
>>168412812
Why not develope backwards.

Watch a sword fight scene from a movie. Now Translate it to a game.

I'm not a fan of complicated controls.
But that doesn't mean that the game needs to look unrealistic.
Good example: Assasin's Creed. Simple, but realistic movements. Now you spice it up a little that it's not as basic and simplistic. But that it still keeps the realistic movements and behavior.

Also remember. Not all movements have to come from a 1 to 1 translation of the player input.
The player controls _what_ to do. The actor on the screen is then managing based on the situation and surroundings, _how_ to do it.
For me this would be the most statisfying result of realistic swordfight.
The level of how complicated the gameplay is, is then up to you.

(Imagine, when you strike with your hand, your real hand. You are just moving your hand forwards right? Do you think about how you move your shoulder, your ellbow, every angle every finger of your hand to make a fist? No you don't. You just throw that punch. Everything else happens automaticly. So you also shouldn't over complicate your game controls)
>>
>>168413625
>wanting Press X to awesome
kys
>>
>>168413509
ripping off your customers is a bad business plan too

fuck off steam shill
>>
>>168413769
>The level of how complicated the gameplay is, is then up to you.

You still can defend, parry and all that. I'm just teaching how to make it look realistic, and not like someone is fighting against the air.

Example, you still can be too far away to hit the enemy, but the animation would react to the situation and the 'actor' would reach out more because he knows he is too far away. Which results in a more realistic looking fight.

I guess you can't have both, it's:

More realistic looking VS. more in control.
>>
>>168413853
Yeah, it's silly to set euro prices the same as dollar prices since EU has a lower purchasing power on average.
I'm just explaining how it works and why it's good for most people.
>>
>>168413305
So, you still have to pay taxes regardless. And since it's on Steam's platform, you pay Steam who pays their state and your country's taxes.
>>
more boats
>>
>>168413625
what you should think about is what is important in a sword fight

stances, so having a way to pick your stance, and each stance having certain benefits

footwork, so movement and when to move is important

parrying, attacking while parrying, choosing the correct response to an attack basically, a kind of rock paper scissors game of attacks and parries

putting it all together, going from stance to stance using attacks and parries, while moving

there you go, now you have mechanically represented the feeling of a swordfight
>>
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>>168414364
How do you like these to boats?
>>
>>168414221
are you braindead? look at the image again

>im just explaining
no, you are justifying a ripoff

kys
>>
>>168414491
I just said that I agree that it's stupid, are you a fucking idiot or just pretending?
>>
>>168414586
no you are wrong on both counts, steam has an EU2 region for the poor with lower prices, but the EU1 region is still a ripoff compared to COMPETING LOCAL PRICES, and you are still defending it
>>
>>168414736
When did I defend it?
>Yeah, it's silly to set euro prices the same as dollar prices since EU has a lower purchasing power on average.

You are a confused little idiot.
>>
>>168414829
>still not even reading one word
>>
>>168414829
>>168414859
How about this? You're both idiots, steam/publisher is going to charge whatever they want regardless of your input, and you can't change it.

Happy?
>>
>>168414915
How about this?

POST
PROGRESS
>>
>>168414915
>still not reading a single word

>>168413853
>>168413853
>>168413853
>>168413853
.
>>168413853
>>
is it a good idea to give out free builds of your game as it's in development up until you release? or does this have more negative implications that people don't realize?
>>
>>168415346
If you don't have the manpower to test it and the game is huge, it can be a good idea.

Generally though the best idea is to just make a single demo with limited content(preferably a vertical slice). Give out too much of your game and people won't be interested in buying it once it's done, since they're already bored of it.
>>
>>168415346
depending on the content in it, I think it can quickly bore players
>>
>>168415346
If your goal is marketing then you are better off giving out a demo later in development, normies think they want to play le unplayable alpha builds but they really don't, they will just end up hating your game.
>>
>>168415346
Think of free content or demo as a bait. You don't want to throw out shitty bait that will make everyone steer away.
>>
>>168415992
lets just say for the sake of argument though that your game is actually good

if a dev was giving you a fun game on a consistent basis for free, and then suddenly it was done, would you but it? or feel like you enjoyed it enough to not bother?
>>
>>168415346
>>168415845
this

Personally I hold off posting demos on social media until after the patch I make as a result of AGDG playing it.

Developers have different expectations and 'standards', they understand that a game being buggy now isn't an indicator of it being broken.
Unlike the wider audience who play "pre-alphas" which are actually almost finished builds.
>>
>>168416190
if someone keep coming back to play your game over multiple versions they will buy your game unless theyre poor.
and even the ones that are poor and dont buy are a net benefit because they liked the game enough that they probably will only ever say nice things about the game to prospective buyers.
the hard parts are getting them to play the first time round and to keep coming back and never massively disappointing them.
>>
This is the latest progress post ITT >>168406951
It was made 3 hours ago

For fuck's sake AGDG
>>
>>168416794
I'm optimizing (or so I think) my stuff, not a very interesting progress to post
>>
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>>168416794
I'm just fixing bugs and shit, nothing to see.
>>
>>168416794
I'm tooldevving
>>
>>168416794
Sorry, was asleep. I'm awake now and making progress. Hopefull will post some within the hour.
>>
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>>168416794
researching/designing/coding an economic simulation for the fourth day straight
>>
>>168416190
I'd probably play the battlefield 2 demo for 3 years and never buy the actual game until it's on sale for 3 dollars 8 years later
>>
>>168395242
Oh another witch, looks exceptionally cute!

>>168416794
My own witch is experiencing some troubles with her limbs. I have to implement constraints for my IK solver now. I'm using quaternion rotations so this is going to be fucking hell, but that won't stop me.
>>
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>>168400454
here is webm of my platformer's level editor
the ui still needs work but it's functional
>>
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>>168416794
Since everyone seems to want to do sick tricks I'm adding gravity
>>
>>168417579
>Pantsu Harvest Maker
My dick
>>
>>168416190
Why not just release part of it? Like a demo does, do a level or two or a small area.

If people like it as much as you do, they'll buy it.
>>
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>>168416794
fixing bugs.........
>>
>>168416794
fuck you pal last time i had progress to show was a week ago,refactoring it's killing my soul
>>
>>168417376
what are you talking about? that walk looks fine
>>
Yesterday I was playing a visual novel and wandering why I've never seen a save file tree in any of them.
>>
>>168416965
what kind of tool you making?
>>
>>168418314
Wouldn't a save file 'tree
in a VN just be a segment-picker?
>>
>>168414405
So For Honor
>>
>>168416794
I only post progress when it's decently significant.
>>
>>168417579
>strato still posts in aggy
how you doin' mate
>>
>>168418425
Image editor
>>
>>168417617
hell yeah
>>
>>168416794
The side of the planet that matters was sleeping while you made this whinge post.

Once my fellow Americans are all wake progress will flow steadily as it always does. You're welcome.
>>
>>168406323
you just have to up your rape questline game and then one day you could be the next RapeKid
>>
>>168418806
American hours are nothing but shitposting
>>
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>>168418443
Yes but it would be revealed as you play along with the coiches. This prevents the player from playing several times the same moments and skipping loooong dialogues just to get at that key part where your choice could mean everything.
>>
>>168418806
Where is your own progress though?
>>
>>168418806
>mid day
>Americans still sleeping
Degenerates that sleep until noon are worse than nodevs. Early morning is the best time to dev.
>>
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>>168416794

>>>/wsg/1545842

I'm just meticulously adding this special death animation to every enemy
>>
>>168418314
Zero Escape is one that did use a tree, only one I can think of right now.
>>
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>>168418806
>instant (You)s
>>
>>168419053
t. amish dev
>>
>>168419053
>being on the east coast
Fuckin nerd.
>>
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I'm working on a mapmaker. Rate pls. It's not done and there's a couple small bugs

https://collinoswalt.com/MapMaker/MapMaker.html
>>
>>168418601
I'm doing p good
took break from dev for many months but gonna finish pantsu now and move to next game
>>
>>168419031
On tumblr raking in notes. I don't see the point in posting progress in agdg anymore. I come for bants and gamedev discussion.
>>
>>168419053
I woke up a hour ago which was 8 AM.

I went to bed at 10 which is admittedly 10 hours of sleep, which is what I always end up sleeping when I don't have work or whatever. Most people sleep 8 hours or less but I guess I'm just an unlucky person whose body is like "Fuck that sleep 10 nigga"
>>
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>>168419463
The tiles snap pretty well, my only criticism is add more options, add the ability to use your own uploaded files, and make the cursor more visible, mine turned into the little "I" beam thing for text
>>
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having to redo a menu.

I have too much whitespace. How do I unfuck this?
>>
>>168419653
>On tumblr raking in notes.
What's your tumblr?
>>
>>168419053
>>168419693
Lately I have been going to bed at 3 and waking up at 9 which normally would have been impossible. Getting older is strange.
>>
>>168419785
whitespace is important for readability
>>
>>168419785
https://upload.wikimedia.org/wikipedia/commons/8/8f/Marble_pattern_006.jpg

Marble background man, just use the lightest grey in your palette, and use dark outlines on your items. Tbh the white space looks fine. Maybe just make the box borders thicker to take up extra space
>>
>>168419887
When I was in school I'd go to bed at 2 am and wake up at 7 am for school every day. Getting older is strange.
>>
>>168413431
Do you remember source?
>>
>>168419818
Classified. I'm not going to let agdg claim my game as an agdg game.
>>
>>168420046
You know you can just say "I don't have a game" right?
>>
>>168419530
i dont know if you saw but there is a new fanart for your game on the google drive
i cant post it here
>>
>>168420231
>on the google drive
wait what we have a google drive?
just the other day I was thinking about how much I miss the dropbox
>>
>>168420007
Are you small or something? You need sleep during puberty or at the very least it should really affect you if you don't get it.
>>
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Somehow my pathfinding algo became an artist...
>>
>>168420046
>letting tumblr claim your game

Probably a shit game anyways.
>>
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>>168419892
yeah, but something about the way everything is aligned is just bothering me.
see pic related, is this actually a problem or am I just overthinking it?


>>168419946
ill have to play around with it. eventually color is going to be added into this since I've decided to up it up to the proper gameboy color palette style, but that's coming after I get through with making things work as intended.
>>
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>>168419053
>>168418806
>>168416794
I've been making progress all morning guys, cmon now :0

+Enemies patrol rooms more intelligently
+Noise indicator for the player, the larger the eye is the louder the player is being, when it is shut and blinking the player is in stealth mode
+DOORS. Enemies open doors, but never close them, allows players to know what buildings have enemies inside
+Enemies will prioritize staying around rooms with lots of loot over patrolling
+If an enemy sees you and you run away it will lose aggro and become a passive alerted enemy, when an enemy is passively alerted it has increased sense of hearing and any enemies in it's line of sight become passively alerted as well
+Implemented hunger system that affects weapon accuracy, melee speed, movement speed, how quietly or loudly the player moves
+Added 8 new items, and a new custom dynamic script for handling the consumption of foods
- Still only 3 weapons, not a huge amount of gameplay since I'm still working on the base engine
>>
>>168420346
Boi u fucked it pretty hard
Rename it to something else
>>
>>168419776
>add your own options
>add your own uploaded files

I already added this functionality to a less functional thing I did for a gamejam that I never finished:

http://stochatta.com/editor/

And yeah I noticed the cursor thing last night too.
>>
>>168420134
Why would I lie? I don't post my games in agdg anymore because I'm not an amateur and I have seen how this place operates.

Also posting progress literally everywhere else has been better for increasing my followers and getting genuine interest in my game. There is literally no reason for me to bring my game here.
>>
>>168420510
Stop posting here, then.
>>
>>168420341
I'm 6' 0", 230 lbs.

I never really had the crazy rollercoaster hormones that other kids had though. Maybe that's why. I always felt like there wasn't enough time outside of school to do what I wanted so I'd just end up being unable to get to sleep.
>>
>>168420510
>>
>>168420231
just found it, thanks for letting me know
ty whoever made it it's p good and lewd
>>
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>>168420346
>>
>>168420510
>Why would I lie?
Why do people shitpost?
>>
Are tumblr image URLs 'stable'?

Like can I link directly to a jpg I post and trust that it won't randomly change?
>>
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>>168420650
My first fanart!
T-thanks!

>>168420450
Nah, it's working as it should.
>>
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>>168420534
No.
>>
>>168420926
reddit might be more your speed
>>
>>168420510
> I'm not an Amateur
> I don't have a Game
> I won't post Development
1/4 I guess since you are Generally being a cunt
>>
>>168420845
this one is too broken/jagged to see anything good in.

it kinda looks like a plane crashed into the side of a mountain, and this is a bit of pieces from it near the edge of a cliffside.
>>
>>168420728
yes
>>
>>168420510
I think you're just a faggot with a shit game.

being from /v/ didn't hurt minecraft.
being from /agdg/ didn't hurt risk of rain.
being from /agdg/ didn't hurt vampire of the sands
being from /agdg/ didn't hurt restricted rps

It literally hasn't hurt any game. Games stand on their own in regards to 4chan and /agdg/, that also means people aren't going to flood you with followers and buy your game just because you're "one of us" go make a good game and people will buy it, or its a shit game and people won't buy it.
>>
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>glad I'm finally getting things to work decently at lower framerates
>bullet clips through enemy when recording
there goes my happiness
>>
>>168420568
>I'm 6' 0"
My condolences, manlet.
>>
>>168421103
>>>being from /agdg/ didn't hurt restricted rps
>>
>>168421163
It was hurt by being a multiplayer-only niche game. Nothing to do with AGDG.
>>
>>168421121
it's not gonna be perfect at 15fps dude
>>
>>168421139
>tfw not 6' 3" master race.
>>
>>168421163
it was a shit game
>>
>>168421005
>>168421063
>>168421103
I'm glad you want to see my game so badly. Maybe you will accidentally follow it on tumblr!
>>
>>168421121
Enable CCD on the bullet
>>
>>168421329
> please fuck off
>> WOW EVERYONE IS SO JELLY OF MY GAME
please fuck off though
>>
Greetings and welcome to another round of
Video Game
Or
Video Shame

with me, your host Video Jame thanks let's get started!

>>168421163
>>168421139
>>168421103
>>168421005
>>168420926
>>168420678
>>168420628
>>168420568
>>168420534
>>168420510
>>168420347
Video Shame

>>168421121
>>168420845
>>168420496
>>168420356
Video Game

What a turn-out, see you next time!
>>
>>168421329
What a sad nodev
>>
>>168421329
Unlikely, I don't use tumblr.
or twitter,
or facebook,
or reddit.
>>
>>168420845
But how is this pathfinding?
>>
>>168421139
Gohan lives!
>>
>>168421241
Well yeah but the least I want it to be is "working".

>>168421360
Yeah but that's seriously going to impact framerate since I want loads of bullets.
>>
>>168421405
I will not bow before your arbitrary notions of what does or does not constitutes video games
>>
>>168421493
>that's seriously going to impact framerate since I want loads of bullets.
Have you tested it?
>>
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Well, this is rigged now.
I still suck at animating, but at least all parts seem to move with the bones like they should.
>>
>>168421405
Excellent! I made Video Game!

See you next time, Video Jame!
>>
>>168399542
>Love your colors
Thanks. I'm using the edg32 palette (comes as a preset in Aseprite). The tiles are then drawn with a modulation of (.9, .5, .5, .5) (rgba) with an additional .5 alpha when hovered (highlighting the tile below the mouse cursor). In my limited experience, picking a commonly well acknowledged palette and playing with the colors uniformly works really well, because the balance isn't disturbed between the different values.

>If you want I would like hearing about what this is
My gamepitch so far is "resource and logistics management", because I've been working on this for four days now. Today I'm gonna do some gameplay, I hope.
What you can see in the WebM so far is my grid of tiles representing the world, each tile representing a province. I chose pentagons, because I feel that this tiling feels much more organic than pure square or hex grids, while at the same time providing enough structure to make coding for it not a total pain. Also I've been wanting to give this a go for a long time now, I am super happy to have managed doing this.

>"oh big whoop that's easy"
In the end it sure seems like it, but I definitely wouldn't have been able to do this just a year ago. Also a huge shout-out to Godot. I doubt it would have been this easy for me in GMS.

If you have any question, please feel free to ask away. I'll be happy to answer.
>>
>>168421405
I'm honored :')
>>
>>168421405
Thanks Felix
>>
>>168417376
I'm having this same problem, I'm thinking its because the knees are slightly rotated and the feet are slightly rotated in my model

is that bad practice or something you just have to fix with the armature? if so how do u fix it
>>
>>168420380
>>168421405
Why does nobody acknowledge any progress I post?

N-notice me anons
>>
>>168421561
>Have you tested it?
Not yet but I assume so, if you've got 800 bullets on the screen all with CCD, the small increase in computing for each projectile might add up to a non-negligible sum
>>
>>168421768
video shame
>>
>>168400495
If you can not write an interesting character without mentioning their gender, chances are you won't be able to write an interesting character with gender-specific traits.
>>
>>168421593
No offense but just like with Kairo I'm seeing lots of models but zero gameplay. Anything to show on that front?
>>
>>168421405
Spamming links to replies so you can get attention and play hall monitor is against the rules. See you in court.

[spioler]No seriously though, fuck off and kys.[/spoiler]
>>
>>168421885
Thanks, see you next time!
>>
>>168421791
Hay your not the same dude
>>
>>168421525
"being from /agdg/ didn't hurt restricted rps" is my favorite hit indie game. The astoundingly well executed story tore into my memory and is there to stay, absolutely brilliant. I've never been more hyped than when main hero started fighting back against the bullies who regularly picked on him for his height, calling him manlet. You could see that he reached the point where nothing could hurt him anymore, not even being from /agdg/. If you disagree with me, reddit might be more your speed. And no, don't even dare saying I'm wrong. Why would I lie? Why do people shitpost like that? I find it embarrassing and I'm a big 6'0 230lbs man.
>>
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>>168421525
here is my indie arthouse video game

I hope it makes you think
>>
>>168421784
Should probably test it.

You could also try to use traces instead of collision volumes, that's how games tend to do collision on stuff like fast moving sword swings.
>>
>>168421784
well there's only one way to find out, right
put 800 bullets on the screen and test it
>>
>>168421593
I'm impressed by your work because I love 90's graphics, mostly stuff from Quake 1 and 2.
Do you make those textures yourself? Do you use 264 colors of 16 bits for them?
>>
>>168421470
I needed to separate a grid into non/walkable zones. Each color represent a zones, and npcs inside it can't access the other ones directly.
>>
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There we go. That'll work for now.
>>
>>168422013
is this a perfect post?
it might be.
>>
>>168422013
this is my favorite agdg game so far, good job, I hope you'll make it onto steam!
>>
>>168421885
Admin
>>
>>168421938
I'm this guy >>168420496

and I'm new here. Therefore I approve of your monitoring system since I've been honored by it on my first visit.
>>
>>168422041
>>168422047
just tested it, the collision problem persists a little with CCD. gonna try and see how it changes with 800 bullets on screen
not sure how I would go using traces for bullets though.
>>
>>168422145
the menu options are almost hard to notice
>>
>>168422041
That is quite literally what CCD is.
>>
>>168408946
>Steam is lazy as shit and doesn't want to implement different price points for different countries
I'm sure they do for Aussiedollars.
>>
>>168422013
>being this triggered
Sorry is this not also "video shame"???
>>
>>168422397
no ccd is for arbitrary shapes, raycasts are different

>>168422403
>replying to factually wrong posts out of ignorance

www.steamprices.com
>>
>>168422397
Yeah but it does it in steps and in the shape of the thing, just a line trace should be much less taxing
>>
Also working on timing for web browsers:

http://159.203.142.122:8888/

Bad guys shoot at you on a timer system; every 20 seconds and everyone has a random seed. Typically, when a tab loses focus it gets lower priority for execution, so the update() and draw() functions don't get called, so when you re-focus the tab, all the enemies check their time delta and fire at the same time.

So I made a separate timer that stops counting when the tab loses focus.

Here's a writup on it on my blog:

https://collinoswalt.com/post.php?pid=15
>>
>>168403876
Rhythm
>>
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>>168421884
Well, right now Kada is working on figuring out how to make everything work for 3DS (especially networking, which is based on different systems for local and online play, and where we might need access to Nintendo's own servers, and possibly figure out how to use Nintendo IDs to avoid showing IPs, etc.). We got help from a Unity dev to make vertex colours possible, so that's a very.

As for Kairo, we did get to the point of making gameplay. I just never showed it, because it was made with wonky and disjointed animations, and we wanted to polish a lot of things before we thought it presentable.
We abandoned it, so I might as well show you.
>pic related

>>168422048
Thanks! Quake is a huge inspiration for me.
>Do you make those textures yourself?
Yes
>Do you use 264 colors of 16 bits for them?
I use full colour range when making them, but were going to have to convert the textures into a format which can't hold that much information. Still not entirely clear on how much of a difference that will make, but I hope it'll be okay. The gif posted was reduced to 64 colours, and I think it looks all right.
>>
>>168422535
>it does it in steps
That's shitty hacky "CCD". Not real CCD.

>just a line trace should be much less taxing
True, but it's not necessarily going to be good enough. Still, using traces is definitely a form of CCD.
>>
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>>168380696
Nope, I haven't dev'd in over 2 months. I'm severely apathetic and depressed.
>>
>>168422630
>traces is definitely a form of CCD

not really, traces is just intersection of a line, where ccd is finding the point in time where collision would have occured
>>
>>168422290
Thanks, see you next time!
>>
>>168422314
You start a trace at the current location, and end it at the point where the object will be next frame. i.e. direction * speed * delta time.
Or store your location last frame, and do a trace from where you were to where you are now.

A trace hit means something is between the locations.
>>
>>168420346
>>168420845
I really want to know what's lying beneath that.
>>
>>168422624
Is this just Spyro?
>>
>>168422763
More accurately, finding the time is part of collision response. Continuous collision detection is any collision detection that, well, isn't discrete.
>>
>>168421768
Fuck outta here whodev you're not even in the discord
>>
>>168421405
I approve of this meme even though not every progress gets caught
>>
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>>168422838
It was, yes.
The textures for the map is ripped from Spyro 2. I used it to learn how to make tilable maps like pic related.
We're making an FPS now, though.
>>
>>168422624
is that a spyro mod?
>>
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>>168423047
It was going to be a sort of Spyro clone.
RIP
>>
>>168423018
It looks good as do your FPS assets. Hope to see some gameplay soon though
>>
>>168422624
I thought that reducing the color range would give it a more "retro" look. And if you happen to make a FPS game with 90's visuals, you would be in a good spot, people are expecting some gaming nostalgia from this era.
>>
>>168422945
I tried the discord but then I saw how they treat bokube :|
>>
>>168423018
nice polis massa clone in addition to nice agon wastes clone
>>
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>>168423212
what you don't like being bullied and peer pressured and trying to win the approval of a random group of people some of whom are determined assholes and stalkers who have never made games? you don't want to fit in? what are you a normie?
>>
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>>168421714
I'm 99% sure it will be fixed once i have constraints working, the ik solver is just going for the shortest solution it can find, and that means it'll bend in super unnaturall ways. (her arms would bend like noodles currently because she has twist bones there).

>>168423171
looks like that thing from the last guardian.
>>
>>168422624

That looks cute, I like it.
>>
>>168422853
CCD is discrete, it just finds the time of collision

https://www.toptal.com/game/video-game-physics-part-ii-collision-detection-for-solid-objects
>>
>>168422803
Oh right, that might be really easy to do, so I'll try it.
Another question, if I spawn 800 projectile at once, the framerate's going to crap itself out and end up at ~7 FPS. But if I spawn them at a rate of about 600/minute, which is closer to what will happen in a bullet hell, the slowest it ends up is ~25fps, and it stays the same whether the bullet is in the screen or not, do you have any idea why ?
Sorry for asking so many questions by the way.
>>
>>168423443
>continuous collision detection is discrete
Excuse me but what are you smoking?
>>
>>168423472
spawn all of them at load time and enable/disable them as needed
>>
>>168423172
Thanks! I hope so too.
Kada says he'll have a lot of free time from the 17th, so hopefully we'll make a lot of progress then.

>>168423191
Well, we're not going full retro just for the sake of being retro, though. We have to go with very specific techniques to be able to fit it all in a 3DS game and maintain 60FPS at all times.

>>168423267
Lol, thanks, I guess. I had to look up both, though Agon Wastes is the one you mentioned last time too, right?

>>168423381
A lot of people have said that. I guess that's a good thing? It wasn't intentional at all (I used a reference picture of a cross between a kitten and a gryphon when I made it)

>>168423398
Well, it's dead, I'm afraid.
>>
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>>168423371
>tfw you realize the splinter chat is normies and they run the demo day and gamejams here
>>
>>168423552
seems like a clever trick, but I don't see how you could make that work with multiple dynamic enemies through a whole level
>>
>be animating main character
>blender crashes for no reason
>all data corrupted

goodbye game.
>>
>project is only 60-70% done
>already thinking about your next game

this is bad
>>
>>168423909
>he doesn't keep at least 2 up-to-date backups of all his data
Your fault.
>>
>>168423925
>project is only about 5% done
>already have about 5 ideas for your next game
that said, two of them have some multiplayer component so I know I'll be doing them later
>>
>>168423908
spawn the maximum amount of bullets you want to be active at one time, and have each gun request a bullet which is then activated and emitted, then when it hits something it goes back into the pool
>>
>>168423786
That's pretty terrifying to think about anon but I guess it makes sense.
>>
>>168423786
I read that as "ruin".
>>
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>>168423925
>project is 60-70% done
>turns out it's actually 30% done
>>
>>168423909
>allowing corruption
Hello, Romania.
>>
>>168424025
>goodbye game
oh, so you had no game
>>
>>168423381
>>168421714
>>168417376

usually there's a guide bone that the IK solver uses, so the knee always points towards the guide

don't know how it works if you're homebrewing your IK, but in the animation software it should be easy enough to set up
>>
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>>168424027
Man, optimization and all that kind of stuff really seems completely alien to me.
But if that does work, thanks a lot in advance.
>>
>>168423786
Chatrooms on 4chan are a way for the normies who pretend they are nerds to get their constant dose of social interaction they need to maintain their sanity. They don't like having to make clever remarks without getting credit for it and they need "friends" on the internet. Fuckin normies.
>>
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So what are you guys drinking to fuel your dev today? I've just cracked open a 40 of Labatt Bleue Dry 10.1.
>>
>>168424501
All of 4chan is social interaction, what you are doing right now is social interaction.
>>
>>168424617
Carbonated water. Living the high life.
>>
My quest to descend into the depths of comfyness goes on.

Games covered so far:
http://pastebin.com/WSz7QpBb

Comfort of your own home
- New video: https://youtu.be/UIOpy6aoGyQ
- Actual spoilers: http://imgur.com/a/6rPH1

Comfy Fishing Game 3D
https://youtu.be/X2FbZr-Y2qQ
- Nice prototype.
- I like the character, however I wonder why she has antlers.
- I like how the fishing blob bounces on the water.
- It was sort of annoying that the mouse cursor could left the screen.
- With some music it could have been even more comfier.

Tracks
https://youtu.be/WBUWBo7fw1A
- My Childhood: The Game
- Amazing graphics.
- Calm and nice music.
- Nice attention to detail (like the console in the train).
- The tracks nicely blend together. It's good that the game automatically figures out which piece to put down.
- The camera control is quite odd. It's hard to explain, but I was never 100% sure where I'll put the next piece.
>>
>>168424442
the key thing is never ever create garbage

allocation and cleanup take ungodly amounts of time which means stutters and freezes
>>
>>168424617
Brewed some green tea and sipping it while I finish up the first pass art update for game so I can post the progress later.
>>
>>168424623
>arguing with the 4chan bot is social interaction
If you wanna see it that way...
>>
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>>168423767
It looks cuter than that last guardian animal (and doesn't have that weird feather effect).

>>168423909
can't you recover an autosave from blender?

>>168424180
i know, i can do that too, but constraints are usefull in some situations (like arms with twist bones and to limit rotation to certain angles, to prevent the knee from bending backwards for example)
>>
>>168424698
>Tracks
Literally an Apple commercial.
>>
>>168423212
>how they treat bokube :|
Yeah, it's shocking how they keep faking her death. Why do they keep doing that?
>>
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>>168424617
One does not beat a cup of quality green tea.
>>
>>168423909
blender has a recover last session feature

still, backup your shit this is common knowledge
>>
>>168424617
Water, it's 7PM here.

>>168424739
>allocation and cleanup take ungodly amounts of time which means stutters and freezes
That's sort-of what I thought, but I wasn't so sure.
But I don't think I would have had the idea of creating everything before by myself.
>>
>>168425004
it's called object pooling, usually
>>
>>168424617
Water.
>>
>>168424617
Pussy juice, knamsayin?
>>
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>>168425394
I know exactly whachu mean
>>
>>168424983
>>168424792
neither recover nor autosave could work because it corrupted the file

I figure out that it crashes whenever I preview the animation inside of blender... wtf? anyone know why that happens or how to fix it? windows 10 user
>>
>>168425629
There's a red wine titled "Blood of Whores" where I live.
>>
>>168423371
>that image
creator was unaware that the poop coffee is ridiculously expensive. they dont give that shit away.
>>
>>168425848
don't you have a .blend1 .blend2 etc file? it saves those automatically

turn off tesselation in your driver
>>
Is it ok to have a little bit of randomness?
>>
>all the witches
>all the dragons
>all the visual progress
Really wish I was an artist. You can't do shit with coding alone.

>BUT DWARF F..
Stop.
>>
>>168426305
xcom is popular
>>
>>168425004
>it's 7PM here.
And it's only 1:30 for me, since when should the time of day stop you from drinking?
>>
>>168426305
depends where and how hard it can fuck you over
but generally sure
>>
>>168426305
What do you mean
>>
>>168426172
I multiple saves turned off in the settings because I was tired of having 3 of each of my models inside my unity asset folders where I save them that was probably a retarded thing to do on my part
>>
>>168426360
xcom is popular to WATCH because it's "clutch" -- there's lots of dire moments and subsequent comebacks, and lots of high streaks all ruined by a single bad roll. it's very dramatic.

most people play the modern ones on the lower difficulties, where the game fudges odds in your favor.

>>168426328
>implying a game needs to be pretty to be enjoyed
HL2 literally has a score of 96 on Metacritic.
>>
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>>168426484
>turned off backups

and we're done here
>>
>>168426328
Just make a game with really engaging gameplay. Sure you likely won't be selling hundreds of thousands of copies or anything, but the few people who do give your ugly game a chance might love it and you could develop some sort of cult following
>>
>>168426529
HL2 was very pretty in 2004.
>>
>>168426484
>he turned off backups
topkek
>>
>>168426368
I'm already poor mate, not gonna add alcoholic to the list. Not going to drink coffee so late in the evening either.
>>
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>>168426484
Lesson learned.

>>168426328
Just learn to do art yourself it's not that complicated.

Well I'm having a different kind of fun right now:
https://www.geometrictools.com/Documentation/ConstrainedQuaternions.pdf
>>
>>168426305
http://keithburgun.net/randomness-and-game-design/
>>
WHY CAN'T I SORT DS_MAPS WAAAAAAAAAH
>>
>>168426680
no it wasn't. halo 2, doom 3, riddick escape from butcher bay, far cry and scrapland all came out in 2004
>>
>>168426680
>he thinks THIS is pretty
l..... Lol?
>>
is it fair to have "secret" functions in your game?

specifically, I want to have a mechanic where when you visit certain temples to certain gods, you have an option to pray to them which makes no obvious effect on anything.
but actually, under the hood, each time you pray increases a hidden "luck" stat in certain situations where a RNG is used (i.e. in combat, instead of picking a random number between 5 and 10 for hit percentage, it will increase to picking a random number between 6 and 10, and so on.. the more you pray)
>>
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>>168427152
>gamemaker
>>
>>168427196
>The arcade game is the original game

I... Lol?
>>
>>168426884
If you were using a premade engine your game would be playable already. Sad.
>>
>>168427243
Many games have EXACTLY that as a mechanic.

In fact, even NetHack has it as a hidden but well-known mechanic -- praying to the correct god and fulfilling actions that they like will weight the RNG in your favor, in addition to explicit events of divine intervention.

The only exception to that is a literal god of RNG... Who likes it when you do things that rely on RNG.
>>
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>>168400473
p r o g r e s s

Added empty reload. Gonna speed up the normal reload (the shell insertion loop) because it looks slow.
>>
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>>168427196
>>
>>168427243
This is how a lot of roguelikes manage gods.
I think it's fine, until you don't make it a must-use to win, because then it becomes a game where spoilers are needed to advance.
>>
>>168427352
stop trying to drag him down to your level
>>
>>168427196
>>168427352
Admin
>>
>>168427381
I'd really like to know what title you work on, but you probably signed an NDA.
>>
>>168427482
I'm just saying, it's sad that his game will never be done.
>>
>>168427381
You've been here for literally seventeen years and you still have no game.

j/k thats actually really cool and a satisfying looking shotgun. speed up the movements a bit to keep it competitive with automatic rifles and the like and I would play your game for decades
>>
>>168427381
[snippet from a worn-out diary written in 2060]
>..and the legends say he is still working on reload animations.
>>
>>168427381
>that wrist
>>
>>168427523
Where is your game? Literally insane shitposter.
>>
>>168427365
>>168427451
excellent...

I think I'm going to submit a little reward if the player prays fervently to one god

like maybe having an enemy randomly struck by lightning if the player is about to lose a battle
>>
>>168426328
what about Thomas was alone senpai
>>
>>168427753
Bullseye
>>
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>>168427578
Our Ghosts of War

>>168427649
>animator still animating
wow what a shock oh my

>>168427624
thx anon, we're going for RO2 gunplay so nothing is going to be fast. Realistic pace is what we're going for.

>>168427689
The steep angle is intentional. Have you ever held a gun?
>>
>>168426328
>Stop
Why? Dorf fort is great.
>>
>>168424623
But I'm replying to you now long long after you made this post which isn't how chatrooms work. I'm not live interacting with you because I'm busy. Chat is for people who want to sit and talk like women.
>>
>>168427867
It's not a good game.
>>
>>168427768
>I think I'm going to submit a little reward if the player prays fervently to one god
I think nethack already has a significant chance of awarding you a non-gag item just for praying. things like healing potions and minor enchantments on weapons.

And again, there are both explicit acts of divine intervention, as well as the RNG getting weighted in your favor for taking a playstyle favored by your chosen god. Which includes the god of "chaos" absolutely loving it when you get critical failures and the like, and will guarantee crits and crazy random shit like enemies getting struck by lightning when you have bad RNG patterns, but not specially disliking it when you do well naturally either as long as you're gambling all the while.

It's all been done before, so go for it, it's safe, but no one will think your game is especially novel for it.
>>
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>>168426305
>>
>>168427943
It's great but it has some terrible issues like FPS death or the UI.
>>
stop responding to "i can't do this" posters
they already gave up
you can't fix it
>>
>>168428074
Those are programming problems, because toady can't into programming.
You can, why not make a good game?
>>
>>168428072
It doesn't look more appealing, it looks like anti-aliasing errors.
>>
>>168428072
What an accurate assumption; I totally agree.
>>
>>168426305
For AI things like having an enemy pause before moving or making certain decisions, yes.

There are also many instances where RNG is almost mandatory for SFX unless you want your players to hate you.
>>
>>168427243
the question is WHY you want to include something like that

Do you want players to be like "wow I didn't know that" and then go back and start doing it? They might sometimes feel cheated, and you could accomplish the same thing putting secret rooms or something, making it mostly unnecessary.

Do you want your player stop and go boot up a guide and read a bunch of stuff? Is that actually good gameplay?

I feel like a good hidden mechanic is one that encourages players to talk to each other and discuss things, especially if the mechanic is interesting because it can lead to viral marketing. A decent example of this would be stuff like SMT's law/chaos routes or (pardon me) Undertale's death counter, because, 1. you learn about it in-game eventually and 2. you don't really need to pay attention to it to beat the game.
>>
>>168426328
I'm an artist, been looking for something to help out with, tell me about your game
>>
>>168382262
it's a feature
>>
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>>168427193
I never understood this argument. For me, Half-Life always looked realistic. I love to play it even now. Far Cry and the rest you've mentioned always had that plastic look. It's hard to explain, but I always got the feeling that it's performed by plastic G.I.Joe figurines. Not to mention, they all look like ass now, except HL.
>>
>>168428072
context is key, on a futuristic fps for instance the second one would be better.

>>168428154
FPS death is a programming issue but the UI/menu is just bad design.
Also I can't code beyond really basic stuff, my only saving grace is UE4's blueprints.
>>
>>168426680
Not really. It was dystopian gray shit with very little imagination.
>>
>>168428154
>toady can't into programming
I am waiting for the day he releases code and it looks worse than yanderedev's decompile.
>>
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>>168427352
>>168427482
>>168427583
But then I wouldn't improve my quaternion math skills.
That ik thing is the last bit before I start with gameplay anyway.
>>
>>168427913
>Have you ever held a gun?
most people in /agdg/ have never left their houses and most gamers in general will 'tism out about guns until the cows come home even though 99% of them have never even seen a gun in real life

>so nothing is going to be fast
i take it back, i wont play your game, because I feel the need to go fast, but your animations are still gud. I do worry about you not having any actual games to show for it in the literal years youve been here tho but w/e as long as youre having fun
>>
>>168400473
i'm having severe CoD2 flashbacks. this fucking shotgun was banned in ww1 for a reason.
>>
>>168428328
>Really wish I was an artist. You can't do shit with coding alone.
>Also I can't code beyond really basic stuff
You can't do shit because you can't code. Don't cry about muh artists.

>>168428343
It's gonna be the most glorious trainwreck.
>>
>>168428251
It's just more of a sense of immersion in the game rather than any serious gameplay advantage

I was just asking because I don't want players to feel "cheated" if they didn't realize praying could help them. but if I keep the advantage small and not necessary to beat the game it should be good right?
>>
>>168428307
>Far Cry and the rest you've mentioned always had that plastic look.
Have you seen Primal? It has some of the best graphics ever and you are wrong.
>>
>>168413237
Tiled
>>
>>168428594
Are you retarded?
>>
>/agdg/ is so destroyed by ebin source memes that they think HL2 is an ugly and bad game, and source is an intrinsically bad engine

amazing
>>
gunfags reminder that nobody likes you
>>168408732
>>
>>168428578
How does stat bonuses from praying help immersion?
>>
>>168428508
>'tism out
You've literally never made a game in your life and literally never will. Yet you insist on spending all day everyday shitposting in agdg and elbowing up with gamedevs and trying to pretend you're one of us.

Do not post again.
>>
>>168428594
We are talking 2004, anon.
>>
>>168428572
I'm not >>168426328 though, I can make some basic art and decent music, and I'm not seeing my lack of skills as something that'll stop me entirely from making a game.
Just giving my opinion on some part of DF
>>
>>168428508
>>168428645
Admin's sourceposting buddy

>>168428758
Admin
>>
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>>168427624
>>168428508
>make shitposty and hackish feedback post
>dev politely nods at you
>hackle like a hyena and throw shit at him for it
>>
>>168428594
>Have you seen Primal?
Are you seriously comparing a 2014 game to a 2004 one?
>>
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>>168428307
>playing the fucked up steam version

the "plastic look" is because they all had discovered phong shading while hl2 was stuck with their weird half lambert thing

and if you actually look around, there's very little detail to the levels other than the main thing you're supposed to be looking at

it mostly lives on its facial animation and reflection mapping alone
>>
>>168428920
He thinks he's a game designer.
>>
>>168428920
>throw shit at him for it
uh
>literally say "i'd play that"
>and "oh wait if its not fast i wont but i still think its good"


>"throwing shit"
>>
>>168428307
>they all look like ass now, except HL.
That looks like a first timer attempt in Unity. Halflife did not age well. You are delusional.
>>
>>168428920
>>168429058
Admin

>>168429107
Admin's sourceposting buddy
>>
>>168428494
I don't understand quaternions beyond that multiplying a vector with one will produce a rotated vector

all of this 4 dimensional projective complex plane madness, I feel like I just can't understand it because I'm incapable of understanding irrational things
>>
>>168428664
the Gods are real and influence the plot
>>
>>168429256
It's imaginary. It's all constructed to make seemingly complex operations on real things simple. The 4D projective plane is based on the simple idea that as something gets further away, its displacement on the projected image is divided. Quaternions take the idea that a complex number describes a magnitude and rotation in a plane to 3D.
>>
>>168427523
>>168428887
Sad.
>>
>>168428645
source legitimately has a poor codebase, and the tools are poor and bad for productivity, the asset pipeline is ass, and you need to produce something that valve would be willing to publish, which is a hell of a gamble

other engines are much better in every way
>>
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at least I tried
>>
>still reliving the glory days of valve's outdated shit engine.

It's 2017. Make game. Your modding days in 2008 are no longer relevant. Get over it.
>>
>>168428920
>>168429058
Admin

>>168429442
>It's imaginary. It's all constructed to make seemingly complex operations on real things simple.
that's literally not what "imaginary" and "complex" in the context of math mean.

quaternions are vectors made up of numbrs that can be expressed in variants of the square root of -1 along an axis in a multi-dimensional space.
>>
>>168429640
Admin
>>
>>168429442
what's simple about some imaginary wishy washy bullshit that takes 400 pages of seemingly meaningless "mathemathical prose" to learn?

if there is some real explanation for how it works, and the projective thing is just a smoke screen to protect the people in the ivory tower, do tell
>>
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>mothdan is here to have yet another meltdown over the source engine (which he doesn't understand) and math (which he doesn't understand)

>>168429736
It's only Cal III

if electrical engineers can learn it, so can you
>>
>>168424698
MelonoDev here, thanks for replaying my game! Good to see you got a new wallpaper out of it.
I'll link to the video's on my tumblr and twitter.
>>
>>168429657
That's why imaginary numbers are called imaginary. They're not tangible, but they make things a lot simpler.

I didn't mean complex in that case in the sense of "complex number". I meant complex as in "not simple".

>>168429736
You could do all the projections and rotations from scratch but it would involve a lot of work and you'd end up basically reinventing these imaginary frameworks anyway. They're just abstractions.
>>
ITT the failure of the US Education system
>>
anyone else getting weird bugs on this forum with firefox? I'll be scrolling down the page, move my mouse, and suddenly I'm dragging a picture around the screen that I clicked on and closed like 10 minutes ago.
>>
>>168429948
well they're abstractions that are incomprehensible to a rational human being
>>
>>168429736
>>168429948
And I don't know why you're bringing up some shit as if it's a conspiracy. Not everything you don't understand is that way because of malicious intent.
>>
>>168429621
that's how a real lady walks, only whores ever unlock their knees
>>
>>168430112
Rational =/= shortsighted

A rational human being would stop here and think "maybe I just don't have the knowledge to understand this" instead of getting angry right away.
>>
>>168430130
>And I don't know why you're bringing up some shit as if it's a conspiracy.
He chases orbs of light at the spillway. What do you expect?
>>
>>168430112
Just as incomprehensible as Polish is to someone who doesn't speak Polish.

You are retarded or trolling, because mathematics is entirely, simply, a self-consistent collection of truths which follow from other truths. Just because you haven't traced the steps to understanding the set of complex numbers, its definitions, and how quaternions follow, doesn't mean that it's incomprehensible.
>>
>>168417376
Did you ever figure out how to solve the knee bending problem? I have a similar issue and don't know how to fix it.
>>
>>168429657
>>168429682
R**k.
>>
>>168430130
you're right, never attribute to malice what can adequately be explained by stupidity

it legitimately is usually the case that if I can't understand something it's because the people teaching it didn't understand it themselves and were actually wrong on several counts

quaternions clearly work, but I'm not willing or able to accept magical thinking about extra dimensions and divisions of zero, so there must be some other more rational underlying principle that can be understood, I just haven't found it yet

like I said, this is usually the case
>>
>>168430496
Okay, anon, you're clearly just to intelligent to understand quaternions. I'll stop offending you with my brutish ideas about imaginary numbers and abstraction now.
>>
>>168429657
>>168429682
>>168429837
>>168430071
So another 2 years without a game, yes? Nice.
>>
>>168430496
>extra dimensions
You know that there's more ways to interpret "dimensions" than spatially right? There's nothing magical about 4D or 20D or anything. I can add an extra dimension to any point on earth and call it "temperature" and now wow, this is a 4-dimensional point. Now I can add "number of stabbings that have occured at this point since Jan 1, 1970" and omg now it's 5D
>>
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GUYS HELP

I have a random function in a language, it only returns a number between 0 and 1. That's just how rand() works.

How can I map it to a number between 0 and 255.99?
>>
>>168430478
>>168430597
Admin

>>168430654
Admin's sourceposting buddy
>>
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>>168424698
Thanks.

People don't seem to like the automatic camera. If you press F you can switch to a free flying one, might be better for you.

Also if that framerate is the graphics, you can slide down the resolution scale which should help a lot.
>>
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>>168428171
bigger for (You)
>>
>>168430695
I think I understand now
Admin -> Administer -> Morphine Administered -> HL -> Source
>>
>>168430354
>mathematics is entirely, simply, a self-consistent collection of truths which follow from other truths

>this is what mythmagicians actually believe in the current year
>>
Ignore him. He's aggravated again. You can tell by the outbursts about danny, math and sailing and how everyone is stupid except him. Just another day in the life of our resident mentally ill nodev.
>>
>>168430793
Still looks pretty bad unless you are going for a "child's scribblings" look.
>>
>>168430793
The right is still more appealing.
>>
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>>168430597
>>168430478
>>168430886
Admin
>>
Highly agitated. Bigly.
>>
>>168430886
>>168431024
Admin
>>
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GAMEMAKER 2 TORRENTFUCKING QWHEN=????

I DON'T HAVE $5000 I NEED TO HIT GOLD FAST.
FUCK STEAM AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
>>
>>168430648
I have yet to find a source on quaternions that did not treat it spatially

>>168430585
define an imaginary number for me
>>
>niggas don't know about autism tiles
>>
>>168431071
It's pretty much the same as GM:S with some minor quality of life stuff added in.
>>
>>168430970
>taking screenshots of your proxy browser (You)s to anons who know what you're doing is supposed to prove something
You think you're clever. It's adorable.
>>
Why do people come here to shitpost? Like, what makes this the best place to shitpost compared to anywhere else?
>>
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>>168431071
>waiting for bugged rerelease
>going for gold
>under time pressure
>>
>>168431108
The number of girls I've had sex with
Or kissed
Or held hands with
;_;
>>
>>168431108
i^2 = -1
>>
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>>168429621
>that's pretty g-
>oh
>>
>>168431183
Schizophrenia

>>168431108
i is whatever number is equal to the square root of negative one

j and k are the same number, but along different axes, in 3d
>>
>>168431316
you can't make the power of anything less than zero, so that doesn't make any sense

what do you propose i is?
>>
>>168431230
Zero is not an imaginary number. It's the reality and you should face it.
>>
>>168431586
>you can't make the power of anything less than zero
that's the whole point of i
>>
>>168431663
to break the rules, therefore being invalid

great use, now we can throw that shit in the trash and ask ourselves legitimate questions about what i actually is
>>
>>168429878
The pleasure was mine.

>>168430780
Thanks for the tips!
Truth to be told, even if I get low FPS, that's because I generally get low FPS in Unreal games. However the case wasn't as bad as it is displayed in the video. I guess the recorder had its problems, too, and a few frames might also got lost in the rendering process, so sorry about that.
>>
>>168431230
This is just pretend right?
There are no sad virgins in /agdg/, right?
>>
>>168431108
>>
>>168431586
>you can't make the power of anything less than zero, so that doesn't make any sense
Only in the real numbers (set R). i is an element of the imaginary numbers (set I). The set of complex numbers is just {a+b | a:R, b:I}.

The imaginary numbers are just as real as any other number when it comes to mathematics, they just don't have a correspondence with the real world (which is where the term "real number" comes from, though even then that's arguable as there's no evidence that anything is divisible indefinitely). That doesn't mean they're not useful, they're very useful for rotations and even in electrical engineering with AC circuits.

>>168431742
Can you take this pseudointellectual shit to /sci/ where it belongs? Thanks.
>>
>>168429621
>>168430251
>>168431328
yeah but for real does anyone know how to fix that or why its happening? I am one of simple mind
>>
>>168431742
>what i actually is
sqrt(-1)
>>
>>168431834
Go away filthy unvirgin
>>
>>168431834
im a virgin and sad but not sad cuz im a virgin
>>
>>168431917
show me a definition for i that makes logical sense and I will listen to your madness

>but muh axioms
kys
>>
>>168431939
How's the original unanimated model ?
>>
>>168432023
How does that not make logical sense?

What's logical about the construction of the real numbers that isn't logical about the construction of the imaginary numbers?
>>
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>>168430362
>>168429621
>>168431939
Depends on the context, in blender you can setup pole targets and try to constraint the ik (Bone tab under inverse kinematics). If it's in your engine of choice i have no idea.

>>168429256
It's totally fine to treat them as magic black boxes, don't worry.
>>
>>168431952
>>168431993
geez no wonder you can't make a game
>>
>>168432139
if you don't want to do anything interesting with them beyond calling quaternion.function() on your math library sure
>>
>>168432139
Care to share that Blender theme?
>>
Can a good looking game be made in Unity?

Without a fuckton of paid plugins
>>
>>168432370
Oh yeah I'm so envious of your game. Oh wait where is it? Oh.
>>
>>168431183
>>168431576
Fuck off already.
>>
>>168432425
Gone Home
Firewatch
Shadowrun Returns
>>
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Why is the mentally ill shitposter so fixated on math and trivial shit? Why does he come here to beg for attention for his opinions that literally don't matter and has nothing to do with gamedev?
Really makes you think. Almost makes you wonder if he's ever made a game in his entire life.
Or ever will.
>>
>>168432503
I'm working on it, anon.
>>
File: 1348603741059.gif (2MB, 350x273px) Image search: [Google]
1348603741059.gif
2MB, 350x273px
What are you currently working on? I'm making UI.
>>
>>168432681
Like I'm working on my sex life alone
>>
>>168432672
Admin
>>
File: 2017-02-15-2056-11.webm (317KB, 354x354px) Image search: [Google]
2017-02-15-2056-11.webm
317KB, 354x354px
>>168429621
>>168431939
You probably need some pole bones, the spheres in wireframe here.
Poles are bone targets that the knees should be facing at some point in the animation.

If you don't have them then the animation will just interpolate the fastest path, which usually never results in what you want.
>>
>>168432139
>>168432809
thanks, gonna try that out
>>
>>168432802
ctrl+f "Admin" and you can see yourself babbling nonsensically about that as well.
I hope you find the help you need some day, mentally ill nodev who will never ever make a game.
>>
>>168433024
New thread
>>168433024
>>
Which is more aesthetic for a adventure game, pre-rendered 3d backgrounds or rotoscoping?
>>
>>168432672
Admin
>>
File: witch_walk.jpg (67KB, 1920x1080px) Image search: [Google]
witch_walk.jpg
67KB, 1920x1080px
>>168432386
Yeah i agree, but the thing is most people really don't want to do anything interesting with them.

>>168432416
Thats just the default theme for me, at least i can't remember that i ever changed anything about it.
>>
>>168433085
Ever.
>>
E
V
E
R
>>
File: blender24x.png (211KB, 1920x1080px) Image search: [Google]
blender24x.png
211KB, 1920x1080px
>>168432416
this the best blender theme right here, so crisp, so clear
>>
>>168433074
Backgrounds
>>
File: blender.jpg (487KB, 3840x2160px) Image search: [Google]
blender.jpg
487KB, 3840x2160px
>>168434114
Too bright and ugly. Flatty Dark is the way to go.
>>
File: cantstump.jpg (193KB, 718x585px) Image search: [Google]
cantstump.jpg
193KB, 718x585px
>>168422834
I'm trying to make an animation out of the algorithm, I'd like to see it as well.
How do you convert a bunch of jpgs to a correct animated gif/webm?
>>
File: anime anisotropic.jpg (727KB, 3852x2160px) Image search: [Google]
anime anisotropic.jpg
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Geared up to kick some ass. Time to make a game.
>>
>>168432139
I have the same ik setup in blender and the knees bend like on that previous gif.

I'm assuming it has to do with the initial setup of the bones.
>>
>>168442751
possibly, try to give them all the same roll ("ctrl + N" in editmode.)
Thread posts: 777
Thread images: 150


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