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/agdg/ - Amateur Game Development General

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Thread replies: 826
Thread images: 136

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Never give up!

> Upcoming Demo Day 13 (ONE WEEK)
itch.io/jam/agdg-demo-day-13

> Play Comfy Jam
itch.io/jam/agdg-comfy-jam

> Play Demo Day 12!
itch.io/jam/agdg-demo-day-12

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

> Previous Thread
>>169748281

> Previous Demo Days
pastebin.com/KUSDs9vt
> Previous Jams
pastebin.com/8DFkkce3

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

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

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
:D
>>
31 days
>>
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>>169794547
TO
LOLI
JAM
>>
>>169794416
Good morning agdg! How are the demos coming along? Will you be ready for Demo Day?
>>
Make your fucking game.
>>
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----[ Recap Complete ]----
Record broken again, just one shy of 50. Some of you are getting some pretty high multipliers too. Keep it up. I had to jpeg this one to get it under 4 mb, so if you want the full-quality png it's in the archive. March's theme will focus on smaller file sizes and easier scrolling.

-------- LINKS
Read me: pastebin.com/QA047M2e
Recap archive: dropbox.com/sh/icm5ng2zs8p24uh/AACC61OsXzCgl6-9Vdwb4sRAa
Scores archive: pastebin.com/AmFmLeAy

-------- FEEDBACK
Notice something wrong with your entry, score, or anything else? Let me know and I'll look into it.
>>
>>169794683
I hope so! ..I hope so...
>>
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Is the icon rotation more confusing with the directional movement or am I just being paranoid?
>>
>>169795741
Looks fine, makes sense to me

What is this though? Seen the game before but not with thus UI. What is it for?
>>
>>169795741
Geez that looks like a hassle and a half to control just about I tell you for what up a storm to the bank and back
>>
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>>169795976
WHAT
>>
>>169795741
Does it matter which way you're facing?

I'm not aware of any roguelikes which do that.
>>
>>169795909
>>169796180
It's a small side-project I'm hoping to complete by DD or not long after it.

>old webm
You choose the controls on the right to be continuously executed to reach the goal. Algorithmic thinking puzzles.

>>169795976
I don't understand
>>
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>>169796296
>>
Will people bully me if I post progress of what is currently a command line game?
>All these gorgeous looking games
>>
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I'm done with Jumping Into C++, where do I go next?

Like, I feel like now I have a bunch of very basic blocks, but I'm missing the bridge between that and making "real" programs that aren't just little console apps.

Any book that teaches me more how to use C++, rather than teaching me C++ itself?
Maybe something about GUIs and making my program usable with buttons instead of cmd lines, or standard progamming practices, anything to take me out of the stalling point I've reached.

Like, that "Exercise table" that's posted sometimes has "Make a pong" clone as one of the examples for simple exercises, but I wouldn't know even where to start for that.

Hope I explained well enough what I'm looking for.
>>
>>169796474
no, now post it
>>
>>169796474
"No."
>>169796591
link: https://www.khanacademy.org/computing/computer-programming/programming/good-practices/a/planning-a-programming-project
>>
>>169796591
Unreal Engine ;)
>>
>royalty free music
>it's paid
>>
>>
>>169797000
Yeah but there's no royalties ;)
>>
>>169797000
Dumbest trips I've seen in a while desu
>>
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>>169796602
>>169796824

Okey.

So far I have a lovely little X that moves around on a grid (of any size) of O's, with the dash indicating a test for invalid moves, used to denote things like walls.

The E is representative of an test object that the player can interact with. Right now, pressing E over the E opens an interaction menu, the only current option of which is E (for examine). It spits out a description of the object.

Here's a picture of my little guy moving around, and failing to get past a wall. He tries his best, goddamn it.
>>
>>169796591
why don't you attempt a more practical exercise: try to identify problems and break them down.

take the pong example. you don't know where to start? think about what you'll definitely need. "realtime" loop, graphics and input.

get something ez like sdl2 and try to move a square on screen then make it react to button presses etc etc
>>
>>169797790

That's helpful, and definitely where I was going with my post.
I was just wondering if there was a "right" way to go about with it, that's all.

Someone else reccomended OpenGL to me, is it good for 2D stuff and normal non-game GUI too?
>>
>>169797652
>press E on the E to open the E menu which allows you to E
Potentially the most intuitive design of all time.

So are you making a roguelike or just having a bit of fun with grids for the sake of learning?
>>
>>169794747
>posted three weeks in a row
>still no multiplier

...is the name case-sensitive? If it is then maybe I misspelled it but I can't tell because they're all CAPS in the image
>>
>>169798042
>caring about score
:/

Recap guy is a faggot for including that feature but you're even more of a faggot for caring.
>>
Guys, I have a question about Snes9x and Snes9x EX+ which one is the original and are they made by the same team?
>>
I wonder what happened to that lolisim guy
>>
>>169797892
>if there was a "right" way to go about with it
Don't worry about that to start with. I can second SDL2- just start making something with it. Hack it together, use a single source file, ignore best practices... just make it work.

>>169797892
>OpenGL
Hardware graphics APIs are a whole other ball game. Make something with higher-level rendering (such as SDL2) first, and investigate OpenGL/Direct3D/etc when you're ready.
>>
>>169798190
Wrong thread probably? Search for "emugen".
>>
>>169798173
>not subconsciously prepping a large userbase to make marketing easier when your game releases

if I don't care about that why would I even be posting in this shithole? the only point is to spread my game in every crevice of the internet
>>
>>169797892
sorry, i've just put too much time to remember how i've started off, but i generally just tinkered a lot

opengl doesn't actually care if what you draw is 3d or not, but sdl2 is a must if you wanna use it. it takes care of so much nuisances. if you gonna draw 2d you can just skip all the transformation matrices and come back to them later
>>
>>169798334
/emugen/ - emu generation
>>
>>169798334
This is not emu thread?
>>
>>169797938
Not even remotely rogue like. Well, maybe a little.

I started to try and type out an explanation of concept, but... well, tl;dr - you're a sentient computer file, trying to find his place in what he doesn't yet know is a post-apocalyptic world.

Everything is going great, you've cleaned up your resident systems of nasty viruses and hardware corruptions, learned a little bit more about yourself from fragments of files hidden around the system, hell - you're even learning to interface with the physical world through cameras, robots. and other devices!

Suddenly, humans show up in your compound.

Run, Hide, Fight, or Aid? Or anything in between.

Something tells you there's a big world out there, and you haven't even seen a fraction of it...

Going to keep my scope very, very smoll for the moment. But I have pages on pages of design docs that are begging to be turned into reality.
>>
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>>169798762
It is now
>>
What's the best way to save and read game dialogues? Do I make a class just for it, and read whatever I need from it?
>>
>>169798975
Depends how complex your dialogues are.
If you just want plain text then a simple textfile is nice, if you need to store additional data you can consider json/xml. If you want a full blown cutscene'ish system than you should use a scripting language like LUA
>>
>>169798975
Classes are for instances. Try a struct.
>>
>>169798865
Sounds great. I hope you're able to realize those plans.

AIs that choose to fight the humans better watch out though, because they've got a trained specialist who fights back.
https://www.youtube.com/watch?v=9fim5YaeukM
>>
>>169799208
Some characters will be talking quite a lot(around 5 minutes of dialogue), and its dialogues varies depending on what you are doing in the game.

I was thinking of not giving the burden of the dialogue logic to the characters, to not clog up their code with stuff other classes could be doing in a cleaner way.

What do you think would be the best approach?

>>169799224
Do you mean, making a struct full of strings, and call each one of them?
>>
>>169799270
Holy shit, I have been looking for this game for over a decade. I didn't remember the name of the game clearly, so I couldn't get it from google.

All I remember is me and my friends as kids laughing our butts off when he fell in an infinite hole.
>>
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>>169799270
Thanks, working right now. The interaction menu was pretty case-sensitive, so I'm trying to make it more flexible. It's going alright.

Here's my little guy interacting with the only interactable object that he's ever known.
>>
>>169799224
>what are static classes
>>
>>169798890
Why so mean? ;(
>>
rule n°1: feed the loli or else
>>
>>169800978
feed her what?
>>
>>169801075
a huge fatpaycheck
>>
>>169798272
He's hiding in 4chan*2 posting painfully slow progress.

It's all but dead right now afaik, been a while since I checked in on him
>>
>>169798272
he posts on /d/.
>>
I know the basics of Modern OpenGL, are there resoucres on the best way to structure OpenGL 2D engines? I want to make a game, but honestly I love programming too.
>>
https://twitter.com/googumproduce/status/827298173261541376

realization googem was probably the retarded communist shitposter derailing the last thread
>>
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>>169800978
>2k17
>still being a slave to the loli
Ascend already
>>
why is programming an rpg so difficult it's so much work!
>>
>>169801958
>!
sarcasm detected beep boop
>>
>>169801825
>not feeding the loli
i warned you anon,don't say i didnt
>>
>>169801458
Structuring an engine has little to do with the particular graphics API. Game Engine Architecture is good, also you may be interested in the Molecular Musings blog for some series about more specific things, in particular the design of a high level rendering API so that you don't have OpenGL calls everywhere and rather something more meaningful and less stateful.
>>
>>169794621
Is that still happening?
Did I really underestimate how many retards inhabit /agdg/?
>>
>want to dev
>have to apply for retail jovs instead or they will take away my benefits

Why is life so terrible? I'm not a bad guy, I don't deserve this.
>>
>>169800239
Poor approximations of modules and only useful in languages that force you to put every static function and variable/constant in a class.
>>
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>>169794416
Got player housing working in multiplayer :)
Its a bit floaty and needs some work
And ill probably end up redoing the character again before i move on
But now i can have a nice sleep then settle in and play zelda until its finished <3
https://youtu.be/oUsW2a7ujGE
>>
>>169802212
you came to the wrong neighborhood, normie
>>
>>169802229
jovs?
>>
>>169800239
>>169802260
Also these languages always have their own module systems anyway (Java has packages, C# has namespaces) so they're absolutely retarded.
>>
>>169802386
*jobs
>>
>>169802229
> I don't deserve this
You do.
But good news! You can quit your job, take a loan and try to make something out of yourself for a few months! Unless you're a talentless hack with impossible dreams of making games who will never actually be capable of making anything of value that is.
>>
WTF is screenshot saturday?
>>
>>169802806
P O S T S C R E E N S H O T S
O S T S C R E E N S H O T S P
on twitter
>>
>>169803107
Will it get me mad views? And engagement? And engagement viewers fans???
>>
>>169803247
no idea never done it
>>
>>169803247
Maybe

Maybe not

Social media is a total crapshoot if you don't have an existing following
>>
>>169803321
>>169803332
Guess I can see how it fares vs posting drawings to twitter.
>>
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How do you make a loli game if you can't into art?
>>
>>169803489
not my problem
>>
>>169796448

Reminds me of Pony island for some reason
>>
>>169803489
neural networks
>>
>>169803489
Design the game in such a way it doesn't need art
>>
Needs more triadic schemes.

Just in general, I love it.
>>
>>169803489
Loli Text Adventure
>>
>>169802278
plop :)
>>
>>169803489
You can't.

Next time ask to be reborn as an artist.
>>
>>169803778
>>169803870
Looking forward to your text-based Loli games on the Loli Jam!
>>
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>>169803856
>>
How hard is it to make AI for something like age of empires villagers that does a task, searches for more to do closeby, defends itself against wolves but runs away from soldiers?

I'm New and want to make a small villagers Management game that might include enemies worse than wolves.
>>
>>169801825
>not being a slave to loli
>>
>>169803589
Is the game any good? Youtube videos look make it look hipsterish
>>
>>169804210
In gamemaker btw.
>>
>>169804210
Would knowing whether it was difficult discourage you? If you had any conviction you wouldn't care either way.
>>
>>169804312
I like it, its weird but kinda interesting, cheesy as fuck tho.
>>
>>169804567
I Just want to know what to exspect. I havent Made anything more complicated than pack Man yet.
>>
>>169804210
that doesn't sound difficult at all.

Basically a hierarchy list of IF THEN ELSE
>>
>>169804760
It is feasibly within your grasp.
>>
>>169794747
why did some scores resetted?
>>
>>169802165
I should say, structuring a game rendering system in particular. I'm decently aware of how i'd like to go over an engine, but I don't have too much experience working with OpenGL in an actual project of decent scope where I have to think about performance, efficient rendering, etc
>>
>>169804070
A game designed around avoiding art doesn't have to be text based. Text is just one of many forms of abstraction.
>>
>>169805465
anything that isn't text is art
let's hear your ideas for a game designed around avoiding art
>>
>>169805571
It's a horror game set in an abandoned art gallery, all the spooky things from paintings have come to life and are trying to kill you.
>>
>>169805695
cheeky
>>
>>169805571
A game where the player draws his own loli
>>
I'm having a bit of an issue with Unity that I'm not really sure how to fix. I have a couple scenes built within that I've started trying to transfer between using the Scenemanager and my own made loading screen. I use asynch loading to switch to the loading screen, load out the old level and then load in the new level so that people aren't looking at nothing the whole time.

However, my loading screen seems to freeze for a bit whenever I load another scene behind it, some times it's faster after a scene has loaded once, but whenever it's the first time it just hangs there for a while, frozen before instantly loading in.

Do you guys think this is just poor optimization on my part? This still happens on relatively small scenes with almost nothing in them too, so I'm not entirely sure why it happens exactly. Any tips on optimization and cutting down on that?
>>
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>>169806113
>lolijam is secretly "do everything in your power to make a game that really isn't related to the jam but you can convince everyone it is" jam
i don't know what to think about this
>>
I'm considering using the Dawnlike tileset in my game. Does anyone know of any projects of any fame that use it, or any released commercial projects that use it?

http://opengameart.org/content/dawnlike-16x16-universal-rogue-like-tileset-v181
>>
>>169806657
>using premade tilesets
It's like you don't even want to make game.
>>
>>169806809
real niggas use free art from all over the place and make a good game with it
>>
Are there any helpful articles about making models/textures for PBR? Godot 3.0 is getting PBR, but I've never used that sort of thing before, I don't know how to make assets for it.
>>
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feelin' good today. how's your dev life been lately agdg?
>>
>>169806809
I want to program and design a game, not draw it. Those sprites are really good IMO.
>>
>>169805002
For a 2D game that mostly just comes down to batching, which is something that the blog I mentioned talks about.
>>
What is it with agdg night time and their fucking autistic squadron that comes in here to argue with eachother about politics for 8 hours every night?
>>
>>169807006
Frozen

I can't art so I am stuck
>>
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is this too much detail for fish
>>
>>169807068
Are you me? I wish art was like coding
>>
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>>169806953
PBR has nothing to do with geometry, it's just a different lighting model. As far as textures go it depends on the exact lighting model, but in general you have very intuitive parameters like albedo and metallicity that don't really require explanation. You have to avoid baking any lighting information into your textures (aside from pure occlusion or light maps or whatever), that's the big one.

Pic related, the difference between a diffuse map and an albedo map.
>>
>>169806247
this is all iirc but - i think this (used to anyway) be a paid feature, where you could have a scene running and animating while unity loads a new scene in the background.

dont know if its changed by now, but at any rate, theres multiple ways to load a scene, do some research, im too lazy to do it for you
>>
>>169807072
I think it fits well enough. Impressive amount of variations too.
>>
>>169807171
same I tried and tried to learn art and I can't even do pixelart properly that looks good feels bad man
>>
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>>169802796
>Unless you're a talentless hack with impossible dreams of making games who will never actually be capable of making anything of value that is.
>>
>>169807068
>>169807007
>>169807171
Artfag here.
>>
>>169794683
Yes.
>>
>>169807194
That's called asynchronous loading, which I did mention I was using.
>>
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>>169794683
It's greatly expanded in breadth from DD12-build but the new content is mostly in outline/unfinished form. Not sure where I'll cut off the experience y'all get to run through.

If I trim it so that you only experience the polished and worked bits there'll only be some 5-15 minutes worth of new play versus the DD12 build.

If I don't trim it, it'll be more like an extra 30 minutes at the rate I'm getting this outline in.
>>
>>169807007
I think that while using them is fine (as long as the game is good and they are free to use), you might end up at a place where in your design you need something specific the tileset cannot provide or, alternatively, the tileset starts pushing your design on what you should include because it's already there.
>>
>>169807193
Ah alright, that makes sense. Thanks.
>>
>>169807010
Ive been taking a look at that blog, I love the in depth analysis of the smaller aspects of programming. I never thought of something like hashing strings for comparison vs just comparing strings in terms of performance. Not a huge deal, but it demonstrates the small features that make a game/program perform better and thus feel better.

Do you have any similar blogs/resources like that?

ty anon
>>
>>169807261
do you want to know which engine I use?
>>
>>169807261
do you want to know which engine I use and whatever one I say you will say sorry not interested I don't like that engine
>>
>>169807407
The Bitsquid blog has some good stuff, too.
>>
>>169807447
>>169807485
I want to know what game you're making.
>>
Are you retards really just giving up on the next jam and letting it be loli jam now?
>>
>>169807994
We may as well let it happen so the lolifags will be satisfied, if only for a while.
>>
>>169807994
lol
>>
>>169808103
I understand that logic I just find it funny. It's obvious nobody even cares anymore except the shitposters and they're not even going to make a game for the jam anyway.
>>
>>169807867
>"I'm making that game"
>"Nice but that's not the genre I'm familiar with. Good luck"
>>
>>169807994
how are we going to fight off this loli menace? we need an attack plan
>>
>>169808434
complain about it on /qa/ and apply for mod positions so we can change 4chan from the inside out
>>
>>169807994
Ever since steamchat moved to discord agdg has lost a lot of it's cohesion. The inmates are running the asylum now and nobody really cares.
>>
>>169807006
what is a spaceship doing in an Egyptian temple?
>>
>>169808529
perfect. you go do that and i will work on getting the other agdg devs to join our cause
>>
>>169794621
I was going to have my girl's sword get bigger the more you kill, but maybe she might start as loli and grow the more you kill. Keep your loli pure and young through the game, maybe. I'd like it as another skin but it sounds like a whole other set of work
>>
>>169808530
I'm too busy working on my game to work on a side-jam game. Also worth noting that at least a fair amount of the loli posts are samefag trying to troll the thread because

>lul you guys hate lolidev right right well now you are the lolidev how's it feel senpai? u mad? umadbro?!
>>
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Google Drive folder update, are you ready for a miracle edition.

https://drive.google.com/drive/folders/0B6j4pcv3V-vfb3hKSlhRRzlLbFE

What miracle?, you may ask. Two amazing anons with outstanding artistic skills visited the general, and like angels descending from the high Heavens, they gave the blessing of fan arts for those who seemed worthy.

- Mogisho fan art started, but hasn't finished according to my knowledge
- I'm sorry, but the misc folder just got bigger again. I should lurk more
- Game design, motivation etc.
- Wizmud got a fan art
- An anon got some horrible artwork from his artist, and /agdg/ went wild on "improving" the abomination
- A cool anon drew fan art for those who asked for it: Guncat, Umbrella Warriors, one I couldn't identify
- Another marvelous anon made a group picture about those OCs who were browsing the thread, and also drew some monster designs

Thank you for your hard work, and thank you, devs, for the inspirations!

Keep it up!
>>
>>169808759
I thought so too but all you need is 3 of them to join in with eachother and next thing you know agdg's next jam is loli jam with 4 whole entrants. If you let retards "troll" about a topic like this for a month they will take full ownership of it. Agdg is out of control!!!!
>>
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>>169802278
does anyone have any suggestions on what i could change the player character to?

chibi is an improvement over what i had, but it still doesnt look right

would link from windwaker fit my art style ok? :)

or should i try and go with something like fire emblem fates style characters?
>>
>>169808594
that's a very good question. play to find out.
>>
>>169808831
>still no fanart of anything I've done in agdg
I'm used to it.
>>
>>169809137
Should've requested fanart when you had the chance
>>
>>169808831
I come here quite literally every day and I still don't recognize most of these.
>>
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>>169809137
Post game/screens. I'll make you fan-art if I can get a few minutes free from typing up a storm and trying to get more interactivity shoved in to >>169807342
>>
>>169809215
i can recognize them
The zombiedemonthing from the HD prerendered 3D-graphics fps
umbrella cats, punished patrick
the comfy rpg girl, is she an alchemist?, the weird ass ghost monk from the Voshin game or whatever
the other guys are relatively new posters
>>
>>169809438
forgot to say the astronault feels familiar but i don't remember where its from. i don't know the spaceship
>>
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>>169809215
>>169809556
The astronaut is from my game.

Well technically it's not in it yet but it will be a character in the far future when I start doing the campaign.
>>
>>169807237
I've gotten to the stage where I can make props and stuff. Anything which isn't organic or animated, and it looks acceptable. But man, characters? Just kill me now.
>>
>>169809660
This game looks really intriguing, can't way to play it!
>>
I come here everyday as well and I must admit I am not following a single game here. Beyond recognizing colors and shapes in progress post thumbnails as being similar I don't pay any attention to progress here. I don't post progress here either.
>>
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>Save a new version of project
>Test it, works fine
>Add one line of code, test again
>Broke completely
>Delete that one line, test again
>Still broken
Why does this happen?
>>
>>169809840
Why would you pay attention to any of the games here? All your energy is spent on your shitposting, right?
>>
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>>169807006
stuck since coding is harder than i thought.
just like drawing
and coming with good ideas. going to watch a few more tutorials today about the engine and scripting.
>>
>>169809963
It's not for lack of energy that I don't follow games here it's lack of interest.
>>
>>169809840
seems like a great use of your time
>>
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>>169794416
Yanderedev is partnering with tinyBuild now

https://www.youtube.com/watch?v=QlrXMgi8Fqo
>>
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Made some new tunes!

Regular battle: https://soundcloud.com/iwilldevouryourkittens/morningstar

Boss battle: https://soundcloud.com/iwilldevouryourkittens/firestarter

Big boss battle: https://soundcloud.com/iwilldevouryourkittens/peoples-champ

Pls give feedback
>>
>>169809963
>>169810237
Nobody is obligated to pay attention to or post progress. I come here to discuss gamedev things.
>>
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>>169807006
Slowing down coding-wise but accelerating concept wise as demo day closes in, along with my finals.
But otherwise good, pretty normal.
>>
>>169810427
That's fine. What you're posting right now is not.
>>
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>>169809556
I think that space ship is from Skylarks, but I'm not sure.
>>
>>169810258
Transitioning to lead director of the game now and isn't going to be even touching the IDE anymore I bet. Yanderedev has moved to the pruney old man side of gamedev, the todd howard side, the molyneux and will wright ideaguy side.
>>
>>169808831
aren't cat wizard and guncat the same game?
>>
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>>169807006
Not bad. Got keyboard controls implemented and some other minor improvements, but not much progress aside from that. Gonna start working on a test boss later.

Kinda wanna submit this to DD13 to hopefully get some gameplay feedback.
>>
>>169810581
Fuck off word police.
>>
>>169810258
I adore how much confidence he has in his project, and how he builds it up to be some sort of sensation.

But maybe I'm just jealous, I don't know.
>>
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Took me hours to make this shit

1174 verts
>>
How does demo day work? people that submitted, does anyone download the games?
>>
>>169810324
Pretty cool sprites, listening to the tunes right now.
>>
>>169810921
Obviously yes.
>>
>>169810921
Depends on a lot of things but you can expect anywhere from 1 to 1000 downloads on your DD submission.

DemoDay works like this: You sign up to participate. The deadline on Itch hits and submission period opens. Post your game on itch during this time and/or submit it to the DD-"jam". Tell people about it here. Maybe receive useful feedback.
>>
>>169810775
They look similar, I give you that, but I'm not sure. Thank you for noticing!
>>
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>>169811046
Thanks anon! Here's my old sprite portfolio.
>>
>>169811114
thx for info! will be fun.
>>
Seeking opinions from folks who like playing DemoDay games or are intending on checking out at least one game in the upcoming DemoDay.

http://poal.me/o2el2a
>>
>>169810921
All you do is upload a game to itch.io and submit it to the demo day page.
Number of downloads depends on your game, if your game looks good, if the page looks nice, it will get more downloads. It can vary from 30~ to 1000+ downloads.
>>
>>169810795
Knowing AGDG you'll mostly get torn a new one.
>>
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Witch is more or less done!
I need to come up with her name
>>
>>169810704
That thumbnail looks like a fat chode.
>>
>>169807072
I hope these patterns are procgenned and you didn't manually do all that
>>
>>169809292
can you draw me a cute cat sprite for my game
>>
>>169810258
He's still calling everyone working on the project besides himself "volunteers" even though he's paying many of them. That's quite pathological.
>>
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Does anyone know anything about leaf generation for trees? It seems like something that would have been heavily studied but I really don't know much about it.
>>
>>169811683
Show gamescreens and we'll both find out.
>>
>>169810324
Sounds pretty good, they definitely have a strong theme.

The thing that most struck me as negative is the introduction of the main theme in the first song. Like, I get what you're trying to do with the silence before jumping into the theme and the idea is good, but the implementation of the idea feels clumsy. It sounds to me like the attack of the theme is on an off-beat and it makes it sound like you stumble into the theme instead of strongly attacking it. Try experimenting with the length of the silence as well as the beat of the attack to see if that could make it stronger.
>>
>>169808831
The ship is from Shmoop 2
>>
>>169811758

Well actually, I guess I mean more about where leaves tend to be placed upon trees. It seems like you'd place them as offshoots of lower order branches, but I'm not really aware of the biology behind it.
>>
>>169811258
>>169810921
I don't know where this sudden fear from Demo Day comes.

Demo Day is named badly. There are only a few games each time which could be called actual demos. Many of them are usually just prototypes. There are always a handful where you can barely walk around in an empty environment.

Don't get me wrong, I fucking love demo days, even if I have nothing to show. However if you have a game, you should look it as an opportunity to get free play testers. The "oh, your OC looks so cute" type of feedback in the generals worth jack shit. It's not arts general, it's a video game development general, hence your game has to be played in order to be properly judged.

So whatever half assed piece of garbage you have, put it out. If you see low download numbers, then directly ask for feedback in the current thread. Demo Day is not about shilling or gain a name, it's about helping each other out and have fun.
>>
>>169811887
Yeah, it's a trick I took from Meguro's bag. I guess you have to be a pro like him to pull it off. Thanks for the feedback!
>>
>>169811758
You do realize that trees aren't 3 feet wide when they start growing right?
>>
>>169810795
>>169811519
>Knowing AGDG you'll mostly get torn a new one.

Not at all. I want to play his game. I loved Wild Guns. Please do submit it!
>>
>>169811758
It's literally just the last leg of your fractal process. 3d trees split in the third dimension too, so the canopy appears full
>>
>>169812073

Yeah, I know. I only started the growth code yesterday - it's just generating the full tree from the underlying one at the moment and growing it, where it should be scaling the branch width and length across time.

>>169812118

That makes sense, actually. I suppose I'll make a modification for it in 3d as I doubt that'll take me long. Thanks for the advice.
>>
>>169812073
Does that webm look like an attempt at representing the growth of a tree in real time to you? You think he was trying to make a realistic depiction of a tree growing up from a seed and ended up with that webm? Are you fucking retarded?
>>
>>169810324
I'm not a specialist in music or anything, but this is what I thought about it:

Morningstar:
>[0:32~0:57] Like this part. before and after it, the music is kinda dead.
Maybe try giving it a sudden fast start(to put the player into mood), and then slowly build up to the tune in 0:32.

Firestarter:
>[0:36]like this part
>Like the start, gets better but gets dead at [1:22]

>People's Champ
>Felt kinda bland overrall
Maybe adding more chorus, and less guitar.

Maybe its me, but in both Morningstar and Firestarter, I got some of that feeling when I hear touhou tunes at the parts that liked. Pretty cool tunes, keep up the good work!
>>
>>169812246

Eh, no need to be aggressive, but basically. I've been working on understanding how to realistically generate trees first before I work on the grow pattern of them and the way branches split - I think that makes more sense than trying to grow something I don't understand to begin with.

It's nowhere near finished, which is evident, so I think his critique is fair in its own right, out of context.
>>
>>169812334
>I got some of that feeling when I hear touhou tunes

>I got some of that feeling when I hear touhou tunes at the parts that liked

I know exactly what you're talking about and that's some of the best praise I've ever heard. Thanks for the feedback!
>>
>>169811758
Nope but that looks super cool
>>
>>169812040
Created the poll to see what people are expecting out of DD. So far it's a pretty uneven spread - there's definite favor on polished/complete sections of play.
>>
>>169812591

I'll be posting my (no doubt disgustingly inefficient) source code when I'm done, as well as an explanation of the maths and process behind it. It's a way off completion but I'll post it here when it is. Thanks for that though :^)
>>
>>169811534
Dorothy
>>
>>169812414
What you have is an animation of a tree being revealed. Your final trees are decent imo.

For a realtime tree, each limb (and trunk) segment starts at 0 length and width, and grows over time. New branches are added over time, once their parent branches are long enough.
>>
>>169812685
Your polls are asinine and I'm sure a significant portion of posters ignore or hide them to avoid the drama they incite.
>>
>>169812706
nice!! everybody needs some background trees
>>
>>169812757

Yeah, indeed - the growth process isn't anywhere near done yet. I just put something together recently to make it not just instantly appear and to capture the process of branch generation order to some extent.

Don't worry, I don't think that's how trees grow. I've never planted a tree base :^)
>>
>>169812794
This is the first poll I've posted since... October I think? Whoever you're mad at, it isn't me.
>>
>>169812706
What purpose does it serve? To what extent will this be implemented into a game?
>>
Fuck. i posted my game on my engine's forum. Got 2 replies, now i dont want anything really, but what really kills me is some shit game, motherfuckers first game thread etc get bunch of comments and people acting hype. fucking internet man.
>>
>>169812907
Fyi that face is filtered by many fine posters of this general. Although straight s*posting has been low recently, I think he's moved on to OTHER means for the time being.
>>
>>169811534
Something to do with pink.

Maybe Taffy?
>>
>>169813036
you seem to be suffering from attention whoreitis. i recommend that you take a step back and reconsider your life choices
>>
>>169813036
Unless you plan to craft your game specifically to garner that type of response, don't spend your time obsessing over somebody else's replies (you big bitch).

The furry visual novel got the most consistent (you)'s when it was being posted here, that doesn't mean it's not a piece of shit game. Same with the shitty lizard cooking game, same with the shitty dog fucking game. Just ignore it and keep devving.
>>
>>169813054

Oh. Whoops, I haven't posted on /vg/ in about two years. I'll try and avoid using it, thanks for the heads up.

>>169812947

For now at least it's its own purpose - I wanted to write some code where you'd start with a few base trees and cross-breed them to try and get a tree with optimal characteristics according to the amount of sun it receives and the amount of wood it would produce from cutting it. I think eventually when it's sufficiently efficient I might be able to use it as a part of a deeper management game, but I haven't got anywhere near that stage yet and want to keep my ambitions from being overwhelming. I really just like generating stuff on the fly and making it efficient enough to be practical, so for now, that's the aim.
>>
>>169810775
>>169811117
it's all guncat
>>
>>169812093
Well i'll be...

I was NOT aware that was a Wild Guns in the works.

Seconded. Submit.
>>
>>169813624
>>169810775
Thank you, anons. Will apply the changes.
>>
>>169811758
google "L-systems"
>>
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>>169807006
Progress is slow, but it's better than no progress. I've improved the way backgrounds are handled, which means I should actually draw some backgrounds now.

Also started working on a new enemy.
>>
https://clyp.it/3ex0uizc

I will probably be using this for the final scene in the game where the player EXPLODES A DYSON SPHERE AND FLIES AWAY.
>>
>>169813812

Yeah, I read his book a few years back. It's pretty useful to that end, but I was more interested in the way that leaves distribute on the branches of a tree, something I haven't really found a satisfactory answer to anywhere. Some places suggest using the lowest order branches and replacing them with leaves, which seems an okay solution in a sort of hacked-together way.
>>
Ok, having an issue spawning a powerup after it is picked up the first time. It is important to note, multiple obj_powerup objects are in the same instance.

What I'm trying to do is as soon as one is touched by player, it disappears for 5 seconds then comes back.

http://pastebin.com/nNTWZkK4

I've also replaced the visible = false; and alarm [1] with an instance_destroy code, and then tried using alarm[1] to activate instance_create, but it never worked.

If I destroy the object, how do I bring it back 5 seconds after destroyed?

If I am going to use the visible true/false code, how do I make it to where the object can no longer be interacted with while it is invisible?
>>
>>169811519
That's fine, demo day wouldn't be very effective if were one big hugbox.

>>169812093
>>169813784
Thanks, I think I will.
>>
>get recommended shadowplay from /agdg/ for webm recording
>ok cool
>go to download nvidia experience
>need to update my driver
>update my nvidia driver
>suddenly my graphics is fucked
>rollback the update ASAP
>graphics are still fucked (colored pixel glitching, crashes, occasional BSOD)
>google the problem
>apparently its a common problem with my nvidia graphics card and the driver, and the only solution is to send it in and get a new one
>don't have my warranty or any money to fix it

>forced to use integrated graphics now for anything to be playable
>unity looks like shit and framerate is shit
>substance painter looks like shit and framerate is shit
>even blender framerate drops if I work on large models

thanks guys. consider my game cancelled.

I can see why pixelshit is so popular.
>>
>>169804858
>>169804760
>>169804567
>>169804210

Are there what should I start reading if I want to learn to use gamemaker properly and not just watch and copy from youtube tutorials. Maybe I'm just bad at googling but I havent found a complete list of gammaker commdands and what they do and hopefully how to use them.
>>
>>169813971
Oh, also, alarm code is simply:
visible = true;
>>
>>169813825
Are MC animations final, or do you plan on working on them some more. I wouldn't mind a half second squat before she jumps. Maybe a landing pose.

I don't know much about animation, and it could just be me, but as is, she looks like she just gets a shit load of momentum out of nowhere.

Otherwise, i really like the spritework. Backgrounds would be most welcoming at this point. Maybe even make a few low bushes for the foreground?
>>
>>169814084
>Maybe I'm just bad at googling but I havent found a complete list of gammaker commdands and what they do and hopefully how to use them.
Damn dude are you for real?

https://docs.yoyogames.com/

Virtually everything there is to know about game maker. You can also middle click on nearly anything when you're using the IDE and it will take you to the documentation page for that thing.
>>
>>169814217
> You can also middle click on nearly anything when you're using the IDE and it will take you to the documentation page for that thing.
*assuming you're in a code window writing GML
>>
Do any 3D modeling programs support touch inputs?

I would like to use my Surface Pro's touch screen to orbit, pan, and zoom while I use the pen basically as a mouse.

I haven't enjoyed 3D modeling any of the times I gave it a good chance because I don't feel close enough to my art. I need to feel like I'm physicall interacting with it, like when I get to draw with my Surface pen directly on the screen, as if I'm actually drawing.
>>
>>169813971
Stop using alarms and instead make a counter variable.

Something like this:

Powerup step event:

if(!visible)
{
if(count >= 300)
{
visible = true;
}
count++;
}
else
{
count = 0;
}
>>
>>169814001
>shadowplay
you fell for a meme that doesn't exist
everyone recommends obs
>>
I'm really new to becoming a yesdev, but I've been taking it really seriously.

Is it a bad idea to make your first big project comedic and simple to hide your faults as an early game dev? I read a few things awhile ago saying that, as an artist, you should never use comedy to mask your flaws, only to add to content.

Although, I'm obviously going to have a lot of flaws with my first game like most devs, so I felt comedy to mask the flaws is also somewhat adding content, not just hiding mistakes.
>>
Unity is giving me this warning

There was a mismatch between the processor architecture of the project being build "MSIL" and the processor architecture of the reference "XInputDotPure," "x86".

And telling me to go into the configuration manager. Where is that?
>>
>>169814559
Nobody cares. Do whatever.
>>
Ayy, yo, /agdg/, lemme get sum tips on making good color palette for muh pixel art, ya hear?
Please? ;_;
>>
>>169814559
either get good or mask your flaws to sell yourself
honesty is for perfect uberhumans and losers
>>
>>169813825
The style on the background feels consistent, but the MC feels out of place with it being the only cartoon proportioned thing in the game.

Also, I would work on some variations of the scenario sprites.
>>
>>169814559
There's no "yes or no" answer to this. If you can write humor then it will be an asset to your game, unless it conflicts with the tone too much, unless that conflict creates a juxtaposition that people enjoy, unless unless unless.
>>
>>169814559
Comedy is fine as long as it's not overly self-deprecating like some anons like to do.
>>
>>169814207
I think I'll touch up her sprites later, when I have decided which moves are final and which will be scrapped.

>I don't know much about animation
Honestly, me neither. I've been learning as I go and her basic movement sprites are the oldest assets in the game as well.

>Maybe even make a few low bushes for the foreground?
I could do that yeah, foreground layers are already implemented in the game as well, all that's missing is the art.
>>
>>169814430
Sorry, I'm fairly new to this and not sure if I understood your code.

I put your code at the beginning of my code and removed my visible and alarm code. The powerup never went away after colliding with player.
>>
>>169814671
1. Take screenshot
2. Open in Photoshop
3. Filter -> Pixellate -> Mosaic
4. Cell size = 200
>>
>>169814730
>>169814739
Thanks, anons. I'll just start with limiting the comedy to be fitting within the context of the game and keep it minimal, and expand from there, if necessary.
>>
>>169814784
He provided you with pseudocode, not real code. It's an outline of a basic concept.
>>
>>169802212
Yeah there are a lot of retards that are against it for some silly reason
>>
>>169814671
https://drive.google.com/drive/folders/0B6j4pcv3V-vfdXdaaTNMZmE3Mk0
Helpful > Art and color theory
>>
>>169815215
DAESH jam when
>>
>>169815323
What's daesh?
>>
>>169815215
where is yo game
>>
>>169814717
>MC feels out of place with it being the only cartoon proportioned thing in the game.
I hadn't really thought of that, though I've occasionally been thinking I should make the enemies look more cartoony.

>Also, I would work on some variations of the scenario sprites.
Yeah, it's one thing that's been on my to-do list for a while. Haven't really worked on the tileset after DD10.
>>
>>169814993
K, then I'm not sure what the code would be, that's what my question was asking for.
>>
>>169815426
Here >>169811534, why?
>>
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>>169814784
When the powerup is picked up make it not visible.

The step event code I posted checks if it's not visible
If it isn't then it checks the count variable
If it's more than or equal to 300 then it sets the object to visible
If it is less than 300 then it adds one to count

If the item is already visible then it sets count back to zero

>>169814993
That exact code should actually work in GM, it would actually be better to remove the count = 0 and put it in together with the visible = true;

Pic shows it in a better way I guess.
>>
>>169815523
>squaredev once responded to where is your game question
>now every shitter latches onto him
hmm
>>
>>169815573
But I am squaredev.
>>
>>169815525
>framerate bound code
KYS
>>
>>169815315
Oh, wow, that's a lot of awesome shit.
Thanks, m8.
>>
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>>169815789
I knew it was coming.
>>
>>169815323
Never. Fuck off sandnigger shill.

>>169815372
ISIS
>>
I just made a Tumblr. Link me your Tumblr pages so I can follow your shitty projects.
>>
>>169815946
I don't have shitty projects.
>>
>>169815525
Oh, sorry, maybe I mis-explained. I can get it to be visible and non-visible and then back to visible again.

What I can't figure out is how to deactivate the power up while it is invisible. Right now, you can stand on the powerup while it is invisible and it just remains powering up the player.

I've also tried using if statements to activate and deactivate powerup based on the visible variable. But it either doesn't work or it prevents the respawn of the power up entirely pending on how I code it.
>>
>>169815789
Not that anon, but how do you avoid framerate bound code?
I'm new to this, so I haven't messed with that stuff, yet.
>>
>>169815946
I'd post mine but I never update my tumblr so it would be pointless to follow it.
>>
>>169814776
Neat. Looking forward to seeing the assets. Don't be scared to just Art for a day or two.

>>169815886
Well... It's bad practice for reasons far too numerous to list.
>>
>>169816007
Then let me see you pretty projects, princess~

>>169816089
Post more often, faget.
Build a small following.
>>
>>169816047
if(visible)

that's it
>>
>>169816059
I think they are talking about using delta time
>>
>>169815886
Someone was bitching at him yesterday because he doesn't have delta-timed code. agdg has zero concept of what it was like when they first learned coding and assumes that what works for them now should work for complete novices who are just trying to learn how to wrangle the fucking program.
>>
>>169815789
>delta time in gaymaker
wasn't there one anon who quit making a bullet hell because he couldn't deal with the irregularities properly
>>
>>169816059
Just ignore it for now and focus on becoming comfortable with simpler concepts. At this early stage you won't benefit from layering on additional complexity.
>>
>>169816210
rock the fuck on man! thanks.
>>
>>169816285
Oh, that makes sense.
Why is the default for every engine, without using the delta time thing, 30 FPS?

You'd think it would be 60 FPS because that's becoming such a common standard.
>>
>Used = on a list instead of .Copy();

whoops. I think all my code may be fucked. Good think there's barely any of it.
>>
>>169815946
Post yours first so we can follow it.
>>
>>169817117
That doesn't even get close to not using virtual deconstructors or sharing pointers to vector elements.
>>
If i'm using Numpad emulation in Blender, what's the fucking key for focus selected?
>>
>>169817237
I have literally nothing on it, yet. I'm new to game dev and I'm gonna start posting practice projects that I'm actually proud of, once I get to them, rather than the boring shit I've been working on.
>>
>>169816320
>>169816460
delta time is not a difficult concept
i would understand the upset if i was suggesting switching to properly typed language where you can typedef yourself a time type or start dealing in absolute times everywhere, but dt?

>>169816370
wow, not sure if i should laugh at that. did he not try a detached simulation?
>>
>>169808831
Good work anon! It's great to see some ppl contributing so much to this community.
>>
should I use a rigid body + force for a 2D bullet projectile?

seems like a lot of extra stuff for just adding forward velocity to an object.

and if so, how do I automatically accelerate it to the max velocity on initiate?
>>
>>169817601
>delta time is not a difficult concept
For someone still getting comfortable with the concept of making their own variables? Get your head out of your ass.
>>
>>169817780
from
count++
to
count+=dt

really brutal change
>>
>>169817780
>>169818165
if anything thinking about it early will save some heartache
>>
>>169818165
Not that anon, but I agree with him.
You're right that it's not that complicated, but it's really important to take baby steps, unless you personally are more comfortable moving faster than that.

Most people take baby steps when getting their feet wet in new content they're learning. Just because something is important to learn, doesn't mean they need to learn it immediantly, just that they need to be aware that it should be one of the many baby steps along the way and not to skip it.
>>
>>169818165
Error: variable dt is not defined
>>
>>169818165
You gotta remember that the ENTIRE game will have to rely on delta time and you will have to deal with instability related to it, thinking it's as easy as slapping it on counters is a classic rookie mistake.
>>
>>169817698
Thank you for saying that, anon!
>>
>>169818450
okay, if it was first square moving on screen that would be fair, but this is for fucking powerups reappearing. that means powerups already work

>>169818508
if you structure your code well, no, you don't have to remember that
>>
My game is boring. fuck me it's depressing.
>>
>>169817732
okay I'm using
transform.position = transform.position+transform.up * moveSpeed);

that should be fine right?
>>
>>169811662
dumb comment
>>
>>169819454
It's okay, I like boring games.
>>
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After another few hours of plugging away, you can now exit the inventory without discarding a new item, in the event you pick up a new item and have no way at all to fit it into your inventory.

Also discarding works. Gonna try to get manually combining stuff working next, but item descriptions/examining might have to wait til later.
>>
>>169819517
Multiply it by Time.deltaTime unless you're doing that in a fixedupdate loop.
>>
>>169820054
Holy fucking polish.

Is this Uncanny Valley dev?
>>
>>169820085
was doing it in update actually.

Do I just like make a void outside update and just start it in start?
>>
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>>169802278
>>
>>169820054
Do you have a Tumblr or something? This looks like a fun game.
>>
>>169820152
Stupid post.
>>
>>169820243
I'm not sure I understand. If you toss that in Update you should be fine, assuming you multiply it by deltaTime like I suggested.
>>
>>169820152
Aww thanks anon. Nah, Jasozz here. Only other major project I've had on here is Dungeon Break

>>169820404
I do! jasozz.tumblr.com
>>
>>169820482
well it's in update and it's moving.
Don't see why it needs a delta time when it changes position every frame?
>>
>>169820593
>Don't see why it needs a delta time
'cause you're getting memed on
>>
>>169820682
actually it looks kind of smoother now I suppose.
>>
>>169820593
Because if your framerate doubles, your projectile will move twice as fast. I suggest you look further into what Time.deltaTime does for you.
>>
>>169820781
actually I get the problem now.

you're saying keep it fixed to the game clock instead of the update frame count.
it won't be noticeable too much but it's just a better practice thing right?
>>
>>169820738
remember your training
a = f / m
v = a * t
d = v * t
>>
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Small progress today, I made a mistake of not bringing the rest of the props and assets into the right perspective as the character, gone through and made them proper 3/4 perspective. How do you guys handle collision in this perspective? currently the "front" of the assets are seperate object that dont got no collision detection allowing the player to walk over them.
>>
>>169810875
I hope to do this for my player character
>>
>>169820957
Yes, exactly. It may not be noticeable to you now, but it can cause serious headaches later for people who get a different frame rate than you.
>>
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How political is your game, /agdg/?

Are you doing your part to make the world a better place with your level design?
>>
>>169821143
Dunno what you program in but it doesn't have to be a separate object. You can have a collision mask that doesn't match your sprite.

up 2 u tho
>>
>>169821196
thank you anon for clearing this up.

I should put this in a fixed update then right?
>>
>>169821334
>that last discussion about GDC was nice and shitposty
>I think I'd like to revisit that headspace
>>
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>>169807072
>>169811662
ok
>>
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Today's gamedev drawing progress ^w^
>>
>>169821334
My main character is genociding all non-humans because they're destroying the gene pool.

it's great.
>>
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I guess I can't into character design.
Any tips other than just adding a fucking scarf on it?
>>
>>169821334
Yup 100% Aryan
>>
>>169821572
eat a fish to make your robes its texture :)
>>
>>169821334
can you stop watching GDC talks, tryhard
>>
>>169821727
add a cute, frilly skirt
>>
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>>169821727
Tell me what you're character is supposed to tell me about himself when I look at him?

because what I see is generic, like litterally it's supposed to tell me they're generic. Everything about that character is "i'm neutral"

it's actually really impressive.
>>
>>169821334
>How political is your game, /agdg/?
200%
>>
>>169821727
Tell me more about who he is and what he's all about.
>>
>>169821334
It's set in a dark fantasy world and there's politics yeah. Questions of cruelty vs. necessity in a materials-scarce society that treats its resources better than most of its people, where traditions are law, and so on and so forth.
>>
Unreal devs, why aren't you developing for Switch
>>
>>169821334
The main characters motivation is to kill everyone that doesn't look like himself.

it works out surprisingly well for them.
>>
>>169821334
>that meme slide
>he doesnt understand the meme so he doesnt understand that this implies SJW's are stupid little children

In responce to your question, not at all.

Actually my main character doesn't have a gender. Not because they are a freak, just because it makes it so much easier to slap clothes on top of it and call it whatever gender the clothes are.
>>
>>169821850
This. Who cares what is being said at GDC?
>>
>>169822076
Haven't bothered updating to 4.15 yet

Will probably do it soon
>>
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>>169821727
Make the character a product of their environment or lifestyle. What they wear should compliment what they want to do - or who they'd like to be - or the people that surround them.

That's the fastest way to establish a base for yoru character design. Everything else is individual accents that caters to each character.
>>
>>169822150
>he doesnt understand the meme so he doesnt understand that this implies SJW's are stupid little children

this the ironing is real.
It's like talking yourself up by saying how verbose you are with your words.

like.
>>
>>169821629
Your game slowly turns me into gay, anon. Please, stop. I'm not even ironic. Those thighs almost gave me an erection.
>>
Just starting out.

how hard would it be to do a fo neural network and machine learning?
>>
>>169821334
The political agenda of SJWs at GDC is embarrassing but you are just as bad as them seeing as how you hang on their every word looking for ways to be shocked and outraged. Who gives a fuck?
>>
>>169822029
>>169821971
The character was a mercenary for deep underground exploration, but now he's probably the last human left in the world after lots of time in confinement.
It's hard to say about the personality, because it's more about immersion, but other than that it should have a feel of isolation.
>>
>>169821805
hmmmmm
>>
>>169822359
How much experience do you have at all
>>
>>169822459
add some water gear on him.
maybe give him like a nautical belt or something.

how does he get underwater? where are his weights?

what about the air supply.
>>
It's just a right time to take few days off from the project when you start hate it, everything related to it and everything that reminds you about it.

Even while loving it at the same time. Maybe I just should sleep. Try to not give up fellow anons.
>>
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>>169810704
>my face every time someone remembers my game
But nah, the ship in the drawing doesn't look like one of mine. I think it's from that side-scrolling shooter I forgot the name of.
I'll get fanart someday...
>>
>>169822459
If he's a loner then you could bubba him out with kit, visible knife sheath and other assorted utility stuff.
>>
>>169822523
I'm green enough to think it looks incredibly easy.

Like simply having a reward system and have the Ai test everything and then clear out the results that don't work.

I'd make it more Fo though by throtteling the numbers and angles the AI can test. That and have them evolve between levels a bit faster.
>>
>>169821464
FixedUpdate doesn't require Time.deltaTime, however it's also only traditionally used for physics related scripting.
>>
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>>169822302
There's nothing wrong with enjoying an attractive character. It's OK if you're just not used to seeing attractive/cute boys but are discovering that you like their aesthetics.

>>169822459
Ah. Given their environment, I'd expect their clothing to look rugged or patched/added on to since he's living without external support. Take what you've got here and think about what you'd do if you were put into their shoes. I imagine he'd have digging/rope tools to navigate his environment and some built-in/attached lighting rigs and some sort of portable power source. Probably a backpack or something to carry stuff with as well.
>>
>>169822459
another important thing about design is that you need a subconcious layer too. This shit is hard as fuck to learn though. You need to know what makes people "feel" something when they see a character. Like if theres something about their design poking out their rib cage they feel more frail and vulnerable.

I think you should go for something like that with your character. Make them look like a loner thats vulnerable. you can't see the face but you'll feel sorry for them subconsciously.
>>
>>169822663
Looking for a motivational kick in the ass or just whining?

>>169822723
>posts about machine learning and neural networks
>is at least serious enough about it to pretend not to be trolling for one reply
This is an unprecedented level of dedication to the idea of machine learning and neural networks, so I think you might actually have what it takes.
>>
>>169822372
>Who gives a fuck?
People that don't want political agendas shoved down their throat when they're trying to enjoy an entertainment medium?
>>
>>169822913
It's easy to go overboard when making a character haggard and have them come out looking weak and unsympathetic.
>>
>>169822684
I'm kinda lost, by the way. Will you go 3D or 2D in the end?
>>
>>169822232
>>169822706
>>169822859
That's what I needed. I think I can make it work, thanks anons. For the rugged look I wonder if I should make the suit degrade and get dirty over time.

>>169822593
Actually with initial gear he just floats on the surface, later he gets the gear to swim properly.

>>169822913
That's some advanced shit. I will got look up some articles about that
>>
>>169822931
>so I think you might actually have what it takes.
Thanks anon I'll make you proud!
>>
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I just launched my pre-sales mini crowdfunding campaign. It's still unofficial so I'm looking for feedback from you guys, before making any announcement.

http://www.godisacube.com
>>
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>>169823309
Glad I could help! Best of luck to you, anon. I'd love to see the character concept you come up with.
>>
>>169823042
>People that don't want political agendas shoved down their throat
The irony.
>>
>>169822931
Maybe both at the same time. Everything will be allright after few days.
>>
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>>169823630
>pre-sales mini crowdfunding campaign
>>
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>>169823179
The physics will be 2D. Not sure about the graphics. Right now I'm prerendering sprites and drawing them with (hardware-accelerated) SDL2. I would like to keep it that way, but it turns out there are some visual effects it can't easily handle, so I might need to write my own renderer anyway. That kind of lowers the barrier for the jump to just rendering 3D models, which would solve some problems (I can't make huge animated sprites without the textures being absolutely gigantic) and create others (I have to create low-poly versions of EVERY model).

The gameplay won't change even if I move to a new renderer, and my engine is sufficiently modular that the rewrite would be very localized, so I'm just not gonna think about it for a while and focus on implementing more of the core gameplay.

tl,dr: Haven't decided yet. Won't decide soon. I have bigger fish to fry.
>>
It took me a while to wrap my head around the idea that (in C++ gamedev) you should have an Entity class that all entities are a part of. Then you could have a Collision handler that had the position and size (etc. data) of all the entities. The handler would then continously check all the relevant entities for collisions.
This, instead of somehow magically having each entity check for collision before it could move.
Makes sense now that it was explained to me like I was a kiddo.

How about input handling?

Currently, I'm able to create a game with a single input "paradigm", as in, "able to interact with the player in this one view". But what about (for example) menus?
What would be the logical way to set up an input handler, so that when the game's running, the player can move his character, but when a menu is open, those same keys will change the selected menu item instead.
>>
>have a problem with rotations
>just make an empty game object and parent it

this seems really stupid.
>>
>another job application rejected
More time to work on my game I suppose.
>>
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>>169824012
>pre-sales mini crowdfunding campaign
In fact, it's just a glorified pre-sales page. I still think it's better than an early access, but you can prove me wrong.
>>
>>169823630
>$500
I'm happy with this. You look like you actually want to spend this money on some missing asset or something other than milking people on the internet to support your lazy ass because you can not get a job. You are a cool dude.
>>
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Added a second enemy because i got tired of having only orange boxes chasing me.

And while at it added ability to fly to those fuckers and as a possibility for character upgrades later.

also improved pathfinding efficiency by 14.73%
>>
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rate my new material
>>
>>169824421
I'm not criticizing you, just bemoaning the point of absurdity this industry has pushed us to.
>>
>>169802278
racist nazi trump simulator kys my man it's 2017
>>
>>169824058
Thanks for the explanation! I was just asking because I'm working on something similar, so topdown 2D controls yet the models are actual 3D. Yet because they are spaceships, I don't think animation is something to worry about.

That's a nice fish you got there. Trout?
>>
>>169824218
>you should have an Entity class that all entities are a part of
Honestly, it's more maintainable (and faster) if you move ALL data and logic out of your Entity class, and reduce it to a unique ID that you can use as a key in a bunch of hashtables.
>>
You all could make a lot of money game deving only if you..
>>
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>>169824538
>>
Does anyone want to make the art for my game? I can give you a big discount when its out
>>
>>169823630
I like cube chan. Do you have lewds
>>
>>169823630
>the most easier way to program
wrong, not sure what you even mean by that.
>the game already features lot of suggestions
Should be lots or a lot
>you should definitively ask for them
should be definitely

Good luck without being on a mainstream funding site though. I don't get why you aren't stuffing it on indiegogo or something but whatever, your loss.

Are there any early builds you posted here or something? I like the idea but I've bought into ideas alone too often with crowdfunding.
>>
>>169824990
what engine do you use?
>>
>>169823630
damn that actually looks like a cool game, and i hate puzzle games.
>>
>>169823630
We meet again Cubeman

Triangleman here

Triangles are clearly superior to cubes
>>
>>169825175
Circle master race reporting in. Watch your tongue, peasant!
>>
>>169824421
>>169823630
>Basically, all features which would be game breaking (like giving away solutions) or too complicated for basic users will be put in developer tools. It includes (but not limited to): database edition, gif making, oriented graphs, 2D schematics, etc.

>locking game features like gif making (free publicity) and online save behind pre-order paywalls

fucking really
don't do this retard
>>
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TETRIS DUNGEON with full squad.
No gameplay yet
>>
>>169825315
Considering how autistic the guy is, did you really expect anything less?
Prepare yourself for his autistic dissertation on why what he's doing is the right way to do it.
>>
>>169825376
cool idea
>>
>>169825376
Doroboneko is my waifu
>>
>>169825376
>no gameplay
What the fuck I thought this was the gameplay...what is this then?

>>169825434
>bullying yesdevs
typical nodevs
>>
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>>169825175
you're wrong of course
>>
>>169824762
Cheers, anon

>That's a nice fish you got there. Trout?
No clue. I found that on the internet
>>
>>169825376
>>169825572
Yeah I'm confused. Will building the dungeon not be part of gameplay? Is it just a separate level editor?
>>
>>169825594
>posting donut steel ramiel
>>
>>169823630
>Music by Rymdreglage
Damn, that's nice. Commission? Do you know them? How?
>>
>>169823630
Godspeed godisacubedev
>>
>>169825376
This is a cool concept.

Imagine a game where a dungeon master builds a dungeon in real time while players have to go through it. The objective is to get out of the dungeon.
>>
>>169825741
Building the dungeon IS the gameplay.

>>169825572
The placement gameplay is implemented but right now all the heroes do is wander around.
The idea is that they all have simple AI and your only interaction is to guide them by placing tiles.

>>169825896
This would be amazing as a 2 player asymmetric game.
>>
>>169825741
I think he means no dungeon crawling gameplay
>>
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I've been nodevving too much, so to get back into the groove I'm making minesweeper.
>>
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>>169824487
>$500
>I'm happy with this.
Yeah, the main purpose is to gather a few bucks and make a better Alpha.

>>169824569
>I'm not criticizing you, just bemoaning the point of absurdity this industry has pushed us to.
That's right. I got greenlit but Greenlight will soon be no more, and I don't want to make an Early Access, as I always said that Steam should be for finished games...

>>169825008
>I like cube chan. Do you have lewds
Not any lewd (for now). I hope someone will be inspired.
>>
>>169826143
I remember a friend back in college who honestly believed minesweeper was played by just making shapes. Always tried to make a smiley face before getting blown up.
>>
>>169826423
>>169826143
I'm 27 and I still don't know how you're supposed to play Minesweeper.
>>
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>>169809556
>>169822684
What >>169811947 said.
Thanks for remembering my game, anon.
>>
>>169826551
(you)
>>
>>169825992
Yeah you could make it real time or turn based.
There could also be multiple dungeon masters and player controllers.


Imagine two teams, each team has players and a dedicated dungeon master (that helps their players). Dungeon Royale. Would be very complicated to build.
>>
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>>169826394
Do you have more? I only have this thumbnail collection.
>>
I'll ask again, how the fuck do you put a texture to a material in Blender?
>>
>>169821334
This spikes the urge in me to make a "concentration camp simulator" just to fuck with these idiots...
i think there is a lot of gameplay to be had there.
>>
>>169825043
>>the most easier way to program
>wrong, not sure what you even mean by that.
I wanted to say it's an easy way to create an artificial intelligence for a robot.

>>the game already features lot of suggestions
>Should be lots or a lot
I correct that.

>>you should definitively ask for them
>should be definitely
Ok.

If you find any other mistake, I will correct them.

>Good luck without being on a mainstream funding site though. I don't get why you aren't stuffing it on indiegogo or something but whatever, your loss.
It's not really a crowdfunding campaign in fact, rather a pre-sales site with a counter.

>Are there any early builds you posted here or something? I like the idea but I've bought into ideas alone too often with crowdfunding.
Here is the 7 months old last demo (with the old art and some missing tutorial):
http://www.godisacube.com/latest_windows
http://www.godisacube.com/latest_mac
http://www.godisacube.com/latest_linux
Just playing the first 3 levels of the first 3 chapters should give you a good idea of the game.
>>
>>169826394
There's no reason why you should be hiding away pre-orders in an intimidating page with way too many options for such a simple game.

>6 different tiers + discount for two of them + limited amounts + reduced features if you don't pay more
It's like you put all annoying kickstarter schemes in a blender, this is way worse than an Early Access both from customer and seller perspectives.

Put the advanced features in the base game and just do pre-orders in both steam and your site at the same prices without the "crowdfunding" aspect, maybe only with the "name a nanomachine" tier as an extra and that's it.
$500 is not high enough to justify a campaign.
>>
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>>169826835
>Prison Architect: Auschwitz Edition
I think you may be onto something here.
>>
>>169798042
Looking over past entries, I assume your game is MoonQuest? The name is indeed case-sensitive. It looks like on the second week you used "Moonquest", which is treated as a different game, so the script thinks you skipped that week and thus didn't increase your multiplier.

Starting next week I am actually changing this behavior, so game titles will no longer be case-sensitive. It has created more problems than it has solved. I have fixed your score and multiplier, so don't worry about that.
>>169804942
Any score resets are the result of entering your game title improperly, such as a misspelling or a completely different one without using the NEW_TITLE field. I try to correct these errors as I see them, but I can't catch all of them. If your game is one that got reset, let me know and I will correct it.
>>
>>169827060
I assume the idea is to attract attention with gimmicky bullshit in the way that a normal "just preorder the fucking game" format would not.
>>
>>169826554
Can't help but remember it. I am looking forward to playing what you made! Are you going to be submitting for demo day?
>>
>>169826554
I really like the UI in the corner.
>>
I added a new feature to my game dev sim game today - motivational speeches:

https://youtu.be/1xt_PVSsReM

basically, your player character gets to perform one such speech once every 4 months

these speeches boost the Drive level of all your employees, and the boost amount depends on your player character's Charisma attribute and Public speaking knowledge

with Charisma and PS maxed out, you can get more than a month worth of time in office for every employee, which is very important, because any downtime (vacation) is money wasted

it's a fun little feature that adds more purpose to expanding the office

ps: the feature is still a WIP, I am going to improve positioning of employees tomorrow and add an element which indicates increase in drive
>>
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>>169827186
nah i dont realy care, just glad to see my game there, just curious why because u thing think i made a error this time around, first week actualy


anyway progress
made a hookshot and a placeable chest item
also made a new perk that gives you 2 random zelda items
>>
>>169826551
The number in the square is how many mines are surrounding that square in all 8 directions. You have to reveal every square that isn't a mine to win.
>>
>>169827598
I like spicy boy
>>
>>169827251
I don't think locking away features is very attractive.

Cubedev you obviously put a lot of effort into this but I think it's simply bad.
>>
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>>169827328
I'm holding back on demo day 13. I feel the current content isn't long enough, the sound effects need a lot of work, there wouldn't be any music, and some of the oldest sprites (regular enemies, missiles) need re-doing.
The goal is to get level 1 finished top to bottom by the next one though, with the layer of polish it deserves.

I also post kinda sparsely because I don't like showing off things that aren't mostly finished; Pink squares floating around looks really tacky.

>>169827476
Thanks anon!
>>
>>169827494
>want to subscribe because i like devlogs
>90% of your videos are gay porn previews

why have you done this
>>
>>169825315
>>Basically, all features which would be game breaking (like giving away solutions) or too complicated for basic users will be put in developer tools. It includes (but not limited to): database edition, gif making, oriented graphs, 2D schematics, etc.
>locking game features like gif making (free publicity) and online save behind pre-order paywalls
>fucking really
>don't do this retard
>>169825434
>Prepare yourself for his autistic dissertation on why what he's doing is the right way to do it.

Here is the trick: I said "game breaking" and "too complicated", which means "the game could break if everybody is allowed to use online saves" and "gif making forces you to use command-line interface and almost needs developer skills".
Which means that those features are not available to everyone in their current state. If I put a lot more effort into those features, I could make them available to everyone, but only if at the same time I add more features in the developer tools to still give an edge to this reward.
>>
>>169827992
not 90% my friend, I just tend to shitpost every once in a while

most of my recent videos are devblogs/dev streams and will stay that way for a long time
>>
>>169828043
>I could make the features that are available in this reward tier available to everyone but only if I can think of something else to occupy this reward tier
Or you could not lock features behind reward tiers.
>>
>>169828043
Steam Cloud allows you to use 100MB per user, cloud saving is not a premium nowadays and shouldn't be a paid feature that costs 150% of the game's price.
>>
>>169825081
>damn that actually looks like a cool game, and i hate puzzle games.
People are sometimes surprised to see they can actually play the game, despite knowing nothing about puzzle games or programming. Actually, the game kind of put programmers and non programmers on the same level, because it's more about logic than writing code.
>>
>>169827598
All those boys are technically girls except for the last one who could be either
>>
>>169826793
i really respect the game but fuck if this thing isn't the dumbest looking waifubait /agdg/ has ever produced
>>
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>>169826793
>Do you have more? I only have this thumbnail collection.
A friend draw me one IRL, but I still need to scan it. I will post the highest resolution versions I have.
>>
>>169828476
google "the witness"
>>
>>169828554
Why would I google my own game?
>>
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Give me some relaxing game ideas.
>>
>>169828476
>sup agdg tell me what food ur eating...after a long day of gamedev yeah that makes it totally related

>yo agdg what car do you drive...between intense game development sessions

>hey agyydagsters what porn you jerkin it to lately...when you're not deving which is somehow related to jerking it 'cause I mentioned them in proximity to one another
>>
>>169828725
sup yo hey anon, post your game or fuck off cos that's totally gamedev related
>>
>>169828701
control a big hand on the end of a wobbly stick to sort various coloured eggs into the correct nests.
>>
>>169828725
Last thread was completely shit up by teenagers spewing Ansoc vs Ancap memes while the mods did nothing except warn people who reported it and this triggers you?
>>
>>169828043
Shit like this is why people think you're a fucking faggot.
>>
>>169828725
This place will never not be a chatroom.
>>
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Lots of fun combat-related progress today (which is always my favorite to make webms of)

+Showdown Zone art getting a little bit closer. I still need the main arena textures, but the plasma shield now works properly (a good material, as well as a procedurally-generated roof) and casts a "fog of war" over the outside level, making everything dark and blurry outside the general radius of the arena.

+Lots of new attacks; Ground Pound now does damage on the way down (specifies a kind of damage which breaks all air floats) though still needs a landing impact. A new heavy combo attack (the overhead smash) for some heavy alt branches (KK*K, PPK, PPPK for now) which will daze enemies. Started adding the Combo+ bonus attacks; the 6th light attack is here, which is a nifty 16-bit-looking wave of punches that catches any enemy and sends them flying directly to you with per-fist knockbacks that make that trajectory work. Will JUST catch an enemy knocked back by your double-fist attack if you're on the ground.

+You now do minor damage when landing on an enemy's head, mostly as an excuse to knock you back and prevent "floating" on top of the heads of enemies in a crowd

+The biggest one, by far, is the new Dash attack. Dive Kicking before would sort of home in on enemies below you (like Mario Galaxy's homing pound); now, in addition to fully doing damage, this attack will do a full 6DOF lock-on to the nearest enemy and send you flying if you've unlocked the "Follow-Up" bonus attack. So basically, crouch+dash (LB+RB on a controller) is your stinger, and it's a homing stinger with a built-in dodge offset that also initiates air floats.

+Not visible but implemented most of the "unlocked move" gates for actions, which helps not only for final game implementation but is nice for level design (since I can force myself to test a level using only available moves for that point).
>>
If I make a tumblr will I gain a following by just posting often and using the right tags?
>>
>>169814671
Take a random color
take a bunch of other random colors
average each of those colors to the first

boom
>>
>>169828976
Pretty much, yeah.
>>
>>169828976
The only way to secure valuable interest in your game is to make an interesting game. The answer to your question is yes you will get a few followers just by posting regularly with tags, but to have a following of any value you need genuine excitement and growth of interest.
>>
>>169827060
>Put the advanced features in the base game and just do pre-orders in both steam and your site at the same prices without the "crowdfunding" aspect, maybe only with the "name a nanomachine" tier as an extra and that's it.
A lot of advanced features look like pic related. I will put more effort into it, but there won't be the months of work it would need to create the interface and the options to make it available to everyone.
So only devs used to command-line interfaces can use such features (for now). The same goes for the complex software you can use in combination with the game (such as data edition).
I'm not locking features away from basic users, I'm allowing advanced users to use advanced features which are normally reserved to devs.

>$500 is not high enough to justify a campaign.
Can you guess what happens when the counter reaches $500?
>>
>>169823630
I think I remember you from back when I was a kid lurking on La Ligue des Makers Extraordinaires' forum.

It's impressive, and a little bit nostalgic, to see how far you've come since those times.
Keep up the good work.
>>
>>169821629
Yeah!
More cute anubis!
>>
>>169828825
That's stupid.
>>
>>169829449
You're welcome.
>>
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>>169794416
I kind of despise the molyneux meme but molyneux himself and his story of being a programmer and developer turned designer guru and my memories of playing his games I think are all priceless.

https://www.youtube.com/watch?v=DGy2kQ8x5F8

I seriously hate the meme and hate seeing his face because of it though.
>>
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>>169828452
>i really respect the game but fuck if this thing isn't the dumbest looking waifubait /agdg/ has ever produced
Kind of.
I said a lot of things about being Kojima and Cube Chan is my Raiden, but the original story is "y u no like cube? u prefer waifu? here iz waifu" and 30 minutes later Cube Chan was born.
I actually intend to put a secret ending in the game where you marry Cube Chan and discover the meaning of the waifu.
>>
>>169828725
at least they're not shitting on loli jam
>>
Made a variant of a song to suit with a town with a lot of spooky ghosts and stuff

https://clyp.it/4fmeebcz
>>
When is loli jam?
>>
>>169828043
>but only if at the same time I add more features in the developer tools to still give an edge to this reward.
I think you are a bit too attached to the reward tiers, there's no reason why they should even exist.

Just imagine for a second the following situation.

>Bobby sees a cool gif of some minecraft cube dancing around
>Bobby now wants to buy this game and make his own gifs
>Wait a second... Where's the gif maker?
>He goes to the forums and finds out he has to pay 150% MORE to unlock such a basic feature
>refunds game

Calling it a "reward tier" instead of "DLC" doesn't hide away the fact that you are locking features behind paywalls, and a user-unfriendly tool won't be more acceptable because you have to pay for it either.

You could simply put limitations in stuff like the solution browser, if you beat a level close to the perfect time you unlock the browser for that level for example. which would both be less scummy and a good incentive for the more dedicated players.

>>169829232
If you aren't willing to make it more user-friendly then just don't advertise it as a big feature and hide it behind a console command, it's already extremely easy to record videos anyway so the gif maker has pretty much no value to the user unless it's even easier to use (click button to make gif).
>>
Turns out I got enough cash for GMS2

For how long is it gonna cost $65?

Also should i pick it up now or wait til it's stable
>>
>>169828725
The absolute worst is
>LISTEN TO THIS MUSIC I LIKE err I mean "post dev music" guyz show me what u listen to and I will listen to it :3
>>
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>>169829602
>Cube chan is a commentary on our shallow ways of looking at video games
2deep4me
>>
>>169828725
>>169829842
hey agdg, what do you shitpost about when you're not working on your game (aka always)? Oh wait nevermind.
>>
>>169829232
>imagemagick
Good luck on windows, convert is only on legacy version. Accidentaly it just ruined my day today
>>
>>169829792
If a digital good remains discounted for a significant portion of time then you can be relatively sure that it will be returning to that point or a lower discount regularly.
>>
>>169828974
cute progress
>>
>>169829842
fuck you, i've found legitimately great music to have on the background while I work thanks to posts like that

on that note, post dev music
https://youtu.be/TRapf0iv-vY
>>
Is gamemaker studio any good? I thought it was a meme.

I've got GM:Studio professional 1.4 on my account but never used it, must have come in some bundle or some shit.
>>
>>169828887
>Shit like this is why people think you're a fucking faggot.
I will need more explanation for your argument to come over my autism and cure my faggotry.

>>169829251
>I think I remember you from back when I was a kid lurking on La Ligue des Makers Extraordinaires' forum.
Oh man, that was a long time ago! I was gathering pictures from this era a few weeks ago, to give a speech at the Ecole 42 about my life as a dev. Pic related, with Star Ocean 0 from Jyuza.

>>169825786
>Music by Rymdreglage
>Damn, that's nice. Commission? Do you know them? How?
I contacted them for the game. They liked it, and accepted a commission. The main track was really, really hard to produce, as it is an 8 minutes long track with 7 different parts.
Kind of like the Hyrule Field Them from Zeda: Ocarina of Time, but instead of having a morning-to-dusk theme, you have a big-bang-to-a-civilization-of-cubes theme.
>>
>>169830502
>post dev music
No. And I am not listening to whatever gay music you just posted.
>>
>>169829842
>>169830748
why are you so angry anon-kun
>>
>>169830592
Plenty of successful games made with it and it's probably the most popular 2D engine around.
>>
>>169830592
Your post seems pretty memey desu. If you're so disconnected from development that you don't know what GMS is capable of then it's definitely a tool that's more than powerful enough for you.
>>
>>169830502
eurobeat
jsrf soundtrack
artzie music
>>
>>169828974

The repeated punches look kind of sluggish, imo

I think the punch should be snappier and the recovery should be more exaggerated. It kind of looks like the character just decides to stop attacking for half a second, instead of like "the force of the punch is so great she has to compose herself before she can throw another one."
Everything else looks great and doesn't really have this problem
>>
>>169829718
in 31 days
>>
>>169830502
https://www.youtube.com/watch?v=4tjWQ7ZP894
>>
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>>169829728
>If you aren't willing to make it more user-friendly then just don't advertise it as a big feature and hide it behind a console command
There is a misunderstanding. The game features a new programming language, so programmer tools could allow you to do 10 times more stuff.
I'm already working on the level editor, which needs its own debugger and its own compiler due to the programming nature of the game and its open solution system.
The level editor itself is worth 6 months of work.

Thanks to advanced features, people will have the full power of features like the SQL language to manage ingame data. That's an API worth 75,000 lines of code (more than the game itself) typed by very smart people with hundreds of lines of configuration.
I won't create an ingame editor to manage the millions of combinations of SQL code people could write.

A lot of advanced feature of the game are like this: it would be a nightmare to develop them fully if I had to manage every mistake people could make by typing a wrong character or symbol somewhere.
So I'm allowing people to use external tools, but if they break the database or corrupt the game assets, that's their fault. But they will have the power to do a lot of great things.
>>
Whats the point in making and posting progress if I dont get any >(you)
>>
The fact that the current /v/ dev thread has more progress than this is kind of disturbing.
>>>/v/369032724

Why did you left us, futa succubus dev? ;_;
>>
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Starting to work on a battle system and UI. Tab switches between battle and travel mode. Battle mode lets you choose an action, right now either move or attack. Attacks can heal or damage right now but nothing happens if you run out of health. There's also nothing constraining the player's movement in battle mode, no limited range or elevation
>>
>>169832015
And why should that be locked away in a DLC? I think you are missing the point of the discussion here.
>>
>new Unity update breaks my game again, changing physics behaviors without giving you the option of doing it the old way
I love it
>>
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>>169832403
>updating mid-project
nice meme
>>
>>169832403
>updating halfway through a project
you deserve it desu
>>
>>169832403
if you start a game in a certain version of unity, you finish it in that version

it's common sense not upgrade in the middle of a project
>>
>>169832017
You must also post progress elsewhere and get a following going not just stay in agdg. This is a locker room.
>>
>>169832680
>>169832667
>>169832631
luckily I only updated on my laptop, but this is some bullshit
I'll keep that in mind for the future
>>
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>>169831379
Good note, and I think webm related is better not only in visuals but in combat rhythm as well.

PS: the lesson here is always implement a time-scaling system into your animation engine, rather than retuning anims by hand. Tweak some floats and walk away, so much easier to fix through iteration.
>>
>>169832631
>>169832667
>>169832680
>t. Unity defence force
It's unacceptable for software to do this.
>>
>>169833018
actually its expected and standard practice not to change software versions mid project. I don't even use Unity
>>
>>169833179
Major versions, yes.
>>
>>169833018
no shit, but it's also unacceptable to not know the limitations of your shit. He should have known this would happen, regardless og whether it should.
>>
>>169832680
They've said that for every iteration of UE4 as well and I started on 4.2 and am on 4.15 with Dixie.

Upgrading is a great way to get access to features that help you with your game. It's not the dev's fault that the engine makes game-breaking changes with no option for regression. The worst UE did was changing the tonemapper for HDR support with 4.15 and you can go back to the old one with a simple bool flag.

Every other "deprecated" function has been given like 5 versions before being pulled with easy warnings to help you ID calls to it and replace them with calls to the newer versions of it. Nothing Just Fucking Breaks on update.
>>
>>169833265
>He should have known this would happen
Based on what?
>>
>>169833256
>reach patchnotes
>does it contain anything that is extremely relevant to your immediate interests? no? then don't update
zimple as dat senpai
>>
>>169832017
what's the point of getting >(you)?
>>
>>169833469
Validation
>>
>>169821850
only a loser uses that word
>>
>>169833419
I guess everyone has to learn this once? It's common knowledge that updates break things, so you're making a choice between stability and new features
>>
Whats the best control scheme for a top down 3D game?

I began with having the mouse be the look direction of the character and have WASD for movement, but it creates this strange jarring animation where the ledgs point one way but the torso another. I then added strafing and a backpedal animation but it still has this strange jittery movement to it and looks wholy unatural.

Is there any good examples of this? I was looking at Hotline Miami but that's has the advantage of being 2D and pixelated graphics.
>>
>>169833461
Guess he's never updating, then. Too bad if they add something that you want.

>>169833596
>It's common knowledge that updates break things
It's really not. Breaking updates in the rest of the software world come around extremely rarely. The standard would be that all breaking changes be deferred until Unity 6. You can't update the damn thing at all without breaking something because they have breaking changes in every update.
>>
>>169833018
I use GM lel
>>
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Talking shit on Unity? Step in line butthurt little scrubbos.
>>
>>169833946
you are so dumb
>>
>>169833596
Seeing someone bitch about it once was enough to keep it from ever having happened to me. Should be the same case for anyone with some brains.

>>169833764
>It's really not.
It really is.
>>
>>169833764
>It's really not

I was always taught "updates break shit", I guess this isnt common knowledge everywhere
>>
>>169832227
>And why should that be locked away in a DLC? I think you are missing the point of the discussion here.
You want more content for free, for content which needs more work than the base content, and which will interest less people.
So I can:
- never make this pro content available to anyone
- make this pro content available for pro users, for a price high enough so only people who know what they do will access those features and they will do only cool stuff instead of bugging me each time they delete their save because they believe they are computer wizards but they just shit up their SQL request

Something something great power great responsibility.
>>
>>169834356
>>169834386
What terrible software do you use (other than Unity) that doesn't follow basic semantic versioning and has breaking changes with every update?
>>
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Four towers complete.

What do you think?
>>
>>169834406
These mental gymnastics holy shit.
>>
Shilling:
http://steamcommunity.com/sharedfiles/filedetails/?id=866099107

>>169794747
>49 projects
and they said /agdg/ was a mistake
>>
>>169834463
Not EVERY update, but you look at any software or any game, I guarantee it had "hot fixes" at some point.
>>
>>169834551
what weapon does the SS oficer have?
>>
>>169834638
see
>>169825434
>>
>>169834754
So you don't have any examples?
>>
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>>169834685
>>
>>169832403
This would seem to be a good reason to use UE4 (or another engine with full source access) instead. If an update breaks something but you still need it, you could run a diff between the two versions and piecemeal restore the old behaviour.
>>
>>169834816
she will throw grenades as the short range AOE tower. I originally wanted a gas thrower gun but it didn't seem like a circular AOE weapon..
>>
>>169834162
Butthurt little SCRUBBO
>>
>>169834837
Off the top of my head Minecraft, Pokemon Alpha Sapphire/Omega Ruby and DayZ.

I'm tempted to say "literally any program" because that's virtually correct. After any major update to a program there are often updates a day or two later to fix things they broke.
>>
>>169834982
needs a granade belt or a box of granades close to her then

if you going to make her gas, make her REALY op but only for 2 squares in front of her
>>
>>169835080
???
>>
>>169834551
i like the red one but why does she have a clown nose?
>>
>>169833615
wasd mouse is a good
Dead Frontier , which uses that scheme, comes to mind.
also post webm
>>169835228
it was deleted for a reason
>>
>>169834406
>for content which needs more work than the base content
You should be working on your base content instead of wasting time on some toys that are hidden behind paywalls and that no one will ever use.

I never ever heard of a game that not only does day-one DLC (this is inexcusable for an indie game too) but also asks for an absurd amount of money for basic non-content features like cloud saving (which Steam does for you), I think you are trying too hard to shoehorn some kind of premium DLC in a game that doesn't fit the profile.

Don't get me wrong, I'm not shitting on your game, I'm just giving you my honest opinions on what I perceive to be a pretty crappy way of nickel-and-diming, your game doesn't need that.
>>
>>169835198
>After any major update
Exactly. MAJOR update. Unity 5 to Unity 6 major, not 5.4 to 5.5 or a patch.

>there are often updates a day or two later to fix things they broke.
That's not what I mean. Breaking changes are deliberate changes that break backward compatibility, i.e. certain code written for an earlier version is intentionally not going to work any more. An update that introduces bugs that get patched out later is something else entirely.
>>
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Guess what my game is from this screenshot.
>>
>>169835260
???
>>
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>>169835397
Read the patch notes next time.
>>
>>169835234
It's supposed to be bubblegum, I guess it'd be hard to tell zoomed out and I can't be bothered to animate it getting bigger and smaller. May remove.
>>
>>169835480
a mobile game
>>
>>169835480
shovelware
>>
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Alright that is enough of messing with this for today.

You can properly combine stackable items now, in addition to the inventory discarding from earlier.
>>
>>169835514
Okay so now I know not to ever update the software. It's pretty bad that you can't update ever without shit breaking, though.
>>
>>169835498
I found myself a new filter term
>>
>>169835480
"mobileshit I don't care about"

wahey guessed it first try
>>
>>169835480
finger based ddr
>>
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Does this crate look crate-y enough?
>>
>>169835765
can you break it?
>>
>>169834551
serene bazooka is cute

>>169834847
thanks friendo
>>
>>169835765
Yup.
>>
>>169835765
I'd jump on that
>>
>>169835765
connection at the corner makes no sense
>>
>>169794621
>tfw no one is making a TG/AR game
>>
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>>169836340
I know I shouldn't be giving this (You)s but...
>>
>>169836338
Looking at the crate was giving me a crazy "impossible trident" vibe but I figured it was just my brain being fucked up as usual so I didn't mention it.
>>
>>169836465
You don't want to be a cute girl?
>>
>>169834551
yellow is the only reasonable choice of waifu

red is a sniper and therefore is the kind of selfish cunt that instapicks damage and NEVER supports her team

blue has had more men inside her than a public restroom

nazi is an emotionally unstable girl that spouts /pol/ memes and probably has shit taste in anime
>>
>>169836643
>your blue fantasies
thats kinda hot desu
>>
I want to make an isometric game but I never found an isometric control scheme that I loved. I would always forget whether e.g. up was NW or NE.

Can /agdg/ think of good iso controls? They would need to work with both physical keys and touch.
>>
>>169792129
>A gamejam is where a group of people meet and make a game under rather significant timeconstraints. Many times they're themed. It's also structured a bit like a competition with panels or voting systems to decide who made the best game.

>I'm not sure what the general use of the word would be outside of gamejams.

Duh, its when musicians come together to play music
>>
>>169835765
do you realize how expensive making crates out of hardwood would be?!? Also why would anyone go through the trouble of using finish on a simple old crate

other than that it looks great
>>
>>169836340
There is a 1/100 chance my game might include it, not for fetish reasons.
>>
why do you guys call each other autistic all the time?

you guys seem pretty normal to me
>>
>>169837679
Ohohohh I am not normal you can be sure of that.
>>
>>169837787

>t. normal guy
>>
>>169837248
If it's not grid-based then it's not even a problem, just move up.

If it is then you can always rotate it slightly so that it's unambiguous.
>>
>>169837885
Thanks, Anon. I feel a bit better about myself now
>>
making a really simple game here should I even bother with pools for initializing?
>>
You guys know how when you make mobile apps you shouldn't use absolute position (no hard coded pixel coordinates, etc) and should just use relative positioning so it will look good on a variety of screen sizes and resolutions ?

Well if I make a game in Unity will I have to redo my positioning code for it to look good on mobile or does it have some tricks to make it look as nice as it can automatically ?
>>
Idea guy here

What do you think about this idea

Having an auction in your game for power ups in your game each time you collect enough coins in the game you bid against other players and who ever wins in that time frame gets a unique power up for the game
>>
>>169811534
Akko :D
>>
>>169838436
English please
>>
>>169838407
>when you make mobile apps
You should be doing that regardless of platform
>>
well, finally made that the wolfs chase you when they see you can't jump tho need to make that too, fixed collisions a little bit and made a new sprite. should probably work in a background and a few more stuff like more rocks and trees. think i will make the wolves move around a little when they are not chasing you.

wew lad. both art and coding are way harder that i thought
>>
>>169821334
>God
So aware
>>
>>169838436
That's assuming that you have an actual player base. I don't think it'd be a good idea in general.
>>
>>169838407
For UI specifically, you just have to set anchors and it will change the placement of UI elements adaptively
>>
>>169838626
does that extend to the transform component coordinates though ? Like I am wondering if it is already taken care of at that level or if I have to make another logical system on top of that.
>>
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Update on the curse statue, I think I'm fucking up with coloring. Any feedback on this? Not sure about the cloth around the arm as well. Also should I add those red plantlike things on the other horns too?
>>
>>169813825
This is looking really good. I like it. One thing that would improve it a lot is better camera behavior. You currently have it following the character perfectly. If instead you make the camera ease in/out towards the character, everything will feel a lot smoother.

What I mean by ease in/out is, the camera should accelerate into a maximum movement speed, then slow down as it approaches its destination.

Mine isn't perfect but you can see what I mean:

preece.github.io/Frauki
>>
Are there any downsides to event based programming?
>>
>>169839093
The face is barely visible in the thumbnail.
>>
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>>169836340
>>
What do you do when someone sees your game and says "this is going to be free, right?" Yes this just happened to me, no I am not going to say which game it is, it is pretty embarrassing that she would ask that.


>>169839093
I would say keep the red stuff on the horns it is already on and leave the 'lesser' horns unadorned. I actually really like the cloth on the arm also but don't put it up any further than it already is. The color is pretty dreary but if we are talking curses I think it works out really well.
>>
>>169839775
Sounds rather rude. Just show us your fuckin' game already and get honest feedback as to whether she had a point or not.
>>
>>169839775
say yes and get some pussy
>>
>>169839775
>free for you ;)
>>
>>169839775
https://www.youtube.com/watch?v=5t99bpilCKw
>>
>>169839775
Post your game. It is important to not stick your head up your own ass and ignore criticism, but not all criticism has the same weight. Maybe your graphics just look like shit. You can sell normies a nice looking game that uses default models but has no content.
>>
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>>169807006
What does everyone use to make games here? Unity? Gamemaker? Construct2?
>>
>>169834551

Why are their feet underground?
>>
>>169840396
UE4
>>
>>169840396
I'm using unity just because I've found a lot of helpful tutorials.
>>
>>169840580
because of node scripting? forgot to say UE4
>>
>>169840474
I was going for the pegleg feet but maybe it doesn't match stylistically.Just wanted to make animating as easy as I could, the sitting ones don't need to move their legs so I gave them feet.
>>
>>169840652
Because I like it the best
>>
>>169840652
No, I actually don't like it that much. Just because it has better animation and shader tools, more features, and a more robust workflow.
>>
>>169840396
My own engine. I'm really just reinventing the wheel in a less featureful and efficient manner, but it's fun.
>>
when doing spritework for sidescrollers, should i be drawing my characters from 3/4 angles or can perfect profile work too?
>>
>>169806642
It's also: "Fail to convince everybody who actually makes games that loli is inherently for disgusting filthy pedos"
>>
Post IQ and Project Euler level!

>89
>2
>>
>>169841143
Yeah but game development
>>
>>169841143
>138
>0
>>
>>169808831
THIS. I'm gonna keep this post saved in the hopes that I can someday get my own fan art once I learn C# well enough to make a game.
>>
Holy shit. Just looked up Handmade Hero, still not done with game and looks just as complicated as ever.

Absolute madman that shit is over 2 years deep at this point.
>>
>>169810712
Motherfucker still thinks he's better than Hideo Kojima.
>>
>>169841143
>184 (took the test two times 89+95)
>Didn't take it
>>
>>169841143
unknown
>>
>>169808831
My punished Patrick has fanart, this is truly the best timeline.
>>
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Why is there no real documentation on how scenes work in Unity?

Context:
I'm trying to create a large gameworld that will have NPCs traveling back and forth between hubs, trading and affecting local economies, going about prescribed tasks over the course of a day/night cycle, and generally getting up to their own business whether or not the player is around, and I need all this to be persistent. If the player gets a quest to find an NPC on the other side of the world, I want to make sure it's a real NPC that has already been procedurally generated and doesn't have to be popped just for the purpose of the quest.

If I split the gameworld into scenes to save resources, the scenes get destroyed along with all the procedural content inside them when the player leaves.

So either I split it up and keep every scene loaded at the same time, would that work? Does LoadAdditive actually keep the scene running and behaving on its own, according to dynamic time variables, or does it only keep the game objects loaded for quick retrieval, essentially freezing everything until the player returns?

Or do I actually have to stitch the entire world into a single scene that runs concurrently in order to create this effect?

And why does there not seem to be a single resource that would explain any of this?
>>
>>169841101
3/4 looks better.

Profile is still used sometimes (off the top of my head, Terraria?) but it's ugly.
>>
>>169841653
I can't say I've ever done something like this in one of my games, but simulating the whole world is completely unrealistic from a performance standpoint.

The way Dwarf fortress does it is that places outside of the player's sphere of influence are simulated with statistical models.

So you could have a world script running that simulates economies and NPC position according to accurate statistical models, and when the players comes into a certain area, information on what should be displayed to the player is drawn from this world script.

See what I'm saying?
>>
>>169841949
Nope, Terraria is 3/4.
>>
>>169794747
>another recap in .jpg
What the fug.
>>
>>169837679
it's easy to seem normal on the internet
>>
>>169842385
>3.95 MB
>>
>>169842357
Thank you. How does that work for running animations? Wouldn't that make it look like you're running towards the camera?
>>
>>169841392
>still not done
I don't think the goal is to be done.
>>
>>169842730
>>169842357

meant to quote >>169841949 specifically. i asked the original question, not the one about terraria. my bad
>>
Has anyone on /agdg/ ever made a game in Haskell?
>>
>>169842227
I'm realizing keeping the whole world open at the same time is prohibitive, as tempting as it is to try when I'm running a very low-resource 2D game.

That said, I'm struggling with even low-level persistence like for example, the player is following an NPC traveling down a road, and when the NPC crosses the border into a different zone and the player follows it, it still being there in the next zone at approximately the distance it would have been, as well as retaining all of its personal stats and objectives.

I know there are games that do this and I'm really starting to wonder if this is a limitation of Unity or just my knowledge of it.
>>
>>169842717
Oh, right.
>>
JUST
>>
>>169842843
I mean the literal goal of the project is to complete a video game for windows in C writing all the code yourself. Maybe they changed it along the way ? I only watched the first few videos.
>>
>>169843172
It's a tutorial series. He spends most of his time explaining in great detail what he's doing and he's implementing way more than most game will ever need just to show how it's done.
>>
>>169841653
why not just save the "state" of a scene when switching to a new one and reloading it when reloading that scene?

and if it is a case of ongoing simulation, the scene should just be the visual representation of the internal simulation, so you would keep the simulation running, but shut the scene down until you need to actually see that part again.
>>
>>169842893
Well, let's look at this specific examples.

You have your world script with villages. Villages have arrays of villagers.

The scripts decides that the villager is gonna travel to another village, and creates a caravan object. It starts moving towards its goal, his position being updated every five seconds or something like that. At this point, there is still no "caravan" object in Unity; it's just an abstract class in the World script.

At some point, the player enter a zone where the World Script says there is a caravan.
So ONLY then, a caravan GameObject gets spawned in the Unity world, with his parameters taken from the Caravan class in the World Script.

The Caravan and the Player part ways, as soon as the caravan is out of sight, it gets destroyed and it updates its abstract object and restarts being simulated in the World Script.

>>169843659
Yeah, that's the spirit.
>>
>>169843776
>>169843659
Alright, I guess I hadn't considered how closely I could map the internal simulation to what is generated for the player in world space. It's starting to feel doable.

Thanks anons, this was very helpful.
>>
>>169841653
Honestly you could just do everything in a single scene. That way you have full control over everything in the game from the splash screen to the main menu to the gameplay. You could have the different levels in the game be spawned and despawned as large prefabs instead of separate Unity scenes that are a hassle to manage.
>>
>>169845246
>Unity
>full control
>>
>>169845652
nice shitpost you dumb fuck.
>>
>>169845246
That feels like you're trolling him, but I can't put my finger on why exactly.

There's probably a reason we usually divide games in levels, but what is it?
>>
>>169794747
Not bad, aggy daggy
>>
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>>169794416
Hey fellow gamedev/anons. Its Leif, that artist from 2 days ago.

Here to take requests for concept/fanart.

I have till 6:15pm PST.
>>
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>>
>>169845923
Bunny riding atop a lizard with a little saddle and reins
>>
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>>169835260
Sorry, had to step away for a few hours.

I tinkered with it a bit and got something decent. Any thoughts?
>>
>>169845923
A wisp-like floating robot that is slightly broken down and abandoned.
>>
>>169845923
cute robot companion that is also part toaster and alarm clock
>>
how hard is it to make a navigation mesh out of a tile map?
>>
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Anyone wanna help test my multiplayer Space Combat game? I've got it working via steam now.

email me at [email protected] if so
>>
>>169846717
I do
>>
>>169846084
Are you just lagging anon or is that just a bug?
>>
>>169846825
What do you mean? What seems to be lagging?
>>
>>169846084
mechwarrior.png.gif
>>
>>169833615
Look at how Alien Swarm does it. Great game.
>>
>>169846024
Ok done.

>>169846181
Pls give more details.

>>169846312
Incoming.
>>
>>169846901
the model glitching about is what I'm talking about.
>>
>>169847140
Thanks based anon!
>>
>>169847156
No transitions between the change of walking direction, need to blend that eventually.

>>169846943
Yeah thats what Im seeing as well.

>>169846992
Shit I forgot about that game, Ill check it out.
>>
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>>169847140
I'm curious to see how other artists might approach making clothing on alien creatures/species. Wanna give it a shot?
>>
>>169845978
4 was fucking cute.
>>
>>169845652
Sniveling little cunt rag post here from an engine"""dev""" most likely.
>>
>>169847586
Writing your own engine is like fucking your girlfriend.

Using a premade engine is like getting someone else to fuck your girlfriend.
>>
>>169845923
Cont

>>169846312
Here you go

>>169847497
Ok I'll give it a go.
>>
>>169846762
Whats yer steam? You can email it to me if you like
>>
>>169847140
cute :3
>>
>>169847659
>mfw I knew would get an insta(You) from precious little insecure engie
>mfw have heard that bullshit engie slogan a thousand times
>mfw it's the kind of retarded analogy that only someone who is both a virgin and a nodev would say
>mfw engies are literally fucking useless
Engine """""devs""""" are a joke.
>>
>>169847682
Thanks man
>>
https://soundcloud.com/iwilldevouryourkittens/so-long-johnson

Final boss theme. Thoughts?
>>
>>169847140
An old decrepit woman in dystopian futuristic robes.
>>
>>169847817
>t. premade engine cuck desperate not to feel worthless because of his lack of ability
>>
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>>169845923
Your interpretation of badass space pirates IE pic related.
>>
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>>169821572
so your sure you wont ever make a self aware rpg in this style.

are you sure you don't want a gorillion dollars.
>>
>>169845758
I'm not trolling him. You still have a level manager, but it's just that levels are instantiated as stored prefabs instead of being placed in separate scenes. Unity scenes are nothing but containers of game objects anyway, with some extra settings like skyboxes and ambient lighting.
Although Unity might optimize the memory for scenes by loading and unloading assets when they're only used in a single scene, but i'm not sure about that.
>>
>>169847929
>m-mu skills and abilities I'm a g-genius p-programmer
>s-stop asking where my game is I don't have one and never will ;___;
"""""""dev"""""""""
>>
>>169848226
Where's your game? Oh, I'm sorry, nice tech demo you made from twiddling knobs in Unity, a shame it has no value.
>>
>his game doesn't support Linux

Enjoy never being successful.
>>
>>169846084
Those legs are just swinging back and forth, looks horrible.
>>
>>169847497
I was thinking something more flowy (to help movement) would be ideal for these creatures.
>pic related

>>169847926
Ok incoming.

>>169847983
Also incoming.
>>
How many people here actually went to school for game design?
>>
>>169848364
That's how people walk.
>>
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STOP the bokube gay porn please
>>
>>169848475
Cute. Thanks, anon!
>>
whats better
slow movements with a lot of projectiles or fast movements with fewer projectiles
>>
>>169848476
kek
>>
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Getting comfy by the fire
>>
>>169848476
t. brianna wu hoping she's not alone with her 100k

(only 5k for me and im starting to make it back :))
>>
>>169848476
>>
>>
>>169846717
Needs more ambient lighting, I reakon.
>>
>>169845923
A robot eggshell enemy
>>
>>169848664
>>169848476
I bought a pack of basic pencils and some copier paper, and I went outside.
>>
>>169848664
>running for congress is just a scam to pay off her student loans
really makes you think
>>
If I wanted to make a roguelike should I use Python or Java?
Does anyone know what engine/language Cogmind uses?
>>
How do I make a Pokemon Go-like game?
>>
>>169848476
I didn't go to game school, I went to games.
>>
>>169848937
>If I wanted to make a roguelike should I use Unity or Unreal?

Fixed.

Unreal. Unity is fine, though.
>>
>>169794621
Is this real life?
>>
>>169848043
Yeah, that's right, asset loading. That's a pretty big deal in big world if you don't want to mess with asset streaming.

>>169848475
Yo Leif you're the best. Keep making bugs, I love the one you made for me the other day.
>>
>>169848937
Just use C or Idris
>>
>>169848937
For a Roguelike? He could make it in Assembly if he wants a genuine experience.
>>
>>169841653
Just make your own engine.
>>
>>169849037
C is shit for anything not embedded systems
>>
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I'm gonna make it in time for demo day, you guys

...I'm gonna make it!
>>
>>169849130
>C is shit
As someone who's worked on embedded systems, you could have stopped there. C is hot garbage no matter which way you slice it
>>
>>169848761
Thanks anon, I'll work on that.

I added a new sky sphere
>>
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TETRIS DUNGEON PROGRESS
Knights seek out gobbos
Gobbos run away
Catboys steal coins

Spent a while making a flexible system for the AIs to prioritize their actions, yet still simple enough that you can predict whats going to happpen when you place a tetromino.
>>
>>169849437
Oh fug thats neat
>>
>>169849437
Wait, those are catBOYS?

Goddamn traps.
>>
>>169848991
Thanks, I like drawing bugs. They are challenging to draw. Anything that forces me to be better is a good thing

>>169847926
Here you go


>>169847983
>>169846181
>>169848783
Sorry guys I ran out of time.
Gotta go help my uncle with some heavy lifting as hes painting his apartment.

>>169847257
>>169847797
>>169847865
>>169848548
Glad you liked it!


Next time I'm back I'll have more time. I was rushing hard today.
Keep up the good devs
>>
>>169849437
>Catboys
>boys
dropped forever
>>
How do I make a game like Undertale?
>>
>>169849671
woah this is very noice, thanks m8
>>
>>169849671
based anon
>>
>>169849809
You don't, leave.
>>
>>169849809
get lucky
be original
have a fanbase you can leech off of
have one trait that you're a god at, that you can use to make a good game: music/art/coding/story
get lucky
>>
What's your FPS in your game guys?
>>
>interested in getting GMS2 because the room editor and tileset stuff in general makes my dick diamonds
>start checking out the documentation and trying out stuff in the beta version
>it made like 5 steps backwards in everything related to coding

well shit, I guess i'm sticking to GMS
guess i just saved myself 65 dollars
>>
>>169851562
BAD
>>
>>169851576
And GMS is already at least 5 steps backwards compared to actual programming languages.
>>
>>169851576
What happened to the coding?
>>
>>169847910
Dude you're probably gone, but your shit is fucking tight. Saved
>>
>>169850545
>have one trait that you're a god at, that you can use to make a good game: music/art/coding/story

This one's actually true.
>>
>>169851562
200+
>>
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>>169851562
Depenging on the browser and add-ons and game complexity. A frame is about 15-50ms

Also who cares about dungeon crawlers
>>
>>169836340
I'm make a tf/tg game, does that count?
>>
>>169851697
GML has it's fair share of retardation, but it's an amount of retardation I'm already comfortable with, it's a bearable pain that I'm willing to put up because I don't have any reasons to move away from it

if you think GMS is already bad, imagine GMS2 if it's a downgrade

>>169851798
a lot of things got changed for the worse, even basic shit like instance_create got changed into instance_create_depth and instance_create_layer which are kind of the same thing, objects no longer have an innate depth, views are still around but they added cameras which were supposed to replace views or something like that

and a bunch of small awful things that bother me in particular, things like no longer being able to use "///Title" to title sections because you now need to type in // @description Title, no longer being able to have sections within the steps (you can't have multiple script parts in a Step event, you now have a big thing in Step which is a fucking nightmare to me) or things like scripts no longer working like they used to

if i had my testScript(arg0,arg1,arg2) all i had to do to check the arguments was to make the first line of the script to name the arguments (///testScript(x,y,string)) for them to show up, and now you have to use script_execute(script,arg0,arg1,arg2) and you can't even see what the arguments mean

they're not very important things, but once you look at them one by one and how they affect my overall workflow it's a fucking nightmare

also the possibility of converting DnD to GML and the other way around is a lie, i wasn't interested in it for me but if i worked with someone who didn't know GML it would come in handy, but instead of rearranging your code into DnD it just makes a block with all the code for your buddy to drag and drop, so it isn't even a good way to collaborate with people who don't know GML

>tl;dr many little things that fuck up workflow
>>
>>169848476
I took a class in game design and some in game dev as electives. Had a traditional major though.
>>
What music do you listen to? when you're deving of course
>>
>>169852489
230 BPM industrial hardcore
>>
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>>169852489
https://www.youtube.com/watch?v=4YszOEYu_yA
>>
>>169852489
https://www.youtube.com/watch?v=wRFs1_BL9zw
>>
>>169852489
depends on what i'm doing or what i'm devving
if it's on the more gray part of things like system and other boring shit i like to listen to chill music like instrumental hip-hop or whatever

if it has something to do with the game itself i try to choose something appropriate from an OST of a game with a similar vibe to what i'm working on
someone linked this one time and I've been using it a lot even though I never played chrono cross because it has the vibe i want and it pumps me up https://www.youtube.com/watch?v=7OUhho2s06k
>>
>>169852489
I don't listen to music while coding, it's distracting. If I had to, I'd just listen to ambient music. When I do listen to music, I pretty much only listen to Joanna Newsom.
>>
>tfw revamping my entire map system
>>
>>169852489
>>169852489
E M A N C I P A T O R

https://www.youtube.com/watch?v=S4g7mPUskW8

THE GREATEST DEV MUSIC
>>
>>169852489
R/a/dio
>>
>>169853342
c/a/ncer
>>
>>169852197
Dude, that's some juicy screen shake.
>>
>>169853181
My game is on Steam and I kinda want to do that too lol

Realized that sticking to uniform sized elements doesn't look so grea.

Also (at least in non-tile-based-games) sticking elements at uniform distance doesn't look the best either.
>>
>>169853250
It ends in -ator, but the best dev music is actually P E R T U R B A T O R.

https://www.youtube.com/watch?v=Y8DekFFCE5c&ab_channel=BlooodMusic
>>
there had better be some fucking progress next thread
>>
>>169852489
Night jammin'
https://clyp.it/zb2uxr1a

Day jammin'
https://clyp.it/1megp1r2
>>
>>169847817
>>169847929
you're both nodev faggots
>>
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Posting progress real fast! Been struggling to make this look right over the past few days, but I finally got it.
>>
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>>169848542
>>
>>169851562
Normally sits at 60 (the cap), but in particularly elaborate buildings I've seen it drop to 40-50. I should probably implement culling of objects that are behind/below other fully-opaque objects, but I haven't done it yet.
>>
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>>169853826
>>
>>169848542
someone should write a porn comic about bokube's chemsex adventures at the bathhouse
>>
>>169853812
Your game looks cool, have a (You).
>>
WE WUZ KANGZ N SHIET
twitch / gdc
>>
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>>169853812
I remember your first post. Im so proud of you.
>>
>>169852209
Sure.
Post a screenshot
>>
>>169854539
fukken nerds lmao
>>
>>169852209
yes. post screens
>>
File: HG2D_Hustle.webm (1MB, 1280x720px) Image search: [Google]
HG2D_Hustle.webm
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Okay I lied, wound up doing one more thing tonight.

These guys aren't as patient as they used to be
>>
How do i store data on walls between tiles?
>>
I havn't worked on my game in months, but I will don't worry. It always comes back around so save your work.
>>
>>169855331
Here's what I do: http://pastebin.com/aXZLasX1. The enum helps when you're iterating over all 4 walls, or when you want to find the opposite wall.
>>
File: water.png (256KB, 1432x888px) Image search: [Google]
water.png
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>>169854620
>>169854848
I'm repurposing the code of an old project to make a tf-based roguelike.
>>
>>169855581
eeeh, not visual

sad
>>
>>169855015
release your game already so I can play!
>>
>>169855754
Hard to make TF visual, anon. You either have to limit your TFs massively, or make ridiculous amounts of assets.

Besides it'll be better than CoC, FS, and TQ.
>>
>>169855549
>>169855331
alternatively, store two additional arrays with your tile array: one for the north/south walls, and one for the east / west walls. Size n x n+1 and n+1 x 1 respectively
>>
>>169855581
>caves
>dragon
how is this even related to titanfall
>>
File: just sayin.png (24KB, 1429x877px) Image search: [Google]
just sayin.png
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>>169856271
Oh, anon, so innocent...
>>
>>169854539
I saw some 2d-blue-and-purple-neon game right as a clicked, what was it?
>>
>>169856415
idk when i linked it it was some shit about "Real stories in bad neighrborhoods" and some black guy casually waves a gun around inside of a school and stuffs it back in his pants
>>
>>169851562
Relatively new project so 1000+
>>
>>169852489
https://www.youtube.com/watch?v=351Aa5q_S98
On repeat
>>
File: fan2-01.png (217KB, 822x580px) Image search: [Google]
fan2-01.png
217KB, 822x580px
>>169855581
>>169856408
WAT?!
>>
>>169856805
The patreon money, anon. The patreon money...
>>
good programmer here

I will program 1 function for your game for free just say what engine you are using and what you would like the function to do
>>
>>169857325
unreal engine in C++

A movement component that simulates animal-crossing like movement supporting different heights and doesn't let a player move too close to a "ledge" let alone a "wall" given a radius
>>
File: brothers in arms.jpg (1MB, 2610x1767px) Image search: [Google]
brothers in arms.jpg
1MB, 2610x1767px
>>169857193
>>169856805
I was inspired to do that one way back
which inspired me to do more fan art for people later, and then to try to make a game.
>>
>>169855989
think: character customisation in 3D games

TF is not so different to this.
>>
>>169856770
That's hilarious. Hopefully this isn't the message kids are actually taught from the movie.
>>
>>169857325
x86 Assembly, I need a function to draw a navmesh according to an infinite voronoid diagram mapped to a hyperbolic paraboloid.

Thanks.
>>
>>169846992
Agree, is a shame is that short. Is fun as fuck.
>>
File: 1423009031413.jpg (1MB, 5000x5000px) Image search: [Google]
1423009031413.jpg
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>>169855581
>>169856408
You better write the sequences in detailed and have every species up for transformation.

>Dragoness TF
>>
>>169857390
https://docs.unrealengine.com/latest/INT/Gameplay/HowTo/CharacterMovement/Blueprints/index.html
>>
File: ecs roguelike protag.png (16KB, 512x512px) Image search: [Google]
ecs roguelike protag.png
16KB, 512x512px
>>169855581
>>169856408
>>169856805
>>
File: IMG_5645.jpg (189KB, 734x979px) Image search: [Google]
IMG_5645.jpg
189KB, 734x979px
>>169857426
I'll now dump my progress, which I have accumulated for 5 days and today found a suitable webm program

Progress 1: thinking and math
>>
File: did it see me... FUCK FUCK.webm (1003KB, 1440x900px) Image search: [Google]
did it see me... FUCK FUCK.webm
1003KB, 1440x900px
>>169857469
It's pretty different. It's like making parts for hundreds of different characters. Even Skyrim only has like a half-dozen races. And that's only for humanoid TFs. What if I want to implement some inanimate TFs, and have it affect gameplay? A roguelike really is the best venue, I think.

>>169857702
Oh you fucking know it. It' turn-based so I can have things happen slowly, too.

>>169857739
Oh shit I still have that video.
>>
>>169857731
yes. I've been working with this for a while now.
the UE4 irc is fucking shit too

https://transfer.sh/YKGgm/2017-03-01-19-01-35.mp4

I have this much done using my own movement component. The charactermovementcomponent is oriented towards an FPS game and has all sorts of physics fuckery involved that I do not need and cant be disabled when you want "arcade physics"
>>
File: lofi.png (45KB, 2001x771px) Image search: [Google]
lofi.png
45KB, 2001x771px
>>169857795
2: applying math

Pairing overhead objects with projections
culling and bugs
>>
>>169857426
>>169857795
Yes! I approve the fuck out of this.
>>
RRGSDVGVGJOIHVCDYJJBSHDFCCV
>>
>>169856770
What is that fucking song? It thought this was a song from Schindler's List because of the title but I don't think it is.
>>
>>169812685
>>169812040
I suggest a Demo Day jam called "Gameplay Jam"
Where we forget all about graphics and shit, and only focus on making good gameplay.
>>
>>169857953
>>169857967

3: movement
http://i.4cdn.org/wsg/1488427616019.webm
http://i.4cdn.org/wsg/1488427616019.webm

(sorry the webm has audio stream but silent so it's blocking me from posting)
>>
I regret using C for my game but it will be quicker to keep going to the end than rewriting it all.

Anyone else know this feel?
>>
>>169858280
Are you using it for game logic?? You're only supposed to use it for the engine.
>>
>>169858380
The engine, I'm using Lua as the embedded scripting language.
>>
>>169858250

4: shading
using color blending that creates an RGB color with equal RGB numbers based on distance and then blends it with the sprites. This took several hours of reading and trials

>>>/wsg/1568674
>>>/wsg/1568674
>>
What if Boku was a boy?...
>>
>>169821334
My game is gonna be completely neutral to politics and make statements that apply to both sides only because it deals with corruption of govern---oh, who the fuck cares?
>>
>>169858457
>mfw making a game in fucking lua
>>
>>169858503
>>169858250
>>169857953

5: shading + depth

using the target distance in the overhead to assign depth to the projection.

http://i.4cdn.org/wsg/1488427932192.webm
http://i.4cdn.org/wsg/1488427932192.webm
>>
>>169858457
Well I guess it depends exactly what the scope of the engine is/where it ends and scripting begins.

Personally I would use C (or very C-ish C++) for rendering, C++ for scene management and mesh loading, and some script (probably not lua because fuck 1 based indexing) for anything else.
>>
can UE4 export to all different platforms like Unity?
>>
>>169854238
Thank you.
>>169854556
And thank you!
>>
>>169858623
There is literally nothing wrong with building a game in lua
>>
>>169853812
Never seen your posts before, but looking good anon!
>>
>>169858280
What is it that you feel is bad about C? I feel it's very comfortable to work with. Static checks are awesome and most tasks are fairly straight forward. The rare case where you have specific operations between objects you wish to encode you just write a function and it's about as convenient as any other language.

I do miss foreach type structures though.
>>
>>169858894
It does export to multiple platforms. Not as many as Unity, and unless you're targeting only very recent mobile devices, Unity is probably better for mobile.
>>
>>169859301
Its limited capacity for abstraction is very constraining.

Having RAII would eliminate huge swathes of cleanup code.
>>
File: millions of ifs.webm (933KB, 480x384px) Image search: [Google]
millions of ifs.webm
933KB, 480x384px
A full WEEK of nodev, then ~12 or so hours of writing and rewriting if statements, but I think I've finally got the scoring working.
>>
>>169859417
I think we program very differently then.
>>
>>169859553
Nice rolling. Great job on the cloth animation though, it looks great!
>>
File: New Piskel.png (750B, 64x64px) Image search: [Google]
New Piskel.png
750B, 64x64px
>anon you are colorblind really?
>lmao so what color is this?
>anon isn't really colorblind is that really a thing?
>oh anon i showed that thing you painted this morning to the other class to demonstrate colorblindness
>you don't mind do you?
>so anon how do you even know you are colorblind? we dont even know what colors other people see
>lmao anon i love that zombie you drew!
>anon that must be a zombie, humans arent green
>lmao anon cant even into skin tones
>anon how do you tell between the stoplights
>anon do you only see in grayscale
>anon is christmas a difficult time for you
>anon what color is this
>anon
>anon
>anon

>mfw my whole life i dont care
>never even wanted to be a pilot
>dont care if i cant appreciate the color temperature of a film
>buy corrective lenses, they dont do jack shit but i didnt care anyway i didnt
>want to make a game
>get good at coding
>write out a story
>realize i have no one to art
>try to art
>fug. that isnt the right color is it
>o-oh no...
>>
>>169859417
but raii is bad because it depends on constructors/destructors which are also bad
>>
>>169859553

It doesn't even rotate
>>
>>169858146
isn't this supposed to be every "jam"
>>
>>169859707
Why are constructors/destructors bad?
>>
File: whyithurts.jpg (22KB, 772x579px) Image search: [Google]
whyithurts.jpg
22KB, 772x579px
>>169859701
Stop it Anon, I'm fucking crying over here.
>>
>>169839716
hahaha
>>
>>169859701
Red-green colorblind?
>>
>>169859701
Make everything in greyscale and have others color for you.
>>
>>169859228
Thanks. This is just a small project.
>>
>>169859701
good drama-art game
>>
>>169852489
https://www.youtube.com/watch?v=hShkZ-Q4qzQ
Calm enough not to distract, but enough there to enjoy.
>>
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Asymmetric_2.jpg
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>>169859680
>>169859746
I'm delaying dealing with ball motion, mostly because I don't have any clue on how to deal with it.
Will probably fake it with Quaternion.Rotate towards or something.
>>
>>169858146
We should all use a standard set of assets then. Easier if it's all 2d games, but I'm sure there are 3d asset packs too
>>
>>169860223
You can fake it without too much trouble, but couldn't you actually simulate the rolling with physics materials without too much difficulty? I know I've made rolling ball games using those in the past.
>>
>>169858696
now this is what I call enginedev
>>
>>169859701
Make a game drawed specifcally the way you see. I mean - if some colours seem similar to you, than don't care if they are looking similar for other people. Just don't care and use it as your unique trait in gamedev. People will buy that story. Especially if you write same story next to your game description.

Or just use grayscale. You can't fuck that up. Anyway, godspeed anon.
>>
>changing "for (auto object: objects)" to "for (auto& object: objects)" made my loop go twice as fast

It's always the smallest things that make the biggest differences.
>>
>>169859701
How long did you use the corrective glasses for? I'm guessing they told you... but they take awhile to actually work.
>>
We riding this train into oblivion?
>>
>>169860968
chugga chugga
>>
>>169860968
We haven't hit the image limit
>>
File: 1487905878257.jpg (1MB, 3000x4000px) Image search: [Google]
1487905878257.jpg
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>>169861225
+1
>>
>>169860431
Yeah, I really didn't want to use them because they're kind of vague magic numbers, but since accurate calculations are way beyond me, I might as well.
>>
Gonna start going through the GMS tutorials, try to soak up as much as I can.

Wish me luck /agd/
>>
>>169861365
Better to get good than be lucky.
>>
>>169861297
hey, thanks for reposting my stuff.
I'm a dev now too :)
see
>>169858696
>>
>>169861482
>>169858696
What's with the walls? Are they just billboarded 2D things or what?
>>
>>169861339
I know the feeling, it's tough to let black box systems do their magic, but they do work pretty well.
>>
File: autism blocks.gif (973KB, 772x540px) Image search: [Google]
autism blocks.gif
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>>169861774
One step on lazy 3D dungeon crawling world isn't so hard.
>>
new thread
>>169862147
>>169862147
>>169862147
new thread
>>
>>169861774
https://www.youtube.com/watch?v=65FR_tPZQk8&t=1695s

I'm doing a The Dark inspired FPS
Everything is essentially billboarded. just some trig right now doing the whole thing. Don't have dev experience. engine is game maker, but I'm building an engine of sorts inside it. A exercise in weirdness.
>>
>>169862278
That's kinda weird, but, okay!
Thread posts: 826
Thread images: 136


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