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AGDG - Amateur Game Development General

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 799
Thread images: 183

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A new day for progress

Play Comfy Jam: itch.io/jam/agdg-comfy-jam
Play Demo Day 12: itch.io/jam/agdg-demo-day-12
Upcoming Demo Day 13: itch.io/jam/agdg-demo-day-13

> Helpful links
Website: tools.aggydaggy.com
New Threads: >>>/vg/agdg
Archive: boards.fireden.net/vg/search/subject/agdg
AGDG Logo: pastebin.com/iafqz627

Old Thread: >>169513615
Previous Demo Days: pastebin.com/KUSDs9vt
Old Jams: pastebin.com/8DFkkce3

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

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

> Free audio
freesound.org/browse | incompetech.com/music | freemusicarchive.org
>>
First for original thought is a myth and art is a learned skill.
>>
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>>169571270
>tfw over 1,000 followers
That's right you fuckin nerds my amateur days are soon to be behind me. You? You'll be here forever. LATER SCRUBS
>>
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don't cry for me, i'm already dead.
>>
>>169571580
low quality followers don't count for shit
>>
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Took far too long to do.
So gun select is done, need to implement the stats for each item.
>>
>>169571580
come back when you have 1k ENGAGED followers chump
>>
>>169571445
With modern copyright laws you're gonna get sued for both.
>>
>>169571803
haha way to be max clueless
>>
>>169571746
my followers are married
>>
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>>169571803
>tfw there are people in AGDG this retarded
>>
>>169571671
>>169571746
I will have a guaranteed player base of at least 500 people by the time my game is done.

STEP IT UP SCRUBBOS
>>
>>169571953
Yes, but where's your game?
>>
>>169572000
Wouldn't you like to know.
>>
>>169572191
Well, it's the difference between you looking like an insecure nodev and a respectable, moderately successful yesdev. So I think it's in your best interest to put some weight behind those wild claims.
>>
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What's going on in here
>>
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>wake up
>nose running
>headache
t-thanks, guess no progress for me today
>>
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This is a first draft of a character we're working on. Cyberpunk setting. VN. Thoughts?
>>
If i serialize an enum in c#, then change the add new enums to the enum definition and deserialize, will eserialized enum be incorrect? as in if the enum is serialized as a number instead of name then it would be incorrect which would suck for me
>>
>>169572337
Mr Skeltal's Radical Bonequest 2: Quest for the Calcium Crown
>>
>>169572449
this is an illustration, not character design. for a "first draft" you should do a full figure.
>>
>>169572337
thats a lot of boners
>>
>>169572449
whats on her chin?
>>
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>>169572304
Having over 1,000 people interested in my game and a safe estimate of 500 who will play it when it launches is a wild claim?

You scrubbos are even further beneath me than I ever imagined. LATER DORKS
>>
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so i gave the guns collision for fun and i got this neato unintentional peaking mechanic.
>>
>>169572542
Pulled down respirator device.
>>169572507
True sorry lol wife was having too much fun drawing her today she didn't have time to do a full figure. Just wanted to gauge reactions
>>
>>169572642
Peeking, that's p sweet
>>
>>169572603
Aight, confirmed as salty nodev fishing with weak bait, carry on folks.

>>169572642
Man, this is looking more and more fun every time I see it. I still want you to add a prone mode.
>>
>>169572740
prone wouldn't be too hard to do, i still have to make weapon switching and non joke AI.
>>
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>>169572642
>that tactical roll
>>
>>169572642
gee bill, TWO AK's?
>>
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Working on the textures/meshes for the hub level
>>
How come there isn't one good FTL clone?
>>
>>169572946
Fuckin sick
>>
>>169573578
Because FTL is already great.
>>
>>169571270
Good OP format

>>169572337
BLUE BOARD

>>169572354
feel better anon
maybe use the impending sickness as an excuse to deliberately not dev and play vidya instead, get it out of your system

>>169572946
Good aesthetic
>>
>>169573578
FTL but multiplayer instead of enemy encounters
>>
>>169571803
hahahaha
>>
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light paper on fire
>>
>>169574091
woah, cool
>>
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how can i increase the 2d factor
>>
Taking the Final Fantasy Conker BFD route and just making the game I want
>>
>>169572642
I keep calling this meme physics but thats really cool
>>
>>169574163
Stop using 3D and learn to draw.
>>
>>169574210
what have you been doing?
>>
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>>169574278
savage
>>
>>169574278
but that takes work and 3d doesnt
>>
>>169574163
There are tutorials on this, you should probably go hunt them out.
>>
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>>169574163
Apply dark outline. You're welcome. OR just turn the contrast down and it would look fine.
>>
>>169574431
if you're concerned with the amount of work...
it takes more work to make 3D look 2D than to make 2D look 2D or to make 3D look 3D.
>>
>>169574341
Considering being concerned with followers
>>
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>>169574503
Better example. >>169574163
Just use the right outline shader to turn voxel into good pixeltoon.
>>
>>169574530
Gogem when will you stop talking about stuff you don't know anything about?
>>
>>169574530
Hi Gogem, what's up my man!
>>
>>169574530
Have you ever even made a 3d game?
>>
>>169574503
>>169574608
>this is what people consider good graphics these days
videogames are dead.
>>
>>169574621
not
>>169574640
an
>>169574663
argument
>>
>>169574671
>he wants AAA realistic graphics
You could just come out and say you're retarded, Anon. We won't judge you here.
>>
>>169574801
>the only options are photorealistic AAA graphics, and pretentious hipster 3d mixel vomit
Let me repeat; videogames are dead.
>>
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>>169574671
>>169574856
>>
>>169574740
That's cool. Hey if you ever need any tips on how to assemble satellite navigation microprocessors just hit me up, I don't have any experience because I've never done it but whatever if you try to bring that up I'll just give you a sarcastic shitpost because I'm gogem.
>>
>>169574856
>he thinks style is more important than gameplay
You could just come out and say you're retarded, Anon. We won't judge you here.
>>
>>169574956
Glad you agree.
>>
>>169574740
I just wanted to say hi...
>>
>>169574671
>>169574856
>i see thing me no like in indie game dev scene
>me angry now all indie games be this thing
>>
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>>169575050
the heat is getting to him, don't think about it too much
>>
>>169575106
Accurate rendering
>>
>>169575060
This was supposed to be the last bastion of indie devs who aren't selling out to dumb trends and instead appreciate great games, yet people here have even worse opinions than something you'd get from GDC. There's no hope left for videogames.
>>
>>169575050
i just wanted to say an...
>>
>>169575231
>I have no clue what scope is
hahah confirmed for retard wandering in from /v/
>>
>>169575050
Do not feed the namefags
Googem has good enough conversation points that the thread can actually talk about something without turning to facebook
>>
>>169575231
I've got a reality check for you slick. This is the bottom of the barrel. Anywhere else on the internet you run around flapping your mouth with your endless opinions about gamedev and all anyone has to do is click your name and see that you've never done anything. This isn't the last bastion for some underground elite of gamedevs. This is the last bastion of nodevs and posers.
>>
>>169575378
I actually wanted to get angry reading this, but it's pretty damn reasonable when I think about it.
>>
>>169575340
Even your bait is getting weak. This is just sad. Maybe it's time to move on.

>>169575378
>This is the last bastion of nodevs and posers
Indeed, that's why I said it was _supposed_ to be good.
>>
>>169575470
Get a load of these hot opinions.
>>
I'm literally only here to bully gogem.
>>
>>169575764
Are you reserving the right or complaining that more people don't do it?
I can't tell...
>>
>>169575810
Shut your face gogem or I'll frickin POUND YOU
>>
I don't want collecting to be mandatory for progress, I want power to be collected so you can choose to keep the game difficult by avoiding it. I really gotta pound out good combat
>>
>>169575764
Your're are literally a bitch-ass nigga
>>
>>169575845
lvl 1/base gear runs are fun and I appreciate games that include them.
>>
>>169575359
What kind of bullshit post is this?
>>
Don't they make gamedev threads on /v/ anymore? They're better
>>
>>169576080
Sharing cyberspace with trash like you makes my skin crawl. I'M OUT OF HERE.
>>
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>>169575764
same
>>
>>169576162
we should make an agdg thread on /v/ for once as an experiment
>>
>>169576178
good riddance autismo, don't let the door hit you
>>
>>169576287
>for once
>he doesn't know
>>
>>169576162
They do. I don't know how regular they are, to be honest. I can not stand /v/, so I only go there like once a week.

I also think they are set up by devs who are near to release and want to shill or just simply starve for attention.
>>
>>169577247
Aren't we all starve for attention, aren't we all
>>
Wots the name of that dude and his game that looks like a runescape clone with the wizards who was doing a stress test with heaps of people on the server at once? Really got my runes crafting and I want to follow his progress

I think somebody tried to fuck the game by typing html too
>>
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You thought you were going to post in this thread without actually showing your 2D pixelated game, didn't you?
>>
>>169577698
https://twitter.com/wiz_mud
>>
>>169577795
Still prototyping in flash and trying to figure out what to use instead, pls no bully

arrows to move, Z to jump and X + right, left or up to air dash

http://www.fastswf.com/ZSqHoos
>>
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Unwrapping is a bitch, by the way. Stay 2D, anons
>>
>>169578095
shiet, uploading seems to have introduced some pretty bad input lag
I really have to get around to learning something other than flash...
>>
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What does /agdg/ think of my website/game?
It's called Lomando.com
Still not exactly sure what the endgame should be
>>
>>169578095
these are some good animations for MC
the wing-thing should be a slow gliding and the dash should have another animation
Controls and momentum are great
overall 8.9/10
>>
Finished the behavior from player ship.
Now all the weapons move to the side of the animal spirit
Make the animal spirit side change more useful by limiting options rotation
Lerp everything
>>
>>169577795
I went to prototyping in 3D and slowly started to learn Blender and low poly until art collab bro shows up again to continue sweet 2D game (it has been almost two weeks now, wonder what should I do).
>>
>>169574163
I like it reminds me of what lesser systems tried in the mid 90s when 3d was all the rage (like Sonic Blast in the game gear)
>>
>>169578470
Thanks for the feedback!
I'm intending the air-dash to be more of a quick dodge type move, it brings you to max speed almost instantly so it's good for a quick turnaround

I am planning a glide mechanic later on though
>>
>>169571689
I have seen something similar on Mercenary Kings, and it wasn't really fun, you may want to take a look on that.
>>
I kinda want to make a simple sim game like Drugwars, having a hard time to come up with a decent idea
>>
>>169577247
>devs who are near to release and want to shill or just simply starve for attention.
That's what weekly recap is for.
>>
>>169579485
>checks torrents for ideas as normal
talk show sim
>>
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>mfw blackshell media starts following my blog and reposting my posts
>>
unity fag here

in a 3D game is this fine for movement?
if (Input.GetKey(KeyCode.D))
{
transform.Translate(0.1f, 0, 0);
}

i had something more complicated but i dont like acceleration
>>
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>>169579895
>tfw he's giving BSM free monkey advertising
>>
>>169580391
You probably want to add in delta time, if you aren't using a fixed time step. Also this will probably create problems with physics if you use physics simulation.
>>
>>169580738
the only physics should be grenades and jumping i suppose

ill take your delta time into consideration but what would that change?
>>
>>169580890
Delta time makes sure things don't go in slow motion if the game tick slows down, or go at superspeed if the opposite happens.
>>
>>169581059
ok thanks
>>
>>169579895
Is it still a thing?

>>169580464
I'm 5,7 and this image offends me
>>
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I HATE TEXTURING.
>>
>>169581146
>I'm 5,7 and this image offends me

No need to have such a short temper there, friend
>>
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>>169580391
>in a 3D game is this fine for movement?
in what context?
for an object entirely removed from the physics simulation its fine
for the player you probably want character controller
for mobile physics meme game you want to use forces
for ai probably navmesh agent
>>
>>169581279
At least my game is better than yours!
G-girls do love indie video games, r-right?
>>
>>169581146
pls use metric system.
>>
>>169581384
If it makes you feel better, my game stars a manlet, at 5'2, and he's friends with a 7 foot tall construct and a 3'8 Kobold.
>>
>>169581217
Just do memepoly and pretend it's an artistic choice you made, not an excuse to do low effort 3D trash.
>>
>>169581470
Cute, I'll wait for your game, anon
>>169581460
170
>>
>>169579730
not bad actually googum, danke
>>
>>169581528
170 is not 5,7 anon

looks like youre actually 5,6 lmao
>>
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>>169581676
Fucking google again offended my manhood!
>>
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>>169581217
nice model, but do larger wood detail

just blow up the wood grain a lot. don't try to do things to scale, just portray the idea of wood planks. the roof shingles are a step in the right direction

look at childrens books for reference
>>
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>tfw textures made the whole thing uglier.
>>
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-------- AGDG WEEKLY RECAP --------
Fill out the form to be a part of the weekly progress recap. Be sure to check out the "read me" link for important information on scoring and formatting.
Submissions will be accepted for at least the next 36 hours.

-------- FORMAT
----[ Recap ]----
Game:
Dev:
Tools:
Web:
Progress:
+ ...
- ...

-------- LINKS
Read me: pastebin.com/QA047M2e
Recap archive: dropbox.com/sh/icm5ng2zs8p24uh/AACC61OsXzCgl6-9Vdwb4sRAa
Scores archive: pastebin.com/AmFmLeAy
>>
>>169582471
Don't worry anon. Lowered expectation makes a great game
>>
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>>169582481
----[ Recap ]----
Game: Fungus Amungus
Dev: Millien
Tools: Unity/C#
Web:
Progress:
+ Made a fox model for my basic "chase player" enemy
+ Made a beehive model for my basic "shoot at player" enemy
+ Fiddled with enemy projectile mechanics to make it more thematically appropriate
+ Refactored my enemy placement system in map generation
- Enemy type system is probably going to require a total overhaul
>>
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>>169582481
----[ Recap ]----
Game: 23/Prometheus
Dev: GrandFaker
Tools: GM:S, GIMP, FL Studio
Web: 22verse.tumblr.com, twitter.com/GrandFaker, grandfaker.itch.io

Progress:
+ Added names for dialogues
+ Made bow shooting mechanic a bit more interesting
+ Finished semi boss fight
+ Remade spike traps mechanics
+ Melee hits now hit multiple targets
+ A lot of fixes
- Still posting really rarely on agdg
>>
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>>169582481
----[ Recap ]----
Game: Hemoglobin
Dev: Jasozz
Tools: GM:S, ASEPRITE, Photoshop
Web: jasozz.tumblr.com
Progress:
+ Inventory system working
+ Some story stuff figured out
- Interview for job soon, less time for dev maybe
>>
I'm trying to come up with a list of crimes for my game. They need to be cyberpunk/fingerless glove/cheesy as fuck if possible.
So far I have:
- Forging memories on unaware citizens;
- Illegal car downloading;
- Triggering a missile strike using brainwave spoofers;
- Cyber sabotage;

Can you help me out anons?
>>
>>169583374
>c-96

You got my attention
>>
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----[ Recap ]----
Game: WOLVES
Dev: W
Tools: unity, blender
+ just starting
>>
Anyone now some good, succinct resources for qt5? I'm developing a tool for my game and could use a few good references - aside from the official site of course
>>
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>>169582481
----[ Recap ]----
Game: Super Space Jam Jetpack Turbot Rubo
NEW_TITLE: Jinzo
Dev: nurikabe
Tools: Unity, Tiled, SAI
Web: https://nurikabe.itch.io/
Progress:
+ 8 direction shooting
+ combat shield
+ armor destruction improved
+ pause/equipment menu
+ swappable player weapon graphic
+ parallax and sprite tiling shaders
+ new enemy with rotating shields
+ grounded soldier enemy with 8 direction shooting
+ updated graphics of several more enemies
+ more things i cant remember
- broke jetpack soldiers who now appear as a limbless player character
- 2d physics engine keeps flipping out ragdolls
- engine broke all my fonts suddenly (again)
>>
>>169583458
- Hacking into the Whitehouse/Pentagon. (a classic)
- Having an illegal radio station
- Taking over a much-watched political broadcast

If they're too mundane, try and think up some kind of spin on these.
>>
>>169583508
broomhandle is best handle
>>
Anyone tried Xenko?
>>
I got some questions for you all.
From the OP engines, which one would you suggest for a 2D mobile phone game?
How do you stop others from stealing your own game ideas or it completely?
What keeps you all going?
>>
>>169583458
hacking into a meat kiosk
impersonating a police bot
deleting an AI ( first degree murder )
selling illegal substances (myostatin inhibitor juice)
illegal possession of thoughts
5th dimension trespassing
clone kidnapping :reason: clones must be euthanized if the main organism becomes active
littering in space (20 years of maximum security prison)
public display of affection with a robot
>>
>>169583458
- maintaining unsatisfactory working conditions ina bitcoin mine
- clogging the tubes of the internet
- assassinating an epileptic politician with flashing images
>>
>>169584268
keep your game as vague as possible right up until you start marketing

mobile
kill yourself
>>
>>169584357
Kek
>>
>>169583546
>>169582481
>>
>>169584325
>assassinating an epileptic politician with flashing images
suing intensifies
>>
A game about a cat in space who has a poptart for a body
>>
>>169583458
impersonating a meat popsicle
>>
>>169584653
That's actually a nice idea
>>
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>>169582481
----[ Recap ]----
Game: Waves of Vapor
Dev: MelonoDev
Tools: GameMaker
Web: melonodev.tumblr.com
Progress:
+ Made some vaporwavy music
+ Made an enemy sprite (whooo one whole image!)
- Having problems uploading the music to tumblr
- Not sure if the music's any good
>>
>>169584834
>That's actually a nice idea
that's because it really happened but the guy was a writer
http://www.hollywoodreporter.com/thr-esq/newsweek-writer-goes-twitter-user-allegedly-causing-seizure-957631
>>
>>169583809
>>169584273
>>169584325
>>169584783

These are great, thanks anons!
>>
>>169585032
anon could make a game like hitman except using only hacking
>>
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I've been putting it off for awhile now, but item rotation finally works. Next up I need to add an overflow grid for rearranging a full inventory.
>>
>>169578120
jesus christ man use a height/displacement map
>>
>>169585957
Hello XCOM my old friend~
I've come to talk to you again~
>>
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>>169585958
?? ?? ? ?
>>
>>169586076
you made it seem really complex but youre just shit at unwrapping
>>
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>>169586062
>Recapguy
>Video Shame
Who are you and where is the real Video Jame
>>
VIDEO SHAME, CENSORED ENTRIES REVEALED:
>>169586062
>>
>>169586062
>shaming the recap guy
That's it I'm filtering you.
>>
>>169586062
>tfw you have two YOUs in GAME and two in SHAME
>>
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>>169582481
----[ Recap ]----
Game: MoonQuest
Dev: simpaal
Tools: Unity, Blender, GraphicsGale
Web: soon(tm)
Progress:
+ all game states implemented
+ battle system fixed and runnable
+ did basic menus and little bit of GUI
+ saving and loading to disk
- still no enemy AI
- need to start making visual and game content badly
>>
>>169586156
I never implied the opposite, tho.
But how height/displacement maps will help me to unwrap better?
>>
>>169586161
>>169586189
It sure isn't VIDEO GAME. See you next time!

>>169586187
Sorry about your VIDEO SHAME. Let's try to turn it into a VIDEO GAME next time!

>>169586210
Sorry about your multiple VIDEO SHAME. Let's try to turn them into VIDEO GAME next time!
>>
>>169586380
>It sure isn't VIDEO GAME
So? All things that aren't video games are worthy of being shamed now? Your dichotomy is false. I will not bow before your arbitrary rules.
>>
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>>169582481
----[ Recap ]----
Game: Heavy Frame AEGEUS
Dev: Axlebox
Tools: GM:S
Web: none
Progress:
+ pilot can climb ladders and shoot from them
+ new modules (equippables for mecha)
+ working on base tiles.
+ added some background effects
+ working on HUD now
+ new sound effects
- UI still somewhat unfinished
>>
>>169586380
Let's hope you can turn all this shame to video game too, because you sure seem to be shaming yourself a lot right now.
>>
>>169586494
See you next time!

>>169586624
Sorry about your VIDEO SHAME. See you next time!
>>
>>169586747
>he still keeps going
How ironic.
>>
>>169586747
>See you next time!
I can't say the same to you, filtered.
>>
>>169586747
recap guy is not shame
neck yourself slowpoke
>>
>>169583646
I love your improvement. The fact that you transitioned from black and white to color, the increase of features, not to mention that the profile pic is simply drawn better than half year ago, and the list goes on.

Keep it up, anon!
>>
>>169586831
Eh, I'm with video james in this one. It only brings the discord shitposters out.
Anyone who regularly visits the thread does not need the recap.
>>
>>169586062
Eat a dick.

Video games.
>>
>>169587103
That's not entirely true. Sometimes you make good progress, but no visuals to back it up with, so you just post at recap time, saying, "I've made asset loading faster; I've removed a bug which only appeared to every 10th player" etc. It's a sign that you and the project is still alive despite the silence.
>>
>>169587343
>having at least 10 players

What is this trickery
>>
>programmer disappears
>don't know what to do
:(
>>
>>169587439
you play the game yourself 10 times
I don't make online games anymore
>>
>>169587343
Eh, even then a post describing your progress would achieve the same.
Recap is only good for e-peen comparing and discord whoposting
>>
>>169585957
Pls add shadow. Shadow helps you determine item location and will give an additional but natural visual queue when the item is lifted.

Also I'm not a fan of how the top lip of the case is part of the grid. The bottom isn't. Why the top? Fix!

Otherwise, this looks sweet. You doing a RE4 kinda thing?
>>
it gives me something to look forward to every week showing off what ive been working on otherwise i might not make as much progress

please neck yourself jame
>>
>>169587628
>Recap is only good for e-peen comparing and discord whoposting
shut the fuck up you insufferable whiney faggot

it helps me keep track of what I've done and gives me motivation to have something done by monday the same way screenshot saturday is motivating. nobody cares what you think and literally everyone else who uses the recap disagrees with you so just filter it and fuck off
>>
>>169587458
We warned you about collabs, dogg.

No one believes us.
>>
>>169587458
What game?
>>
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>>169585957
>>
>>169587883
>being this mad about someone having a different opinion
WEW LAD
E
W

L
A
D
>>
>>169587458
maybe I could be your programmer tonight sempai
>>
How do you expect us to collab on a game without even knowing which language is being used to code it?
>>
>>169588008
It's being lifted up, you nonce.
>>
>>169587458
same here, just said fuck it and i strictly work alone now.
>>
>>169588008
Play Resident Evil 4 famalam
>>
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>>169588015
>>
>>169588008
Agreed
>>
>>169588131
thats clearly not what im showing

>>169587458
take all the assets and make your own game

even if he comes back, hes showing you how unreliable he is
>>
>>169587979
The comfy alchemist one.We had barely started so I doubt anyone knows about it.
I know he hasn't disappeared for good and that it's just his connection not working (he even posted here from an internet point to reassure me he would be back online soon) but I'm feeling a bit lost.
When I was 1MA there was always something to do, while now I'm not sure.
>>
>>169585957
>tetris inventory with rotating items
>>
>>169588280
Oh, I am the nonce! Carry on then.
>>
>>169588336
its not even tetris look at how empty space apparently takes up inventory slots
>>
>>169588336
>>169588402
Play
Resident
Evil
4 (Four)
>>
>>169588280
>even if he comes back, hes showing you how unreliable he is
Ehh, life can happen to the best of us
If there was a good explanation I'd be willing to forgive it
>>
>>169588402
I've never seen a game inventory like that where the items aren't rectanges.

>>169588474
No.
>>
In an RPG should holy beat unholy or should unholy beat holy?
>>
>>169588537
sorry senpai keep on doing shit that only other games have done then
>>
>>169588537
It is a great game
>>
>>169587649
seconding the shadows
>>
>>169582481
----[ Recap ]----
Game: Skylarks
Dev: Mako
Tools: Rust, Blender, Logic, SDL2
Web: -
Progress:
+ Implemented process spawning, sleep/wakeup, text IO, and about 70% of the message passing subsystem
+ Wrote some demo scripts and set up a (kind of shitty) harness to use them as integration tests
+ Embedded the interpreter in a simple command line interface and fucked around running scripts in text-only mode
+ Embedded the interpreter in my actual engine and wrote a state machine to manage the compilation pipeline
+ Wrote a parser for a lightweight markup language I can hook into at runtime, and added highlighting support to my Vim plugin
+ Fleshed out some storyline treatments and stitched a couple random scenes together into a crude demo reel
- Tracking which scripts I need to load is a pain in the ass and adding this to the asset loader is not fun
- The scene manager doesn't know about the interpreter yet so it doesn't actually run any scripts when you play the game
- Markup tags don't do anything yet
- I had a shitton of work stuff to do, and also wasted about a day on an unrelated side project, so progress was a little slow this week
>>
>>169588513
He said his ISP has broken his internet connection, I think it makes sense. I just hope he will come back soon.
>>
>>169588551
They should neutralise each other.
>>
>>169588551
pokemon
>>
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----[ Recap ]----
Game: tanks
Dev: anon
Tools: Unity
Web: -
Progress:
+tank controls
+levels gen randomly
+fix'd annoying texture bleeding bug
-probably first & last recap i'll be in for a long while
>>
>>169587458
>programmer disappears

Same here but with the artist. I went to a side project because I don't like doing nothing.

And I remember your game. I was waiting for it to happen.
>>
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>>169588962

For anyone interested in my texture bleeding problem from yesterday - I've fixed it. Also here's a little look at the level gen going off and the fix'd result.

The issue was so Idiotic I'm almost proud I thought of it. When importing images Unity has a "Max Size" setting for textures. I've Imported a 192x192 png, set the Max Size to 256 to avoid downsampling and never gave it a second thought.

Turns out, today, when increasing the sprite sheet png to 256 just for the hell of it, matching the Unity "max" setting precisely - It now works. Fucking magic. I can't tell if Unity is retarded or I am?
>>
remainder that if you won't believe in yourself nothing good will happen.

you have to believe, you - can - do - it
>>
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>>169582481
----[ Recap ]----
Game: jamos
Dev: anon
Tools: C Allegro SDL
Web: N/A
Progress:
+ added gsm codec support for audio samples
+ have a big idea but not sure if I can get it done
- put swear words into my source code
>>
unity retard here again.

3rd person perspective. i have my camera set as a child of my character so that moving my mouse left and right rotates the camera on that axis. how do i go about making the camera move up and down properly?

ive been messing around with this other camera script for a while but it messes up my character rotation and camera position
>>
>>169589664
Is this a game
>>
>>169589547
You are
>>
>>169589837
where do you think you are? aedg?
>>
>>169590056
Just a guy that's put his last project on hold around demo day 8. This is me picking shit back up starting a new fun little project friday. This is 3 days work. Mostly fucking about.
>>
>>169587649
Valid points. Thanks anon

>>169588008
>>169588601
>>169588402
I've already discussed this at length here. I'm going to attempt to make custom-shaped item frames, but it's not even close to a priority right now, as rectangular item frames work fine in the interim, as they have in every other game using attache case inventory. The system for custom-shaped frames would likely involve a CSV string to show open/occupied spaces, which is a bit more difficult to implement with rotation and all, so in the meantime I'd like to make progress in other areas.
>>
>>169588621
>any resident evil after 3
>great
>>
>>169590898
RE4 is great by its own. RE5 is great in coop.
Resident Evil Survivor is just great
>>
>>169590665
>CSV string to show open/occupied spaces, which is a bit more difficult to implement with rotation and all
just have the game engine procedurally generate the CSV string from the item sprite, taking any given rotation factor into account, so that it is always correct.
>>
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>>169590471
Who cares?
>>
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Been lurking for some time here and thought I'd post some progress on the first game i've attempted to make. I have no art skill.

I'm hoping to add an "enemy" on the right side of the screen for player to attack or defend against when in sword or shield mode, also I want to make the health and power bar more active as well as taking health away if player abuses holding down keys when a note has not entered.
>>
>>169591443
This is a gamedev thread to discuss about game dev, that anon is doing exactly that. If you want to follow e-celebs then join the chat or head on to reddit.
>>
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Proper health/damage values implemented, as well as statuses.
>>
>>169591443
see
>>169591635

Its not like I was asked "You are", and simply replied. Wheres your game?
>>
>>169591805
It's kinda jarring to see the character's health status where the name should be instead
>>
>>169591805
what are you making this in?
>>
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been a while since I last posted, completely overhauled my art style in the meantime and today I added this new enemy type. They swarm to you and attach themselves, which slows you down and drains your health until you dash to shake em off. The plan is to implement them in a boss fight.
>>
>>169591805
are you the dungeon break guy?
>>
>>169579097
Yeah I have been playing through merc kings now for the last week.
Wasn't too fond of its style, 90% of guns useless, I'm thinking of making it more like Magicka - different combinations will make specific types of guns or not work at all.
Player discovers it themselves and uses the right weapon for the right moment.
>>
>>169588714
>+ Wrote a parser for a lightweight markup language I can hook into at runtime
What are you using this for?
>>
>>169573854
FTL battle system is too shallow for that, but co-op multiplayer would work great. More shit to micromanage, each player takes care of a part of the whole.
>>
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>>169582481
----[ Recap ]----
Game: Unnamed Pixel Platformer
Dev: Anonymous
Tools: C++, SDL2, Code::Blocks, Aseprite, Tiled
Web: N/A
Progress:
+ Started working on the game again after a long break
+ Added a fade out/in transition between game state switches
+ Gave snakes a basic attack to make them more threatening
+ Rebalanced attacks a bit, made roll bounce off enemies instead of passing through
- Still short on time for dev
>>
>>169591880
I dunno, I don't think players really need a constant reminder who they're playing as, do they?

>>169591931
Game Maker Studio

>>169592234
Yep
>>
>>169591806
> I can't tell if Unity is retarded or I am?
>You are
You are retarded. That's what the reply meant.
>>
>>169592867
Still they reminded the name in RE1-2-3-4-5
>>
>>169593008
True, but in most of those games there are multiple playable characters. Jill/Chris, Leon/Claire, Leon/Ada/Ashley/Krauser/HUNK/Wesker etc. etc.
>>
>have a deadline
>spend more time fixing bugs and code errors than working on the actual game
>>
>>169592768
>scripts
>scripts
>scripts
>scripts
my guess is RPG of some sorts. italics and bold come a long way to help conveying intonation anananon
>>
>>169589730

anyone know how i should go about this?

https://hastebin.com/likigatawa.scala
>>
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>>169592996
Oh.
>>
>>169593204
Good point. Still, you can just show the status under the photo and leave the photo without any text, but it's just me nitpicking
>>
>>169593347
Sure. I like the way it looks now, but as always I'm open to change if more people find the placement awkward.
>>
>>169593346
can you delete that image? kinda toxic dont you think?
>>
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OK
So this is how the crime list looks right now:

>Forging memories on unaware citizens;
>Illegal car downloading;
>Triggering a missile strike using brainwave spoofers;
>Cyber sabotage;
>Unauthorized duplication of digital lifeforms;
>Hacking into a meat kiosk network;
>Permanent deletion of level 5 AIs;
>Deployment of free will algorithms on level 4 AIs;
>Pan dimensional hacking to avoid entropy;
>Running a clone kidnapping ring;
>Producing and distributing human-robot intimate relations propaganda;
>Running an illegal cyberbot virus ring;
>Unauthorized duplication of level 5 AIs;
>Taking over governmental cybernets of multiple countries;
>Forcing level 4 AIs to work on blockchain cracking;
>Assassination of a political leader by hacking into his neurocortex connector and causing epileptic episodes;
>Trafficking of digital lifeforms;
>Violating multiple cybernet ban court orders;

If you can think of anything else I'm open to suggestions.
>>
>>169593217
i don't get this meme
it's time well spent
bugs should be taken out as early as possible
>>
>>169593832
yeah but i need to continue working on the actual game anon, otherwise I have a very stable and bug-free tech demo
>>
>>169593724
>>Pan dimensional hacking to avoid entropy;

that one is way out of whack with everything else
>>
>>169592362
It seems better. Mercenary Kings had a bunch of shit just for show. It's a bit different, but try to take a look at Stick Ranger, it has a gunner class, and it has some pretty sweet variations, I even keep multiple different guns just to use in different situations.
>>
>>169593724
You should change the "illegal car downloading" to something less obvious, like "theft of manufacturing files for a high-end automobile". That way the player gets that little "aha" moment instead of having the reference right in their face.
>>
>>169594283
Yeah, still need to tweak them a bit. The assassination one is too long as well, need to figure out how to shorten it, but I want to keep it because it's pretty cool.
>>
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>>169582481
----[ Recap ]----
Game: When It Hits the Fan
Dev: @trueyomic
Tools: Java + libgdx
Web: http://www.heartfeltgames.org/when-it-hits-the-fan
Progress:
+ Added Devil, Alien hulk, lava spitter, red imp, blue alien, black robot, flamethrower turret,
+ changed tank boss behaviors for more challenge and more bullets
- attempted to add shadows but it looked ugly
>>
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>>169594639
Also made a 3d unity game over the weekend for a local game jam. 3d is fun, but most of my stuff going forward probably won't be 3d.

https://yomic.itch.io/catpocalypse
>>
>>169593724
illegal trafficing of underage robo-loli
>>
>>169594590
You wouldn't instantiate unlicensed vehicle dumps from the cybernet.

>>169594639
Wow, haven't seen your progress since the kickstarter, how's your game looking nowadays? any release plans?
>>
>>169595064
first comment meant for
>>169594579

I'll tweak stuff a bit yeah, thanks for the suggestion
>>
>>169593724
The tone of these don't feel very legal, instead of describing the crime try mentioning the illegal act, and then maybe include an injured party to keep the lore stuff, so instead of
>illegal car downloading
>espionage, ford motor company
and for
>Running a clone kidnapping ring;
>grand larceny, conspiracy, Monsanto genetics and cloning
>>
>>169589547
It probably has to do with how it's trying to fit that smaller texture into 256 and fails at scaling it.

Textures are usually in powers of two.
>>
>>169595383
Yeah, I'll brush up on legal terms and go through each one of these again, I'm trying to come up with a bulk of crimes first.
Thanks!
>>
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>>169582481
----[ Recap ]----
Game:unnamedbullethell
Dev:
Tools:UE4, GIMP, Blender
Web:
Progress:
+made an flexible function that moves a pawn across multiple points on the map
+player can now score points
+set the camera to orthographic to make everything clearer
- still no art
- still no actual gameplay
- busy
>>
this camera shit is pissing me off now
>>
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>>169595064
It looks about the same, just with more enemies. I could release this year if I have the free time and power through it, though I'd like to land a publisher or a marketer or something beforehand to re-coup costs on art and music.
>>
>>169595984
Are they making a documentary about you?
>>
>>169592768
Most of the game's content will be text. The markup language serves two purposes: Formatting the text, and splicing values into the middle of strings. These aren't really conceptually related but adding either one meant changing the way strings are parsed so I figured I'd do both at the same time. Anyway, this lets me insert the player's name and make it bold/italic/whatever.
>>
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What's this general opinion of art games like passage?
>>
>>169592867
>Yep
Will you ever finish any of your games? I think lots of stuff you've done is pretty cool (like procedurally generated levels in metroidvania type games). I think you should set-up a blog or something and make tutorials, man. I think you could even like make patreon or something.

I look forward to your stuff.
>>
>>169596598
Never heard of it. Is it actually fun? Or were the devs too busy being 3deep to make good gameplay?
>>
>>169596598
I have no idea what "Passage" is. "Experience" games can be great, but the vast majority of them are vapid as fuck (compare Stanley Parable with Dear Esther).
>>
>>169596775
>>169596847
It last 5 minutes.

some people claimed it made them cry.
At least for me, it made me cry.

http://hcsoftware.sourceforge.net/jason-rohrer/

download it from his passage.
>>
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>>169595781
I get that, but if this is the list of Unity acceptable texture resolutions they need to rethink their fucking shit. There's no warning anywhere.

...Also I'm dumb because English isn't my primary language and I simply thought
Power of 2 = Dividable by 2, and, as previously stated - imported a 192x192 texture.
>>
is the art the worst part about attempting to create a new game?

you need so many assets and it's so time consuming
>>
>>169597049
Depends what you're good at
>>
>>169596775
Jason Rohrer is quintessential 3deep5u
Like, he made a game that was supposed to defend the castle doctrine about murdering other people's families
and then he tried to make a gambling game by claiming it was a religious experience
>>
>>169596060
Wouldn't it make sense for you to release before greenlight is killed? Even as early access just so you don't lose that opportunity. I mean, your game is already greenlit, waiting untill after it's killed will result in more costs for you.
>>
>>169587798
>seeing my name in a picture every monday is what gives me the strength to keep deving

Shame. I don't think you're gonna make it bruh.
>>
>>169596909
https://www.youtube.com/watch?v=n3o0HFXPfco
That game made you cry? lmao

Definitely falls in the "vapid" category.
>>
>>169597169
>life only exists in two extremes

ur a pretty smart guy huh?
>>
>>169597231
is not about the game, what made you cry is something inside of you.

people cry at movies.

I cried when I realized how he became old, since I was happening for a crisis back then.
>>
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>>169582481
----[ Recap ]----
Game: Unnamed RPG
Dev: Kirk
Tools: C++
Web: https://twitter.com/kirk_wald
Progress:
+Tile map with elevation, player's movements constrained by cliffs
+Free movement outside of combat
+Laid the groundwork for tile-based tactical combat
+Player can freely swap between travel and combat modes
+Collision detection for NPCs and environment
+Decent character sprites
>>
>>169596598
they're like everything - 95% of them is shit (including passage here, it's a turd)
i haven't seen such art game that has pretty much no gameplay and is still good, but i'm sure there is something out there i'm missing
>>
>>169597161
I don't think it does though, right? If you're greenlit, you're basically in since I have access to all the steam docs, NDA stuff, steam API, and the ability to push beta builds. Anyone else know?
>>
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>>169597326
>>169597231
The only thing that makes me cry is the thought that I'm gonna be part of (and associated with) this shitty industry.
>>
>>169596909
It's a good thing the download page mentioned the game only lasts 5 minutes because otherwise I probably would have quit before then. The closest thing to "gameplay" is every once in a while you have to walk around an obstacle.

>At least for me, it made me cry.
For real?
>hurr u meet a girl and grow old together and then she dies
Yeah real tearjerker we've got here.
>>
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>>169597697
>pixel shit
>art

pick one
>>
>cristian cried at a boring, melodramatic, zero effort "art" "game" tangentially about love
screeching
>>
>>169597697
>>169597772
>>169597991
https://ma.juii.net/blog/passage

I'm not the only one.
>>
>>169598024
>an emo attention whore also cried
very impressive
>>
>>169598024
>"Yes, you could spend your five minutes trying to accumulate as many points as possible, but in the end, death is still coming for you. Your score looks pretty meaningless hovering there above your little tombstone. […] Passage is a game in which you die only once, at the very end, and you are powerless to stave off this inevitable loss." [Jason Rohrer: "What I was trying to do with Passage"].
This is the epitome of 2deep4u
>>
>>169598024
https://www.youtube.com/watch?v=1EY7lYRneHc
>>
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>>169597697
>>169597779
Don't hate on pixel art, faggots.
Hate on people who throw five pixels together and call it that.
>>
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>>169598254
>>
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To the guy who told me you couldn't pixel art without knowing how to draw:

WHAT THE FUCK WAS I THINKING

Of course you need to know how to draw. Anatomy, line art, shading, etc. HOW ELSE ARE YOU SUPPOSED TO TURN STUFF INTO PIXEL ART OR 2D PIXELATED ART YOU DUMB SHIT (me).
>>
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>>169598350
eat a back of dicks
>>
>>169598408
lol dude you dont need to know how to draw to do pixelshit man just do it
>>
>>169598408
do this
>>169597697
>>
Post actual emotional moments in video games, none of that pretentious bullshit.

https://www.youtube.com/watch?v=0GVpvAkzKy4

Something doesn't have to make you cry to have an impact on you.
>>
>>169598408
>>169598254
This isn't pixel art, it's low res art.
>>
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>>169589547
>>169596970

You tried the advanced texture mode?
>>
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>>169598491
>>169598492

REEEEEEEEE STOPPPPPPPPPPP
>>
>>169598513
what the FUCK are you on about?
>>
>>169597679
I honestly have no clue, and if I were you I'd ask steam directly, it can serve as proof in case they change their minds later on too. It would suck to wake up one day and realizing you got a refund and a fuck you from them.

>>169597231
Wow, I've sat through power point presentations that are more fun and emotional than that.
The story is super linear, you know from the very beginning that she will die first, the music is extremely horrible and hurts my ears with that high pitched tone, the art doesn't help at all, with anything. getting the chests doesn't really do anything and it pretty much looks like it's pure chance and no skill.

1/10 This shouldn't be called a game.
>>
>>169598513
Actually, they're HD 2D sprites.
>>
so that circle trig formula script, what stops it from generating entities endlessly in that pattern?
>>
>>169598254
if you draw like this though you might as well just use animated dolls.
>>
>>169598670
I don't believe they can refund that unless it comes from their own pocket. They did donate all greenlight funds to charity IIRC.
>>
Jam?
>>
>>169598745
The guy posted a for loop some I'm guessing the fact that its a for loop is what prevents it from generating entities endlessly. You should really, really look up for loops if you're not familiar with the concept.
>>
>>169598957
so a loop proceeds until it is completed, and this is literally a circle
>>
>>169598786
http://steamcommunity.com/greenlight/discussions/18446744073709551615/133256758580075301/

Just checked that post and it seems you are okay, the ones getting refunds are those who don't have greenlit items:

> If you paid the Greenlight Submission Fee and don’t have any Greenlit titles, you can get a refund of your Greenlight Submission Fee.
>If you already have a Greenlit title, but haven't completed the digital paperwork to set it up in Steamworks yet, there's no need to worry. Once a title has been Greenlit, you have an invitation for that game to come to Steam. That invitation doesn't expire with any of these changes.
>>
I GIVE UP.
>>
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>>169598859
Next month
>>
>>169599140
>>169599156
a for loop proceeds, I mean
>>
>>169598408
this is pixel art

>>169598254
this is not
>>
all video game development will cease from this point forward
>>
>>169599253
explain
>>
>>169598512
To be honest, games like the Passage really makes me sad.

It's just sad that the emotional capabilities of the average gamer can be triggered by that. What could they possible feel when they meet some actual drama or real suffering? Don't get me wrong, it's a nice game about a touching subject, but, come on. This story has been told countless times, and if you need a pile of pixels to remind you of your mortality, then maybe you have problems with your life and you must also be quite illiterate.

Aside from that, Terry Cavanagh has other games with similar subject matters and they just hit harder and has some actual weight and thought. Oh, and they also function as fucking games.

I don't want to shit on the poor guy, but this game is just pretentious, like you've said.
>>
>tfw modeled for 3 hours but scrapped everything because it sucked
I hate wasting time like this
>>
Fucking Dark Souls tells better stories about ways of going through life with its NPC quests.
>>
>>169599140
>>169599240
If the for loop is going on infinitely then you need to change the condition that ends it. If you say "for i = 12" and the loop is going infinitely then you obviously need to rectify the way the loop is written.
>>
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>>
>>169599685
this should be in the op
>>
>>169599454
You learned some things about how not to make a model. Not a waste of time.
>>
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pixel art is just drawing but harder, you need to do shit like aliasing yourself to blend colors rather than have a computer do it for you

i'm talking about actual pixel art not indie meme shit
>>
>>169599454
ive been modelling for about 2 years now

just yesterday i was trying some new methods of creating my models instead of loop cutting just using carefully placed extrudes.

i spent about 5 hours on it. i threw it away

i learned a lot
>>
>>169599928

that looks amazing

bless libra heart
>>
>>169599928
pic unrelated
>>
>>169598024
>>169597326
>>169596909
If that makes you cry never watch this entire futurama episode https://www.youtube.com/watch?v=AK3PWHxoT_E
Or the one aboyt Fry's brother.
It will literally kill you.

That game is garbage.
>>
>>169599664
integers and loop exit conditions are what it's about I'm seeing. I get ahead of myself
>>
>>169599928
thats not pixel art

see
>>169599685
>>
If it looks fine as a JPG, it's not pixel art.
>>
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>>169582481
----[ Recap ]----
Game: Monolith
Dev: Team D-13
Tools: GM: Studio, Paint.net, pxTone
Web: https://monolithdevs.itch.io/monolith, https://twitter.com/MonolithDevs, http://monolithdevs.tumblr.com/, http://steamcommunity.com/sharedfiles/filedetails/?id=803820311
Progress:
+ another shop type and yet another room type sprited and spawnable, but not functional yet
+ 5 new enemy types and several new bullets
+ resprited all the 2-damage bullets
+ bombing briefly disrupts lightning and lasers like it does bullets
+ moveblocks generate rails
+ item prices have a visual effect for when you cant buy them
+ behemoth fight no longer throws boxes at you
+ begun some major texture optimizazions, saved 300x2320px worth of texture space sofar
+ bunch of minor fixes and additions(hp item theme, new gigalaser sfx, etc.), found some p. major bugs w. room switching that need fixin'
>>
>>169599973
what the fuck is amazing about that?
it looks like shitty vector icon
in nsfw powerpoint


>>169600092
you still haven't actually explained what makes something pixel art and low res art
>>
>>169599685
citation needed
>>
>>169599960
try out this method of modeling, it's pretty much blocking everything out with primitives at first to get your shapes and then connecting later. i notice professionals tend to work this way instead of extruding or box modeling

https://www.youtube.com/watch?v=5u1MnuCp6fM
https://www.youtube.com/watch?v=BkTgBoZ_4mI
>>
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ITT: autists can't understand people have diferent levels of empathy.
>>
>>169599685
>pixel shit
bad art has nothing to do with the resolution
>pixel art
this is the jaggy art tier, look at all those fuckin jaggies
>>
>>169599987
>>169600092
it's pixel art you underage fucks
>>
>>169600158
Based monolith devs making progress while babies argue about what does or does not constitute pixel art.

>>169600203
Nah, it's common knowledge that some people are gigantic bitches.
>>
>>169600324
it sure as hell isn't
>>
>>169600294
>bad art has nothing to do with the resolution
Agreed, your "art" is shit even at 1080p.
>>
>>169600324
if you have to zoom in to see the pixels it isnt pixelart
>>
>>169599928
>you need to do shit like aliasing yourself to blend colors rather than have a computer do it for you
Maybe if you're using fucking mspaint
>>
>>169600203
Having too much empathy is called autism or paranoia, anon.
>>
how do I get a nes palette in graphics gale?
>>
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i have to remove all the ragdolls in my game because they broke in 5.5 and ive already wasted several days worth of time trying to debug them without source code
>>
>>169600524
autism is lack of empathy, newfag.
>>
>>169600548
https://www.google.com/search?q=graphics+gale+nes+palette&ie=utf-8&oe=utf-8#safe=off&q=graphicsgale+nes+palette&*
>>
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>>169582481
----[ Recap ]----
Game: Yet Another Monstergirl Platformer
Dev: jalm
Tools: GM:S
Web: http://jalmsays.tumblr.com/
Progress:
+ I was busy and didn't get to do much all week, but I got dialogue working
- the anime stutter triggers people
>>
>>169600637
No, that would be narcissism. Autistic people have hyper empathy and shut themselves out to try to cope with it, just like all the other sensory overload.
>>
>>169598517
Every setting combination there is under it.

Either way, It's solved now, and also - having a texture that has no transparent parts might also have helped.
>>
>>169600486
i can see the pixels in that picture without zooming
>>
>>169600787
not really, autistic people can't understand other people feelings.
>>
>>169600787
You're thinking of a type of ASPD.
>>
>>169601042
>>169601150
I suppose either could be characteristic of autism. Hyper empathy follows from hyper sensitivity, whereas lack of empathy follows from developmental retardation.
>>
A sprite's pixel artness is related to the drawing method, if it's drawn pixel by pixel then it's pixel art no matter how non-pixel arty it looks.

It's basically the difference between electronic and acoustic music, the artistic can play up the "electronic" quality of a song or try to mimic the acoustic sound.
>>
>>169600203
It's more about your exposure to real life and personal emotional maturity. Making the player shoot a character and then having his daughter walk in saying "daddy ?" may seem like a tearjerker when you're 14 years old but to an adult it's just juvenile. Similarily, a story that's just about "you got the highscore but you died anyway, really makes you think huh" is something teenagers would be impressed with.
>>
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>>169600486
so you're saying that all I have to do is throw some dithering on that bitch and now she's pixel art?
>>
>>169600203
>dozen of disturbed posters frantically writing replies
good job frogposter
>>
>>169601364
But people who aren't autistic or otherwise mental in some way tend to have similar empathy. Acknowledging this is not not empathetic.
>>
>>169601351
still cant see the pixels without zooming in
>>169600957
no you cant, you can see the jaggedness of no anti-aliasing. thats not the same as being able to see individual pixels.
>>
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>>169600665

Oh you fucking piece of shit, you drew this?

I HATE you.
>>
>>169596970
>>169600905
Sounds like the transparency might have been part of the problem if it was like a transparent edge or some shit.

Anyways I think the purpose of the max size is to actually downscale if the texture is above that.
>>
>>169601554
treat yourself a pair of glasses googay
>>
>>169601630
it was already a meme before, then someone took it and posted in on reddit and it became mainstream. I take no responsibility.
>>
>>169601554
pixel art isn't about how big the pixels are, it's simply the technique the artist used to make the image

someone good enough can create an image that hides all pixels with just the pencil tool, in fact, that's the entire point of good pixel art
>>
>>169601554
get glasses then
>>
>>169601719
how about you get your face away from the screen and stop licking the jaggy tits, natural viewing distance there is no pixels.
>>
>>169601905
no gogem, you can clearly see the pixels
>>
>>169601905
anon this is friendly suggestion, I have a normal 1080p monitor, get your eyes checked asap, you might actually need them
>>
>>169601809
>pixel art isn't about how big the pixels are, it's simply the technique the artist used to make the image
then its still not pixelart.
that artist did not place individual pixels.
terms for what that is: jaggy art, mspaint, oekaki
>>
thanks box2d
>>
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>>169600180
its not something that can be defined because people have different styles and approaches but sometimes you can clearly see signs of laziness and thats where we can appreciate the quality of other pixel "art"

>>169600294
if youre going to go below 20x20 pixels or use sticklegs you might aswell be using programmer art with boxes and names on the boxes
>>
>>169601905
It's completely obvious on the arm even a meter from the screen
I haven't even cleaned my glasses
>>
>>169602128
https://www.youtube.com/watch?v=pSIMY79Suns
>>
>being this obsessed with categorization
>>
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Is Duelyst pixel art?
>>
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>>169601905
>>169602075
fucking faggot where the fuck do you see individual pixels on these?

>inb4 SF2 isn't pixel art
jump under a fucking kangaroo if you even thing of saying something like that you shitposting nigger
>>
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>>169602154
god dammit i just noticed the example of 1px line width the faggot uses 2x and 1x randomly as well

fuck all of you
>>
>>169602339
>>inb4 SF2 isn't pixel art
actually youre late. >>169599685 >>169600294
>>
googs probably only thinks stuff like this is pixel art

https://www.youtube.com/watch?v=nE9MwjWLLj8
>>
Does a camera in Unity have any information changed when the scale during playtesting is increased/decreased? I assumed adjusting the scale was just magnification but for some reason the texture offsetting I have moves a lot faster when it's zoomed out than when it's zoomed in.
>>
>>169602590
>rixels

Fucking disgusting
>>
>>169602154
both are still pixel art, you can't apply arbitrary rules like "line width" to a medium
>>
>>169602731
did you even read my post
>>
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>>169582481
----[ Recap ]----
Game: Armor Kings
Dev: Oakleaff
Tools: GM:S
Web: oakleaff.tumblr.com
Progress:
+ Scoring system
+ Screen transitions
+ Modular tilesets
+ Main menu
>>
>draw something normal res in Photoshop
>lower resolution and dither
vs.
>draw something with limited palette and resolution

What is better
>>
Do i need to create a complex physics engine if the most complex thing i want to do is just bouncing?
>>
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That's one big honey!

Which design do you like best, /agdg/?
>>
>>169603026
You make it exactly as complex as it needs to be.
>>
>>169603036
THICC

I like A6 but it could lose the gloves or have them cover the entirety of the hand
>>
>>169602973
I don't know what's better. You have to decide.
But in the second one the lines will look much cleaner and the outlines more defined.
>>
>>169603036
not gonna lie i threw up in my mouth just now
>>
>>169602973
both are shit

you draw detailed sprites at one resolution with binary tool and no anti aliasing and apply dithering by hand and leave it at that, no downscaling
>>
>>169603026
You can do that with high school physics and newton's equations

You don't need a full physics sim for it.
>>
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>>169571270
>promised myself i would post progress before zelda came out
>havent posted anything since valentines day https://youtu.be/-bisNMTta0o
>havent posted progress since the 9th
https://youtu.be/56EBYQUjlD0?list=PLXe_rQymj9icTyAghlnQiVteYj1q0lb5u
>cant stop sweating
I just want to dev again
Why did i stop dev
>>
>>169603036
Honestly both hairstyles make her look like a man. Top looks like Rambo and bottom like Chris from RE5. If you want her to still give off some feminine traits, tried giving her a medium-sized hairstyle like pic related?

Otherwise depends entirely on her personality, whether she's a turbo dyke or just an amazon.
>>
>>169603036
delet pls
>>
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>>169582481
----[ Recap ]----
Game: MoGiSho (Moth Girl Shooter)
Dev: WRIT
Tools: GMS
Web: http://thirdkeyofsun.tumblr.com/, https://twitter.com/thirdkeyofsun
Progress:
+ Most of the work finished on stage 02 mid boss
+ Added fragment system for story/replayability
+ Added keyboard support finally
+ Most of the menu work is done now
+ Retouching up all of the art for DD13
- Had to put stage 02 on hold in order to get the game in a presentable state for DD13
- Still need to add rebinding to keyboard
>>
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Well my A* pathfinding works, but i am not sure i do it in the best way.

every enemy recalculates the path about 2 times a second, unless they have line of sight, then they go right at the target.

it's already choppy when recording, but that might just be my cripple of a 10 year old laptop, since it was choppy when recording even before pathfinding.
>>
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>>169603254
Thanks

Any immediate inclination towards A or B?
>>
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>>169603036
I like a a lot<3
>>
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>>169582481
----[ Recap ]----
Game: Conscription
Dev: Hamfist
Tools: Aseprite, Godot
Web: hamfistedgamedev.blogspot.com
Progress:
+ Externalised data for constructs to load them on map-load
+ Redid GUI layout to accomodate need for more space
+ Overview for tile's production implemented
+ Rebuilt in-game clock from turn-based with speed-controls to regular ready-state turn-based
- Production overview was immediately redone due to zero extendability
- Production overview v2 looks super neat, but eats too much performance to be viable
- Production overview currently underflows in unknown regularity
>>
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>>169582481
----[ Recap ]----
Game: Metanoia: The Sacrifice
Dev: Firgof
Tools: Unity, Adventure Creator, Ink for Unity, Dialogue System for Unity, ClipStudio Paint
Web: https://firgof.gamejolt.io/metanoia
Progress:
+ Added on to the art in the introduction
+ New music added to the game's title screen and to the surface world
+ Outlining Act 1 has begun
+ Added dialog between Iyu and Wu's Mother when Wu is returned
+ Added a few scenes
+ Adjusted where the narration/hint/lore dialogs go. Might revisit this later if I can figure out how to get the popup to not go outside the bounds of the screen.
+ Made the inventory rollover less dev-art
- The new art pieces call in to question some of the already typed up introduction. May need to rewrite/remove parts to fit it.
>>
>>169603879
It depends on what you want her to be, i supposed. If she's going for a military look i prefer A, if she's just a powerlifter or so i prefer B.
>>
>>169603819
The point of making the recalculation only happen every so often is so that you can spread the work over multiple frames, not do it all at once and have stuttering.
>>
>>169603036
jesus she's like nine heads tall anon
>>
>>169604053
atm i basically recalculate when they reach the next node in the path, i might try letting them go for a few nodes before doing that.
>>
>>169604248
Regardless of how often you do it, you'll get a stutter if it's rather expensive and you do it all at once.
>>
>>169603976
>hamfistedgamedev.blogspot.com
>blogspot
It's like you don't want our sweet (You)s on social media or something.
>>
>>169604053
but since the target (player) is always moving, the would run past him all the time.
>>
>>169604240
and not even standing upright, I mean, fucking great dane could pass between those legs
>>
>>169604053 is right but it's weird that it's choppy. In my first completed game, I calculated A* every single cycle. Bad, but it wasn't choppy, even on a crappy Android phone from 2009
>>
>>169604248
>>169604320
Also, instead of calculating the path from scratch for every enemy, it may be more efficient to use a Dijkstra map if you have a lot of enemies.
>>
>>169603036
Somehow B actually looks more female to me than A

The hair on A makes her look like a grizzled mountain man, whereas B makes it clear that she's a butch lesbian
>>
>>169604451 this post was meant as a reply to >>169603819
>>
>>169604571
Agreed

Visual design is tricky like that sometimes
>>
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>>169603036
this is awful
>>
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>>169604372
I am incredibly bad at keeping up with social media, I am not a people's person. The fact I got the blogspot sorta up-to-date is a miracle.
I just want to, like, make game.
>>
>>169603036
Needs more pouch-belts.
>>
>>169605383
You don't want people to play it when its done?
>>
>>169603879
I think leaving the hands bare adds some nice contrast - you've got a lot of dull colors and the skin's the brightest spots in it. It'll draw attention to her hands and her face if you do B where what you're supposed to be looking at is a lot less clear in A.

Good work overall, anon. Work on your color selection though - all I'm seeing are base tones with value shifts here. You can improve your work a lot by starting to include hue shifts and saturation shifts as well. The patterns on the pants and shirt are also pretty samey -- adding in another material to break the two up some more would also enhance your composition I think.
>>
> one of my lifetime goals was to make a simple, free ecchi platformer where you get strongly cuddled by big girls
> but first you have to know how to program
> but first you have to do your own assets
> but first you have to learn how to draw

I-I didn't want to make a game anyways you stupid baka general.
>>
>>169605826
thank god
>>
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how's that 3d model coming along, anon?
>>
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>>169605826
>want to make porn game
>masturbate
>lose motivation, feel like it would be shameful, couldn't look parents in the eyes
>get horny
>want to make porn game
>>
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>>169605760
>that
>good work

holy shit
>>
>>169604451
well then i guess i just did a shit job.

After trying multiple different random implementations from the internet, most of it not really working with the rest of my game,
i used this: https://github.com/poeticmatter/tutorials/tree/master/Pathfinding

does a lot of raycasting on a layermask to determin if terrain is passable.

Maybe i should just put some extra effort into it and make a binary array or something that can be checked directly.
>>
>>169605654
Well, sure I do. I just wish the way there wasn't adding PR, networking, and advertising to the list of my 1MA duties.
Additionally, going public with a game that isn't even a prototype yet just asks for disappointment in devs and would-be players when the prototype turns out to be not fun at all and the project gets cancelled.
>>
>tfw curious if sculpting will help you model characters faster or just be a big waste of time when you can stick to normal modeling
>tfw too scared of wasting a ton of time to try it
>>
>>169606165
the more i think about it the more this seems way way better, i guess i found my next subprogress goal.
>>
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>>169582481
----[ Recap ]----
Game: Autumn’s Gesture
Dev: quasiberry
Tools: UE4/Maya/Zbrush
Web: quasiberry.tumblr.com

Progress:
+ an entire week of movement/AI code
>>
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Reloading implemented. Well, the animation at least. Next up is the oh so fun task of getting the game to search the inventory for ammo boxes and pulling ammo from them.
>>
I'm sure this question has been asked a lot, but is it worth learning C# for Unity, or should I just stick with C++?
>>
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>>169606685
are...you going to use Unity?
>>
>>169606685
If you're learning it for Unity then learning C++ is a waste of time. C# is the language of choice - your alternatives are JS and BooScript.
>>
>>169605950
I'd model her

If you know what I mean
>>
>>169606685
use javascript for unity its better
>>
>>169605760
Thanks for the input senpai

Definitely agree about hue shifts. Right now this is just a base so I'm definitely throwing in some reds, yellows, purples and blues under that skin later to make it really pop. I like broads that pop.
>>
>>169606758
>>169606757
I had planned on learning C++ regardless of whether or not I'm going to use Unity. I'm getting a minor in CS.

>LEL LEARNING CS FOR VIDYA
I'm not, I'm just interested in both.
>>
>>169602339
>jump under a fucking kangaroo
kek
>>
>>169606612
This is the best thing I've seen come from agdg in years. If you quit this project I'll fucking murder you.
>>
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>When the answer on Stack Overflow makes no sense to you

How much time is it okay or not irritating to ask back? I know for sure that this guy can answer my question, but he talks in riddles to me. I know he wants me to teach how to catch a fish instead of giving me one, but I'm trying to find this fucking equation for 5 solid days now and I'm starting to lose my marbles.
>>
>>169607245
stop being a beta male
>>
>>169607245
What equation?
>>
>>169607245
"Sorry, I have no clue what you are talking about. What topics or techniques are required to understand your answer?"
>>
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>>169606983
Not just the skin anon. I'm talking all your character's parts. From the colors of shadows to the color of highlights and all the parts between. Push those colors, man.

>>169606991
Just saying it's not really a choice if you want to use Unity. Unity supports CS/JS/Boo - if you want to program for it you need to know one of those languages.
>>
>>169607028
Aww thanks anon

I think

pls no kill
>>
>>169606612
Looks fucking radical my man
>>
>>169607245
He's an idiot. Stack Overflow isn't for back and forth tutoring, it's for Q/A. Either that, or you're misrepresenting things and you've actually underspecified your problem and he can't give you an answer without more information.
>>
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>>169582481
>----[ Recap ]----

Game: Dregs


Tools: unity, blender


Web: twitter @rustysh71348556

Progress:

+ tighter controls,

- still no combat AI
>>
>>169606612
I think the status text should gradually turn more red as you get hurt. It is very important information for the player.
>>
>>169606930
not this desu
>>
>>169578120
>Automatic unwrap
Please fucking kill yourself
>>
>>169608076
What's the alternative? Not that anon btw
>>
>>169607245
link to question
>>
>>169608163
With a bit of effort you could unwrap sections individually (using seams) that would make the map so much more simple an aesthetic
>>
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>>169607325
Here's the deal:

I have this flying object. I tell flying object where to go on the map. However the object won't go straight there, of course. If it was facing into the other direction, first it has to take a turn. So it has a position vector which is changed by the steering force, and each time its heading vector is also changed. Plain and simple, right? I can make the object itself turn around the Y axis (do a yaw), but I want it to also lean a little to the target direction. This rotation around the Z axis is also called a roll. Cycles do this, planes do this etc. However I can not calculate it for some reason, and the equations I put in to my thing just fucks up everything. The best result I got so far is when I just simply make the angle between the target vector and the heading vector the angle of the leaning. Even if it looks okay visually, I feel like I'm cheating.

What I would like to achieve is often called a Dutch roll, which is represented by this gif.

>>169607604
Yeah, I think I know too little to ask the question properly. I just thought it's a very simple or common equation, but oh boy I was wrong.
>>
>>169608163
The important thing is to keep islands logical, automatic is frowned upon because you will not have proper continuity between on face to another if they're not connected, which can very likely cause problems later, especially during texturing

You can use auto unwrap, just don't leave it as it is, you need to sew seams into proper islands and make sure to unfold the UVs so there's minimal texture distortion
>>
>>169608459
Your question is seriously underspecified. There's no accurate answer if you aren't also going to model all the forces like lift and drag. Just use some nice-looking function of the angle difference.
>>
>>169606612

Why is there fog inside a building. Remove the fog it looks like shit.
>>
>>169608076
>>169608605
Why should I care about islands if I use tri-planar texturing method? I just paint over mesh, lmao
>>
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>>169608459
>>
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Hey guys, I'm trying to create a particle effect in unity that shows a ghost "swimming" as in some fluid side to side movement going through the air.

I'm totally stuck on how to do it so I was wondering if anyone has any presets or links to really good guides I can use
>>
>>169609039
Will you be using normals or baking anything? From my experience the lack of seams will cause problems on that

If it's just diffuse painting, I can't think of anything bad that could happen, maybe just the pixel orientation which may be seen depending on your resolution
>>
>>169608979
Yo other dev, ignore this guy, the fog really helps build the silent-hill atmosphere, it's great.
>>
>>169609039
Preventing distortion and tuning texel density.
>>
>>169608979
where your game retard
>>
>>169608671
Damn, I didn't intend to dig that deep into aerodynamics, so I guess I'll rather just make it an effect than calculating the actual angle and come back to it later. I hope it won't trigger anyone.

>>169609258
Ok, thanks, I really needed that laugh.
>>
>>169609329
Substance Painter takes care of everything
>>169609350
Yeah, for greater using of texels I unwrap character meshes by hand, but I have a lot of props, where I just drop some materials to texture them, and lower texel density makes it look blurry, which is making a kinda nice ps2 looking effect. Fast and looks nice.
>>
>>169609328
be more specific baby. what do you want it to look like?

could be possible with a shader
could be possible by changing the path of the g itstelf, and spawning a trail of """ghost""" images
could be possible by creating a dummy child object that holds the mesh, and moving that relative to the ghost
could be possible with unity's bigass particle system
>>
>>169608459
do you want an iterative or parametric solution?
>>
I was asking how to implement code and I completely forgot about hitting play. I was overtired.
>>
>>169609638
I use SP as well, I think you'll run into problems if you're going to be doing anything with a unidirectional texture, like wood or striped cloth for example. From my experience island seams don't do well with normal baking even with dilation, but unless you're doing this as a hobby piece, it shouldn't be a problem. Islands yield better bakes and handle the texture application better. I think if your model has a unique UV setup (no tiling), any texture below 1k might have noticable seams at mid-close distance
>>
>>169609343
No worries anon I like my fog.

Unlike the other anon, I'm familiar with what happens in a cold environment when warm, humid air is introduced.
>>
You know what's funny? When gogem starts lecturing 3d gamedevs about 3d things even though he's never made a 3d game before.
>>
>>169609894
Both is fine.
>>
How do you know it's not all a big waste of time? Serious question. My biggest fear is that I'll spend years making a game and for it to suck.
>>
>>169610265
i think this is the dunning kroger effect
>>
>>169610458
I enjoy doing it so its never a waste of time. Any money or popularity is just a bonus.
>>
>>169599156
https://www.youtube.com/watch?v=9F5p1_hR2Ws
>>
>>169610123
There are indeed some artefacts, but not that much of visible seams. Still, I don't want an AAA-looking game (I'm using substance programs to make asset developing faster, not to make my game look like a naughty dog game), so I'm not that concerned with the little flaws. Thanks for the info, won't make a fast uwmaps for an important meshes
>>
>>169610542
It's not the money or popularity I'm worried about. I guess I'm worried if my game is good or not. Right now my game is just not very fun (in my opinion) but I don't know how to make it fun.
>>
>>169610593
>Japs trying to into English
Fuck's sake nigga, post the superior version.

https://youtu.be/XFzNOTteuGc
>>
>>169610265
He's worked in 3d for his animations though.

And the jump from 2d to 3d is mainly in the art department. Programming wise it's basically the same.
>>
>>169610887
Have you considered massively speeding up your iteration speed?
>>
>>169610602
No worries, I can understand forgoing established "rules" if you know what you're accomplishing. Honestly for AAA we on the rare occasion do the same except with just enough seams to create islands that make it not so obviously lazy when time is short, which can end up in the final.

Like I said, fast unwraps are fine as long as you don't leave it blatantly fragmented
>>
>>169610265
>>169610487
This. He also makes youtube videos about how to market but they are really just him lecturing gamedevs about all the reasons they will fail and not make money. Quite the contradiction and makes you realize he only gives that kind of "advice" because he has no fans and doesn't make money.
>>
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>>169599685
So for a 32x32 game, what resolution should the screen be? A reference table like this for backgrounds would be really awesome. Always stuck on deciding the sizes and then go nowhere because autism.
>>
>>169611127
How many links do you want onscreen at once? Multiple 32 by that number.
>>
>>169610981
>He's worked in 3d for his animations though.
Going to need proof of that. In the past 3 years the only 3d gogem has done is switching to Unity and tweening some lights around in his menu simulator.
>>
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>>169582481
----[ Recap ]----
Game: GUNCAT
Dev: pikopik, Weaver
Tools: unity
Web: http://twitter.com/_pikopik http://twitter.com/Weaver_Dev
Progress:
+ 3/4 prototype guns implemented
+ vfx out the wazoo, doing sfx
+ new enemy controller is working?? almost!!!
- almost
+ almost!!!
+ we got fanart, ty fanart guy
>>
>>169611276
>https://youtu.be/acL10wx6IMk?t=141

This section was done in Unity
>>
>>169611020
Iteration speed? You mean speeding up my prototyping process so I can find what's fun?
>>
Art is gamedev right boys <3
>>
>>169611417
That, and also make many smaller games to practice iterating (you may have already done this before starting your big game)
>>
>>169611384
How did you two decide to collab?
>>
>>169611397
I've already seen this garbage. Looks like tweened layers in Flash.

I thought you knew of an actual 3D game gogem ahd worked on, because I certainly don't. Because there is none.
>>
>>169611461
yes
>>
https://www.youtube.com/watch?v=-7xvqQeoA8c
This could be a video game
>>
>>169611531
It's like a match made in heaven.
>>
>>169611461
you could've at least given him a loincloth
>>
>>169611461
not yours
>>
>>169611509
Yeah, I could work on more smaller games. Besides pong and breakout, I made one unique game, but I'm not very happy with how it turned out.
>>
>>169611683
Honestly, they both make juicy and good looking visuals, but has any of them even finished a game? I know pikopik made that dino Jam game, but apart from that?
>>
>>169611719
it is he posts here a lot
>>
>>169610956
It is devoid of beauty
>>
>>169611598
It was done in Unity. He was posting images of the models and talking about how easy Unity is ~2 years ago.

And I said he worked in 3d for his animations.
>>
>>169611924
I was thinking the same.

Everything they post will get 20 billion retweets but there will be no game in the end.
>>
>>169611974
I'm saying his art isn't gamedev
It's disgusting
>>
>>169611384
looks great. i just hope you aren't one of those artists that's all style and no game in the end.

was really looking forward to that dino game.
>>
>>169612082
>it's not gamedev because i don't like it
>>
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>>169611531
it just sort of happened. I was in the middle of giving up on tracy and weaver wanted to ask me stuff about texturing but had no project, and I knew he was pretty capable

>>169611924
I've posted a lot of my games here but none finished. collabing is working out great so far, so here's hoping for the best!!
>>
>>169612082
its objectively the best art in /agdg/
>>
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----[ Recap ]----
Game: Project Dash
Dev: TetraLoofuh
Tools: GM:S, Blender, GIMP
Web: https://twitter.com/wild8900
Progress:
+ static environment lighting
+ .obj vertex color output/input
+ made a gothlolita loli
- static lighting doesn't illuminate entities yet
- psx shader is weird with UVs
>>
>>169612027
>It was done in Unity. He was posting images of the models and talking about how easy Unity is ~2 years ago.
So he took a powerful 3D tool and used it like it was the same old cardboard paper theater he's used his whole life. What a gimp.
>>
>>169612324
t. furfag
kys
>>
>>169612443
name better agdg art that isn't furry or googum
>>
>>169599206
is lolijam even actually happening?

would anyone want to collab for a small game?
>>
>>169612443
so? post you're art
>>
>>169610458
When I'm not devving or working I just sit around browsing the internet. It would be a waste of time to NOT dev.
>>
>>169612512
>>169612534
>not even denying it
Wew
>>
>>169612443
fuck off bigot
>>
>>169612695
theres nothing wrong with being a furry
>>
>>169612695
deny what? i just want to know
>>
bihourly reminder that distorted anime depictions of little girls are tolerable on /agdg/, distorted anime depictions of animals must go
>>
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time to start implementing the enemy protocols
crikey
>>
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>>169612984
This.
>>
>>169612984
Your bitching about anime comprises the majority of bitching in the thread and utterly eclipses anyone complaining about explicitly sexual furry shota.
>>
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>>169612257
I thought a lot about tracy and I think my mistake was it was too original

there was too much freedom and I couldn't decide where to take the game despite having a lot of ideas

guncat is a twist on a known genre, so we're treading familiar ground
>>
>>169600524
I have paranoia, how will this effect the perception of my game
>>
>>169613184
what's the twist?
>>
>>169613184
>I think my mistake was it was too original
Congratulations on the most unintentionally pretentious statement ever made on agdg.
>>
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>>169613165
>>
>>169613319
you can dual wield and combine guns

>>169613378
I thought it was self deprecating
like I was able to come up with something original, but couldn't do anything with it
it's not a good thing!
>>
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>>169612984
if it was little anime animal girls no one would bat an eye though

The real reason people don't like anubisdev is because gays need to leave.
>>
>>169612257
>i just hope you aren't one of those artists that's all style and no game in the end.
He's only dropped like 30 projects I don't know why you would worry about that.
>>
>>169613525
>straight men fawning over anime girl outfits
Yeah, the "gays" need to leave.
>>
>>169613184
>>169613505
You snatched defeat from the jaws of victory as some devs are prone to doing over and over. All you had to do was sit down and literally try to make a game and it would have all come together. You enjoy art and art feedback (You)s more than you care to make a game. Another trapped soul in the amateur realm.
>>
>>169613505
If the originality is a real thing, you do something, anything and you'll have obvious ways to improve it and since it's original no one else will be able to outrun you, not having the tools that got you to the initial state.
>>
>>169613765
Yes, us heteros should stay here and fap to straight stuf for manly men lik e>>169611461
>>
https://www.youtube.com/watch?v=qS-LXvhy1Do

Jim sterling got finally sued for reviewing a shit game.
>>
>>169613963
You're pretty slow, in both senses of the word.
>>
>>169613963
Is that fat faggot still milking this?
>>
>>169614084
DH log in
>>
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Is this good level design?
>>
>>169613795
>You enjoy art and art feedback (You)s more than you care to make a game
/agdg/ is actually fairly terrible at this, though, being a hive of nodevs and noarts. Not a ton of mechanical discussion outside of demodays, and even then it's more often than not limited to one or two people who go through everything.
>>
>>169614185
I wish. Those guys probably made a total of $300,000 or something off all their shovelware split between publisher accounts.
>>
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>>169613765
>not liking cute things
are you gay or something?
>>
>>169614510
10k at max, my man
>>
>>169614359
doodle the noodles alittle
>>
>>169608459

Most AAA games do this for character movement and it's called "acceleration tilt" so you can look that term up.

Basically at every frame you find the difference between the object's movement vector of the current and previous frame (delta Yaw). Then you use the delta Yaw to calculate a roll value and interpolate the current roll to that roll based on delta time.
>>
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Had to rewrite part of the inventory system to allow for item type, quantity, and capacity. Stackable items (such as ammo) will now stack until the stack is full, then split the difference into a new stack. Reloading will pull from ammo boxes in the inventory.

At the moment it just puts and pulls from the first ammo box it encounters, but I think I'm going to rewrite it so that it first finds the ammo box with the smallest quantity for pulling, and the largest for putting, that way the player doesn't have a ton of partial stacks sitting around that need combined.
>>
>>169608459
Can you post stackoverflow link? Maybe dude's answer can be simplified a bit
>>
>>169613963
Going to comment here because the youtube is hugbox AF when it comes to Jim

I already followed the digital homicide drama when it first happened and all I see here is that Jim is still slap fighting a retard and thinks it's a super interesting drama that everyone should care about because it's happening to him.

Just another fat outraged self absorbed game journo
>>
>>169615651
He was silent about all this shit for a year. He made this video and will not mention DC after it. Don't be so salty just because he's fat and ""progressive"" and jumps to every popular bandwagon, his opinions on industry is golden
>>
>>169612530
Yes I hope itch doesn't suddenly delete the jam or anything
Not me, sry.
>>
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>>169609783
Ah sorry, Basically I want ghosts to "swim" through a river that's below my stage much like the river styx.

Do you tihnk particle effect or dummy mesh moving would be the best option?
>>
>>169614851
Thank you for the help!
So:
- Record the amount of Yaw in the previous frame, call it dY
- do magic with dY to get X (as I understand you didn't specify what you've meant by calculation)
- interpolate from current roll angle to X based on delta time
Won't it cause weird results? Like in one frame you want to interpolate to, for example, 10 degrees, so you do the first step to that, but then 10 changes to 30 in the next iteration, so now you do one step towards that.

http://www.st.com/content/ccc/resource/technical/document/application_note/d2/d6/22/4f/b9/8f/45/59/DM00119046.pdf/files/DM00119046.pdf/jcr:content/translations/en.DM00119046.pdf

Does it seem reliable? So asin(acceleration / gravity)?

>>169615529
http://physics.stackexchange.com/questions/314680/finding-the-angle-of-roll-of-a-flying-object
Please, don't bully.
>>
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Today I join the ranks of those who are not nodevs.

https://www.youtube.com/watch?v=8JRLWyUyzag

Not very good, but more than most of you guys. Have some art too.
>>
>>169615903
>his opinions on industry is golden
He just regurgitates common sense with a british accent and a sense of disdain. He's a mediocre youtube personality and the king of circlejerking. He can dismiss this adequately with a 10 minute video. Instead it's 40 minutes.
>>
>>169616756
Is it 100% science-based?
>>
>>169615926
Why would they? Are you planning a porn loli game?
>>
>>169616671
What kind of game are you making that has you concerned about this?
>>
>>169616972
yeah, sure, why not.
>>
Moving beyond being a nodev is hard when you're in you're a Meet in your 20s with crippling depression. [spoilers];_;

Have any of you been in a similar situation? What did you do?
>>
>>169616781
But the whole point of the video was to cover everything.

It's a near 3 year long story with a $15,000,000 lawsuit, there are details.
>>
>>169617104
Fake post. Many such cases. Sad!
>>
>>169617104
Wow, I'm too incompetent to even spoiler right. ;_;
>>
>>169617073
Is it an MMO? Are you a 26 year olf lady?
>>
>>169617104
protip: use ctrl + s
>>
>>169617045
Navigating a little flying object, collecting stuff, etc., maybe some SHMUP elements.

I honestly thought this will be the simplest thing to implement in the process.
>>
>>169617129
>But the whole point of the video was to cover everything.
Was it really necessary for Jim to lay out in detail why he himself is a success and how many games he did voice acting for and how many insider industry dicks he's sucked for 5 minutes?

He's a fat insecure retard.
>>
>>169617240
Trump, stop nodevving and get back to being a nopres.
>>
What ever happened to /8gdg/?
>>
>>169617406
I usually do, but I'm posting from my phone right now because I don't feel like getting out of bed.
>>
>>169616671
Shit, non-native speaker here, too many words for me. I'll probably try to come up with a better answer later
>>
>>169617431
To what extent does the gameplay benefit from a realistically or semi-realistically calculated turn rate?
>>
>>169617573
Still exists. It's slow.
>>
>>169617672
It looks nicer.
>>
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>>169617104
>20s

You have your whole life ahead of you, you dolt. Go out and earn an education. You'll thank yourself later.
>>
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is code::blocks any good?
>>
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----[ Recap ]----
Game: wizMUD
Dev: Virtual Buddies
Tools: Unity Blender Photoshop
Web: twitter.com/wiz_mud
Progress:
+refactored som stuff
+made progress on fishing
+fixed ragdoll disappearing
+- gotta fix html injecting soon even tho it rules : (
>>
>>169617104
Whenever I feel sick of deving I go exercise. Even 20 minutes of exercise can help you focus again.
>>
>>169617663
No problem, anon. I'm not native my self either, so maybe my lack of vocabulary is what prevents me from forming the right question.

>>169617672
Yes, like the other anon said, it's just a nice touch. Other than that, I'm not an asset creating machine, so coming up with things like this and implementing them is the most fun I can get out of game dev.
>>
>>169618005
I used it before but I don't know about it now. VS community 2015 is free too as long as you sign in using a microsoft account
>>
>>169618103
How about I "exercise" my second amendment all over you nomsayin *PLAPPA PLAP*
>>
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>>169618005
What for?

For lightweight editors there are far better ones, the most popular atm are Atom and Sublime Text. But no-one actually uses Atom, they use one of the Atom forks. Visual Studio Code is a really good Atom fork.

If it's for C++, go with CLion. Students can get a free license. Neets can probably pirate it. Anything by Jetbrains is the best editor you can get in that field.
>>
>>169618005
It's great.

Used it since I began devving in C/C++ on windows. The only quirk that I found is that you cannot delete the default included libraries from autocomplete, meaning windows libs show up everytime you type "wi" or the like.
>>
>>169618005
I loved it, but then couldn't build other libraries with it, because there always was some special setting I didn't understand how to set up. With VS, if you need a new library, you just makefile that shit, load the project file, build it and you are good to go.
>>
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>>169574260
i'm honestly trying to make a real game. the wobblyness and retardation is something i'm actively trying to fix. i swear i'm not going for the goat simulator audience.
>>
>>169618291
>IDE
>sign in
? ? ?
?
?
>>
>>169617034
Yes
>>
>>169618929
nice Saving Private Ryan clone
>>
>>169618931
Yeah I don't know what it's for but if you're looking for free, it's there. Without signing in it's a 30 day demo.
>>
>>169618929
The majority of webms that you've posted have been shooting related, but you've also talked about and posted webms of sword fighting. Are you planning on have both or what?
>>
>>169613963
Well that was boring as fuck. Thanks Jim. Real impressive display of your power there crying about "death threats" at the end and then showing text that is clearly not a death threat then acting all tough like you will sue the world.

What a fat tardo lmao
>>
>tfw Notch's success is literally your dream
>>
>>169618929
sick moves
>>
>>169619474
And that is why you fail
>>
>>169619474
it'll never happen
>>
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>>169619474
>making a game to be successful rather than making a game for yourself

You're going to be disappointed.
>>
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>>169610280
ok fuck me i give up
>>
>>169619623
Did notch make a game for himself?
>>
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>>169582481
-------- FORMAT
----[ Recap ]----
Game: Infraction
Dev: stealthdev
Tools: SFML, C++
Web: None
Progress:
+ Added multiple maps
+ Fixed few npc vision bugs and other minor bugs.
- Need to design a boss battle.
- Need more sprites.
- Need audio (sounds and music).
- ...
>>
>>169619793
literally yes
>>
>>169619793
He didn't make it to become a billionaire.
>>
>>169619909
Then why did he sell it?
>>
>>169619474
Your success is figuratively my dream, anon
>>
https://www.youtube.com/watch?v=ElDCWKOpmlM
>>
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>>169619694
Dang, anon. You have put so much effort into this, I really appreciate your help! Please, accept best wizard in return for your sweat and tears.
>>
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>>169616671
>Calculate the current motion vector
>Calculate the difference in angle between the last motion vector and the current motion vector
>interp the current roll to this new roll
>store the current motion vector for the next frame

Here's my implementation in Unreal. You would need to write your own GetSignedAngle function because my characters don't move on Z.
>>
>>169619694
>??????
Is it not tree fiddy?
>>
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i tried increasing my mass and fucking around with drag but it seems that i fall at the same speed consistantly.
>>
>>169603819
>2 Times a second
On this level( 16*32 grid)?
Something is wrong with your code.
You could calulate dozens per frames on a grid this large.
>>
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>>
>>169620214
This sounds good, I'll give it a shot. Thank you very much! People are sure kind tonight.

>don't move on Z
Mines neither.
>>
>>169620214
Is this blueprints shit good or a meme?
>>
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>>169620214
Actually typing that out made me realize that you can just eliminate the Z value from the vector to make it work.
>>
>>169592867
finish dungeon break you nignog
>>
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"Example of bad advice"
>>
>>169620539
maybe the retard is actually using a 1000*2000 grid
>>
>>169620701
A tool is only as good as it's wielder
-Hitler
>>
>>169619474
My dream is Toby Fox's success
I want people to make insane amounts of porn about my game
>>
>>169620768
I can't wait to watch this recording.
>>
>>169620768
yeah this is false i've competed in ludum dare 3 times and i'm still exactly where i am
>>
>>169620701
Blueprint is just visual coding. It's not better or worse than any other language.

Well, maybe it's a little worse because a blueprint is much larger and more visually complex than the same code in a text format.
>>
>>169620991
prototypes aren't games
>>
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le ebin miencreft refrenss
>>
>>169621015
i detest the unity animator controller and this is much worse than that
>>
>>169621015
I'm trying to decide if it would be helpful. It looks just like what I'd write on my whiteboard, but then most of the time I'm too lazy to whiteboard so maybe it would be good.

>>169620834
Danke mein fuehrer
>>
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That fucking feel when the function you've just spent 3 days on finally work. It's almost like post-coital bliss, minus the stress relief.
>>
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>>169621167
how about warcraft 3 maps or ZZT levels
>>
>>169620701
You'd be silly to make a UE4 game without them
>>
>>169621015
>much larger and more visually complex than the same code in a text format.
I sprinkle some reroute nodes in my blueprints so they're easier to read, the "automatic path" kinda sucks most of the time.
>>
>>169572449

Cute.
>>
Amateurs sit and wait for inspiration, the rest of us just get up and go to work.
>>
>>169621195

Where's your game dude?
>>
>>169621212
>i detest the unity animator controller
Luddite.
>>
>>169621569
often times "work" involves sitting around and waiting for the next great idea, my man
>>
>>169616756

Get a better mic dude. That was painful to listen to.
>>
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>>169621472
Me too. I'm pretty autistic about this shit.

But it would definitely be nicer in code. Maybe it's just because I spent so many years with c#.
>>
>>169619239
i have sword fighting yes. i already finihsed it so im working on guns now. i need to redo strafing for the biped physics character to accomodate the new sword physics.

eventually i want to have have an auto bullet deflection for swords like in jedi outcast 2.
>>
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>>169621624
http://polycount.com/discussion/154030/ue4-our-ghosts-of-war-world-war-2-adventure-game

Where's yours bud
>>
>>169622015

Not going to post my game here buddy because i know people will steal my idea.
>>
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>>169622015
What the fuck was this guys problem?
>>
>>169622015
Another fucking nazis r eebul game
>>
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>>169621624
>>169622015

rekt
>>
>>169622365
Aside from asia and india, nobody seems to really appreciate them.
>>
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>>169622365

>WW2 was good for europe :^)

so how does achmeds cock taste sven? hitler ruined nationalism's good reputation and perma cucked europe for eternity.
>>
>>169622337

Wow what a faggot.
>>
>>169622365
But they are?
>>
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>>169622365
>Nazis r eebul
>Can be a Nazi
???

>>169622254
sure thing champ
>>
>>169621823
sword is so superior why even use guns
>>
>>169621783

at least you don't have to deal with unities equivelent:

>>169571653
>>
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>>169622658
>sven
>>
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>>169622254
>>
>>169621783
All this autism and you didn't even make IsRoomPlacementPossible a pure function.
>>
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How is this for a sleep menu concept?

It should show xp progression, as well as inventory and equipment changes.
All should happen quickly and be skippable.
>>
>>169622926

Yeah, i'm sure my ass will be bleeding when i wiped my ass with money from the game i'm making. In less than a year i will be a fucking millionaire chump.
>>
>>169622957
Didn't even realize you could do that in unreal
>>
>>169622015
Doing 3D modeling exclusively != game dev

You're one of the most tedious posters in this thread. Any time anyone wants to see some fucking gameplay you come back with a snappy remark about how you don't have a fucking thing to do with the gameplay so we're supposed to be fine with you using agdg as a 3dcg thread. Fuck off.
>>
>>169623006
Your simplistic inventory design is much better, in my opinion.
>>
>>169605950
procrastinating the retopo
>>
>>169623062
Not everyone has to be a 1MA kid
>>
>>169622015
>>169623062

REKETY REKT
>>
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>>169622795
because the deflection will be limited to one fire source and the direction you're facing. basically if you have 2 bullets headed towards different limbs one of those limbs is coming off.

it wont be deflection of 100% of shots fired from all directions. so the trade off will either be focus fire on a sword user and waste ammo, or engage the sword user in an honorobru dure to protect famry name.
>>
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So I modelled some props real fast and made a unwraping, is it looks better or still looks like I used auto-unwrapping? Gonna texture it soon
>>
>ideas are valuable
>>
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>>169623062
I'm showing what I can, I've signed NDA's tard boy. Anything that isn't animations that I can show is in the Polycount thread.

Part of why I got better at animation is from real criticism (see: not you) posters here have given me.

I also don't do 3D modelling.
>>
>>169623327

Why are you using one UV layout for several different objects?
>>
>>169623380

And what game is this webm from?
>>
>>169623429
To save texture memory, duh.
It's a simple placeable props, they don't need to looky that fancy, I want to go full bloodborne and drop them all over the level (probably will create more objects too, so these jars won't get too repetitive)
>>
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First bit of progress on Whimp for a while, I was working on Betajam2 (attaboy.itch.io/apprentris) then took a week off

Anyway, trying to tighten up the feel of movement
>>
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>>169623514
Bullet Force, relatively successful (1m+ DL's on Android alone) mobile game that I don't know why people play because FPS games on mobile are bad, but it gets me paid.
>>
>>169623380
those animations are mediocre at best

looks like your average COD animations circa 2006
>>
>>169623645

Where do you find so many clients?
>>
>>169622337
Why did he apologize? This makes me kind of mad.
>>
>>169623696
I guess mediocre is all it takes to get paid.
>>
>>169623634
Nigga that's kawaii

What is it? A dog-slime?
>>
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>>169623696
Well I'll be taking my mediocre animations to the bank as one set of animations for the mobile game alone almost pays my months rent.

>>169623767
I used to post on gamedevclassifieds on Reddit and Unity forums but I'm not looking for more clients at the moment. Somehow people still find my information because I get offers once a week or so, but I have no idea where they're finding that now.
>>
>>169623119
The inventory menu is still the same, this is only when sleeping. It'll be where a lot of progression happens so I thought a bit of flair would be cool.
>>
>>169623630
you should put all of game textures in one big texture so it only have to load one texture
>>
>>169623006
The relatively simple look of your HUD and stuff reminds me of Link to the Past, which I think is a great look. Stick with that, I'd say
>>
>>169623634
Looks pretty good. Maybe the jump could use a short animation at the beginning. Or a different frame for the ascent.
>>
>>169623975
whatever makes you happy just stop posting here cause this is AGDG not 3DCG
>>
Are callbacks and events the pro way of game deving? So I should be putting a delegate in the Set property that automatically updates the object instead of manually updating the object when I call the original Set?
>>
>>169623975

Do you rig the models aswell?
>>
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Ah yes, this is much better.
I'm not good at modeling environments.
>>
>>169623634

> that background

damn son, I'm impressed
>>
>>169624065

MEGATEXTURES
>>
>>169624065
If they're always going to appear in the same arrangement then there's no reason not to.
>>
>>169624092
I would advise him not to post here because he's showing a lot of attitude and basically asking to be targeted.
>>
>>169623975
>those finger movements

please stop dude
>>
>>169624302

Nothing wrong with those.
>>
>>169624212
are you gonna call his GF a molerat? he is probably quakin in his boots
>>
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>>169620991
>>
>>169624010
Right, but part of design is consistency, and I'm saying I think that's a better look overall for the UI and everything. It's just my opinion, but the "good night" screen looks futuristic and out of place
>>
>>169623630
Saving memory is the job of the programmer, you shouldn't be worried about that unless you're using 4k texture on everything.
>>
>>169624092
Is art dev not game dev to you? I post like four animations at most in a thread and I usually just tack them onto my replies. Just filter my name if it bothers you so much homie.

>>169624095
Yes, but rigging weapons takes like 5 minutes max. Rigging hands makes me want to die.

>>169624212
>Showing a lot of attitude
wut

>>169624302
In all seriousness, what could be improved? Like I said, criticism helps my work be better, so I'd love to hear how it could be better.
>>
What's up with the bullying you guys? I thought that this was a safe space for game devs no matter what aspect.
>>
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You know, I looked at those low poly pixelated models and went "Pssh, this'll be easy, just make a 64/64 or 128/128 px texture in photoshop and uv map it to it"

8 hours later and 3 hours of sleep and I get this far. I'll ultimately remodel the hands and gun later after I do some more tuts and get batter. Substance painter isn't as good at the pixelated look I want (AFAIK).

Rigged the arms, then made an animation with them. I also worked on learning Unity's UI system.

Time for blueberry pankakes,
>>
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>>169623952
Thanks! Yeah basically a slime/kirby with movement based on a dog. Webm related is a few weeks old but shows the basic premise

>>169624076
Thanks, one of the things I'm planning on adding movement-wise is an extra frame or two to make the jump look more fluid that will be fast or slow depending on short/fast hop

>>169624165
Took me forever to get a tree I was okay with. And a lot of shitty trees in my junk folder. Still probably gonna make one more layer or change one, I don't love having two monochromatic tree layers
>>
>>169624439
Nodevs, out of their bitterness tend to bull y successful people.
>>
>>169624473

I like this style but the hands are a little too low poly.
>>
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>>169624139
damn thats nice

>>169624434
In all seriousness, what could be improved? Like I said, criticism helps my work be better, so I'd love to hear how it could be better.

>>>/3/
>>
>>169624415
But muh drawcalls

Premature optimisation in coding can do a lot of harm, but with assets you have to be careful, especially if you aim for low-end specs
>>
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>>
>>169624393
>>169624068
Makes sense, back to the drawing board.
>>
>>169622337
>>169624439
Bitter nodevs.
>>
>>169624439
>>169624570
It's a simple solution. Ignore it.
>>
>>169624473
Those nails are nightmarish.
>>
>>169624605
>Critique 3D work in the same post telling someone to go to /3/ for 3D criticism
What did he mean by this

>>169624505
I love the nametag thing, that's fucking neat
>>
>>169624439
>safe space
>>
>>169624365
No but I think you understand exactly what I'm talking about if you can remember that. Aviary Attorney's bullying happened before I knew about agdg. Don't shoot the messenger.
>>
>>169624505

> or change one

I feel like the very last one is unnecessary. I didn't even notice the foreground tree the first time. That's very impressive.
>>
>>169624473
Quality. I absolutely love low poly/flat shaded stuff.

I'm sure you're already thinking of this, but removing or somehow latering the soft shadows would help. It's trying to create realistic shadows on the unrealistic art-style atm.
>>
>>169624505
damn, this is great anon
>>
>>169624774
youre asking to get shitted on. stop posting anytime
>>
>>169624840
why does this guy make so many noose pics? its always this guy and theres a ton of them
who is he
>>
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>>
>>169625120
I assume it was one shoot where they took a shitload of them
>>
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>>169624774
You're fucking neat

>>169624879
I'll play with it. Ultimately I'd like to make the environment a bit more immersive if that makes sense. Like I'd love the layers to feel less flat, but I don't know how to go about that. Practice probably

>>169624985
You're great
>>
>>169624139
>Can model people but not environments
You people are freaks
>>
Prototyping is fucking hard.

Its easy to fix something thats like "oh this problem exists let me fix it" its way harder to do "oh create this system from fucking nothing"
>>
>>169624616
It's useful for triangle count. If you render an object multiple times, y'oull have to calculate every vertice, but you can probably use the same texture and the same material without having to duplicate it in memory.

I'd recommend high-res textures, with palettes variations, and low-poly count. Tesselation can help a lot.
>>
>>169624505
What tools do you use?
>>
>>169625574
Gamemaker Studios and Aseprite for the art. I started with Graphics Gale but Aseprite was worth the money
>>
>>169625285
My latest attempt >>169581217
I'm not very happy with it, especially the textures. I'm trying to make them modular and reusable but it's not going very well.
>>
>>169625669
i was thinking of having palm trees swaying in the backgroud maybe 100 of them in my island game.

they are about 500 tri's each

would that heavily affect the speed of the game?
>>
>>169625339
I feel the pain. See >>169621314
>>
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>>169624439
You think you see bullying? Ha. You have not delved into the darkness that is agdg. You have not thumbed the endless tomes of treachery in the archive. You have not seen the infinite corpses of once proud aspiring game devs and their stillborn failed dried up husks of games, malformed and incomplete, still gasping for air in the deep dark of the archives and Monday recaps past, butchered by the foul words of hateful nodevs and jealous backstabbing yesdevs, gurgling amongst one another in the shallow pools of blood in the towers of discord where they disparage the thread from afar with poison magicks.

Oh if you were not but a naive young fool you would know what true bullying is. You WILL know.
>>
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>>169582481

----[ Recap ]----
Game: Unobserved
Dev: Sellis
Tools: UE4,Gimp
Web: https://nora-sellisa.tumblr.com/
Progress:
+ Came up with new idea
+ Implemented time-stopping mechanics
- Dropped Neon Mandrill. Will come back one day.
>>
>>169626043
really get me noggin joggin
>>
>>169623634
i feel like the bad guy could use a tell that he's going to throw a bomb, although it isn't needed.
>>
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----[ Recap ]----
Game: Less Click
Dev: awkgamedev
Tools: GameMaker
Web: N/A
Progress:
+ Transmission lines
+ Energy packets
+ A bunch of minor stuff I don't remember
+ MADE GRID LESS PAINFUL TO LOOK AT
>>
>>169625251
Good manga even though the game dev thing literally never shows up again.
>>
>>169620768
What's the name of this presentation?
>>
>>169625893
If you're talking about using Gamemaker's 3D functions, I don't know anything about them.

But if I had to guess 100 of them would probably put some drain on resources. If it's a jam game then it's probably fine but it might be achieved in better ways, like making an animated background that you render. I don't really know what the context is

>>169626698
That's a good point. My first thought is that it leans it's head back to throw, but that's kinda lame. Maybe the body gradually turns red? I'm open to ideas
>>
>>169622764
Those uniforms are seriously ahistoric, especially the insignia, it triggers me.
Look up proper eagle of the Feldmutze.
>>
File: C5smNKRVUAUAuxt.jpg (108KB, 1200x670px) Image search: [Google]
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108KB, 1200x670px
>>169627103
Everything I Said Was Wrong: Why Indie Is Different Now
>>
>>169627335

> "I got to where I am by suffering, and so should you."

I want to knock a few teeth off this guy's retard mouth.
>>
>>169627481
Do you realise it is a "bad advice" thing? They don't actually mean it, in fact, quite opposite.
>>
>>169613086
I don't know how your code looks but it looks like you are keeping track of a lot of states that are not necessary.
You could also use bitmasks to get a cleaner implementation on cases like walking+guard
I am, of course, talking out of my ass because I don't know the rest of your implementation, so whatever.
>>
>>169627481
All of his advice is good advice though. Nothing worth doing is devoid of suffering. If you get to that point without suffering you are going to be 100% without exception more shit at it than someone who got there by suffering.
>>
>>169627646

Fuck. I fell for it.
>>
>>169613086
Use coroutines you fucking moron.
>>
File: 2RkChth.jpg (52KB, 1024x644px) Image search: [Google]
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>>169627481
revised
>>
>>169623860
sometimes the easiest way to get rid of an idiot is to tell him what he wants to hear
>>
>>169627857
BULLY
>>
Playing around with stuff for a save game theme.

https://clyp.it/bywkccmy
>>
>>169627335
All these high-profile talks about indies are just back and forth shit flinging of "It's completely different than it was before!" and "Everything you know is wrong!". And then you get these poor devs following the flavour of the month trends , them being jamming nonstop or making a specific genre of games, never getting anywhere.
>>
>>169627335
>>169627981

wew lad what the fuck is this, med school?
>>
>>169627981
Realistically, you're not going to make a game without sacrificing some other aspects of your life. There just isn't enough time in the day to make anything substantial otherwise.

Same with crunch.
>>
>>169628360
You could probably make a VN in an hour a night
>>
>>169628253
>https://clyp.it/bywkccmy

Excellent
>>
>earnestly discussing GDC talks on /agdg/

i dont know what to believe anymore
>>
i'm trying to learn how to model things that look remotely human
>>
>>169628538
Don't you mean "videogames are dead"?
>>
>>169628597

looks pretty nostalgic like ps1 era models, is that what you're going for?
>>
>>169628671
Don't you mean "gamers don't have to be your audience any more, gamers are dead"?
>>
>>169627753

But those are not advice. Those are his examples of bad advice.
>>
>>169628538
Is gdc considered bad?
>>
>>169629083

Suck my dick, choke on it.
>>
>>169629167
I don't know what they're on, but some of the GDC talks I've listened to had some great ideas. Not everything was immediately applicable to me, but that's fine.
>>
>>169628984
i didn't really aim for a specific look, but it would be nice if i could pull off that PS1 look
>>
>>169629167
The only good GDC talks are the technical ones.
>>
GDCfags where's the Toady talk, he he he
>>
>>169629167
The vast majority of presentations are hipster pseudo-intellectuals pretentiously musing about things that are largely irrelevant to game development or are relevant but are patently absurd or just plain fucking stupid.

>>169629365
For every "David Rosen talking about some interesting piece of tech in Overgrowth" there are five jackasses pontificating about the role of minorities in the video game industry or why you should aim for mediocrity.
>>
>>169629167
No. Sometimes developers have strange ideas and some people I. agdg can't accept anything that might challenge their way of thinking.
>>
>>169629708
Strange ideas is a euphemistic way of saying dumb ideas.
>>
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>>169629708

GDC is a load of crap. Faggot devs jerking them selves off with their """"""advise"""""" when in reality they just got lucky.
>>
>>169629703
>why you should aim for mediocrity
If you're talking about the talk from the guy who makes match-3s then you can go fuck yourself, that talk was really interesting and that guy is a true fucking success
>>
>>169627335
I fucking hate presentations like that, about everything and nothing. You are at GDC, not lecturing freshmen about """""life""""". Honestly, the only appropriate reaction should be "WHERE IS YOUR GAME"

Considering that guy is Nuclear Throne author, he surely got cool shit to talk about
>>
NEW THREAD
migrate faggots
>>169630187
>>
>>169630063
Yeah I'm sure he had some really valuable things to say also Passage is a deep, meaningful exploration of the transient nature of life and love.
>>
>>169629703
Yeah, kinda agree, some talks are alright but there is so much shit. I liked Psyonix guy talking about their long road to success, Diablo post mortem, some other talks.
>>
>>169630113
Raimi Ismael is a preachy SJW cunt, news at 10.
>>
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>>169623006
Is something like this better? (Quick draft, lots wrong but you get the idea)
>>
>>169629902
The technical talks (usually by the pros) are actually really great. The Halo 2 Production Art vid is one of the most useful things I've seen as a 3d artist.

It's the indie faggots who are fucking it up.
>>
>>169630478
>The Halo 2 Production Art vid is one of the most useful things I've seen as a 3d artist
link?
>>
>>169630561
https://www.google.com/search?q=gdc+halo+2+production+art&ie=utf-8&oe=utf-8
>>
>>169630561

https://www.youtube.com/watch?v=072HkIJ_DMs
>>
>>169630684
thanks mate
>>169630679
:^)
>>
>>169631012
The video was literally the first result of the google search your braindead piece of shit.
>>
>>169631190
wew lad
>>
>>169629703
I like listening to all the talks and trying to learn from other peoples experiences even if I think what they're saying is retarded.
>>
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39KB, 321x322px
>>169628597
>>
>>169633083
not for lewd
>>
>>169623205
I know what's missing.

Play this soundtrack while watching the clip.
https://youtu.be/zbRO2fx3n8g#t=44
>>
>>169571270
>>169630434
>>169629902
>>169628597
>>169626874
>>169626304
>>169626043
>>169625280
>>169624505
>>169624473

ATTENTION ALL DEVS WITH PAIN RELATED TO SITTING AT A COMPUTER

Get a uCozy 3D. Srs.

It will fix your neck, back, arm and leg pain by working out knots.
I;ve only had 1 for 2 days and its made a huge difference.

https://www.youtube.com/watch?v=voZk3VH3otc

Youll thank me later
>>
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147KB, 479x364px
>>169634751
It's... It's perfect. Absolutely perfect.
>>
>>169635081
>chimes and ukelele
instantly purchased/subscribed
Thread posts: 799
Thread images: 183


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