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/agdg/ - Amateur Game Development General

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Thread replies: 772
Thread images: 136

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Grab for the stars.

> 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
Misc: alloyed.github.io/agdg-links/
New Threads: >>>/vg/agdg
Archive: boards.fireden.net/vg/search/subject/agdg
AGDG Logo: pastebin.com/iafqz627

> Previous Thread
>>169340749

> 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
>>
Will releasing a demo with placeholder free music tarnish the first impressions of any potential players?
>>
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What progress will you make today?
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Don't forget to vote in the poll:
http://poal.me/i2d87h
http://poal.me/i2d87h
http://poal.me/i2d87h

Rules:
> 1. You vote for the options which you don't want to win.

> 2. At the end of the round 50% of the lowest voted options make it to the next round.

> 3. If dropping out or getting to the next round is in question, that option can get to the next round. (for example, when an option which is outside 50% has the same amount of votes as some options which which made it inside the 50% lowest.
>>
xpost:

in unity how can I wait to continue in a method until the Scene is loaded?

like
void Start()
{
LoadScene(scene);
//wait until scene is loaded
InitializeGameObjects();
}
>>
>>169402034
Only call it a demo if it's the real game stripped down to necessities. Placeholder stuff is "Early Access", "Prototype", or "Alpha".
>>
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Git question

I have finished working on a branch and merged it with master. Do I have any reason to keep it around anymore or can I just delete it?
>>
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Quick, someone give me a relatively simple 2D game idea that I can get back into programming with.
>>
But we can at least agreed 40 is way too old to be trying to gamedev, right?
>>
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Post your dev stations
>>
>>169402249
Tower Defense
>>
>>169402262
Jonathan Blow is 46.
>>
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First enemy is in! Well, almost. I still have to add animations, but atleast it looks good in the game.
>>
>>169402262
If your arthritis is stopping you from using MKB, you have 10 years left until you can't be a dev anymore.
>>
>>169402262
If a 40 year old makes good choices, one can dev for at least 40 years. Your brain works exactly as long as you use it. If you use it up to your 80ies then your brain will be as sharp as it was at 40 - not to mention what the medical sciences could come up with by that time.
>>
>>169402363
>enemy
>cute old man turtle
I wouldn't fight him
either make him menacing or make him an ally
>>
In December 2004, feeling inspired during a trip in Thailand, Blow made a prototype for a time manipulation puzzle platformer game. The demo had crude graphics, but featured the ability of the player to rewind all the objects on screen backwards in time to a previous state. Encouraged by feedback from his peers, Blow worked on the game from about April 2005 to about December that year before having the final prototype of his game, titled Braid. This version won the Independent Games Festival Game Design Award at the 2006 Game Developers Conference.

He continued work on the game mostly focusing on art and music while polishing some of the design until its release in 2008 on Xbox Live Arcade. By then, Blow was $40,000 in debt and had invested $200,000 into the game's development.

The game was released on August 8, 2008 to critical acclaim and achieved financial success, receiving an aggregate score of 93% on Metacritic, making it the top-rated Xbox Live Arcade game. Braid was purchased by more than 55,000 people during the first week of release. Blow recalled that he didn't receive any money until one day he saw a lot of zeroes in his bank account.
Anon, do YOU have any peers to encourage you?
>>
>>169402535
>Anon, do YOU have any peers to encourage you?
I have /agdg/ for that.
>>
>>169402535
I am my own peer.
>>
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>>169402625
I believe in you!
>>
Impostor syndrome (also known as impostor phenomenon or fraud syndrome) is a concept describing high-achieving individuals who are marked by an inability to internalize their accomplishments and a persistent fear of being exposed as a "fraud". The term was coined in 1978 by clinical psychologists Pauline R. Clance and Suzanne A. Imes. Despite external evidence of their competence, those exhibiting the syndrome remain convinced that they are frauds and do not deserve the success they have achieved. Proof of success is dismissed as luck, timing, or as a result of deceiving others into thinking they are more intelligent and competent than they believe themselves to be. Some studies suggest that impostor syndrome is particularly common among high-achieving women.

Are you a fraud, anon?
>>
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Reposting because I want people to see this.

I recommend reading some books. I'll note which of these I've actually read with an X (I realized the story thing would be years in the future so I stopped reading these for now and just let the story cook in my mind).

The ones I've read I know are very, very good, and I expect all of them to be

[x] Novelist's Essential Guide to Creating Plot by J. Madison Davis
[x] Character & Viewpoint by Orson Scott Card
[ ] Conflict, Action & Suspense by William Noble
[ ] Notes to Screenwriters by Vicki Peterson and Barbara Nicolosi (this one was actually a gift so perhaps look into it a bit closer)
[ ] The Hero with a Thousand Faces by Joseph Campbell
[ ] The Language of Names by Justin Kaplan and Anna Bernays
[ ] Our Marvelous Native Tongue, The Life and Times of the English Language by Robert Claiborne

Two others which are probably just solid anthologies (perhaps not as generally relevant)
[ ] Mythology, Timeless Tales of Gods and Heroes by Edith Hamilton
[ ] Dictionary of Phrase & Fable, The Quintessential Guide to Myth, Folklore, Legend and Literature (Wordsworth Reference Series)

The Orson Scott Card and William Noble books are part of a series, look for the other ones in that series. But particularly the two that I've read are absolutely fantastic. They will take you from zero to hero (and who'd've thought?). Take notes and highlight for reference. Joseph Campbell is a well known master of the subject and THwaTF is probably his definitive work from what I can tell.
>>
>>169402262
What are you trying to justify with this, by the way? Why does it hurt you when someone older than you share the same passion as you do?
>>
>>169402262
Your mom is too old for whoring herself out for cigs at the gas station and she still goes for it. Don't let anyone ever tell you you are too old to follow your dreams.
>>
>>169402535
Thays all well and good, but what did Soulja Boy think?

Exactly.
>>
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fixing soon

>>169402347
holy shit
>>
>>169402804
Thank you anon, I will read them eventually.
>>
>>169402801
I don't have any successes with which to convince myself I was unworthy of.
>>
>>169402862
this game aint about nothin.
>>
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N O T D E D

Score system is go, propably gonna tweak it a bit (harder enemies give more points?)
>>
>>169402801
Arm-chair psycho-analysing myself, I would say that I may have exhibited that kind of behaviour in my past. Learning my trade I finished tradeschool with the equivalent of straight As for the complete theoretical half of my apprenticeship and a B for overall praxis.
On the other hand that wasn't really difficult though, because due to school policy only the literally dumbest and rudest people wouldn't get a pass, so I'm convinced that bumped up my grades.
Then for the final exam I basically cheated, because everyone had to do a project, but literally nobody did. It was just not feasable for the factory to allow that, and the exam was based purely on the documentation we had to create on said project.
So I am literally a fraud.
>>
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Hey it's my first time in these threads.

I've coded before, but it's been ages, and last time I did it was with a game-specific language which will be mostly useless to me except in reminding me how much there is to learn.

What I'm making is an isometric RPG with out of battle controls like the first Mario RPG, and an in-battle like any given Breath of Fire but with a large emphasis on movement and team-strategy.

It's been a lot of fun making the assets, and I intend to code everything, knowing well in advance how much of a pain in the ass isometry can be. But I am curious what engine is best suited for it.

I've had both Gamemaker and Godot suggested to me. As for the language used, all I know is that I should avoid Python if I want to take it seriously as I really get in there.
>>
>>169402262
If it's a hobby, who gives a fuck
If you have a sustainable income, who gives a fuck
If you're a NEET outcast in your parents' basement, you probably haven't given a single fuck your entire life, why would you give a fuck then
>>
>>169402535
A more relevant question is, are your peers willing to fund your pixel platformer for $160,000.

[GaymerGate] Also helps to have your peers be part of the SanFranCircleJerk, invest in your company, and chair of the award your game wins.[/Gaymer]
>>
>>169403574
>parents' basement
Have you ever had an original thought in your life sir.

I'm not just being a dick, I am actually asking.
>>
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>>169402275
I just have my laptop, my mouse and sometimes I sit on the shitty couch instead of the chair.
I have a big ass TV that I have never used too but a single screen is okay for me.
>>
>>169402078
Why is this retard who has never made a game still shitposting these polls?
>>
Fact: The future of indie game making is in South America.
>>
How did you come to terms with the fact that art is not progress?

>>169402347
He's also quit gamedev forever.

>>169404094
SEA is cheaper and has better traps.
>>
>>169404181
Blow just released The Witness and is now making his third game.

You are probably thinking of Phil the Fish.
>>
>>169404094
I think the monkey spamming these polls and a handful of other brilliant examples from agdg would prove otherwise.
>>
>>169404252
In fact I was.
>>
>>169402043
I'm not super sure. I think I'm just going to work on some content so that there's more for people to do on demo day
>>
>>169404305
We know the poll spammer is from south america?
>>
>>169403374
> As for the language used, all I know is that I should avoid Python if I want to take it seriously as I really get in there.

Memes and slander.

Python is the best thing to use when you want to code stuff without actually knowing how to get anything in your game to work. It doesn't constrain you like the "close-to-iron" languages and it is general enough to code a whole game. Python comes pre-packaged with features that you would have to code from scratch in C++. This is a major plus of python. In Python you can use advanced programming paradigms and abstractions from the get go and they are built to be like a natural part of the language.

My approach to devving:
1.Make a prototype build in python.
2.If I get most of the functionality into the game and all subsystems work, I analyse the code, draw diagrams and shit.
3.Then I port it over to a more professional language.

If you are making a game for which there are a lot of tutorials and resources for, you can start coding them in professional languages right away.

As for me, there is basically no resources for the kind of games I like to make. So, I have to figure out every single thing by myself. And when I am programming a program about which I know nothing in advance, I can't afford myself the pointless overhead that comes with the professional languages - thus, I code the first working prototype in Python.
>>
>>169404305
Argentines don't count, they need to be nuked.
>>
Is it normal in Unity to end up with like 5 singleton managers and a bunch of managers for different scenes? Feels like everything's managers, managers, managers..
>>
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>>169402275
>>
>>169404538
Indeed.
>>
>>169403682
Give me an example of an original thought first
>>
>>169404538
I'm from Estonia.
>>
>>169404603
wow
>>
>>169404562
Sitting around drinking and gorging themselves on beef all day for generations seems to have imbued them with some interesting personalities. And zero intelligence.
>>
>>169404676
>the "just tell your boss that you don't want to work but still want to get paid" guy is also the poll spammer
HOLY SHIT FUCK OFF ALREADY
>>
>>169404676
You're from wherever we say you're from, boy. Now take your polls and choke to death on them your shitty little menu simulator lite dino jam "game" doesn't excuse any of this retardation. You should fucking kill yourself.
>>
>>169402262
>If you're 20 now you'll have 20 years to learn code and art to make game
>know within your heart that you're probably just going to waste away that 20 years reading the introduction of half a dozen programming books, making crap line art for your "game idea", and crapping on other people's games on 4chins
>>
I might just rape this little nigga from Estonia right now. Who wants in on this?
>>
How do I into music for games.
>>
>game has stolen art
>game has stolen audio
>game has stolen gameplay
stop doing this
>>
Please remove your bigotry from the thread.
>>
>>169404603
holy fuck. and I thought a whiteboard with stacked books as legs was pushing it
>>
>>169404603
neither of those towers are plugged in to anything
>>
>>169405040
>get bucks
>hire someone
>>
>>169405079
Looks like we got a snitch here. Someone get the duct tape.
>>
>>169405193
Those screens are connected to the broken laptop on the desk
>>
>>169404554
Do you happen to have a throwaway email or something?
>>
>>169402535
>do YOU have any peers to encourage you?
I have fans. Worth a lot more than the "peers" here or elsewhere.
>>
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some small improvements.
>>
>>169405473
Whoa weird.

How do the controls work? I'm trying to figure it out just by looking an I can only guess that's all mouse and WASD and that double-tapping does the speed thing.
>>
>>169405271
That's a wacom, not a laptop.
>>
>>169405697
Look on the left dummy
>>
>>169405617
>doubletap to dodge

this should never be a thing
>>
>>169402235
I will second this question. I've never used branches aside from master (new to git), but I would guess you're supposed to delete the branch if you're not using it
>>
>>169405271
>The keyboard is a laptop with no screen
Fucking kek
>>
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>need help with something
>anon links a 200 page PDF
>>
>>169405013
You are welcome to come. My wolfhound is getting bored out of his mind. He only gets to chase and bark at the same old tresspassing bears, wolves, boars and elk. I think he already knows a couple of them by name.
>>
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>>169405617
nah, dash is its own button.

also realized bombs should disable lasers/lightning.
>>
>>169405445
Yea sure, you can contact me from here [email protected]
>>
>>169404980
You could probably still get good at either programming or art in that timescale, just not both.
>>
>>169406031
>wolfhound
Little bitch breed.
>>
>>169406031
can I fuck him
>>
>>169406064
Neat!
>>
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>>169406504
>fucking horse sized dog
>little bitch breed
what did he mean by this?
>>
>>169406567
I think he blew a load into one of the she-wolves last month. So he is out of heat.
>>
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Q U E S T I O N

Is a native resolution of 960x540 too much for a pixel game? In other words, if I make a background for a stage and it's 960x540 and I want to view the entire background at all times, would I be too busy with art to maek gaem?

Looking at images of that resolution it does seem like there's too much detail to them and I would never get anywhere.

But when I look at half that res, 480x270, it just seems like all the detail is gone and I approach "pixelshit", characters without faces or 1 pixel thin legs. Also, there are less pixels to work with and movement is less fluid.

Do I just have to deal with the shortcomings of 270p or the increased workload of 540p and just liek maek vidya?
>>
>think of game you want to make
>start writing up a design document
>browse steam
>someone released the same game on early access three months ago

kill me
>>
>>169406823
god i wish that were me
>>
Engine deving is for _____
>>
>>169406925
having engine
>>
>>169406765
Little bitch men get a wolfhound and then spin tales about how their mop donkey is descended from ancient warriors and blah blah. There are many breed stronger and just as big. A wolfhound is just a shaggy overly anxious doofus who will get wrecked by a more majestic Mastiff or Great Dane.
>>
>>169406880
What game?

I have countless text files in a folder called "Game Ideas". All are either amazingly shit, entirely plot and not gameplay, or slight variations on existing games.

If it's even a little bit different or you think you can make it a little bit better I say go for it.
>>
>>169404554
what sort of libraries do you use for graphics in python
what is your opinion of things like unity / unreal
>>
>>169406860
>Still making pixelshit games.

If you want the visuals to be an highlight of your game, you're gonna need 540p. If your gameplay can carry the game, you can risk the 270p.

I'd go with the 540p either way though, mostly for the issues with 270p you just mentioned.
>>
>>169402804
>>169402915
>friend gives me the book "Getting Things Done"
>I keep putting off actually reading it
>procrastinating instead of learning how to stop procrastinating
Thanks for the recommendations, anon. Those sound genuinely interesting. Maybe even enough to overpower the fact that my eyes glaze over instantly when I start reading non-fiction.
>>
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>google "wolf"hound
>it's actually just a shaggy dog that looks nothing like a wolf
>>
>>169406880
This is why you need to hire a professional ideas guy.
>>
To anyone done melee in a 3D game, how did you manage it?

Im thinking either making a cone like hitbox to check or a small wide ranged projectile that lasts very short amount of time.
>>
>>169404181
>He's also quit gamedev forever

wat, within the last few weeks? because:

>4) No, I never came anywhere close to quitting, because I knew this was always the best thing I had ever worked on.
>5) We will see! I have some ideas for games that explicitly involve being fast, and other ones that don't.
>>
>>169406880
shouldn't stop you desu

I mean, that seattle guy made harvest moon clone
>>
>>169407228
thanks for the input

I've already made my decision for 540p but I needed an outside opinion to calm my autism
>>
>>169407117
http://store.steampowered.com/app/455980/?snr=1_7_15__13
>>
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In Unity2D, is it possible to have physics objects within physics objects, that are behaving according to different physical forces?

For instance, a ship flying around according to one set of physics, with people walking around inside it according to another?

How would one do this? Layers? Kinematic objects? I still don't fully understand all the physics options available in Unity.
>>
>>169404181
>SEA is cheaper and has better traps.
mah nigga
>>
>>169407335
If you'd followed the comments more closely you would've realized they meant Phil Fish.
>>
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>>169407228
>540p
>mfw my characters are 300 pixels tall
>>
How long until the popularity of retro pixel graphics gives way to a resurgence of early polygon 3D?
>>
>>169407462
>another generic survival management game
I don't know what you expected anon, they are probably hundreds of these.
>>
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>wizGame has porn
GOTYAY

>mfw this shit is literally the best game I've tried in a long time
>>
>>169407082
My hound is not of any breed. A family next door had a big ass quard dog. Did't look like any kind of breed, she was huge and had thick fur (looked kinda like bear). A he-wolf had sexy time with her and soon there were puppies. They gave one of them to me. So, he is just a wolf hound.
>>
>>169407629
polyshit is already pretty popular and it misses the point of early poly just like neopixel games miss the point of pixels
>>
>>169407536
>>169407228
what should I start reading/googling to figure out what to do for my pixelshit resolutions or whatever, I know literally nothing about the subject and so far I just made 32x32 character sprites at 544x412 because that's how it is in rpg maker vx ace
>>
Daily Reminder

I hope you all succeed at all your games and become successful before me

Goodluck on your games Anons
>>
>>169407813
bi-minutely reminder that you could be working on your game instead of making this off topic post

but thanks pham
>>
>>169407269
>being this retarded
A hound is a dog bred for hunting. A wolfhound was bred to hunt wolves. Hence the name wolfhound.
>>
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>>169407813
>before me
why?
>>
>>169407713
I want wolf puppies
>>
>>169408091
then call it a dogthathuntswolves
>>
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WIP and shit.
Gonna have a diagram to show the weapon bits you want and perhaps a second box for stats.
Menu work is soul destroying.
>>
Fuck programming is hard
>>
hello
is it ok to post what I am working on?
>>
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>>169407362
No problem. We all have a bit of autism to calm from time to time.

>>169407493
Anything is possible, but Unity is definitely not made for those kinds of complex system of reference shenanigans. You'd probably have Ship gameObject and any movement the people would be doing would be in the local reference, and they'd be children of the ship transform.

>>169407781
What's their point beyond technical limitations?

>>169407793
Just go with multiples of two and you'll be okay dude. I've never done pixelstuff, I'm a shit artist, I just take the assets my friend gives me.

Also, I feel like I'm getting better with cycles and all that, but they still feel somewhat choppy. How to fix? More keyframes? Or is there a transition parameter I'm missing?
>>
>>169408324
That's the point of this thread, yes.
>>
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16 hours of dev time today
2 entire work days
im goin to sleep now
>>
>>169408332
thanks, Patrick
>>
>>169408458
お疲れさん
>>
>>169408458
>he posted an anime instead of progress
>>
>>169408458
do you at least have something to show for it?
>>
>>169408458
Call me after a 96-hour amphetamine fueled suicide run, pleb
>>
>>169408667
>he uses a text-based programming language instead of one based on anime girls
>>
>>169407212
In python, I use mainly Pygame. It gets the job done, nothing really to bitch about it.

As far as I have used Unity/UE, I'd say that these are catered towards a certain kind of games. You know, the kind of games which have levels and actors within those levels. They are suitable for action games or any other game where you can boil down gameplay elements into levels and actors.

I usually get bored to death whenever I try to make such a game. But those games that I like to make, don't like to bend into Unity/UE mindset. So, I simply don't use them.
>>
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>>169408871
>anime-based programing
>>
>>169408332
I feel like most of it is fine but it is only the arms that are snapping into place in the last frame of the cycle. Maybe if they had one more bit of movement between where they 'were' and where they 'end up'
>>
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>>169408871
>>
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>>169408871
>24 hours dev marathon on stream
>equivalent to 6 months worth of work days
one heart attack later, i'm proud to say i can go to sleep now
pic related is my code, i'm unfortunately not using a programming language based on anime girls
>>
>>169408332
Try making the arms out of sync with the legs by a small amount, the small bit of delay will probably make it look more natural compared to all appendages being at the peak of their movement on the same frame
>>
>>169409153
nice font render
>>
>>169408332
>What's their point beyond technical limitations?
I think he means how pixelshit games tend not to emulate those limitations, like how they have mixels and rixels and all that
>>
>>169408332
Also there seems to be too long of a pause each time a new step is made, it helps if you have a grid underneath the character that is moving at the speed your walk cycle is meant to be (so you can keep track of foot sliding and fix things accordingly)
>>
Why is watered down AI the norm nowadays?
Every article about it tells you should make your AI as dumb as possible, this is retarded.
>>
>>169409504
for real?
>>
>>169409504
The purpose of AI is to provide interesting problems to the player, not to be smart.
>>
>>169409504
I have more fun in games with dumb AI
>>
>>169409686
Then why are multiplayer games so popular?
>>
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>>169402275
Need better cable management for the desk, I know. I was thinking of getting a monitor to place vertically on the left for code purposes, but that might clutter up the desk too much.
>>
>>169409504
Smart AI does not inherently make a game better, and dumb AI is easier on the framerate
>>
>>169409859
What does that have to do with AI?
>>
>>169409686
Why do you think those things are mutually exclusive?
>>
>>169409504
I can hardly think of any game with notable AI.

only one is Alien isolation.

and shit even some of that is reliant on level design.
which every other "notable" ai relies 90% on.
>>
>>169409859
Did you forget we were talking about intelligence?
>>
>>169409504
Well, having your AI as dumb as possible is technically the most optimal design option. AI too smart can tend to not make sense from a human perspective, can be more frustrating, requires a lot of man-hours to create and is a drain on performance.

>>169409065
>>169409332
Good tips, thanks, I'll try to implement those.

>>169409445
That would help a lot! Do you know how I'd do that easily in blender? Can I have armatures from multiple meshes moving at the same time?
>>
>>169409859
Because people are dumb
>>
>>169408227
Neat. A diagram will definitely break up the blocks of text, though, in a good way.
>>
>>169409964
Because "smart AI" doesn't really mean anything. It's a buzzword and nothing more.
>>
>>169409504
AI that tries to be smart and fails looks bad.

Whereas dumb AI looks good when it manages to succeed through sheer luck.
>>
>>169410018
>Do you know how I'd do that easily in blender?
Not really. In maya you're able to keyframe the transform of regular objects (so you can move a giant cube on the ground without the need to rig) but I have no idea if that functionality's in blender too
>>
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I'm trying to import a spritesheet into Aseprite and I must be missing something fundamental.

I have tried a couple different things, including a horizontal strip with 20 px spacing.

When I try to import the spritesheet into Aseprite, I always run into one of these sprites being cut off.

It's not the biggest deal, but shouldn't I be able to import these all without that issue?
>>
>>169404572
Sounds about right. I can't say it's good practice, but it's worked out for me so far.
>>
>>169410123
>>
what about "folksy" AI? You know, like really intelligent AI that pretends to be less intelligent so stupid people will like it more?
>>
>>169409964
If you've got a generic baddy walking around, it doesn't need to have a neural network to make decisions. It just needs to be smart enough to fire at the player and maybe find some cover.

Even for something more complex like a strategy game AI, it still doesn't need some complex neural network bullshit to work.

Anyone who thinks a more complex and smart AI will improve their game are wasting their time. It's not going to improve your game at all.
>>
>>169408332
You have to change the tween parameters from curve to constant or something like that, it's been a while since I animated in Blender.
>>
>>169410414
The import only works as intended if your spritesheet is sorted properly to begin with.
>>
>>169410460
Any AI with limited cone of vision for example is already folksy.
>>
>>169410414
Those sprites aren't spaced exactly the same. Aseprite imports sprites that are exactly the same spacing.
>>
i don't live in my parents' BASEMENT it's a converted shed so FUCK OFF
>>
>>169410460
I prefer pretentious AI

plebs will think it's retarded but it's actually just trying to make a statement. people think the sega Tales game had really bad AI but it was really a meditation on the iraq war
>>
>>169408332
>>169410526
Looked it up, it's actually Linear setting, my bad.
http://blender.stackexchange.com/questions/1579/how-do-i-make-animations-a-steady-speed
>>
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>>
>>169410952
nice
>>
>>169411082
thanks
>>
>>169410834
what
>>
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Developed """"baked"""" environment lighting by modifying blender's obj output script to include vertex color and modified my GM model import script to include that vertex color.

Does this look acceptable for a PSX game's lighting or should I scrap it and just develop a GM system to load lightmap UVs?
>>
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>have unique game idea
>will take me years because its stupidly big
>try smaller games instead
>once I get basic gameplay I lose all interest because I don't love the idea
>pick up new small game
>repeat for 2 years

Should I just start it already? I'm not NEET anymore so it will probably take me at least 10 years to get it anywhere near complete, but should I do it anyway?

Alternatively, any idea devs want to give me some free ideas?
>>
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>>169410578
>>169410658

I've been using this to generate the sprite sheet:

https://draeton.github.io/stitches/

Am I using this wrong or do you think this is a bug in the software, given how these monster sprites vary in width so much?
>>
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>>169410871
Jesus Christ. This your fault dude.

brb dipping my eyes in bleach.
>>
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>>169409920
what is that foot thing under your desk used for?
>>
>>169409504
Because randomness is addictive. A dumb illogical AI is more fun to play against than an intelligent, methodical AI that always makes the right move.
>>
>>169411385
making a mechanic shouldn't take you that long.

otherwise it's not the mechanics of an idea but the grandious of it.

in other words just think of something you can make within a day.
>>
>>169411456
For long term sessions it's more comfortable having your lower legs and feet not perpendicular to your upper legs.
>>
>>169411445
>remember the end of Akira
>>
>>169411445
>TETSUOOOO..!
>KANEDAAA..!
>>
>>169411390
That's actually generating a texture atlas, presumably the CSS has the information on where each sprite is placed inside the sheet
>>
How do I stop myself tabbing out and asking questions in /agdg/ instead of making progress?
>>
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>>169411445
TETSUUOOOOO
>>
>>169411638
>>169411595
KEK
>>
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>>169411456
>>169411583
Yep, it's just a footrest. The angle can be adjusted as well.
>>
>>169411691
Disconnect your wifi.
>>
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i made this short loop for fun

https://clyp.it/4z510ggy
>>
>>169402363
honestly your art style is really coming together. i wasn't totally sold on it when i played your demo a few months ago but i get your aesthtic now and i think it has a lot of potential. your use of colors is top notch and your modeling is getting really good. with the right lighting and filters this could end up being one of the better looking games in these threads.

you have this great tim shafer/media molecule/rayman 2 look and i think that's the direction you should continue to go in, it looks fantastic.
>>
>>169411445
Kek, the fuck. Well, I can tell it was looking better from the start but shit. Maybe Blender is more bugged than I remember.
>>
>>169411350
Looks good enough.
Keep up the good work.
>>
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>>169402363
>rigged and textured overnight
>I still can't finish a single model
>>
>>169411349
>wat is joek
>>
>>169402801
I have a degree and I don't think there was a single class that I didn't try to plagiarize in. The classes where I didn't plagiarize were the ones that were too specific for me to find things to copy online.

It's not a syndrome for me, I am actually a fraud.
>>
>>169402363
Is that the Nerevarine
>>
>>169411385
just like make a prototype man and show it to aggy daggy
>>
>>169411595
>>169411638
>>169411724
Lol, perfect.

>>169412037
It's fine, it only does that if I move a thing full of lines. I think it's close enough for now, I'll improve it some more later if I remember to. Thanks for the help.
>>
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>>169411350
>A Megaman Legends-like game
YOU BETTER MAKE THIS A THING BOI
And imo it looks pretty gud to me, kinda getting a Resident Evil feel with it though.
>>
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>>169412669
NP. One more word of advice, maybe look into animation keyframe guides to learn how to time easing and pacing for a more natural movement. I'd like controlling that manually than using tweening programs as it tend to make things look "robotic" for me personally. Glad I could help.
>>
>>169402103
ive never sued unity but couldnt you use a bool variable once every part of the scene then just do

while (sceneNotLoaded) {continue};
InitializeGameObjects();
>>
>>169412680
>>169412197
Thanks! I really didn't want to make a lightmap system.
I totally intend to finish this. Legends is my baby. I'm glad you get the spook vibe because I really wanna emphasize the fucking creepiness of the ruins in MML.
>>
>>169411840
i like it! can i use it in my game?
>>
>>169411350
>>169413215
Hey I'm actually interested in talking shop with you and what you seem to be going for. And I'm this guy. >>169403374

Do you have a throwaway email? Or a skype, discord, anything like that?
>>
>>169402103
SceneManager.sceneLoaded
is an event that fires
you'd be forgiven for not knowing about it since its not listed in the manual. You can get to the reference page for it by hacking the url a bit, but it still doesn't give much information

>Unity in charge of documentation
>>
>>169413520
you're welcome to message me on twitter @wild8900
>>
>>169413516
sure
>>
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>he thinks he can maek gaem as a career
Smart move! The market is so thirsty for indie devs. There's a huge lack in supply of games in 2017

This is definitely a sustainable decision and one that will pay off for you as the decades go by
>>
>>169413794
>@wild8900
no way
>>
>>169414223
Not like the skills you get with gamedev aren't very employable in case it doesn't work out
>>
>>169414223
Welcome to /vg/!
>>
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>>169414334
>thinking gamedev """math""" or gamedev """programming""" or gamedev """art""" means something next to the hordes of applications with CS degrees
>>
>>169414223
Independent game development is one of the few careers that still has a great pension scheme.
>>
>>169414334
Really depends on what games you code, though. 2D sidescroller #1481941 doesn't teach you a thing about database management.
>>
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>>169413794
Of all the possible messengers in the world..

And you aren't privately accessible. The person who wants to speak to you, would need to be a mutual follow.
>>
>>169402363
Can you link me the demo for you game?
I never got to play the one people have mentioned in here.
>>
>>169414493
>twitter
>messenger
>>
>>169414470
>implying lack of CS degree
>>
>>169414602
"Method of communication"

A follow up reply, just for you, the biggest pedant in the entire galaxy.
>>
>>169414470
>Porque no los dos?

Although CS is just my minor, my actual degree is real engineering.
>>
>>169414675
>twitter
>communication
All it's good for is linking to somewhere else.
>>
How advisable is it to quit my job and just dev fulltime? I just know I could make a good game
>>
>>169414473
I just lost a job opportunity because it required experience with unity game development
>>
>>169414493
>>169413520
If twitters a big problem then my discord is @Tetra#2631
>>169414294
Don't tell me I know you...
>>
>>169414786
Do you have any savings you can live off for 5 years?
>>
>>169414919
No that's why I want to make a good game and sell it. I just know I could do it if I devoted to it fulltime, like Notch or Toby Fox
>>
>>169414859
Was that job opportunity outside the vidya industry? I doubt it.
>>
>>169414907
If you are who I think you are, then yeah.
Let's say I knew you before.
>>
>>169409097
Reminds me that code I came across once. It was a complete z80 emulator in C, in less than 1000 characters.
Both insane and impossible to read.
>>
>>169415069
It was developing educational games for uni
>>
>>169414786
go to china live cheap and make games there and get money from patreon.
>>
>>169415064
I hope for your sake that this is some bad bait.
>>
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Would you play as THIS?
Also does she look like a witch to you?
>>
>>169414786
You should absolutely drop everything to follow your dream, or you'll spend the rest of your life wondering what could have been.
>>
>>169415097
message me, dont keep me guessing!
>>
>>169415226
no because I don't play a png.

what is the gameplay.
>>
>>169415226
Depends on the game
Also, no
>>
>>169415156
>educational games
>uni
wot?
>>
>>169415226
She looks like a upper-class kid, honestly.
>>
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>>169415226
Yes.
Yes.

Please, make it happen. Let me know if you need a code monkey.
>>
>>169410414
is there no basic "find blobs of non-transparent pixels" function?

if not, then there should be one.
>>
>>169415226
Looks more sundress-y than witch robe-y, but if the game told me I'd believe it.
>>
>>169415226
no thicc enough
>>
is agdg any good at css?
>>
>>169415360
Think Big Brain Academy, but with differential equations and proofs in group theory
>>
>>169411445
this triggers some ancient reflex of disgust in me
>>
>>169415480
Webdev is suffering
>>
>>169414786
Unless you have enough to live off for at least a year, no it's not advisable. By that time at least you'll have an idea if it's working out for you without starving
>>
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>>169415503
>tfw somehow shitty Brain Age took the spotlight for that type of game, but Big Brain Academy is 10000x best
>>
>>169415480
I'm pgud at it but I hate how trial and error it feels sometimes.
>>
>>169415331
>>169415359
It's a mix between Animal Crossing and Atelier
Well it will be, anyway
>>
>>169415480
I am
>>
>>169415736
This.
>>
>>169415736
>trial and error
That mean you don't know your shit.
>>
>found centipede on dev station
>too scared to go back
So this is how it ends
>>
>>169416010
I would never return.
>>
>>169416010
Go back and eat the centipede. Gain its powers.
>>
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>>169415736
>>
>>169416010
Goddamn what a faggot
Just buy another dev station
>>
>>169416179
It makes me so mad that retards always post that gif, when the actual problem is that they're incompetent.
>>
>>169416240
You're a strange person then
>>
>>169415736
>css
>doing it by trial and error
pls delete yourself from life
>>
Reminder that CSS is Turing complete

Where's your CSS game?
>>
>>169416240
Pic is accurate. Not even tutorials are any help.
>>
>>169416389
google counter strike source
>>
>>169415647
As it should. That's called your survival instinct.
>>
>>169415660
>>169415736
>>169415838
Could anon take this
https://startbootstrap.com/template-overviews/shop-homepage/

and modify its shop-homepage.css to make it look like an over the top cyberhacker darkweb marketplace?
>>
>>169415986
>>169416370
>>169416240
Cmon don't act like you can perfectly visualize every change you make to your code. There is some finicky ass shit in CSS.
>>
>>169416575
Not to mention browser inconsistencies.
>>
>>169402878
progress on this seems to have slowed down to nearly a halt over the past few months
>>
>>169416560
>comments
I need to stop reading that shit.
>>
>>169416560
I could. Not gonna do it for no reason, though. Long day of webdev behind me already.

>>169416575
I can visualize every change I make into my code. I'm not acting. CSS might be "finicky" to a point, but when you've worked with it for years, it's ultimately predictable and deterministic.
>>169416683
You're a novice, if that's hindering your understanding of CSS.
>>
>>169416852
where's your CSS game, webmaster?
>>
>>169416475
>tutorials
have you read the actual documentation? as in, fully? did you understand it? stop blaming the thing you don't comprehend

>>169416575
just because you got along doing guesswork doesn't mean everyone did
>>
>>169416930
I made a shmup with frontend webdev languages about... 7 years ago. Don't have the source anymore, I think. heh.
>>
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Looking through my game idea notes and I found this gem alone in a seperate folder titled "New Folder".

---

Each event contains:

A variable for good/bad/neutral

A number for good/bad

This means that every event result will either be
positive, negative or nothign changes.


ID = Used to identify the event


IDEAS:

Split Events and Results into two tables

Events contain:
- ID
- Name
- ResultNumber
- ???


Results contain:
- ResultNum
- EventID
- Stats (one for each person stat, will mainly be 0s)

this means I can match an event to a result by:

- For each event, count results with that EventID
- Grab one of them "randomly"
- Print text,


if a is more than b
- roll for one of the positive results
if c is more than d
- rolld for one of the negative results
if e is more than f
- roll for one fo the neutral results

---

The only other thing there was links to file reading commands/tutorials and the words "no matter what i do all i think about is you" which is apparently lyrics to a Nelly song.

I rember absolutely none of this.
>>
>>169416956
>just because you got along doing guesswork doesn't mean everyone did
sounds like it tho
>>169416852
I am truly honored to be in the presence of such talented grand masters of CSS.
>>
>>169416956
>read the actual documentation
There is no excuse for an high level interpreted language to not be intuitive and self-documenting. Take Javascript, or Actionscript for instance. It's easy to program in it even without reading any tutorials, documentation or books.
>>
>>169417203
And I'm disgusted to be in the presence of such amateurs of CSS. I'm a purist, who learned CSS the hard way.
>>
>>169416560
Images for banners/items
https://drive.google.com/file/d/0B_7YvqK2DszcRzJ5TXJsYWxfZ1E/view?usp=sharing
click the download arrow in the top right
inb4 >lostboy.exe
>>
>>169408332

Walks like a machine. Looks like the Terminator.
>>
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Just implementing more attack animations and hurtboxes/knockback. Where before I hated doing this, it's now sort of my go-to when I don't know what other progress to work on. Hopefully that mentality stays.

Also, y'all, this combat system is more fun than it has any right to be. I already like it more than Mayhem League and I don't even have all the neat shit like bullet time and active reloads in it yet. Something about pinballing dead enemies around the level like Loony Tunes shit is just hilarious to me.
>>
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>>169417380
>>
What's the best gamedev framework in CSS?
>>
>>169417562
>using CSS frameworks
Fucking disgusting.

https://codepen.io/elad2412/pen/hBaqo?css-preprocessor=less
>>
>>169417450
Hmm, I was going for flesh-beast punished "Patrick" the hellstar, but Judge Mecha-patrick T-1000 might work too. Thanks for the suggestion.
>>
why everyone are so bitter and angry?
>>
>>169417971
just bants
>>
>>169417971
i know you are but what am i?
>>
>>169417971
If I can't be successful nobody else should be.
>>
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Found an old chiptune I made for someone here who then dissapeared.

https://clyp.it/nen3p3zy
>>
>>169417562
http://keithclark.co.uk/labs/css-fps/nojs/
>>
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What's a good way to structure a tutorial? I'm thinking a brief overview should be enough, just something quick to let users get a rundown of the mechanics and then let them figure out the rest naturally. Any other thoughts?
>>
>>169417534
I like how the wings fall off. Looks pretty fun but I think I wouldn't want to stick in each fight for the ~5s every time. It does look fun to make though
>>
>>169418295
https://www.youtube.com/watch?v=8FpigqfcvlM&t=425s
>>
>>169418196
M-MASAKA
>>
>>169418295
what is this new meme man i see posted around here
clue me into your sekrit club
>>
>>169418486
Are you asking for a quick rundown on this guy?
>>
>>169418295
Depends on the game.
Overall you should let players skip ahead if they already know how to use WASD for movement or to use mouse scroll to zoom in with the camera. Don't make the player wait for Mr. Exposition to finish his monologue.
>>
>Made a game and only made $50 after 5 weeks of it's release

I thought gamedeving would be good for making money
>>
>>169418520
either that or just links/keywords to look up
>>
>>169418572
Was it free or what
>>
>>169413794
Dude, look at this fucking Twitter.

There's like a 90% chance this person is an insane MTF tranny attention whore.
>>
>>169418371
With the exception of 5 Showdown fights (which wall you off until all enemies are dead, DMC-style) per level, every enemy is 100% skippable if you feel like it.

Going back to play Mario 64 I know I don't make a point of killing every Goomba, the combat is largely optional.
>>
>>169418572
How often did the game display a link to your Patreon?
>>
>>169418664
yeah it was for free
>>
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I'm just gonna pretend this is progress and go to sleep. See you faggots tomorrow.
>>
>>169416179
How the fuck do people have trouble with css? Jesus fucking christ it is not that hard.
>What is scss
>What is caniuseit
>Woah that was hard
>>
>>169418010
its JUST A PRANK BRO :^)))))))
>>
>>169418776
Maybe something in between the long-fights and entirely skippable? Like a quick stun and toss?
>>
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is gamemaker a good tool to learn or am I just wasting my time?
I got a license last year from humble bundle.
>>
>>169419046
those aren't mutually exclusive options, huh
>>
>>169418637
it's bog

they're basically the Rockefeller on steroids.
>>
>>169418637
quickrundown.club
>>
>>169419046
a lot of 1MAs have become wealthy using GM.
>>
>>169419141
>>169419172
merci
>>
>>169418637
Rothschilds bow to the Bogdanoffs
In contact with aliens
Rumoured to possess psychic abilities
Control france with an iron fist
Own castles and banks all over the world
Direct descendants of the ancient royal blood line
Will bankroll the first cities on Mars (Bogdangrad will be be the first city)
Own basically every DNA editing research facility on Earth
Published theoretical physics papers in scientific journals over 200 years ahead of their time. Scientists are still unable to understand the complexities of their research.
First designer babies will be Bogdanoff Babies
Both brothers said to have 200+ IQ
Ancient Indian scriptures tell of two angels who will descend upon the Earth and will bring an era of enlightenment and unprecedented technological progress with them
These are the Bogdanoff twins
They own Nanobot R&D labs around the world
You likely have Bogdabots inside you right now
The Bogdanoffs are in regular communication with the Archangels Michael and Gabriel, forwarding the word of God to the Orthodox Church
They learned fluent French in under a week
Saved Europe from destruction with a single phone call
Nation states entrust their gold reserves with the twins. There's no gold in Ft. Knox, only Ft. Bogdanoff
The twins are 67 years old, from the space-time reference point of the base human.
In reality, they are timeless beings existing in all points of time and space from the big bang to the end of the universe
The Bogdanoffs will guide humanity into a new age of wisdom, peace and love
>>
>>169418725

Why are all the best Game developers trannies?
>>
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What was it like to program games on the NES? What language did they use? What devtools?
>>
>>169419330

xDD bogpill xD lawl :P P I juuuust wuuv /pol/ memes SIEG HEIL lmao!! xD
>>
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>>169419016
I mean, you always have your secondary weapon which is 100% run-and-gun without slowing you down, whether it's a proper gun or a melee weapon. You can always just suppress and attack while moving through a space at full speed.

Remember also that enemies which are dead (as in, have 0HP) can still be combo'd indefinitely unless you use a finisher on them (using one when they're dead is what sends them pinballing around). If you wanted to fight with 100% efficiency a simple PKP or PKK on these guys would be enough to probably kill most of them quickly, and while this is the first level the unarmed fists are also among the weakest I plan for the game, so...
>>
>>169419531

Python and MsPaint
>>
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>>169402275
ok
>>
>>169419223
>a lot
>>
>>169419330
>Control france with an iron fist
That's a bit exagerrated. At most, it's annoying to see them on television twice per year when they release a new book.
>>
>>169419563
I'm just the messenger bro
>>
after collecting a ton of information for all over the web I found the most successful number of 2d games have been on game maker studio and for 3d unity for the most amount of games that have made revenue
>>
>start first project
>horrible code, art, everything
>having fun
>drop project because of unmaintanable code
>2 years pass
>keep dropping projects
>nothing sticks
>nothing is fun
>>
why does it seem like every gamedev out there is fucked in the head? do I need to be insane in some way to be a successful dev?
>>
>>169418725
But I don't have a single post that mention anything like that, nor do I talk about anything but game dev here. Whats the problem?
>>
>>169419731
Everything else is totally accurate.
>>
>>169419849
They're the ones you pay attention to
>>
>>169419849
the gamedevs that aren't fucked in the head simply escape your attention
it's easier to notice a complete fucknugget in the crowd than ordinary people
>>
>>169419849
not true

knightdev is pretty normal
>>
>>169419706
more than unity and enginedevving combined
let's say wealthy is > 1mil
>>
How do I make 2D platformers not feel floaty and shitty in GameMaker? I used the official GM tutorial and tried changing its variables around but it feels kind of fundamentally wrong.
>>
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>>169419823
>implying I'm not an outlier, a wildcard
>>
Do people actually do free advertising here for devs they like, or is it the dev themselves posing as anon?
>>
>>169420158
more gravity? Go study a platformer that doesn't feel floaty and study it. The jump height, how fast you fall, if there's acceleration, etc etc.
>>
STOP MAKING CUTE GAMES. WHY ARE ALL THE GAMES HERE SO CUTE? WHY CAN'T YOU MAKE SERIOUS GAMES?
>>
>>169419823
>recommendations for beginners are GM and Unity for 2D and 3D respectively
>surprised that the most games are made with the tools most used
>surprised that the most successful indie games are made with the tools most people use
>>
>>169420385
It is unfortunate but I've only been gifted in the arts of cute
>>
>>169420158
increase gravity increase jump strength
don't forget to make it so holding the jump button jumps higher because that's a good mechanic
>>
>>169419696
That is a really nice setup, anon!

>>169419881
Ignore it

>>169419849
I just like moths, anon. I can't help that.
>>
>>169420385
1. i'm a terrible artist who must rely on gimmicky artstyles so his lack of loomis doesn't show too much and i don't want to cooperate with an actual artist just yet
2. i'm a terrible autist who just likes cute more than realism
>>
>>169420346
I haven't advertised for anyone, not even myself. Too busy making progress.
>>
>>169420385
>Scroll up
>Less than 10 games in the thread
What are you talking about?
>>
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>>169420121
>mfw unrealdevving is so dead it doesn't even get trolled anymore.
>>
>>169420385
Nobody wants to play serious games. There's no market for it any more.
>>
Can you guys give me some sources (Tumblr, Twitter, YouTube, anything) for inspiration and/or tutorial on minimalist pixel art?

I've been practicing and getting better at pixel art, but I can't manage to create charming minimalist pixel art like some games.

Sword & Sworcery comes to mind as one of my biggest inspirations for minimalist pixel art.
>>
>>169419563
you gonna be ok champ? try to have a sense of humor once in a while
>>
>>169420592
Unreal SEEMS geared towards trying to make an AAA game (I'm sure it's technically capable of anything). But that's not really where 1MA indie is right now. See >>169420675.
>>
>>169420680
If you list Sword & Sworcery as an example of minimalist pixel art, I'm going to have to ask you to clarify what you mean by minimalist pixel art
>>
>>169420894
S&S is weird one.
the pixel art in that game were bottom of the barrel but the effects and the music made it work really well.
>>
>>169421003
Only the characters were 2bh, the scenery was incredible
>>
>>169420385
Cute > Serious
Prove me wrong. You can't.
>>
>>169420857
I mean, I'm using UE4 to make a 1MA goofy game.
>>
>>169421239
the internet is srs bsns
>>
>>169420894
S&S managed to convey certain models with an minimal amount of pixels, while still anaimating them quite a bit, and all while making sure players were able to tell what is what.

Humans don't even have faces, but they still feel very human. I want a sense of minimalist abstraction like that.
>>
>>169421239
http://homph.com/steam/
>>
>>169420857
Silly thing to say
>>
>>169421419

Wow, so many /agdg/ made it. Now i'm motivated.
>>
>>169420385
I need more anatomy knowledge
>>
>>169421632
>From 2011-2016
>Out of all the games made in that time period
>Out of all the games that didn't finish or make it
Are you serious? Confirmation bias is a hell of a thing I guess.
>>
>>169421792
Gamedev takes long
>>
>>169421792

My game already looks better than all of the games in that list so yeah i am hopeful.
>>
>>169421389
you have to be pretty good at art.
you have to know what shapes convey what for an animal.

like how : ) is a smiley face. you have to learn stuff like that for pixel art.
>>
>>169421978
Post it chickenshit
You won't
>>
>>169421792
Considering the most here are nodevs its a surprising number to actually have just like made game desu
>>
>>169422098

Don't want anyone to steal my ideas.
>>
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I have a bit more free time these days, so I've started working on this game again. Not much new stuff to show yet, but I gave the snakes a basic bite attack since they weren't much of a threat before. At least now you can't walk up to them and mash them to death now. I've also tweaked some of the player moves, among other things.
>>
>>169422290
I like your grass tiles, you do the art yourself?
>>
>>169422290
GameMaker?
>>
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Any gamedev who is intending to make a living by JLMG'ing, please present your work. I have had a bad day and am in need of a deep belly laugh. If you have pursued or are pursuing a degree in game development, even better. If you dropped out but still had to pay for it, much much better.

Thanks!
>>
>>169422290
Is that kick flip for aerial enemies? are you grounded after throwing the kick?

if so you are going to have problems if you ever want to have flying enemies over pits.
>>
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>>169422664
>>
>>169422290
I like your art style but what sets your game apart from other platformer mario clones?
>>
>>169422470
Yeah, although I must admit they're heavily influenced by various tutorials. I've been learning as I go, both with the programming and the art with this project.

>>169422538
C++ and SDL2
>>
>>169422664
>JLMG
what is this?
>>
>>169422771
Thank you
>>
>>169422664
>JLMG'ing
?
>>
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>>169422858
>>169422896
>he hasn't read the book
>>
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>>169420857
But I'm doing a ue4 1MA.

>>169413083
Yeah, I'll have to study this stuff more in depth.

>>169422290
The checkpoint is a well? That's fucking cute. A shame you gotta hurt the sneks though.

Also, we are rolling. This was surprisingly annoying to do. Either I did the same animation essentially five times for one animation, or I did it only once, but then I had to manually adjust the start and end position to fit together since the bones technically weren't at the same position.

What would be the "goodpractice" way of doing this in the future?
>>
>>169422896
it's one faggot who came here a week ago and started abbreviating "just like make game" all over the place
>>
>>169423017
>one faggot who came here a week ago and started abbreviating "just like make game"
hownu.ru
>>
>>169423093
no-one has used the abbreviation for literal months now, it was forgotten
>>
>>169423176
>How novel thee behest?
>>
>>169419849
I'm a pretty reasonable guy.
>>
>>169422963
Man, his little feet slits make me seriously uncomfortable.
>>
>>169422760
It's meant to be used against aerial enemies, and to double as a small airjump of sorts. You can't throw other attacks for a while after using it but it doesn't affect your movement and gets instantly canceled when you land.

>>169422775
I don't know, and don't really care. I started the project just to learn the basics of making a game for my own amusement.

>>169422963
The well was a suggestion by someone from here, I thought it was quite fitting to the theme.
>>
>>169420385
I'm a pretty reasonable guy and my game is pretty serious.
>>
>>169419849
I am insane but not successful
>>
>>169420385
I am mentally healthy and my game is as serious as it gets.
>>
>>169423357
What if I tell you they are also mouths? And will spit fire and blood?

Repulsion and discomfort seem to be defining themes of Punished Patrick (>>169411445), I think I'll run with it.
>>
The key to gamedev is to start simple very simple and work your way up slowly
>>
The key to gamedev is to break down any tasks until their complexity is no more than trivial.
>>
The key to gamedev is to know a guy that knows a guy that works in the industry so you can get a free pass in life even if you don't know absolutely anything about game development.
>>
I have found my calling agdg

I will make a game about BRRRRRRRAAAAAAAAAAAAAAAAAAPPPPPPPPPPPPPPPP
>>
I don't really know anything about game dev but I'm just gonna speculate so I can have an opinion and give people advice so I feel good.
>>
The key to gamedev is to have a great idea and enough money to hire a team that realizes it.
>>
You are only a true gamedev when you realize that making a game is not programming systems but rather programming things that look close enough to the systems you want but at 1/100th of the processing cost.
>>
The key to gamedev is to give up immediately, and spend the rest of the night lying alone on your floor, sobbing quietly.
>>
>>169424120
Is that some sort of Inception meme?
>>
The key to gamedev is to get off your fucking ass and make a game.
>>
The key to gamedev is understanding hard work is a skill
>>
The real key to gamedev is t
>>
The key to gamedev is not getting attached to a toxic community like this
>>
The key to gamedev is located in the Windows registry.
>>
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The key to game dev is to just like do the thing you want without overthinking it.
>>
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>>169424461
>Windows
Yeah you're a real """""""""dev"""""""""""
>>
a game about keys
>>
The key to gamedev is using Construct.
>>
The key to gamedev is locked in a room locked behind a door that needs the key to gamedev to unlock.
>>
the key to game dev is that if you don't enjoy making games but enjoy the thought of making games you are not going to make games.
>>
The key to gamedev is jar-jar
>>
>>169424598
Unironically, why would you dev on another os?
>>
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I started a new project and decided to start off by making a level editor for it. I just got saving and loading level files implemented, now I need to make the actual editor.
>>
>>169424865
I'm not a toddler
>>
>>169424865
Not him but linuxdevving is comfy
>>
The key to gamedev is to separate your game logic from input and framerate.
>>
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I'll just leave this here
>>
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The key to gamedev is not giving up

Stop restarting your projects every week you fucktards
>>
>>169424845
>java
>game dev
>>
>>169424967
what do you attach it to?

I'm semi serious here, I keep hearing that keeping stuff in update is really bad.
>>
Why does it seem like all my past work is much better then what i'm currently doing?

I look at my old work and i'm like fuck this is really good and fun and I even made ok money out of it ($4,000) which proves that it's somewhat competent and I look at what I have now and it's like day and night

How do I recapture the feeling of what I did previously

How do I go back?
>>
>>169424940
Of course! I'm conviced now.
>>
>>169425051
Not giving up means releasing bad games.
>>
>>169425134
java classes
>>
The key to game dev is blacklisting 4chan and turning off your internet.
>>
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>>169425167
>>
>>169425215
okay but what in c#
>>
>>169425261
>turning off your internet
>devving without stackoverflow and the engine's Q&A
Risky.
>>
>>169425261
maybe he's wondering why would you shoot a man before throwing him off a plane
>>
>>169425404
c# classes since they are pretty much the same thing
>>
Your game can't be a commercial failure if you never finish it.
>>
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>>169424598
>>169425325
>>
>>169425598
kek
>>
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>>169425598
>>
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>I don't know unity
>I know I'll make a tower defense game to learn it
>It's boring....
Damn I didn't remember to make the game fun.
>>
>>169425628
If you're here, your time is absolutely worthless
>>
>>169425628
can't hear you over the sound of visual studio installing
>>
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>>169425732
>limiting building space to just over a dozen tiles
>one enemy type
>one lane
>zero speshiul fx
>zero animation
>>
>>169425732
Upgrades for the towers? Or make something that isn't a tower defense? I mean, this ain't Newsground 2003.
>>
>>169425732
>a tower defense
>It's boring....

well duh.
>>
How do I know if a game will be fun before finishing it?
>>
>>169426398
prototyping and playtesting
>>
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Well diferent map system is working, also made a smoke effect to show when hiding places are broken

then i made a fake smoke screen to fake hiding places being broken
>>
>>169426492
But it will be finished by then.
>>
>>169426539
Whenever you post I feel like my predictions about the gameplay were wrong.
Fittingly, there's a kitchen sink in your webm.
>>
>>169424069
just landed an internship this way... mfw nepotism

>>169424284
nah

>>169424323
its a /fit/ meme iirc

>>169424335
yes

>>169424435
i kinda like it here tho
>>
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>>169426020
>One enemy type
>One lane
Game supports any number of lanes and lanes of any width, as long as a lane is connected to a start and end tile (not necessarily the same tiles, they can be separate.) I just don't have many test maps to show it off because I've been working on mechanics. We also have a few test enemies, but the game supports any number of enemy variations.

Definitely have to polish (animation, effects) and
>>169426112
add an upgrading mechanic. Once we get a good upgrading mechanic and replace the placeholder art with real assets it'll be """done""" and we can just create content to fill the actual game.

>>169426287
Yeah. Started it as a learning project but underestimated how hard it is to stay motivated working on a project that you aren't super excited about in the first place.
>>
>>169425732
>Damn I didn't remember to make the game fun.

This is my worst fear.
>>
>>169426910
Don't worry, anon. I'm one of the three other people in this world that likes TD games. Keep up the progress. When you finish, I promise you I'll buy a copy.
>>
>>169427024
One of the worst feelings. Been through that.
>>
>>169426818
and you hind inside the doors and open the drawer to take itens.
>>
>>169426910
Looks better already. Just need to polish he art a bit.
>>
>>169426910
>TEN build spaces
That's not how you design a tower defense.
>>
>>169418896
i gotta say it... it looks like a mechanised dildo
>>
lets remake a better version of battletoads
>>
>>169402502

Yeah he gets "taken over" so to speak for the boss fight, which makes him more menacing. Otherwise, he's just gonna be roaming around in the overworld not bothering anyone. I want to make a point in the game where you need to ride him though.

>>169411873

Wow thanks man! Yeah I don't know a whole lot about lighting and filters in unity so I'm going to have to look into it eventually.

>>169412198

Just all about getting in the zone

>>169412405

I don't know what that is

>>169414523

https://jasonpkgames.itch.io/elemental-knight

Be warned though, it kinda sucks. I've changed a lot about it since. New demo for demoday will be a lot more coherent.
>>
>>169427295
How should we be doing it? Our initial goal was that you build towers up slowly through the duration of the map by upgrading them and their effects, swapping their locations and types between waves if necessary. Each tower is going to be able to be assigned a "munitions", which are special bullets that you craft with money that increase the strength of a tower and give it special effects (poison, slow, etc). You don't upgrade the tower you'll be upgrading their gear, with the towers being limited but easily moved or replaced if necessary. Wanted tower-maintenance rather than tower-spam, but if that doesn't work then I'm open to suggestions on how to make it better.
>>
>>169419531
Assembler is one of the most used options. There is no specific devtools, as far as I know. Is a pain in the ass since you have to deal with crazy limitations even for simple stuff like scrolling the screen in multiple directions. In my opinion is only worth to get in if you are a hardcore fan of the system.
>>
would you guys sell your soul to the devil to be a really good gamedev?
>>
>>169425134
fixedupdate
>>
>>169422290
>game keeps getting more and more hard
I love you and I hate you at the same time. Is good to see you back.
>>
Newfriend here. Making a JavaScript game
Should I write all the code in one .js file or should I sort the code into multiple files? How should I go about this, put all the players variables into one, each enemy's, etc?

I know I should use as few individual files as possible to reduce load, just some tips would be nice
>>
>>169426810
how is it finished.
prototype the build without any assets or anything.
just do the bare bones stuff and test that.
>>
>>169427096
>>169427024
prototypes, son
make the main mechanic fun on its own, in the spirit of Mario 64
>>
>>169427646
the default design of a TD is a lot of spaces with very granular placement choice. much of the decision involves maximizing coverage by placing in corners etc. your design instead limits the placement choices. this is fine, if you make these choices very meaningful. you as the designer have to preoptimize a bit and forsee which spaces will be the best. in the map you posted, your choices are real bad. not placing any towers on the lpwer left corner. it something of a puzzle to make use of the map layout.

to make this work you'd better have really good tower designs, that act different depending on their placement and encourage the player to switch their positions.
>>
>>169428150
no, but I would to be a millionaire or have a qt 3.14 asian gf though
>>
>>169428150
>sell your soul for something in a field where even good games don't do well in

lol no
>>
1) What's the cheapest way to capture video and webm it?
2) anyone else in nyc?
>>
>>169428445
webmcam
>>
>>169428247
chances are if you dont want to tear your hair out youll eventually end up breaking it into smaller files
>>
>>169428445
>2) anyone else in nyc?
>>>/soc/
>>
>>169428247
Tip#1
Don't make a javascript game. It's a disgusting language that shouldn't be used outside of interactive webpages.

Tip#2
If you decide to disregard tip#1, kys and respect usual OOP practices. AKA separate scripts between the objects and all.
>>
>>169428445
I like OBS for recording
>>
>>169428247
Assign meaningful responsibilities. The in-game clock doesn't need to know about the color of the grass.
>>
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>>169428445
i use bandicam and webm for retards
but you get nasty watermark
>>
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Toot toot, progress!
>>
>>169428445
shadowplay is great if you can get it working
>>
just crack the bandicam man.
>>
Hey, are there any good management style games where you play the commander of a space battleship, managing resources, sending out pilots, etc.?

I'd love to make a game of this sort, but I want to know what's been done so far first.
>>
>>169428831
I never noticed how similar the AGDG logo is to Domino's pizza.
>>
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>>169429052
i love it anon
>>
>>169429052
Das preddy gud.
Have you thought about a black outline around the beak?
>>
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>>169429171

>>169429140
There may be roguelites about it, but I can't remember any Tycoon/Startopia etc. type games about that specifically.
The idea has me intrigued.
>>
>>169429052
Nice work.
Would still suggest having the beak open and close as a firing animation.
>>
Got a nifty new stage design for TUSSLE today. I think I'm gonna try to add some optional lava spurts just to show off the hazard functionality.
>>
>>169428327
The map layouts are pretty arbitrary right now just to test mechanics. You're right that we'll have to have very well-designed maps if we're going to go the limited-tower route.

We have four tower types in the game:
>Gasser
Small AOE that hits all enemies within its small sight radius regularly.
>Gunner
Typical "quickly shoots weak bullets" gun. Medium range sight radius.
>Sniper
Incredibly large sight radius (basically the whole map if the map is smaller), very slow to fire, very high damage.
>Rocket
Medium sight radius, medium-high damage, and also hits enemies near the target in a secondary AOE.

Our plan is this:
Leveling up:
>When a tower gets a kill, that kill gets saved to the location that the tower is on.
>Locations level up with enough kills, powering up the tower thats placed on it.
>Towers can be moved between locations, built, and sold BETWEEN waves.

Upgrading a tower:
>Spend money to gain base crafting materials for munitions:
- Poison, -Slow, -Explosive, -Usury
>Craft munitions with a mixture of these base components and give them to a tower to affect their behavior
>Add or replace a tower's munitions between and during waves

So the strategy is going to be:
>Leveling up choice build locations
>Choosing which towers to give what kinds of munitions for maximum affect
>Choosing which towers to place where between waves to prepare

Hopefully it works?? But I honestly have no clue until I get the upgrading system working.
>>
>>169429424
I think the overall aesthetic gains from a permanently closed beak.
>>
>>169428445

OBS or Shadowplay.
>>
>>169429225
thanks x

>>169429246
yeah its necessary at this point isnt it. It'll be in the next update.

>>169429424
I'm not too sure what to do with this beak yet. I have a spare trigger left, so I want to do one of the following ideas:
- Pulling back and releasing your whole body like a spring, as a melee sort of attack, digging, breaking walls, etc etc
- Opening your beak which lets you swallow enemy bullets (which can be transformed into eggs which do something special), or drink water, or honk. I need ideas desu
>>
>>169429763
>honk
No question.
>>
>>169404603
...Woooow that's ghetto.
>>
>>169429863
honk it is.
>>
>>169411350
Could you share how you changed Blender's obj output?
>>
How do you study Unity classes? Directly from the web documentation or using manual?
>>
>>169415226
Yeah, sure. Juuuust make her clothes a dark shade of purplish blue instead of white to pull it off.
>>
>>169430523
Of course! All the export functions are python scripts. Just go into the addins folder within the blender folder and modify the export_obj.py or whatever. There's a block starting with #vert that I duplicated and modified to loop through all the faces and verts and output the colors on lines starting with vc.
>>
>>169416010
Spray some clorox on the fucker. Bam! Dead in a second. All that leaves is disposing of the insect abomination's corpse.
>>
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>>169428220
Thanks anon. I guess it's because I've played the game so much while developing that the difficulty has started to feel trivial to me so I'm adding more challenging stuff. I'm trying to keep it fair the best I can though.
>>
>>169430723
Why even wear clothes? They just inhibit the mana pores.
>>
>>169429052
noot noot
>>
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>>169429971
>>169404603
who here is /jabbathehutt/ mode?
>>
>>169431068
you should release your game and make money
>>
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>>169431146
>resting water and biological waste on top of electric equipment
>>
>>169431335
theres a cap on the water tho (^:
>>
>>169431442
And I'm sure Jabba will never spill it when taking a sip.
>>
>>169431146
>>169431442
>kirkland

Hello Canada
>>
>>169416748
nope weve been devving hard every day.
>>
>>169430635
what do you mean ? if you want to know what some code does you look in the scripting reference. if you want an overview/tricks/tips you can look at the manual or tutorials.
>>
>>169416179
>the first pull he does is completely correct
>proceeds to keep pulling it for no reason
>>
>>169431171
It's far from finished though, at least content-wise. I have a handful of new enemies planned, and probably going to draw new tilesets for later levels.
>>
>all these canadians
Why don't you make like a tree and get the hell out of here?
>>
Willing to consider the right programmer for a collaboration. Artist btw
>>
>>169431863
but moneyyyy tho
>>
>>169432034
Sorry, I'm not interested in artists right now. But good luck!
>>
Famous gamedev last words:

>OK, I'm done with the systems code now, time to do content!
>>
>>169431796
it might have refused to lock in that position, i've had that
though 'family guy is awful' is the real explanation
>>
>>169432058
I somehow doubt that a run-of-the-mill pixellated platformer with one level would make that much money, anon.
>>
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>>169431898
Amerifriend, what offends you so? We are all members of the gamedev community here.

Also, anyone got a good IK/ground trace for UE4 tutorial?
>>
>>169432164
Famous gamedev last words:

>OK, I'm done
>>
>>169431146
>scrollwheel built into keyboard
damn, does Razer have anything that does this?
>>
>>169431564
I'm stateside.
>>169433702
its a scroller thing for volume. go corsair, not razer.
>>
Here is what my friend and his group are working on.
They are getting there slowly but surely

https://www.youtube.com/watch?v=8mpR3IXpzGs&feature=youtu.be
>>
>>169434305
Nothing will work as expected. It will be a meme game for the glitchy physics and the over-promising, under-delivering. If it's even noticed.
>>
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Progress: Camera controls, sub-loops
It's kind of hard to test an art program when you can't do art
>>
>spend 30 minutes trying to figure out why my code wont work
>didnt control + s in visual studio
>>
>>169434652
that is what im afraid of :/
>>
>>169434779
Why are you devving a tool for a field you have no experience in?
>>
>>169434790
Whenever I work with external datasheets, I will play the project and immediately close it again, because every single time I forget to press Save in Calc/N++ and only remember 2 seconds after the fact.
>>
>>169434905
fun

More seriously I hope that I can eventually hide my shitty art with okay animation but the tool itself is only capable of very limited animations so far
>>
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>>169434905
that's the best way to get experience foo
>>
>>169435561
>making brushes helps you learning how to paint
eh
>>
>>169434779
congrats
>>
>tfw to intelligent for version control
All you need is ctrl-z retards
>>
>>169435936
*command-z
Fixed that for you.
>>
I'm having a bitch of a time figuring out how to make an object rotate around another object at a fixed distance. I'm using unity.

Does anybody know of a tutorial or something that breaks it down to the babiest, most idiot-proof steps possible?
>>
>>169436501
>I'm using unity.
Oh shit. Guess you're fucked then. Unity doesn't use regular trigonometry.
>>
>>169436501
transform.position = new Vector3(Mathf.sin(Time.time), Mathf.cos(Time.time), 0) * radius;

function names might be wrong, but something like that.
>>
>>169436501
you will need to set the object around a certain pivot point.
>>
>>169436501
>>
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Dynamic soundtrack!

http://knightdev.tumblr.com/private/157712901347/tumblr_olyiobHIrj1qeh399

It picks up when in combat and cools down while not. Thanks a bunch to the kind anon for track.
>>
>>169437480

Are you einstein or something?
>>
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>>169434779
You're good. All mine can do for now is open PNGs and leak memory.
>>
>>169437480
literal genius
you should work for Microsoft or something
>>
>>169437635
Very cool anon, nice job.
>>
>>169437635
That's pretty dope. I'm guessing you detect that by checking for enemies that target the player > 0?
>>
anyone wanna get a little schadenfreude by analyzing the anatomy of an old failure?

https://www.kickstarter.com/projects/thesolargames/the-solar-games

Why did they think this was going to work?

Who in the world though that this was an effective way to bring power to Haiti?

How did they think that blowing through their savings was a better use of their money than applying it to the end goal?

Was no one willing to say that the emperor had no clothes and that the game was incredibly unfun, slow, and boring?
>>
>>169437480
this is fucking amazing
>>
>>169437480
Wow, I didn't know Will Wright browsed AGDG. What's up dude? When's Spore 2 coming?
>>
>>169437480
I don't get it how is this amazing? It seems pretty straight forward if you play around with Unity for awhile and read about transformations
>>
>>169438392

just let them samefag
>>
>have basic interface and content pipeline
>can now go hard into actual prototype/minimum viable product development
>suddenly figuring out what to do next becomes so much harder.

Shit.
>>
>>169437886
>team of twenty people
>half of which look like dudebro downies
>for a fucking cartoon racing game that's not by Nintendo
Good thing they got the moral highground with all that clean energy jazz.

That whole project is just idea-guying destillate. 5$ tier gets you 2 copies of the game for either mobile or desktop. Everyone and their grandma that are interested in the game enough to spend money would have a copy at the end of this Kickstarter.
>>
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>>169437685
>>169437761
>>169437915
>>169438242
am I being cyberbullied?
>>
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i made this
>>
>>169437886
>video with almost no gameplay
>terribly inefficient "social impact" angle
>that huge goal, in combination with a largely unknown team
>the game itself is unattractive
Wow.

>anyone wanna get a little schadenfreude by analyzing the anatomy of an old failure?
I can do you one better: an AGDG-related Kickstarter failure:
https://www.kickstarter.com/projects/quickfixinc/magic-meisters-an-open-world-co-op-multiplayer-rpg
>>
>>169438392
Are you really this bad at recognising irony?
>>
>>169438569
I wish they would FUCKING focus on the world/lore rather than Adam "I never asked for this" Jensen

They should also focus on exploran rather than "you can take down five enemies at a time without even leaving cover!" power fantasy

They have a cool art and world vision but its like they're self conscious about it and tryhard with violence to distract from it
>>
>>169438669
Its not irony. I have been having a hard time wrapping my head around transfoms and rotations
>>
>>169438761
I miss the real-world facts. Lotta stuff has happened since Dudesex 1 to fuel those conspiracy theories.
>>
>>169438537

No, i thought it was clever.
>>
>>169438636
>I can do you one better: an AGDG-related Kickstarter failure:
>https://www.kickstarter.com/projects/quickfixinc/magic-meisters-an-open-world-co-op-multiplayer-rpg


weird,
game doesn't even look bad. going to go with 'they didn't advertise enough'
>>
>>169438773
That's okay, we all start somewhere. We just found amusing the amount of effort and thought put into explaining in a concise, clear and efficient manner something really basic.
>>
>>169439105
>using shadowplay
>effort
>>
>>169438636
>an open world co-op multiplayer rpg
Where's the "massive"? There's supposed to be a "massive" in there!

>default unity bawxes
There are no / zero / zilch / nada / nicht ein / non / nought excuses for this. Do not promote your game with default UI elements.


>>169438994
Had some nice assets ready, but the overall world looks like ass. 20k is also not a lot, so I'ma guess you're right on the advertisement stuff.
>>
>>169438994
>giving money to a fucking leaf.

Never.
>>
>>169438636

That game just looked extremely generic. Like a very old Wii game.
>>
>>169438994
To be fair its pretty hard to gain traction if you aren't already a popular person in real life. Like in most online communities don't allow self promotion or advertising which they would consider something like this.
>>
>>169438994
>>169439253
>>169439376
Yes to all of those. As I recall, people in AGDG kept telling them to network/build hype more more before launching but the guy (David?) went through with it anyway. Twice, if I recall correctly.

Yeah, just found the first one: https://www.kickstarter.com/projects/quickfix/magic-meisters-a-co-op-magical-action-rpg-for-pc-m
>>
>>169416240

I'm lit. paid to teach CSS and also do some consultancy on the side. CSS is a pain to use and the one thing I tell people is that they will need to tweak their styles to get the right result.

It's the same as drawing, photoshop, etc. You won't know what exactly you want until you've seen it on the screen. Artists are always painting over their strokes to get the right result. CSS is no different.

The aim is not to get frustrated, it's to know what you're looking for.

Though the real problem with CSS hate is that people don't bother to learn the properties, selectors and DOM which makes it harder for them to know what to do and what to look for.
>>
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>When your game is way out of scope both mechanically and artistically and the desire to start a smaller simpler game that you'll make way out of scope creeps in
>>
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Hey peeps.
Do you know any engine or framework that can be easily tuned to reload scripts without recompiling? I need immediate feedback for code in the project I'm going to try now.
I'm looking for something without a WYSIWYG editor, just muh code.

Thanks in advance.
>>
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>importing assets into ue4
>see this
>>
>>169425732

Why does /agdg/ still use Unity? To get rid of the splash screen and horrible Unity branding, you need to pay $35 per month. How is that worthwhile for an amateur?
>>
>>169437869
Not constantly, I just increment a var whenever the player alerts an enemy, and whenever an enemy dies/changes target/etc it goes down.
>>
>>169439983
Just work on your current game and finish. The end is there somewhere. Cut shit and redo stuff if you have to. Iterative changes are infinitely better than scrapping and starting from scratch.
>>
>>169440056

Most engines support it. Write your scripts separate from your core and add a reload function to parse the scripts / reload the scene depending on the game.
>>
>>169440151
how do I import /agdg/?
>>
>>169440158
Its two seconds when you launch the game, its not that bad
>>
>>169440158
if you are making a free game the fact that is has a baked in splash screen is a non issue...
>>
webdevs need to leave
self-important blight on society
>>
>>169440056
I use love2d and
https://github.com/rxi/lume/#lumehotswapmodname
although the underlying technique is pretty simple and should work on basically any dynlang framework
>>
>>169440421

Doing webdev and gamedev is a good mix. They're different enough that you can switch back and forth when you get burnt out.

Also webdev is where the jobs are.
>>
>>169439983
>>When your game is way out of scope both mechanically and artistically and the desire to start a smaller simpler game that you'll make way out of scope creeps in

Literally went through devving 10 games because of this. Finally settled one the one I'm working on now, and the same thing still happened with expanding the scope

Except this time I'm saying fuck it and just doing it anyway.
>>
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I doubt anyone here is AAA-professional enough to help me with this, but what exactly does my model require to be able to create an IK foot-placement feature in engine?

Given a leg for example. Do I create an IK constraint from the foot to the hip and it's good to go? Is there something else?

I use UE4 and Blender.
>>
>>169440549
I'll check it out, thanks bro. What is your game?

>>169440327
I know, but I was looking for some suggestions. Thanks anyways
>>
>>169440712
I just don't think its in the cards with this.
If I'm going to make it work at all its going to either need a drastic art change, which means I'll probably want to refactor the entire story, style and theme,
or a drastic mechanical change which would be easier at this point but I still worry the art would still be too large a burden the way it is.
>>
>>169438636
I was looking forward to this. Had no idea it was AGDG. Had I known I would have backed.
>>
>>169440773
in the back of the foot, right under Achilles heel
>>
>>169441351
>Had no idea it was AGDG
It doesn't seem familiar
>>
>>169440773
>Do I create an IK constraint from the foot to the hip and it's good to go?
In-game IK constraints do nothing without code telling them how to move. Why are you even bothering with something like this at an early stage? Where's your game?
>>
>>169440837
it's actually
>>169434779
I have other for real games but I like to pretend I have some anonymity
>>
If I don't test it I don't find bugs
If there are no bugs I can keep devving
>>
>>169442046
at some point you need to accept that bugdev is realdev, otherwise you'll get swamped
>>
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>>169441692
Oh, I didn't mean to say I could just have the bones IK and the foot placement would magically happen. What I meant is, if the leg is animated using an IK constraint in my modeling software, will Unreal (or Unity) scripts be able to "detect" the IK and use it?

Also I'm just getting used to Unreal after making a few crappy prototypes on Unity. I think making something like that will be a good test of my blueprint knowledge. For now I basically have a guy running around in third person.
>>
>>169441697
nice
>>
>>169441649
I think it was one of those 'hey guys here's my game and here's my kickstarter!' posts.
He might have posted a few screenshots beforehand to at least pretend it wasn't pure shilling, but I can't remember.
>>
>>169442187
bugdev go at the end.
you should bugdev after people test your game
>>
>>169442046
>If I don't test it I don't find bugs
>black guy pointing to brain.jpg
>>
>>169442218
No. 3d models are converted into in-engine objects on import. Anything the engine can't read isn't converted. Unreal can't read Maya IK controllers so they are discarded. You must make your own IK controllers with the in-engine tools.
>>
>>169442457
People testing your game shouldn't go at the end either
If you don't find your mistakes early you make them that much harder to fix
>>
>>169442535
Ah, I see, that's actually far less puzzling than what I thought was going on. Thank you!
>>
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>>169441649
The guy posted here semi-regularly. No idea what happened to him or the company after the two failed Kickstarters. >>169442319 is basically on the money.

Speaking of old AGDG devs, whatever happened to:
>pic related
>EyeContact dev
>Crystal Gun Girl dev
>Neon Skull dev
>etc.
I have so many images of dead games that looked promising. It's kind of sad.
>>
>>169442535
>Unreal can't read Maya IK controllers so they are discarded. You must make your own IK controllers with the in-engine tools.
So this is the power of Unreal... woah...
>>
>>169442867
>EyeContact dev
Social Interaction Trainer? Or that game where you're a shy girl trying to get food from a convenience store without running into people
>>
>>169442867
>Neon Skull dev
desertbrut is making World of Horror
>EyeContact dev
Ash is making some sorta earthboundy thing. You've probably seen it in the thread.
>Crystal Gun Girl dev
Still working on the project. He disapears and comes back no and then with a much higher power level.
>>
>>169442867
died.

its easy to show nice little clips from your game from time to time.
whats hard is watching hours of unity tutorials,polishing your art and finish the damn game.
i don't blame those quitters. its just that people get older and have less time, less energy and their focus shift to adulthood.
>>
Anybody ever played the old Wing Commander games? Especially Wing Commander IV, with the live action cut-scenes starring Mark Hamill.

Are there any other games like that? Where you fly a spaceship in combat missions, then in between missions interact with NPCs and make decisions that will affect the story both in and out of combat?
>>
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I redid "frankenstein on rollerskates". wut think?
>>
>>169442867
>pic related
Oh also, Veshch got a job programming for some company and work drove him into the ground. Last I heard from him was like 3 years ago when he went crazy and unbanned random people from the steamchat.
>>
>debugging with print commands
aw lawd I'm laffin
>>
>>169442905
To be honest, I think that's a cleaner solution than trying to convert all the different IK controllers used by the dozens of modeling programs out there.

Plus, creating an IK for the skeleton that can be used for basically the whole game takes a few minutes anyway.
>>
>>169443203
Ur Quan Masters is the ultimate video game.
>>
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Didn't have a lot of time today, so I rebuild the clock from Paradox mode to a simple turn-based model. Each player's ready status can be seen in the lower right, and AI players for now just give their OK for the new turn at the start of a turn. To make player colors more visible, I interpolate them with a grey and changed the dark background color from umbra to a dark grey. It doesn't look bad, but more generic, I feel.
Ending turns can cause the production tab for a tile to completely flatline or underflow for certain cells, although I'm using signed integers. I'll have to pull that spaghetto tomorrow.
>>
>>169442905
You're trying to be condescending, but Maya's IK controllers are proprietary modules and don't export to any engine except perhaps the Autodesk engine.
>>
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>>169443059
Neither. It's this guy. EyeContact is the one on the upper left. I can never remember the names of the other games so I just call the dev by that one.

>>169443312
>>169443171
Thanks for the update. I had no idea the Neon Skull person was still making games.
>>
Daily reminder
https://www.youtube.com/watch?v=sTzNT8cWivo
>>
>>169443692
It is all the same dev, anon. They are currently making the pancho goat kid RPG game
>>
>>169443550
>I had no idea the Neon Skull person was still making games.
Same. I spotted the artsyle similarity with World of Horror and asked him about it. Kinda neat. He said med school killed the project. RIP
>>
>>169443824
wow they got good
>>
reminder to not eat shit food otherwise cant dev
>>
>>169443476
Love your genre choice, palette choices, graphics choices, and frequent progress posting.

You have my vote for AGDG best dev 2017Q1
>>
The game I really miss is /agdg/ peaks
shit could've gone so right for that game
>>
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>>169443824
>They are currently making the pancho goat kid RPG game
Nope. This is his current project.
>>
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>>169443948
I appreciate every letter of that post.
>>
>>169444115
I-isn't that a pancho goat kid RPG?
>>
>>169444305
I knew what you were talking about, anon. More of a sweater than a poncho tho
>>
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>>169443906
Sometimes I don't even blame them for moving on to new projects, because the experience they gained in past projects helps them out in the long run.

>>169444115
Seriously, though, this guy needs to finish a game.
>>
>>169444069
dev is like a 30 year old dentist
was a nice guy too.
>>
https://youtu.be/DBbmNAZWq-E
>>
>>169444440
>dev is like a 30 year old dentist
Some other ~30 year old dentist dev posted in the last thread. There's a surprisingly high amount of well paid anons around it seems.
Unless...
>>
>>169443871
that dude has dropped like 4 or 5 agdg games
>>
>>169444069
I'd really like to see that finished. I want more agdg games that fit into Ross' (Accursed Farms on YT) repertoire.
>>
>>169444069
Which game was that?
>>
>>169444912
The Twin Peaks homage game, pixel graphics, Deadly Premonition gameplay.
>>
>>169445038
>>169444440
>>169444069
also made and dropped by pink skull dev
along with bitline miami
>>
>>169444069
I really regret losing the images I had saved for that. My google-fu is too weak to find them (if they still exist).
>>
File: 2 25 17.png (153KB, 1920x1080px) Image search: [Google]
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Not super thrilled with how this tileset is going. The vertical fade pattern left a lot of empty space, so I added trimming to the left and right edges.
But now it just looks kind of weird. Not sure if I want to add a trim to the lower edge, just shelf this and try a different pattern.
>>
>>169444069

the fact that so many people seem to remember it with no screenshots makes me think there is some bamboozling here.
>>
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tenderarms mash up.jpg
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don't give up
>>
>>169445635
>>169445038
Yeah, I'm going to need screenshots because I still don't know what you guys are talking about.
>>
>>169445635
the fact that you made that post makes me think you're slightly stupid.
>>
What is the secret of games that people are willing to sink literally hundreds of hours into?

It can't be graphics because even ASCII roguelikes can do it.
>>
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>>169445797

slightly is a upgrade for me my man. I'll take it.
>>
>>169445776
>surely no game could possibly predate my presence on agdg
>>
>>169445863
cute anime girls
>>
>>169446061
Nethack does not have animu grills.
>>
>>169446337
@ <- cute anime girl
>>
>>169445863
Don't make me feel bad for sinking literally hundreds of my hours into it, make me feel good about it.

>spent way too much time in civ5
I start to hate myself

>spent probably 5x that much time in ck2
I feel completely fine with that

I couldn't exactly pinpoint what the differences are, just that one makes me feel like a fucking failure for spending my time that way and another is a pleasant way to spend time.
>>
>>169445925
I'm just wondering if I've seen this game before and just don't recall it based off of the description.
>>
>>169445863
Collectibles, maybe? I spent a lot of time searching for materials to craft the super special keyblades in Kingdom Hearts. People spend tons of time getting experience/points/etc. for hats/skins in games.
>>
>>169445863
It's very simple.
If you can keep playing after hundreds of hours, and still feel like you're improving, and still feel adequately challenged, then you're good.
>>
>>169445863
It needs to just feel good to play. The game also should be easy to learn, and hard to master. This can be a difficult thing to achieve.
>>
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>>169445863
Ask Go players. Many players spend an insane amount of time with just white and black stones on a board. I think it's a lot of >>169446603 but also only for people who find that rewarding. There are some people with an alarming amount of hours put into slot machines, I couldn't speak on what they get out of it.
>>
>>169446452
I think it comes down the existence of the wincondition in civ V
Knowing that you have to be building up for this win condition that you know will take X amount of time makes you feel unfulfilled when you don't get there, and when you do you have to face the fact that you did spend that amount of time on it
Paradox games by comparison are basically fuck-around games, you choose the goals and how long you're willing to put up with a save
>>
What are some games you dudes would like to see on mobile? I see people often complain about how shitty mobile games are, so what would be a good mobile game?

By the way, I don't care about it getting popular or even monetizing it. So even if it's extremely niche, I'm fine with that.
>>
>>169445863
Lots of replay value and lots of random elements that can make each and every experience with the game a new and unique one. Look at Binding of Issac.
>>
>>169446847
Humans, and most animals in fact, have an innate gambling desire, for whatever reason. That's why gambling can be so addictive, even though we know it's completely random chance.
>>
>>169447207
my barometer is "would I be willing to play it on PC"
downwell is a great example: great on pc, and the skills mostly transfer to mobile. Same deal with Super Hexagon those are the only two mobile games I have installed besides the nintendo ones
>>
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>>169444069
>>169445635
>>169445776
>>169445797
Forced me to dig into files back from Sept '05

I have all the pictures and videos too but I am not going to start dump posting so here is one.
>>
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hey vg, whats the best way to determine the illumination of a non-static object in a room that is illuminated with a lightmap? Cant wrap my head around this one.
>>
>>169447207
I don't really play mobile games, but I'd be willing to do something that kind of "plays without me" but that I could check in on. I bet there's a bunch of stuff out there like that actually. But heavy simulation really, and maybe multiplayer but not in a named way. I don't want to communicate with others or anything, but having our shit interact somehow would introduce some nice liveliness.
>>
So i'm just going to throw this out there and not actually expect it to happen but.... GDC meetup?
>>
>>169447871
where are ya at?
>>
>>169406860
You can do plenty with 16x16 tiles, just get good at pixel art
>>
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Finally got some audio in my game, which had been pretty much soundless so far. Still haven't decided on a good, creepy sound for this enemy though. Gonna have to experiment with that some more

https://www.youtube.com/watch?v=TaZEjZlrwaI
>>
File: out-2017-02-26-1148-53.webm (2MB, 1280x720px) Image search: [Google]
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Testing out the GUI sliders
>>
>>169448276
Very satisfying. Amazing work, anon!
>>
>>169448276
this game looks like it is going to be a successful indie game

Teach me your gamedeving ways plz
>>
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CasinoS.gif
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>>169422664
>>
>>169448514
Thanks anon. I put alot of time into sound mixing to make sure things are punchy!
>>169448558
Download Game Maker when you're 12 then be unsuccessful for 13 years but keep trying and learning in the hopes that you'll make something good
>>
>>169447970
GDC
>>
>>169448873
alright well I tried programming before failed tried again failed then tried again and learned it properly

I attempted game maker studio failed at it tried to follow the tutorials failed again and now I am attempting to learn blender right now
>>
>>169448916
There much point of going to GDC if you're early on in the process? It seems like there's stuff to learn there that'd be really valuable but at the same time I don't want to go if only established people would benefit.
>>
>>169449143
Dang, tutorials are usually my recommendation for learning. Early on I would download tutorials and just try to add basic content to them, like another enemy type, a weapon upgrade, a double jump, etc. Using their preexisting code as a way to figure out what did what
>>
>>169449245
GDC is about socializing and making connections
>>
>>169449293
Lets take Game Maker Studio Tutorials I understand the basics of how to like move around but if I would want implement my own thing like a spinning move attack by an enemy I would have no idea how to implement that

I have problems implementing new things I want to try that are related to the tutorial moving or jumping but not sure how to do it
>>
>>169449371
With who, though? It's not like PAX where you might go to advertise.
At least, I think PAX still has a small indie corner somewhere in the building, away from all the press conference rooms and people.
>>
>>169449448
Sounds like you just need to learn about state machines. More or less, a system where an object knows if it is supposed to be running, jumping, attacking, dying, etc. And adjusts it's sprites and behaviors accordingly. As a newbie to GM this might wind up looking like a basket of if's but you've gotta start somewhere. There's alot of basic courses on YouTube that walk you through simple games. Start with pong, then do a space shooter type, then a platformer.
>>
C, C++, or Rust for gamedev?
>>
>>169450194
A real engine.
>>
>>169402103
Use LoadSceneAsync and wait for it in a coroutine.
>>
>>169449448
>>169450129
I might suggest trying another engine? I found doing things that weren't super basic in game maker to be a bit obtuse for reasons I can't put my finger on. I swapped over to unity and I'm finding it a bit easier to get those concepts down.

Not sure if it would be useful to you but worth a try right? You can always go back to GM.
>>
I want to make a game but I have no imagination or creativity.
>>
>>169450449
Find an idea guy, God knows we don't have a shortage of those.
>>
>>169448302
fuuuuck that is a professional ass looking design
>>
>>169450013
I went in 08 by myself, wouldn't recommend unless you have people you know or are okay with striking up a conversation with the person standing behind you in line
>>
>>169450129
>>169450421
Thanks very helpful information. What would you recommend for learning 2d pixel art?
>>
>>169450528
I want to do the writing for my game, not someone else.
>>
>>169450619
Theres also the mixer on the first night
>>
>>169450673
idea guys are not writers
if they had skills they wouldn't be idea guys
>>
>>169450583
Pretty amazing what a bit of bloom can do to an UI.

>>169450673
Well, everyone I know who is creative reads a lot of books (including me) reads a of of books, so get started. I suggest Dune, Stephen King and Jules Vernes.
>>
>>169450796
kek

But seriously, I have no imagination. I've never had an original or creative thought in my life.
>>
>>169450635
Hmm I don't really know of any good courses. I started out years ago downloading sprite sheets from the web and trying to make additional sequences and such. I would however recommend ASEPRITE for software
>>
File: oy.jpg (23KB, 425x448px) Image search: [Google]
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>>169450827
>Dune, Stephen King and Jules Vernes
>>
>>169450827
Not even books. Just media in general. Hell not even media, some of the best shit comes when people use non-fiction sources for their inspiration.

Just consume as much as you can from other things. Get a wide breadth of wisdom. Think about the stories you like and think of how you could move around and mix the bits to make something interesting.

Take long showers or try to sleep. That's when I end up getting ideas.
>>
how do i make a game that will sell lots of copies
>>
>>169438994
Game doesn't look bad, a little plain oand unpolished maybe, but not bad. I think the point it failed is because the market is kinda oversaturated with mmorpgs, so unless you have something that catches people's attention, like's tera's elins or tree of savior aesthetics, you won't do well.
>>
>>169451220
Let's play bait with #deep lore for people to make videos explaining the plot to people.
>>
>>169451343
Can I go one step further and make a plot so deep that people have to make videos explaining how to make let's play videos for it?
>>
>>169451092
Movies and series can be good sources of inspiration, but I found that the fact books require you to actually construct the world in your head make them much stronger tools to teach yourself to imagine. I doubt that's supported by any science though, just my personal experience.
>>
professional writer here

I will write you a unique concept for your game

AMA
>>
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Runner 2017-02-25 23-48-28-42.png
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>>169450827
just shopped this in but i think I kinda like this
>>
>>169451538
I could see that being a big part, yeah. I've never really struggled with creative stuff but I read a lot of books as a kid, less so now though. Hell, I was read to from even younger. You might be on to something.
>>
>>169451658
I want a game about sentient cheese
>>
File: Rose01.png (19KB, 532x457px) Image search: [Google]
Rose01.png
19KB, 532x457px
>>
>>169451821
those mixels are going to trigger a fuckton of autists in here
>>
>>169451873
You´re talking about the flame right?

It's probably going to become a magic orb or something else,
>>
>>169451821
>shadeless
>faceless
>mixels
Why man? It has a lot of potential.
>>
>>169451873
holy shit he was right>>169452241
>>
File: Shading.png (10KB, 443x385px) Image search: [Google]
Shading.png
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>>169452241
This is programmer art, just starting out, this the first "concept" for this character.
Besides shading and the other tips, any other criticism?

Pic is is the extent of shading that i know
>>
>>169451671
Very old school PS1 feel to it. I like it, anon.
>>
>>169451821
>>169451873
*sharp inhale*

>mixels

REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
>>
>>169451873
I don't even know what a mixel is and I'm not even autistic just a brainlet here
>>
>>169452241
>>169453831
New to pixel art stuff. Mixels are what? When you use a soft brush and the colour sorta smudges out? Or is it to do with inconsistent pixel size?
>>
where has neetdev gone
>>
>>169454016
Mixel = Mixed pixel size.
Rixel = Rotated pixel.
>>
>when you waste hours to re-do an old piece of your "art"
>>
>>169454029
http://neetdev.tumblr.com/
>>
>>169454016
it's when your pixels aren't the same size. that fire's pixels are different than the rest of the sprite.
>>
File: pixel shit.png (82KB, 1044x1398px) Image search: [Google]
pixel shit.png
82KB, 1044x1398px
>>169454156
>What is every single day of my life
>>
File: Sword.png (8KB, 406x399px) Image search: [Google]
Sword.png
8KB, 406x399px
>>169454319
That's nice as fuck.
True progress.
How do you do it anon?
>>
>>169454175
>an app that puts out foley footsteps based on your walking
thats pretty innovative
>>
>1MA

one man . . . army? autist? I never understood what it means. well I know it means single dev, but what does the acronym stand for?
>>
File: eldritchpatrick.webm (1MB, 599x701px) Image search: [Google]
eldritchpatrick.webm
1MB, 599x701px
>>169451821
Everyone is bitching on the fireball, but I'm more triggered by the shoulder.

Looks promising though, Anon. Keep it coming.

>>169454732
One Man Acronym.

Guys, why does it seem like Patrick naturally behaves like an eldritch horror? Also, how do I unfuck my physics assets? I did the scaling thing.
>>
File: BeforeAfter.png (4KB, 254x128px) Image search: [Google]
BeforeAfter.png
4KB, 254x128px
>>169454319
nice progress!i think background blends together a little too much but maybe is just me

pic related is my autism
>>
File: 2017-02-25 21-35-37.webm (847KB, 1120x700px) Image search: [Google]
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Got a semi-inventory going on.
>>
>>169451658
What program do you use to write?
>>
>>169455651
q10
>>
Does anyone else become overly afraid when you make significant progress that you're going to die? Like randomly someone will kill you or you'll have an aneurism or crack your neck too hard and all the progress you've just made will be for naught?
>>
>>169455767
Ahh. Sorry, I'm not interested. But good luck!
>>
>>169454878
>i think background blends together a little too much but maybe is just me
Probably not just you, contrast and readability is something I've had trouble with in the past. That picture is about two weeks old, and even since then I've changed the gold palette for the coins, and some of the grass sprites to try and help with clarity.
And nice work, anon
>>
File: Flow02.jpg (355KB, 1911x988px) Image search: [Google]
Flow02.jpg
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>>169455651
Jokes aside, anyone try out Articy Draft? It seems a bit like overkill, but it does seem to have a simple script-writing mode in addition to a more complex database setup.
>>
What should my enemy that shoots stuff at the player in the forest level be? I'm thinking some sort of big plant thing. With a bulb on the end of a thin stem.
>>
>>169455280
Good steady progress from you, anon. Keep it up!

>>169455792
The only fear I have is that not enough people are into the genre enough to want to play it
>>
>>169437886
It looks bad but i'd rather have this get funded instead of a fucking gaming watch
>>
>>169456091
Fat cheeked chipmunk machine gun spitting nuts at you. When it reloads it is re-stuffing it's fat cheeks.
>>
>>169456091
Sentient plants and giant bugs are always fun.
>>
>>169456205
you really keep shilling this chipmunk idea. somebody should do it.
>>
>>169456096
>not enough people are into the genre
Same here, other games like mine get like 1000 owners
>>
>>169456091
dog covered with green dust
>>
>>169456432
One day, anon. One day we will be free.
>>
>>169456091
goblins with machine guns
>>
>>169454319
anon this looks great but your background has too much detail
it looks like everything is in sharp focus
i think a more minimal bg would support your pixel art better
>>
File: happy birthday nerds.jpg (322KB, 2560x1704px) Image search: [Google]
happy birthday nerds.jpg
322KB, 2560x1704px
I have a decent amount of experience with Unity, but I've recently been interested in branching out to UE4. However, I'm a little wary of throwing out the knowledge I've gained over the years and starting from scratch. I'm also not super fond of C++, though I can use it if I need to. Anyone who's made the switch care to comment on the transition? Is it worth it, for a 1MA?
>>
>>169454732
one man army
>>
>>169456528
I'm already having a goblin hunter with a blunderbuss though.
>>
>>169456870
looks good as fuck
happy birthday to all /v/irgins

why start over though?
>>
>>169455792
not overly afraid, but it comes to mind sometimes
I'm pretty sure my family knows me well enough to know I would want it finished and sold, and I have a bunch of ideas written in a file with the game and I've discussed tone and such with my sister and my friends
>>
>>169456091
meh don't go for the easy stuff, that's the obvious answer

what about a swarm of mothgirls, or a tree that can form its leaves into wings and fly, or a dryad that floats around possessing various forest objects like rocks and porcupines that you have to dodge
>>
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cuteHand.webm
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>>169455280
Good going. Those soda cans aren't copyrighted enough though. I suggest Fanta labels.

>>169456870
My gamedev adventure went like this:
-Started with UE4, learned C++, hit a wall called blueprints and too many systems, kept struggling for a bit.
-Went to a gamejam, decided to switch to Unity last minute, loved it because everything was so easy and simple
-After a year or two of Unity, start seeing its limitations as I try to do more complex stuff, switch back to UE4.
-Fucking loving it now that I have a bit more experience.

Switching isn't throwing your knowledge out the window. Tons of stuff I struggled with when I started out I can do easily now thanks to what I learned with Unity. I think you can be just as, if not more productive on Unreal as on Unity, and it's definitely a more powerful engine (graphics, performances, tools).

Am I the only that thinks the lava mouths are kinda cute? Look at them! They're like little sock puppets!
>>
>>169457306
does your sister gamedev also?
>>
File: spiral.png (183KB, 1920x1080px) Image search: [Google]
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>>169456570
It's mainly the lower third of it that's detailed, but I get where you're coming from. I probably won't change it too much, but I'll keep your advice in mind when I draw up the background for the third act.
>>
>>169457226
I wouldn't say I'm starting over, exactly. I was away from gamedev for a while since I started a new job, and though I have some systems built in Unity for my current idea, I figured now is as good a time as any to try something new.

>>169457427
Did the Unreal community support cause any issues? I think one of the nice things about Unity is that there's so much documentation/Unity Answers/forum stuff out there that questions were usually answered very easily. I hear that Unreal doesn't have as large of an answer base yet.
>>
>>169457321
It's stationary though, which is why I was thinking the obvious.
>>
>Cold outside
>Dog rolled up on my feet.
>Drinking apple pie flavored moonshine
>Working on game
I don't care if I don't make a living out of this, right now I'm living the dream.
>>
>>169457763
post dog
>>
>>169457763
>moonshine
alcohol and gamedev doesnt mix
unless you're doing art/story
>>
>>169457736
what about an anthill that "shoots" winged ants, and some ants crawl out of it and slowly come at you from the ground, etc.
>>
>>169457763
Post your /auggy doggy/
>>
>>169457817
I don't have a camera around, just imagine a cute beagle.

>>169457925
But muh ballmer peak.
>>
I'm making a real time village management tile based game. For a sense of scale, caravans travel to and from 3x3 towns on one tile wide roads. Units cannot occupy the same space.

Issue:
When a caravan try to overtake an another slightly slower caravan, it has to move off the road and lose speed, ending up never overtake.
Any ways for this to be done with them both still on the road?
>>
>>169458046
>trying to achieve such a narrow BAC range using moonshine
absolute madman
>>
>>169458121
make the overtaked not be a dick and slow down, not unlike how car drivers do
>>
>>169457672
That's the main drawback, the community is way smaller, and there aren't as many answered questions. With Unity it's quite easy to just google whatever you want to do, and find 6 tutorials and 2 asset store packages that do it. With Unreal, it's more like watching a tutorial introducing the system you're gonna be using, reading it's documentation, and figuring out how to use it while you google the occasional specific problem you come upon.
Having access to the full codebase is intimidating but extremely useful to understand how things are done though.

The advantage of Unreal however is that most of it was done by one guy, so it's *incredibly* consistent in terms of internal logic and just making sense, qualities that Unity doesn't really have in spades. So, even though the learning curve is steeper, once you start to know how shit gets done in Unreal, even systems you haven't touched before will come to you somewhat naturally.
>>
>>169457972
Huh, I don't actually mind that. Maybe a beehive instead?
>>
>>169458121
have them switch positions or temporarily give the overtaking caravan enough speed that it leapfrogs over the slow one onto the next tile
>>
>>169458121
Have the slower caravan get knock off the road, tumble out of control, and crash into the nearest tree (if no trees are immediately available, have it path towards the closest tree in the game, while ignoring any redirection requests).
Eventually, as the slower caravans are weeded out, your nation will be left with only the fastest, most efficient caravans possible. And your villages will prosper.
>>
>>169459090
>>169459090
>>169459090
Nü Thrèd
>>
>>169403204
Hey! This is that intellivision tank game that Game Grumps played a while back! :D You lil nasty

Looks great tho, nice work for pulling it through so far. UI and 2D effects are gorgeous, good luck
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