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/agdg/ - Amateur Game Development General

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Thread replies: 770
Thread images: 153

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get ready for that demo day

> Upcoming Demo Day 13 (ONE tomorrow)
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
>>169939560

> 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

> .webm recording
OBS - https://obsproject.com/
Webm for retards - https://gitgud.io/nixx/WebMConverter
>>
How do I write my own language?
>>
>>170003108
Haskell
>>
First for let's kill gogem
>>
>>170003108
https://github.com/hoaproject/Compiler/
>>
>>170003008
Worst OP image yet. You clearly have some kind of agenda or message to push OP but it's not clear what it is.

You should delete this thread and then yourself.
>>
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Whole lot of progress to report today, mostly because what I started yesterday I never reported: Guns! I've implemented the first ACTUAL weapon into the game (the basic Twin Handguns) and I've gotten all the relevant subsystems online for it.

+Dual wielding (with per-side mesh, socket, effect, etc., specification) so guns can be fired in alternation. As a bonus, when aiming a gun that can be aimed (with down-the-sights view) only the primary gun fires. Dual wielding also carries over into melee weapons...

+Because gun melee is now active! With a weapon that is a Gun Class, heavy attacks are replaced with DMC-style auto-shotting, with 3D lock-on and slow-walk capability. Gun use automatically offsets melee combos and can be used in air or on the ground.

+Fixed the air float system to now have a finite limit until regrounded or using a resetting attack; this enables you to use sustained air melee sequences (like the guns) with movement, without exploit-floating around. It also makes sustaining an air combo substantially harder, AND allows me to add a buyable upgrade (longer float times)

+Lock on mechanics changed; now, if a lock-on was successful, the game checks for the next lock target in that direction rather than the movement input direction (and resets only when a lock fails). This enables you to reposition in-combat without losing a target more easily. I MAY change this if it turns out that switching to a target behind you is too frustrating.

+Aiming reticle overhaul; weapons now specify a silhouette and offset angle so I can customize the reticle shape and orientation but still use fully-procedural modification (for max ammo counts and such). Also implemented reticle-positioning mechanics for melee weapons in the secondary slot; the reticle now moves out to the location of the attack correctly, based on Dixie's direction and whether melee-aim is in effect.
>>
>>170003157
second for epic memes, lets get derek in here cool cat needs a barney style game
>>
>that OP img

wew confirmed le ebin trolling shitpost edition right out the gate.
>>
>>170003350
it's the pinnacle of /agdg/ posts, saved here for our descendants
>>
>>170002417
Since there aren't that many counters, it could work, but is it the best way to do it? I thought there would be an easier and better way to do something like fixing my frame rate.

Will keep looking, in case I find nothing, I will do that.
>>
>>170003394
>Ryan is going to crash and burn and end up a second literally insane shitposter forever stuck in AGDG limbo
>>
>>170003108
write a lexer that reads your language and outputs C

once the language details are finalized rewrite the export code to output llvm bytecode, then use llvm to convert the byte code to an executable

or I guess you could do it in reverse and do the bytecode stuff first but the other way around seems easier to me
>>
>>170003460
No it's just some post that triggered your autism that you thought was significant enough to save and post later like anyone of us care.

Make games not memes kiddo.
>>
>>170003382
How easy is it to make a spectacle fighter/DMC style game in UE4? Are there decent blueprints for it, or did you do this all yourself?
>>
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>>170003394
oh god this coolcat casino website has like fur bait
>>170003535
Bob, just stop
>>
>>170003621
>Bob
Gogem's name is literally Ryan.
Also, kill yourself, Ryan.
>>
I can see the shitposter is getting aroused by the combination of loli and gogem shitposting. I'll come back later.
>>
>>170003750
he's trying to false flag everyone who speaks ill of gogem now
isn't it amazing how only the mentally ill defend gogem?
>>
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>>170003008
AI idea, any suggestion
>>
>>170003739
>but you don't know me! Oooooh!
you're so powerful and frightening! you shit up the thread real well
>>
>>170003617
I did it all myself, though it's not actually particularly challenging as long as you understand how a cuhrayzee combat system is made.

The biggest obstacle to overcome isn't UE4/Blueprints, it's figuring out at a core level how to do the implementation of combat (and that was a lesson hard-learned for me since I did it wrong for Mayhem League and had to start from near-scratch a couple of times):

-Don't rely on physics collision for weapon damage, use simple hurtbox checks like a fighting game would.

-Use an automatic animation blending system to stitch attacks together, don't try to animate entire combo strings and snip them into pieces.

-Use AnimNotifies (in UE4, these are animation-specific markers with a guaranteed begin, tick, and end event call that always fire regardless of blend) for animation-centric logic so you don't have to try to manage relevant variables at EVERY point where one animation can potentially cancel another; i.e. let your hover animation declare "I am done" on blend out and unset the hover movement vars; don't try to manually unset the hover movement vars at every place that a hover-cancelling action is callable. Cuhrayzee games are all about animation cancels, tying logic to animations is sensible

-Write a Notify system that lets you reshape attack playback speed at keyframes in the animation, so you can use the engine to tweak your animations iteratively to give more weight or a better rhythm, rather than going back to your animation software every time.

-Get particle effects that have predetermined shapes for slashes; getting a good-feeling melee attack speed often means going so few frames that a procedural trail generator won't work properly at all. Tune the SHIT out of your hit effects; subtle hit stop, camera shake, lighting changes, etc., tuned so that for the lightest, flimsiest attacks, it doesn't even feel like they're there until you disable them and see the difference.
>>
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Did some audio work today and got a bulk of the sound effects that were still missing added in. Additionally I went ahead and set up 3D audio, just using GM's built in listener/emitter stuff.

w/ audio: https://youtu.be/4-_XjRF6jcg
>>
I had several weeks of good progress, so it makes sense the depression would set it now

It's not like that progress will ever get me anywhere

worst hobby
>>
>>170003896
it's broken? I'm not so high up yet
>>
>>170004403
here's a (you), 5 of them can be exchanged for 1 unit of self-worth
>>
>>170003008
make a game about this
>>
New idea: 萌 Jam
Make a game about things you feel 萌 for.
>>
>>170003896
i'd rename idea to plan, because that's what a list of actions is although it would be nice that instead of a list it would be an oriented graph

>monsterai
IT KEEPS HAPPENING
please, don't encode your data into code

how do you plan to deal with interruptions? avoid them completely?
>>
>>170005067
I approve
>>
>>170005067
rider and horse get more powerful as their relationship develops, psychic talking horse of course
>>
I feel like the "honest feedback" here doesn't excuse for having to ingest mind garbage like this >>170004403
>>
>>170005380
Leave then.
>>
>>170005380
>honest feedback
It's just a buzzword that they use as an excuse to shit on everyone.
>>
>>170005380
the honest feedback meme doesn't hold as much weight as it used to. this place is just a locker room loosely based on game dev
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>>170005227
how's that oriented graph? i've never heard about it.
Also i'm just planing to make a list a "plans" with a memory of conditions to happen in the trigger.
>>
>>170005479
I will. And I want you to be aware that it's because this place has nothing of value to offer and reading the posts here from all the losers and crybabies and failures is just baggage that you couldn't pay me to bother with.

You should all give up and quit pretending to be game devs if you can't finish a game.

I guess though that is what you're doing by being here. This is where the failures congregate.
>>
>>170005718
I understand now the oriented graph, yes it's a good idea.
>>
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>>170003896
We don't understand what you want to do and it doesn't seem like you do either, so you should just write some code and factor out when you find yourself repeating.
>>
>>170005380
>post about the depression and hopelessness of game dev
>you get mad at it
>make a post that is depressed and hopeless

really made me think
>>
>>170005735
Bye
>>
>>170005909
Give up.
>>
>>170005869
AIMotion probably doesn't need to be separate either. The methods from AIMind and AIMotion can either be implemented by the subclass or they can be delegates that each instance can set differently.
>>
>>170005872
Here's a better idea, instead of crying to strangers on the internet about your failures just give up. But then you wouldn't get attention right?
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>>170006060
I'm separating them because I'm thinking in add scriptable functions to the motion, as example not all AI need to perform random curves to reach a target and some AI objects just walk directly to the target.
>>
>>170005976
No
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>>170006123
one day I hope I can be as successful as you, so successful I spend my time getting upset at what you describe as losers and failures.

What a life that is.
>>
>>170006370
>kicking dirt at pieces of trash who deliberately cover themselves in dirt is "getting upset"
Here's some more dirt for ya, dirt hog.
Give up because you will never make a game.
>>
>>170004379
Your sound design is amazing. I'm just hoping to get the bare minimum, non muddy sfx down (currently if both are maxed the music will drown out the sound effects to nearly silent) and you are putting together a near AAA sound experience. Great work, anon! Keep it up!
>>
>>170003008
Anyone here use F# with Unity?

Not looking for a language holy war, by the way. I just like F# and want to know if I can use it for gamedev.
>>
>>170006615
https://github.com/eriksvedang/FSharp-Unity
>>
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Guys, how the hell does this hue shift business work?
I can't get it right, no matter what increments I pick.
None of these actually look like you could shade a person with them.
>>
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>>170006509
>>
>>170006824
This is the real ninja way
>>
whos the wiz thats been floating here for like 2 days straight
>>
>>170006527
Aww thanks anon.

Music can be tough to balance in games. If you listen to some of the best music from the SNES, you can generally get an idea of what works well. Many of those songs have only a few instruments playing at any given time, which allows them to not get too busy as to drown out everything that's going.

Take the Overworld theme from Link to the Past.
https://www.youtube.com/watch?v=4u4NNOwh2lI

At any given time, there's only about 3-4 instruments going - The Octave Trumpet, the string track, and some percussion. And the strings aren't really as noticeable, because the trumpet establishes the melody, and the strings just support it.

A big mistake I made early on with composing for games is that I was composing as if I were writing music that would stand alone - where the song is all the listener would be focusing on. This isn't the case with video game BGMs. They need to be enjoyable and all, but the player shouldn't be aware they're listening to music - it should be a supporting element that ties everything together. One thing you see with AAA games nowadays (such as Resident Evil 6, who was a huge offender) is that they have these chaotic, full orchestral tracks, but they're just quieted down and sort of play behind everything since they'd otherwise drown everything out, which in my opinion is a shoddy way of doing things.
>>
>>170004070
Ryan, stop.
No one likes you.
>>
>>170007376
Sourceposter, stop.
Nobody falls for your shit.
>>
>>170007262
Disclaimer: I'm not a professional, these are just things that I try to focus on, and generally work for me.
>>
>come to thread
>see >>170007376 , >>170007579
Are you here every fucking hour? Holy shit get a fucking life.
I'll just have to come back another day.
>>
>>170004341
h wow, this is more than I could have asked for as tips! Thanks, dude! I've been thinking of how I should implement combat in my game and this'll help me a ton!
>>
>>170007694
Okay sourceposter.
>>
>>170005270
do you have to rub peanut butter on a horses brain in order to make it look like it's speaking to you telepathically?
>>
>>170008063
Please do not rub peanut butter on the horse's brain it might be allergic
>>
i need a new job
>>
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some progress here:

in preparation of making room transitions happen, i made doors and now i think, those could be fun to just use intractable in the room itself.
>>
>>170003108
>>170003271
>>170003556
This is neat and I want to learn more
>>
what's the worst videogame in history? i vote bubsy 3d
>>
>>170006696
I've seen this repo, but what I am interested in is how well does F# work in practice considering Unity's ancient version of Mono and suchlike?
>>
>>170007751
No problem.

I also recommend the following:

-An AI that randomly sidesteps when waiting to attack. I did this for Dixie based on a loose approximation of the behavior of enemies in Transformers Devastation and it's AMAZING how much life it gives to the game

-Root motion. The beautiful thing about root motion in UE4 is it overrides all other motion, so you can lock attacks in place. What I do is check for the world-space input direction at the moment the attack button is pressed, and at the moment the attack animation triggers I use a rotational lerp to twist the character toward it. This makes changing attack directions feel responsive without you being able to pirouette your character crazily, and without having to worry about trying to tweak character movement parameters during combos (which is how Warframe does it, and it's awful)

-Make enemies "launch" (there's a node) backwards when attacks connect, even if just barely. Launching enemies is nice because it guarantees they will have a backward velocity and automatically interrupts pathfinding, meaning when they're hit all they can do is wait until they touch the ground again (which itself has a guaranteed sanity check, nothing will ever just float forever). Much easier than making them stumble or step back with an animation, since that locks them in place.

-Come up with some system for making enemies and the player "meet each other" in midair if you're doing a juggle system; nothing is more irritating than trying to juggle and having you and the enemy move just too far past each other laterally for your combos to connect. In Dixie and ML I had knocked-back enemies literally copy the player's vertical location if the player was in midair and engaged in a melee animation and the enemy was stunned (and the stun didn't have a flag to ignore this effect, like an attack which knocks them to the ground). DMC just had jump trajectories be really rectangular rather than arced; this is fine too.

etc.
>>
>>170008626
Is that an MSX Metal Gear-style game?
>>
>>170003108
Don't do it mang you'd have to write your own syntax highlighting too
>>
>>170009179
But the secrets, anon.

>>170009181
Probably terribly. If you want to make games with F# you should probably use MonoGame.
>>
>>170009342
That's like the easiest part.
>>
>>170009307

plan is a shitty binding of isaac like game
>>
>>170009342
If you can write a language you can write syntax highlighting for it. Well, actually in practice most syntax highlighters are regex for some insanely retarded reason, so you have a point. Not that you need it.
>>
>>170009342
>muh syntax highlighting
>muh autocompletions
>muh IDE

You scrubbos are so coddled these days. If you can't make your entire game on punchcards you're not a real dev.
>>
/agdg/ is the best gamedev community of all time.
>>
>>170009236
Much appreciated! I spend a lot of time playing Plat games and DMC, learning those systems, experiencing them and trying to get down to the nitty gritty in understand the combat. I don't see games like them often being made in UE4 or Unity, so it's nice to see one.

Good luck on your project!
>>
>>170009793
>not liking pretty colors
>>
>really like DCSS design philosophy
>I should remove and automate anything tedious!
>basically making an idle game now
when you boil everything down how do you avoid the issue where your game is just a slot machine that pays out after a player invests X amount of time

puzzles are the only thing I can think of where there's no correlation to time investment and winning the game.
>>
>>170009807
Sorry but no. Tigsource pre-2012 was infinitely superior.

Also I know it's a hard pill to swallow here but /r/gamedev is higher quality than agdg has ever come close to achieving as far as resources and actual game dev presence.
>>
>>170009870
I recommend you also look into Tetrachroma, We Shall Wake, Alice in Tokyo Wonderland, and Heart and Slash for examples of games (either extant or upcoming) made in Unity/UE4 that are trying to do this.
>>
>>170010036
Then go back there.
>>
>>170010036
That's just like, you know, your opinion, man.
>>
>>170010124
Go back to 2011?
>>
>>170009991
>if it's not a slot machine it's tedious
I think this is a personal problem anon.

>>170010080
We Shall Wake isn't Java enginedev anymore?
>>
>>170009991
Think about it like this, monkey's with typewriters might eventually write shakespeare but that doesn't mean there's no value in writing a book, most video games have you struggle through things untill you come to a conclusion, that struggle is where the fun of the game lies, nobody would say the best part of a mario game is riding down the flagpole at the end of the level, it's the specific challenges of levels that people enjoy, if you shy away from the struggle of a game, then effectively the only thing that can exist are things like VN's and Idle games.
>>
I unironically like these YESDEV videos, thanks /agdg/. Also, RRPS was just a ruse to get zawa stickers on Steam.
>>
>>170010036
Can't I contribute to both communities though?

Or would I have to develop two games and keep them completely separated so neither realizes I post on the other.
>>
How vain is it of me to listen to my own gametunes unironically?
>>
>>170010209
/r/gamedev
>>
>>170010307
>RRPS was just a ruse to get zawa stickers on Steam.
most hurtful thing ive read in AGDG in 6 years
>>
>>170009991
>>170009991
You have taken the first steps, my friend. Now the work begins.

http://keithburgun.net/cgd-podcast-episode-17-rogue-likes-and-other-bar-games/
http://keithburgun.net/clockwork-criteria-guidelines-for-ideal-strategy-game-design/
>>
>>170010376
But I'm always there. Stop trying to push me out of your safe space.
>>
>>170010362
If you've made tunes you like then why wouldn't you? Feel proud for making music you like.
>>
>>170010307
I also like the yesdev vids and the only one I really disagree with him on is the RNG episode.
>>
>>170010261
Was he? I honestly didn't know that. Sure looks like UE4.
>>
Is it possible to make a game in Android Studio?
>>
>>170010339
>Can't I contribute to both communities though?
NO
>>
how do I write a lexer
>>
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>>170010307
I hate them. Gogem sounds like a mumble mouth retarded 14 year old which is concerning seeing as he's middle aged. Also he has nothing original or constructive to say

He has also stolen every single piece of game footage from agdg without crediting a single dev. He should be lynched.

https://www.youtube.com/watch?v=QVWAy2-1b_E
https://www.youtube.com/watch?v=iQ0e3QUADw8
>>
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>>170011041
fuck off retard
>>
>>170011124
Compelling argument shitposter. If this is the kind of damage control you offer gogem I think you're doing more harm than good.
>>
>>170011041
I think you both should be lynched. xD
>>
>>170011124
>i like thing :3
>i don't like thing and here is why
>FUCK OFF RETARD >:O
>>
>>170011041
I hate you, so much more than googs.

And I think googs opinion on RNG is shit, his political opinions are shit, his economic opinions are shit, and he's an SJW cuckold.

But I hate you so much more.
>>
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>>
>>170011730
but why do you hate him more?
>>
>>170011730
>I hate you, so much more than googs.
But anon I thought we were talking about the videos. Why are you making it so personal? Is it impossible for you to support gogem without being shitposting an overly emotional maniac?
>>
>>170011980
>he should be lynched
>I was talking about the videos
pick 1
>>
The more the shitposter tries to damage control for gogem the more clear he makes it that only shitposting cucks even tolerate gogem let alone like him.
>>
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>>170010504
Look what just came in the mail!

>>170011041
Yeah he seems to go a bit to far with the mumbling shit, but he's editing with it in mind so it hasn't gotten too annoying for me. Not sure how I feel about using unaccredited /agdg/ shit as background... should be doing his due diligence but doesn't make me mad, just lazy and/or a bad ruse to get people to view and comment looking for their own stuff.

>>170010685
Jumping ahead to the RNG one now, friendo. Tend to disagree with people on RNG stuff since everyone says that they want no RNG in their games but it's one of the things that people say and think they want but don't _actually_ want.
>>
source is suffering
>>
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>>170011862
>everything is cubes
>house has rectangles
>>
>>170012051
But anon that was in regards to what he's doing with the videos. What am I doing with the videos besides commenting on them like yourself?

So irrational.
>>
>>170011041
>He has also stolen every single piece of game footage from agdg without crediting a single dev.
People should be grateful for the exposure.
>>
>>170012364
Actually dear anon I hope you can understand why what he has done has robbed gamedevs of exposure.

A viewer who unfortunately stumbles upon gogem's videos hoping to learn how to gamedev and being fooled by the words "tutorial" in the title will see the video and see games in there being made by agdg and think to himself

"that looks like a cool game there I wonder which game that is"?

And guess where he can find that information? Nowhere. Because gogem stole the intellectual property of others outright without citing a single source.
>>
>>170011934
Because he spends a significant amount of time trying to start drama shit in the thread about anything he possibly can and its painfully obvious, no body actually takes any drama bait, everyone knows its just some guy trying to start shit. He's never going to stop, and shitposting like this doesn't make him any less of a member of /agdg/, but holy shit just fucking stop.
>>
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>>170012147
>he paid real actual money so he could feel a pdf
>>
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>>170012594
>no body actually takes any drama bait
>>
>>170012664
How else could i FEEL it?!?! Think about it, Anon.
>>
>>170012260
i'm being perfectly rational here, that comment wasn't directed at the video no matter how you put it
>>
>>170012594
hey faggot have you considered that this poster was the one to even bring the topic up? >>170010307
starting to agree there is a trend of retards damage controlling for gogem and it's actually just making him look worse
>>
>>170012664
>being this poor
>>
>>170012792
don't you have some badly drawn flash penis to be sucking on?
>>
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>>170012752
>all the anons get called googs
>googs gets called anon
>>
>>170013003
what
>>
>>170013010
Nobody calls you googs except for your nuthuggers, faggot.
>>
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>post count increasing
>no new posts
>turn on stubs to check
>see this
I see it's shitposting hours again.
>>
>>170012885
>starting to agree there is a trend of retards damage controlling for gogem and it's actually just making him look worse

I don't care if he looks worse. I don't care if the shitposter is getting free (you)'s from these posts. I'm going to post what I think.
>The Yesdev videos are fine
>Who gives a shit about (((stolen))) assets
>Stop trying to start retarded drama
>>
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>>
>>170013180
>nuthuggers
Gogem has 0 (zero) nuthuggers. Other pedophiles and shitposters like him take his side out of spite towards agdg but nobody actually supports him.
>>
Great general
>>
>>170012664
hold on, why does it explode at the end?
>>
>>170013309
>>170013393
Fuck off bitch.
>>
>>170013529
Wtf I literally just complimented the general why are you so angry?
>>
>>170013468
im no boat genius but im thinking whatever munition done made it take on water also hit something that aint like being hit.
>>
>>170013309
Nigger we can all see the OP don't act like this is isn't a shitpost thread.
>still posts his gay little screenshots of hidden posts like anyone cares
>>
How rolled paper-y is this roll of paper?
>>
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>>170013748
>>170013010
>>170012664
>>170010504
Hey "googs" are you going to enter into loli jam too?

Your last jam game was SUPER impressive.
https://itch.io/jam/lewd-jam-2016/rate/88139

Your game even got reviewed on video at 1:20 here
Don't blink or you will miss it!
https://youtu.be/zUqj2F_0ydk?t=1m21s
>>
>>170013785
You seem to care, I'm guessing your posts were the ones hidden?
>>
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>>170014104
fug
>>
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>>170014116
>https://itch.io/jam/lewd-jam-2016/rate/88139
>https://youtu.be/zUqj2F_0ydk?t=1m21s
>>
>>170014254
Almost Warcraft/10.
>>
>>170014116
that was a joke submission right?
>>
>>170014116
>it's real
hahahahahahaha
>>
>>170013309
u mad, broseph?
>>
>>170014116
>>170014265
>>170014802
>>170014937
HEY SHUTUP HE ONLY GAVE HIMSELF TWO WEEKS
Let's see you do better in only 2 weeks
>>
>>170015062
this
>>
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>>170014116
>>170015062
>two weeks
>for that
>>
Any good GMS tutorials that don't just end up being a D&d tutorial?
I want to know what you can do with the functions besides just copypastaing code
>>
gogem, how does it feel knowing you are a small community meme?
>>
>>170015062
*2days
>>
>>170015465
It's worth more to him than making good games or having fans (as opposed to customers who hate him)
Apparently
http://steamcommunity.com/app/519930/discussions/0/217691032430905828/
>>
>>170015530
also just a correction not an excuse (i made original SIT in 2 days)
real excuse is i didnt do enough gamedesign in preparation and unity slowed me down
>>
>>170015339
You can do literally anything with it, just google whatever you want.
>>
>>170015663
Gogem there is no excuse for releasing that """game""" and making excuses for it for so long unless you're a real life crazy person. The time to pass it off as a joke or just admit that it was bad is so long passed now I just can't lie to myself anymore. You're truly deranged.
>>
>>170015680
>Heartbeast and other d&d youtube tutorials pop up
>Yo-yo games forums are vague and just D&d too
I mean usually I'd agree Anon, but Google ain't doing shit for me this time
I even bought heartbeast's book man, cut me some slack
>>
>>170014392
Is this a compliment or not, I can't tell.
>>
>>170016171
If whatever you are googling brings up d&d then it's certainly something so ridiculously simple that you don't need to worry about the language's limitations.
>>
>>170003108
http://terralang.org/
>>
>>170016403
When you make a game that makes you 3 billion dollars, you will understand.
>>
>>170015663
Yeah you made Social Interaction Trainer in 2 days for PewDiePie's game jam.

So ironic considering it's the only game you have an inkling of pride for and it's a jam game and you constantly shit on gamejams as a whole.

Faggot.

https://www.youtube.com/watch?v=tjhL7EbsNLU
>>
>>170016473
I wish
Well thanks anyway /agdg/ my search continues
>>
>>170016652
>So ironic considering it's the only game you have an inkling of pride

he takes pride in rrps
>>
>>170016403
It was meant to be, yes. It reminds me of the cartoonish Warcraft assets, I like Warcraft, hence I love your work.
>>
If I pay someone else to make my game, it still counts as me making it, right?
>>
>>170016821
Oh cool, thank you!
>>
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Temporary tiles. All that's left is pumping out levels and that's no fun.
>>
>>170016847
if you also pay them to have your name somewhere relevant in the credits
>>
>>170016792
>rrps
animated cutscenes and online multiplayer
i'd take pride in that
>>
>>170016847
As long as you have creative control
>>
>>170012664
>It's funny because you can see people die.
>>
>>170017017
Quiet engie.
>>
>>170017118
who are you quoting?
>>
>>170017017
In terms of her sexual satisfaction I think it does.
>>
>>170017143
epic le /sci/ meme
>>
>>170017118
Well yeah. That's why it's a classic gameplay mechanic.
>>
>>170017336
The mind of a man who would make a child murder simulator and then be shocked that nobody likes him for it.
>>
>>170017503
dang, anon
>>
>>170017336
The webm. You noticed people died there, right?
>>
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>>170003621
Nice.
>>
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hi AGDOGEs, python scripting anon here. Does anyone of you have experience with Godot engine? I am starting a project in the spirit of Heroes of might and magic 3, but with forking decision tree within the maps (chose your adventure kind of shit). Godot seems nice, but 2.x will be deprecated in a couple months, and the project is estimated at around 2.5 years (it's a hobby and I have a job).

I would like to know what your experiences are with the engine? Does it handle mobile well? I hope so, because I don't want to learn C# and unity. It would take half a year..

How does it handle network code?

etc etc. Thank you for your answers ahead of time!
>>
I know gogem is a literal faggot but it still disturbs me how much he enjoys being bullied.
>>
>>170016917
What a confusing UI.
>>
>>170017924
Homosexuals are 10x more likely to be mentally ill like that. They are also 10x more likely to be pedophiles. It all adds up really.
>>
>>170016917
I did not finish my MSC, anon. Game looks hard.
>>
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Are videogames art? Will games ever transcend the current position they are in? (i.e. cheap entertainment)
>>
>>170017921
I haven't used it but the scripting language is similar to python.
>>
>>170018236
>video games
>cheap
In which world?
>>
>>170018236
Not until games become more socially responsible.
>>
>>170017921

I have experience with godot networking before the master/client/rpc update.

Worked fine on mobile, much easier and smoother than unity; you can either serialize a dictionary and call_group with params or use the new master/client stuff which looks pretty straightforward.
>>
>>170018289
This part wasn't meant to be taken literally, mate.
>>
>>170018289
bait
>>
why didn't you guys tell me making levels in Blender is a lot of fun?
>>
>>170018236
Games are art in the same way that rocks are art. Them on themselves aren't art, but you can paint them, make them play music or write a story on them.
Games themselves aren't art but they can contain other forms of art such as books/paintings/music.
>>
>>170014116
Why the fuck is this person such a con artist? Is it just memes like is he playing a character here? I don't get it.
>>
>>170017921
Only reason I would wait is if you are doing 3D, otherwise most things should be compatible. I also think they are planning on releasing a conversion tool.

>Mobile
I'm using it with Android and it's very easy to export and test. You can also debug your game over adb as it runs on the phone.

>C#
Godot's main language is GDScript, which is like a worse python but with language support for Godot-specific things. It uses reference counting for GC to avoid unpredictable delays.

>Network
3.0 adds both RPCs and built-in ENet bindings, in case RPCs aren't flexible enough for what you want to do. Not in 2.x though.
>>
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I need some objective ideas. So far I only have fairly generic
>collect and deliver stuff
>knock into stuff

Things which make particular use of some piece of furniture would be nice.
>>
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>>170017969
>>170018183
You'll get it fast, arrows+enter are all the available controls.

I hope these aren't just petty yous.
>>
>>170018289
Cheap in a way that it's not really challenging to the mind, like a Transformers movie.

>>170018323
This 100%.

I was hoping for games to become a new art form, but they are pretentious bullcrap at best.

Okay, there are gems, like In Between is a pretty heavy stuff about dealing with cancer, and the ending is a beautiful example how can games be used as a way to deliver a message in a way only a video game can.
>>
>>170018459
gogem is a con man who will continue trying to con someone who has already found him out. in other words he's only conning himself.
>>
>>170018580
Oh yeah, I guess you should also wait for network stuff. I have an idea that I would want ENet for (and I don't want to bother compiling in ENet support when the interface will change anyway)
>>
>>170018402
Why wouldn't you do it in your engine?
>>
>>170018236
You're asking the wrong question, videogames are just a medium like "motion-pictures", "pictures" or "books".
>>
>>170018587
The meme blur and meme AO is a bit much, but it does look nice
>>
>>170018591
No, the UI could definitely be made more elegant. I get what it does and how the game plays after watching the GIF for a moment, don't worry.
>>
>>170018580
>>170018685
Old 2.X does support sockets
>>
>>170013339
we don't deserve you, wizmudev
>>
>>170018825
Got anything specific in mind?
>>
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>>170018282
Hence the choice, anon. Thank's for checking it out, either way. :)
>>170018351
I'm completely new to networking, so I will take your word on that, mate.
>>170018580
>3d
It will be a 2D game, friend. HoMM3 kinda stuff, hexa and turn based combat screen, etc.
>Android debugging
Read neat!
>language
Thing is, I do python stuff for my linux software tester job, so the transition would not be much of an investment. Hence my engine choice. But mobile is important for the monnies, if it ever goes that far.
>network in 3.0
I suppose I will make an MVP in 2.x then, and run it around the friends for playtesting. It might turn out not to be fun at all, right?

Thank you all for the based replies. Good to have people like you around these boards.
>>
>>170018438
I meant that most games don't have any artistic merit nor didactic value. Games of the same genre are basically cookie-cutter copies with similar themes and mechanics; and I somewhat understand that, making video games takes lots of money and time, however what I do not understand is why do we still use the same cliches after all those years, considering the fact that game making tools are widely available? Why isn't it an accepted artistic medium? Will it ever? How do we change this?
>>
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Would you come out of this closet?
no is the right answer, you gays
>>
>>170018890
Yeah, but you will have to use TCP or UDP. TCP would work fine if you don't have low latency requirements, but if you do then you will end up recreating ENet with UDP.
>>
>>170019037
Something doesn't cease to be art just because most people think it isn't.
>>
>>170019264
>>170018957
So just to be clear, there is network support in 2.x, just only with standard UDP and TCP
>>
>>170019127
If I were gay I would stay in the closet forever like gogem.
>>
>>170019127
I'm not gay I just like traps with big dongs don't tell my gf tho
>>
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>>170019037
>games don't have any artistic merit
https://www.youtube.com/watch?v=pSuAk8zjcPA
pic and vid related
If this isn't art, then I don't know what the fuck is
>nor didactic value
that's utter horseshit, every RPG ever sells moralfaggotry and other baggage, most shooters you play the good guy, tons and tons of games now literally don't serve any other purpose besides making some kind of 2deep4u statement
>>
>>170018587
your going to need to parent those rocks to the cars, right now its looks insanely difficult to keep them in the cars.
>>
>>170019264
Yeah, but he stated it is a turn-based game, so raw TCP + dictionary serialization should do just fine...
>>
>>170019776
I am super ashamed of how little time I have put into Witcher 3.
>>
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Made everything blinky, I think that's about enough, moving on to the second half of the sleep menu.
>>
>>170019893
too blinky
>>
>>170018459
This thread is clearly 100% shitpost so I give up and I'll start shitposting too.

At first I thought his yesdev videos were funny, but then I realized he's a low level yanderedev style attention whore. He thinks being an annoying faggot is AMAZING TROLLING and he's clearly come unhinged the last couple threads because it's like he's fucking dedicated himself to shitting these threads into the ground. Which he's clearly succeeding at at this point.

About the "stolen footage", he's basically using other people's game footage to give the illusion that he's a pro gamedev who's made so many successful games he can tell other people how to be a "yesdev". And COINCIDENTALLY I'm sure, he's making YouTube money off of it. It doesn't actually matter that much because only /agdg/ fucking watches or cares about those videos or the yesdev/nodev meme, but the fact that his half-assed stealing amounts to nothing doesn't really negate the intent to profit off of other people's work.

Without any context, they're funny videos with fairly sound advice, but taking a step back and taking a look at what he's actually accomplished (a rock paper scissors simulator and a youtube meme bait game) and looking at his really intense need to damage control and troll people when they call him out on being a scummy money grubber, these yesdev videos aren't so amazing that I feel the need to white knight for him, and I'm not terribly surprised he pisses people off enough that they feel the need to want to try and take the piss out of him.

Also, if he's middle aged, that's really sad, because I thought his videos were cute and funny coming from some teenage kid. Imagining a 30-something really earnestly trying to sound cool by saying he "knows" the dev of Risk of Rain because he happens to post in /agdg/ threads... lmao.

He reminds me of that weirdo mugenjohn or whatever who just shitposted stupid jokes on Lemmasoft forums for years until everyone gave up and now mostly ignore him.
>>
>>170019378
The main hurdle is that I've never done networking code for games, but I guess there are plenty docs around the web for me to start with. Thanks again!
>>
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>>170019781
Yeah, I'm still deciding on a middle ground between that and a 'perfect' set up
>>
>>170020504
Are you thinking of peer-to-peer or client-server networking?
>>
>>170020631
You can just fake it. Like do the "perfect" setup but have it shoot out bits if you're turning too fast and reduce the size a little each time.
>>
>>170019037
Aren't we still waiting for comic books and TV shows to considered art? They've been around much longer and still haven't made it.
>>
>>170020631
marbles?
>>
>>170020227
>mugenjohn or whatever who just shitposted stupid jokes on Lemmasoft forums

Were there more people with 'mugen' in the name there?
I wasn't a regular, but I only remember one mugen and he was chill, showed his stuff and gave people advice.
>>
>>170018587
Wallace & Gromit Xtreme firstperson track laying Simulator. Weave that shit between chairlegs etc
>>
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>>170019776
I am sorry to say but I have to disagree, The Witcher 3 is a pretty game both musically and visually (thanks to the artists), yes, but it employs the same scheme games have been using for decades - "go there, figure it out / kill someone, get back to me and I'll give you five golden obols". I mean, I get that even in fiction there are objectives and goals that certain characters have, but come on. For how long can we keep going with this formula? The section that sees most development is graphics, and even though it is an important part of the game, it is not all that matters. I don't know, man. It is just so painful to see the potential of the truly sole interactive medium go down the drain. Also, using shooters as an example? Come the fuck on, how is that realistic portray of any fucking war, ever? Main characters are ruthless, remorseless and the only people found in all scenarios (we can just call them battle arenas to be honest) are either meant to be killed or allied with, there are no civilians. (althought it is possible that civs are included in some games, they are never developed to any meaningful extent) There is this game, This War of Mine I think it was called but yeah, it wasn't a shooting game so I guess it doesn't really qualify as an example in your argument. Also, please don't spin my words, there was a 'most' before
>games don't have any artistic merit
and you've deliberately omitted it. Don't do that, mate.
>>
>>170003382
>>170004341
>>170009236


Just so you know, I'm saving all those posts, Cuhrayzee slasher was one of my first ideas for UE4 but I got stuck at trying to design a state machine for the system. I'll definitely consult you if you hang out there long enough (realistically, I'll have resources for a Cuhrayzee game in few years at least)
>>
>>170020148
You think so? I may tweak it some later
>>
>>170020825
Maybe we should stop caring about the plebs opinion
>>
>>170021132
fiction literature*
>>
>>170020715
I would like to make a multiplayer feature similar to the play-by-email style of Frozen Synapse. Essentially, you take a turn, hit the End Turn button, and the next player is notified and requested to move. While it would make combat a bit slower, it would allow folks to play 5-10 games at once online with others. I never liked how the multiplayer worked in Heroes games. You spend a lot of your time sitting around, while 6 other folks take their turns.

It would be an extra feature of the game anyway, since I would like to have the option to play that way myself. I have time, but not 10 hours at a time. I play go games on a 30-day time as well at online-go dot com, so why not have something similar in my own creation.
>>
>>170018587
Wasn't there a puzzle game with water and pipes? Just make that. Give the player limited tracks and make them find a path through a block city.
>>
>>170020715
>>170021394
But to give you a short answer, lobby/game server communication, yes. I just have to make sure I can push messages to player clients when it's their turn to move.
>>
>>170016950
You sure would, Ryan.
>>
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>>170021104
>>170020923
That's the idea

>>170020790
Yeah that's probably the thing to do.

>>170021402
That could work. I also have an idea to let the player move furniture around, make it so tracks can't just float.
>>
>>170018920
Primary colours, maybe? Take a look at Cultist Simulator's art design. weatherfactory dot biz or something is the blog of the designer.
>>
>>170021709
NOT COMFY
>>
>>170003108
http://www.buildyourownlisp.com/

If you want some theoretical background then learn some basic grammars and automata theory, it helps a lot to know this shit if you want to get into programming languages.
>>
>>170021727
If the flaws aren't obvious, it likely requires an overhaul and the project is too small for that.
>>
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Progress time!

STAB STAB STAB.

Stabbing works. Enemies are still dumb and harmless, but you can kill them, and that’s something. Progress is slow but steady. I’ll have to work on enemy behaviour next, so that I can arrange a simple fight to test if gameplay is actually fun.
>>
>>170021949
i would not care what genitals that person has iykwim.
>>
>>170021550
Then tcp will suffice.
Beware that the last time I used Godot It didn't have out-of-the-box push notifications support.
>>
A game which feels like starting coffee while visiting a sick friend, to play some baduk and talk about gamedev
>>
>>170022230
The blinking is weird, is it a mechanic?
>>
A game that feels like fixing up an old shed, in the spring after a particularly cold winter
>>
>>170014254
PS1/10
>>
>>170022706
google 'the witness'
>>
>>170022884
i love this shitpost
>>
Can you give me some tips on how a good 2D D&D game should look? Especially the combat system but any idea you have will be helpful.

I was thinking of having an overworld where you can move freely (on a grid like a roguelike for simplicity) and move into combat mode for encounters, which would either be advance wars style or maybe a small arena turn based like banner saga. But I'm open to different ideas.

Also, hexagonal or square grid? (or something else?)
>>
>>170022706
Mystery case files. You search through piles of mess for the entirety of the game.
>>
>>170019893
Yeah the blinking doesn't look as good as when it just filled up. However the blink when the bar fills all the way would be pretty satisfying I think
>>
>>170021132
>"go there, figure it out / kill someone, get back to me and I'll give you five golden obols"
You are cordially invited to do better and I mean it, if you figure out how to do this better but BETTER - in a way that hooks people up - you will be rolling in dosh.
>It is just so painful to see the potential of the truly sole interactive medium go down the drain.
Describe this hidden potential to me, in detail please, the suspense is killing me. Because the most visible path I see the games taking is greater interactivity and immersion, allowing player to do even more things he wants to do on a whim and make it look organic.
>Also, using shooters as an example?
They carry moral baggage, therefore have didactic value, however shitty that value is beside the point.
>how is that realistic portray of any fucking war, ever?
war is fucking boring and during the brief moments when it's not boring it's fucking chaos and I don't mean Michael Bay propane tank explosions + F-22's and bald eagle gripping US flag flying overhead with rock music playing chaos, but "I have no idea What the FUCK is going on or who is carpet bombing us right now, I can't see SHIT, hear only EEEEEEEEEEEEEEEEEEEEE, have blood in my mouth and my legs are getting cold for some reason" kind of chaos. Good luck putting that in a game people would want to poke with a ten foot stick.
>and you've deliberately omitted it.
Because 'most' doesn't give you any credence in this situation.
You haven't played most games, hell you haven't played a considerable fraction and I don't need a crystal ball to know that, you would need several lifetimes to even try out most video games at this point.
>>
>>170022698

Yeah, I want to build the whole game around that. Make it sort of a turn based combat, where actions other than walking around can be done only during blinks. It looks better in the game than in webm, but I'll probably have to tweak it in the future.
>>
>>170022948
>or something else
https://en.wikipedia.org/wiki/Euclidean_tilings_by_convex_regular_polygons
>>
>>170021709
when moving those blocks they better make that comfy soft wood 'clunk' sound
>>
>>170023243
Could be very cool, good luck
>>
>>170023368

Thanks!
>>
>>170023192
I think the worst offender is the green progress bar, made it blink a much more subtle color now.
>>
>>170022505
Hopefully they will have that in with 3.x
Thanks for the heads up.
>>
Might have to 'soft' hardcode some stuff just to have it usable soon. If you play shmups have you ever found yourself wanting to use the number row or the F keys for playing?
>>
>>170024328
I only play shmups if they have controller support.
>>
>>170022230
Turn it into a horror game.
>>
>>170024328
If you hardcode something make a comment saying what it is and why you hardcoded it. This way if in the future you want to fix it you'll be able to faster.
>>
>start writing code
>know what I'm doing with java, c++, etc
>hmm lets do scripts in godot
>no idea wtf is going on
>>
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>>170023009
Grats on GL!

No turn based RPG comes to mind from recent years, and I'm sure you've already played the best of them. Maybe you could give a try to Trails in the Sky, but I warn you, it's long as hell.
>>
>>170024834
seconded, best worldbuilding ever
>>
Hey agdg, suppose you were making a turn based space game based off of D&D and needed class types for different space ships. Do you guys have any suggestions on what I have so far or should ave?

>Carriers
Carry fighters which are their main form of attack(effectively melee). Pretty useless without them.

>Battleship
Ranged DPS. No or very few fighters, lower movement range than carriers but higher HP

>Assault Carrier
mix between carrier and battleship. lower fighter capacity but more offensive power

>Titan
OP piece of shit for bosses
>>
>>170004379
Are you going to make it so that your character can block? Or at least so that attacks can stun the enemy? Or is it meant to be really hard and unforgiving?
>>
>>170025238
Stealth ships - lower firepower, useful for hit and run attacks as can attack targets of opportunity and quietly escape

Assault Barges - boarding ships loaded with SPACE MARINES, high melee attack but weak on the approach
bonus points if you can use them to steal enemy ships
>>
How do you get good music for your game?
>>
>>170025474
learn to play a instrument

Actually, there is this old chinese man who sometimes busks in the train station near me and I have been considering finding him one day and asking to record him playing for like $10 or something, pretty sure he plays one of these:
https://en.wikipedia.org/wiki/Erhu
>>
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>>170024993
I'm like 24 hours in, and I'm only at the 3rd town. Damn. It promised sex on the box, but that cuck Joshua hasn't even hit on Estelle. I loved the gay guy, hope he'll back soon. The purple haired school girl looks promising, but I guess Joshua will be a pussy for her, too. At least the harmonica playing scene was nice.

I wish there would be more romance focused RPGs out there.
>>
>>170004403
Hang in the bud. You'll make it.
>>
Finally got entities loading their graphics dynamically to their own textures and also doing so via background threads. Feels good, but I wonder what I should do for the entity pop-in stuff. What is considered best practice for that? Disallowing all entity activity until it has loaded its graphics?
>>
>>170022948
>>170021949
Damn, reverse image search made me stuck on this weird twitter which reblogs these kinds of pics. Thanks for derailing the dev train.
>>
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>>170024834
Deleted the post cuz I posted the wrong screenshot, but thanks for the recommendation and the congrats, I'll check out Trails In The Sky! (Also dat acronym)
>>
>>170004710
>every progress post gets a decent number of replies
>still have no confidence

don't go around telling lies
>>
>>170025621
>>170024834
Just about to grab it for my Vita, any reason I should get the PC version instead (content/performance wise)?
>>
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next enemy. good enough or nah?
>>
>>170021550
>>170022505
Did you mean the feature called push notifications on Android or did you just mean sending a message to the client?
>>
>>170024686

Not this per se. I'm planning to make this a quick techdemo. But I have plans for a bigger version with horror elements in it
>>
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>>170026218
I have no clue. I play on the PsP.

>>170026069
Damn, I have never noticed that.
>>
>>170025375
Blocks no, staggers yes.

A big part of the gunplay is "focusing" your shots to deliver more powerful hits
>>
>>170026410
that's cute.

>only four legs

why tho
>>
>>170026682
laziness
>>
>>170026410
Impressive.
>>
I'm thinking of making the player actually write his own journal in game instead of writing it for him.
If you don't remind yourself you've got shit to do, and how to do it, based on what you've learned, you're basically fucked.
>>
>>170026463
Bought it and downloading on my Vita now, going to play tonight. Reminds me a bit of Ragnarok Online as far as the looks go, I loved that game as a kid. Thanks for the recommendation anon!
>>
>>170019776
No offense, but a lot of you are mistaking art inside games with the game itself. Games aren't art, the elements (visuals, story, etc.) inside them are. Game mechanics express nothing, but without them it's not a game.
>>
>>170027137
So it's like the games from the pre '90s era are bac? Drawing a map for Zelda and Metroid etc.

Even if the idea could be fun, I don't see it would have a place in the current gaming era, when you are reminded every single time which button press does what.
>>
>>170026429
I did mean "push notifications on Android" meaning "sending a notification to someone who doesn't have the game running directly to his mobile phone notification area"
>>
>>170027149
Have fun, but don't blame me if the too much text and the extremely slow pacing is overwhelming at first. Like the tutorial alone was almost one hour. It was really meant to be a handheld game, which you could play endlessly on the train.
>>
>>170027137
Good idea tbqh, just make sure that characters can refresh your memory in so far as directions, specific items etc. because exhausting dialogue options, forgetting something, and talking to them again only to get in response
>why are you still hanging around shit cunt? go do that thing
>dialogue ends<
is annoying
>>
>>170008761
This playlist is a pretty good primer for getting started: https://www.youtube.com/playlist?list=PLEMXAbCVnmY67m-UT7H1DKFuL4gJyR3P_

Granted it's mostly about metaprogramming (which is basically a way to add functionality on top of a language), but it's a short leap from metaprogramming to writing a new language. He shows how to write a basic lexer, etc.
>>
>>170027170
>Game mechanics express nothing

REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE

But seriously though, I feel like hide and seek's mechanics create feelings of paranoia and fear. Vampire Hunt (also known as mafia) does the same thing, the mechanics whittle players down until eventually there's only a few people left and the feeling of the game changes entirely.

Those games have no art, or music, they aren't video games, yet the mechanics create the human emotions by mimicking real situations and triggering stimulus's. That's what play if for, that's why we want it, that's why we keep searching for novel mechanics because we get used to the situations and the play isn't engaging anymore.
>>
>>170027359
I've found myself really enjoying Witcher 3 after pretty much turning off entire HUD.
I play much more slowly, but this time I'm actually looking at the game and not into the upper right corner.
>>
>>170027170
this opinion is the small brain on a meme image.
>>
>>170027359
Grimrock sold well, so does Etrian Odyssey.

>I don't see it would have a place in the current gaming era

The mechanic has value, its not something that's been obsoleted by automapping. There's a generation of gamers that never grew up in the 90's and they'll be searching for new types of games too, and that will be something they've never done before.
>>
>the days of programmer art being the norm are long gone and never coming back

Anyone else get depressed thinking about how rich and famous you'd be as a dev in the 70's and 80's?
>>
>30 minutes of nothing
Alright, let's see that progress
>>
>>170030085
back then unity engine wouldn't give you the best tech, make a game for you and wipe your ass as a bonus
>>
>>170030085
no, because devs in the 70's and 80's weren't famous and probably didn't get rich either
>>
>>170030102
Progress: Improved makefile
>>
>>170030085
No because you just hire an artist and you're game doesn't look like a shit
>>
>>170030085
If anything my chances of getting rich and famous would be smaller in the 70s-80s
>>
how do you pick your colors? I just been googling "Grass RGB" and shit like that, but there must be a better way.
>>
>>170030085
i wouldve made so much dough slangin those ziploc'd diskettes
>>
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>>170030156
delet
>>
>>170011124
Bonus?
>>
>>170030657
psst

switch to cmake

doooo iiiiiiit
>>
>>170031010
Manually, using the HSV slider
Sometimes I google references but I never use the eyedropper tool
>>
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>>170031165
You get what you're contracted like everybody else.
>>
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>>170031010
I have this
I don't now what it does but it has colors in it
you can keep it
>>
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been looking at the requirements for getting a game on the Xbox Live Creator's Program, and the legal and monetary and account requirements seem simple enough, but the fucking hoops you have to jump through to actually code for it are just batty, at least assuming you don't use Unity-- and the only two options at the moment are Unity or build it from scratch in Visual Studio

this is what I typed up so I could remember it:
-- to go through the Xbox Live Creator's Program, set up and compile things with VS as a UWP (under Visual C#, Windows, Universal, but using C++) integrating the package Microsoft.Xbox.Live.SDK.Cpp.UWP, and right-click the StartUp Project in VS and go to Associate App with the Store, and create a special JSON file as detailed in the getting started walkthrough, and open package.appxmanifest in VS and under Capabilities set Internet (Client), and run SwitchSandbox.cmb as detailed in the walkthrough

the sample programs are easily dozens and dozens of kilobytes in size; they include every file under the sun; they have variable and class and structure names that are entirely too long; they make use of Microsoft's fucking C++ extensions that basically turn it into a different language; the comment density and depth vary and some large chunks are uncommented
I know they just opened it up, but it just kind of seems like a mess
>>
>>170031010
googling "nice rgb colors" and paletton.com
>>
>>170032124
Welcome to writing software for Microsoft platforms.
>>
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>>170031010
I use a palette named Arne64. Just pick anything from there.
>>
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>>170031010
Dawnbringer32 is also popular.
>>
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>>170031010
As is Dawnbringer16. Choose a palette and go from there. It applies to more than just pixel art too. It's not a bad practice to limit what colors you can choose from in 3D too.
>>
my Game Maker studio 2 won't open any more because i can't log in (for no reason). Guess I'm totally fucked because I need all my code even if I want to port it into game maker 1. what the fuck.
>>
>>170033438
>logging into an engine
hahaha what the fuck
Just use Godot, you don't ever need to log into anything.
>>
>>170033763
but I'd need to log into 100 different forums just to find one person that knows something about the Godot.
>>
>>170034013
except you don't
>>
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>>170006790
I don't want to seem like a shill or anything, but Color Constructor might help you out.
>>
Something rough for a tragic villain theme.

https://clyp.it/cldtzsel
>>
>>170031010
trial and error >_>
>>
>want to Dev regularly and become a yesdev
>Girl I'm crushing on buys Overwatch, says it would be cool to okay with someone
>I could afford it if I tried, but I know with it my productivity will be kill

What do anons, I have two dreams in my life, to become a famous Dev and to have a nice relationship, and now they seem to have become exclusive :(
>>
>>170034643

If she's not down with dev, she's better off dead.
>>
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Should I have an area right in the beginning where the player can get one-shot? I think it's kind of funny to walk into a room and have a robot punch your lights out immediately.
>>
>>170034643
>have first good relationship in my life
>become fulltime yesdev, stop dating as often
>she leaves me
>been depressed for half a year now
could be worse man
>>
>>170034747
>>170034857
>unironically responding to an emoticonposter
remove yourselves from this general
>>
>>170034643
Show her your code, show her you can make games, show her that you're already working on your dreams when other people around you are busy fucking off. Knowing how to do shit is cool, believing in yourself and having a vision of success is significantly better than the "guys" your competing with that are probably getting high every day playing league of legends and trying to be "chill".
>>
>>170016171
>Heartbeast and other d&d youtube tutorials pop up

You found the wrong one then, because he doesn't do d&d expect at the very beginning

Look for his Spelunky-clone tutorial on cgpeers or something
>>
>>170034857
This post is just for you, literally no one else needs to read it because it's off topic:


This book cured by post-relationship depression several years ago and maybe saved by life.
https://therationalmale.com/the-best-of-rational-male-year-one/
I highly recommend all of "year one" so you can get back to devving. Now I'm content beyond whhat i thought possible and haven't made the mistakes i used to make. I wouldn't steer you wrong.
>>
>>170034643
obviously spend a little time and play a few games with her every day. she will probably be bored of the game within the month anyway. cmon man
>>
>firstworld problems in this itt thread
>>
For DD13 what would you prefer, anon? For the game to start in its native 640x480 or for it to start at 2x by default (1280x960)?
>>
>>170035152
I've been devving like crazy because it's the only thing that distracts me from feeling miserable, so my devving hasn't suffered, but thank you I will read it
>>
>>170035309
figure it out based on my screen size, nigga
>>
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>>170031010
You can go the easy way and use someone else's colors, either by using pictures and pulling collors from that (most painting software can do that). The drawbacks are that you are very limited in what you can do, color is a very powerful medium to convey emotion and you might want to convey something different than the person who created the palette. Also if you make your palette the same as someone else your shit will look similar and people notice, color is important.

If you want to be original and make your own then read up on color theory. And practice. Lots and lots of practice, make tons of sprites, try making palettes and try what works or what doesn't. Analyze works of art or game art that you like. Paint. Here's a video on color theory, it's very basic but it should demonstrate the idea:
https://www.youtube.com/watch?v=Qj1FK8n7WgY
If you want to go deep then color and light by gourney is the book for you.

Art is a discipline of its own though so don't expect to master it quickly or at all unless you devote some serious effort and time to it.

Don't use HSV. Use RGB sliders, pic related is a tutorial on that. You can get much more natural looking shades of colors much easier once you get used to it. It seems unintuitive and weird at first but it really does work.
>>
>>170035276

Complaining about first world problems is a first world problem.
>>
>>170035384
640x480 it is, then.
>>
So sick of doing tutorials. I must have done 50 hours of the fuckers and there's still way, way too much shit I don't know.

The last thing I want is my game being an unoptimized, buggy piece of shit though.
>>
>>170035152
Not him but thanks, I'm really needing it too.
>>
>>170035630
You will burn out without having made anything.
>>
>>170031515
Hey, that's a nice palette. Source is here in case anyone else is wondering: https://twitter.com/Grafxkid/status/688496653679079424/

Does anyone know what the "highlights only" and "grouped only" indicators mean? And also, what does it mean by "this is a linear palette"?
>>
>>170035630
Learn by doing you gucking autist
>>
>>170035276
KYS yourself

>>170034857
>have artist gf
>she does good art for the game
>begin relationship
>relationship ends
>lose artist
I'd trade dev to have her back, now that I'm old enough to appreciate her. Its been five years ;_;
>>
>>170035816
This kind of mentality is what leads to 5000 nestled if statements without any usage of enums or state machines
>>
>>170035276
broken heart is gamedev
>>
>>170035891
>start endless if statements
>think "there must be a beter way..."
>learn better way
>implement

Nah thats dumb right? Go back to your over 50 hours of tutorials without a game you fucking failure
>>
>>170035726
>burn out

I knew there was a feeling there that I couldn't describe. It went from fun and interesting, to a colossal chore

That settles it. I'm starting my game before it becomes a major problem
>>
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I added to the system but now it takes 2.6 seconds to calculate the spline curve with 20 points
>>
I have working doorways and ladders. Next up is interaction and dialogue and then I think all that will be left is replacing all my filler assets
>>
>>170036018
>releases a glitchy, unoptimized mess
>creates art without learning the fundamentals
>doesn't learn music theory

>WHY WON'T ANYONE BUY MAH GAMEEEES!

Fuck off nodev
>>
>>170036018
>start endless if statements
>never notice anything wrong
>start earning 5k monthly

fixed your limestring story
>>
>>170036145
you skipped a lot of steps that anyone with self awareness would perform
>>
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Quick /agdg/, gimme an idea for a subtly right-wing game to submit to this hugbox jam.
>>
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>>170035630
>premature optimization
>>
>>170036271
I won't because I'm not right wing or left wing
>>
>>170035550
>Don't use HSV. Use RGB sliders, pic related is a tutorial on that.
What
That pic is literally a tutorial on doing the HSV<->RGB conversion in your head. How on earth is it supposed to be better than using the HSV sliders directly? In Gimp you even get all six sliders (RGB + HSV) at once in the default color picker.
>>
>>170036271
help immigrants the game

one of then is a art student and amateur painter from austria trying to suceed in germany
>>
>>170036271
The storyline is about helping the poor immigrants as populist righties rise up to oppress them. Subtly change the plot as you go, from fighting a full on group of people, to slaughtering all of them, even regular innocents as you're cheered on by supporting characters for doing what's right.
>>
>>170036271
#notyourechochaber. Please see your way to the comments section of your nearest YouTube rhetorician's latest video and complain. Thanks.
>>
>>170036271
game with lots of features slowly degrades into bland wasteland as the user realizes their iphone only exists because of capitalism
>>
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>>
>>170036827
i dont think that orange in the bottom right is a real orange
>>
>>170036271
>spending time and energy making a game with any political stance
That's even more of a waste of time than normal jams. Stop coming up with excuses to avoid working on your game.
>"but my game already has a real-world political angle, anon"
It's shit.
>>
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Frauki getting her clock cleaned
>>
>>170019893
I think you should change 'Good Night, Knight' to just 'Night Knight'
>>
>>170036271
Make one of those puzzle games where you click on a square to flip it, and it also flips it's neighbors to reveal an image.
Then have some clicks pop up with a 'resist' where the square doesn't flip itself but still flips it neighbors.
Tell them it's solvable.
>>
>>170037129

I think you should also change the name to Nighty Night, Knights
>>
>>170036085
What are you making?
>>
>>170036816
the problem with real communists is they actually believe people would do this shit for no pay, and they would organize well enough to get it done with no leaders
really it kind of explains Linux, it would be doing a lot better but 50,000 fuckheads think they know the best way to do any given task and so software for one distro isn't fully compatible with most other distros
>>
>>170027170
>Games aren't art,
Wrong
>>
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>>170038075
Games are entertainment, not art.
>>
>>170038207
Wrong
>>
>>170038207
>anime
>>
>>170027170
>>Games aren't art, the elements (visuals, story, etc.) inside them are.

>movies aren't art, the elements (script, set dressing, effects) inside them are
>>
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>>170038227
>>170038375
Videogames are not art.

Stop trying to force this meme.
>>
>>170038375
>Sandwiches aren't art, the elements (lettuce, meat, tomato, cheese) inside them are
>>
I set up a state machine for my player, but the more I go along the easier it is to just have other objects take care of functionality for me. Like, instead of the player throwing something in a trashcan when he's is in the trashcan state and the right input is pressed, the trashcan itself checks the last input and checks to see if the player is in the trashcan state, then if everything's good the trashcan function starts. I feel like I'm doing something really really wrong, but it seems easier to just let other objects handle what the player can do to them than having the player object have a different check for everything they can interact with.
>>
>>170038471
>opens console
Video Games == Art
true
>>
>>170038701
10 print "No"
20 goto 10
>>
>>170038639
So when a player presses a button do all trashcans check to see if the player is within range and is trying to throw something away?
If so that is wrong. The player should click on the trashcan and pass in whatever needs to be thrown away and the trashcan then decides what to do with that thing.
>>
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>tfw gamemaker is so easy all I have to worry about is making a fun game.

This is not a good feeling.
>>
>>170039429
Really? Because I love it.

Then again, I'm not a code monkey.
>>
I worked on this intro text sequence, nothing special (text will be replace with something else more story relevant)

https://youtu.be/EO5lOU5j52U
>>
>>170038471
why do people want video games to be art anyway

like what's the point
>>
>>170039765
Accuracy
>>
>>170039765
What's the point of them being not art?
It literally doesn't matter either way. Some games are artistic, some aren't, neither makes a game good or bad.
>>
I want to make my game open source but I don't want other people to be able to package it up and begin selling it on app stores or wherever (ha, I know, realistically nobody's going to bother doing that with my game).

Is there any reason for me not to pick GPL3?
>>
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As you can tell, I'm pretty pissed right now.
>>
>>170038375
>movies aren't art, the elements (script, set dressing, effects) inside them are

Your point? that's not the argument mouthbreather. A game without mechanics is not a game, it's just art.
>>
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>mfw witnessing the power of leaving oop behind
>>
>>170039875
that's my point, it doesn't matter so people shouldn't care about it
>>
>>170039765
anything created by humans is by definition art, whether it's the sistine chapel, a video game, or a masterfully-crafted toilet.
>>
>>170040197
if you aren't encapsulating every variable in its own microclass you're doing it wrong
>>
When people talk about whether videogames are art, I have to imagine that they don't have much/any experience talking about art and especially fringe topics, DuChamp, fluxus, etc. So this topic, "Is VideoGame Art????" seems really interesting to them, and they don't realize how child-like and banal their interest is.
>>
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>>170040327
You're joking but, I'm actually shoving tiny PODs into bigger PODs
>>
>>170040378
duchamp destroyed art by enabling garbage opinions like >>170040253
>>
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subscribe 2 my you tube channel

https://www.youtube.com/channel/UCHGQym_dnh8UKg_377B2Xpw

(I am actually going to start working on games now)
>>
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Working on animations for UI stuff (on the 3DS touchscreen)

Think this one is almost done now
>>
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>>170040327
tempting
>>
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>>170040506
It's intended for selecting weapons
>>
>>170040612
why is seeshart so shit?
>>
>>170040649
Theonian pls
pick one project and just like complete it
>>
>>170040672
because it isn't haskell
>>
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Which Depth of Field effect do you prefer?

>Left
Gaussian effect, blurs distant objects, no blur up close

>Right
Radial effect, blurs area near edges of camera (simulates up close blur), no blur in the center for 'distant' objects

Both have a slight chromatic aberration effect I've turned on, it's not part of the blur effect.

tbqh I'm in love with both of them, can't make up my mind.
>>
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>>170040714
I'm trying my best. Have been working on this project for many months now.
I can't program, so I'm kind of helpless alone.

Kada has been having great progress on the game though, so I'm very hopeful about this project!
>>
>>170040904
none
you have to be a subhuman to like DoF
>>
>>170040904
if your game involves aiming at things that aren't at very short range then go with the right-hand one
>>
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>>170040904
I already have bad enough eyesight
>>
>>170040904
Neither of those look good
>>
>>170040904
Blur is shit, my eyes do that automatically in the first place I don't need the game to do it more.
>>
>>170040904
>muh cinematic experience
boo
>>
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Health indicators - do these look ok?
>>
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So how's the market for a TCG based on cute guys photos i stole from /r/ladybonersGW

01 - Ingomar. 3* | ATK: 7 DEF: 8 | If Ingomar attacks, he cannot be destroyed by battle. Enemies that attack Ingomar lose 7 ATK for 1 turn.
>>
>>170041306
When did it become acceptable to openly be a redditor here?
>>
>>170041395
2014
>>
>>170041306
Nowadays """straight""" men think its hilarious to "ironically" act gay so you will sell a million copies on steam. Some actual gay men and a few ladies may also buy copies.
>>
>>170041274
Pretty visible, yes.
>>
>>170041395

Its kinda odd that that's the only thing you see wrong with that post
>>
>>170041005
The only time I've actually liked DoF was in DS1. Facing the hydra for instance, all you could see was its blurred silhouette as it hurled those water bomb things at you. Made it feel more intimidating as you approached it for battle.
>>
>>170025474
Download FL Studio and fuck around till you git gud.
>>
Is there an /agdg/ discord?
>>
>>170041042
Alright, that does make sense.
>>
>>170025596
>Hiring buskers to make your game music
I like this idea
>>
Anyone making a game based around involuntary tfs?
>>
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WIP commission for the box art. Need the background in now.
>>
>>170042137
involuntary team foundation server?
>>
>>170042158
thicc
>>
>>170042287
transformations (possibly tg ones?)
>>
>>170034643
Have the balls to keep your motivation going instead of letting the game take over your life.

You can keep your girlfriend + overwatch while making your game.

Just play it with her when she wants to play it, and make game after.

Or--- Let her keep the game and bring it when she comes over.
>>
I believe art is about communication without words. The artist leads the viewer through an experience captured by their work.

In most cases, video games are pieces of art, but the artists ruin their pieces by being the most annoying, pretentious artists out there.

They constantly bombard you with information about how to play, offering you suggestions on how you should play to get the best experience.

The reason video games aren't art in general is due to both the designer and the player. The players constantly demand to have every option presented to them at any time, and have the dire need for the positive reinforcement of "winning". The designers fear making statements with their game play because they're afraid that if the player doesn't "win" they won't enjoy the game.

What if people largely didn't like paintings unless they were sexually aroused by them, and could jerk off to them? That's basically video games; A medium created to play on a single base human response, but it doesn't have to be that way.

Video games can only be art when the majority of designers figure out how to confidently design games where "winning" isn't the only way to enjoy them; well realized worlds with mechanics that don't directly play on our base responses, but dance around them, and convey a message through its game play.

I think that's video games as an art form.
>>
>>170018236
>>170018438
>>170019037
>>170019776
>>170027170
>>170038075
>>170038207
they're fucking video games you dickmunchers
>>
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>>170003108
Just like make language
I write interpreters and stuff all the fucking time
>>
>>170043131
is that just plain string comparisons/pattern matching?
>>
>>170042504
Video Games first and foremost are games. Games are supposed to be fun. If you are not having fun, you are not playing a good video game. Fun takes priority over everything. And this is coming from an 'artist'. In fact, we shouldn't even be called artists in this field. We should be considered 'entertainers,' because we get paid to entertain. The art is only part of the package and should not be placed higher than the other portions like programming, QA testing, sound engineering, level design, etc. This is a medium where all of those things are important.

Just how you expect to see paintings and sculptures that you aren't allowed to touch when you walk into a traditional art gallery or museum, customers have expectations when they try your game. They expect a tutorial, they expect graphics options, they expect rebindable controls, they expect 21:9 or multi-monitor support and 60 FPS minimum, they expect a decently fun gameplay experience.
>>
This level of discussion is barbaric
>>
>>170043326
I think a large part of fun is reducing friction.

>rebindable controls
Just like get a customizable keyboard bro
>>
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>>170043131
No, it goes through multiple stages of semantic analysis, AST desugaring, lowering to an SSA IR, and finally, translation to executable bytecode that runs in a parallelized virtual machine
You know, when I describe it that way, it almost sounds like overkill
Anyway, pic related. It's a bytecode dump of that same file
>>
>>170043643
>mumbo jumbo technobabble: the post
>>
>>170043643
What are the compiler and VM written in?
>>
>>170043793
OK that's fair but also those are all real things
>>170043806
Rust
>>
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>>170043643
This makes me feel stupid as fuck, time to give up on my game and kill myself senpai
>>
>>170043854
>Iron oxide
Pretty cool, I'd like to use Rust for my next project, do you happen to know whether its support for cross-compiling is good?
>>
>>170043894
Relax anon just go pick up a compiler textbook and enjoy some light reading at the beach, uh, in March, when it's 13 degrees outside, I guess
>>170043940
If you're just cross-compiling for a couple of major desktop platforms then it's pretty good, I hear
I dunno I've never personally used it that way
Regardless, this is supposed to get better over the course of the year so even if there's weird problems right now you can try again in a few months and it'll be better somehow probably
>>
>>170043643
>"Just do it I do it all the time it's so easy"
>proceeds to start talking about flux capacitators and turboencabulators

Ooookay
>>
>>170043326
Nothing you said was even slightly relevant to the debate, it's about the definitions of words, that's it.
>>170043508
>game says 'press w to do x thing'
>rebind it to x
>it still says press w
what now anon
>>
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class Game{}
has a class GameState{}
which has
class MainMenuState{} and class RunningGameState{} and class GameOverState{}

For some reason having each different state be a class of its own seems like abusing OOP to me. Am I wrong?
Any better ways to do this? (In C++)
>>
>>170043131
>>170043643
Tell me more. I don't know what to even ask about though.
>>
>>170044930
Are images like that allowed on sfw boards? I really don't think they are.
>>
>>170044930
some of those could probably be structs
>>
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>>170003008
Does my ORPG town look comfy enough yet?
>>
>>170045765
I hate the smoothly lit pixel art meem
>>
>>170045110
it's just a dude kissing a baby

>>170045859
:^(
>>
>>170045060
OK so step 1 is writing an AST evaluator and there are zillions of tutorials online for doing that so I'm not gonna explain it
The next step up is writing a compiler, and the way to do that is basically: Each "pass" is pretty much an AST evaluator, except instead of performing actual side effects like printing text, it figures out what would accomplish that same operation in a slightly simpler language, and then stores that instruction instead of executing it
The rest is pretty much just graph theory
The key is, you can write the exact same error checking code in a compiler as you would in an AST evaluator, except it keeps going after the error occurs, and only stops once it gets to a point where it can't fucking figure out what it's supposed to do with the user's code
>>
>>170040506
i think that is not supposed to slip downwards during animation right? looks cool otherwise, just keep it in the middle
>>
>>170043239
>>170043643
I just noticed I replied to the wrong fucking post
I'm drunk
Good night Aggie Daggy
>>
>>170044930
fuck it took me 45 seconds to see the guy and not the ass... even though i knew it was something like that... i think 6 am is a good time to go to sleep then.
>>
>Go months without caring about loneliness
>suddenly hits super hard today

Here we go again
>>
Feeling kind of tired but I want to get some work done today, so I'll finish the model tonight and rig it in the morning,
>>
Should I keep working on my game or finish my meme app so I can put it on my GitHub and get a reel SE job and kill myself after a few years
>>
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hows that 3d model coming along?
>>
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>>170047080
Pretty shitty my main man.
>>
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TETRIS DUNGEON PROGRESS
+ Now with health
+ Fixed the ghost bug. It was invisible gold coins disguising as ghosts.
+ Added a simple goblin / kobold meta. Gobbo rushes, kobold tries to get in position to snipe the heroes. On the hero side, the archer and knight serve the same roles.

The goal is to kill the heroes, btw.
>>
did anyone save that list of books regarding story writing that some anon posted the other day
>>
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>>170047080
Pic related: not that great, but it's a start, I guess.

>>170047523
I just realized I forgot to do that. I did, however, order one of the books off of the list: Characters and Viewpoint by Orson Scott Card; hopefully that title will help you search the archive. I also got Plot and Structure by James Scott Bell, which was recommended to me by a friend a while ago. Plot and Structure is pretty good so far.
>>
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>tfw really really want to work with others on a space game but will never find someone who shares my brand of autism, who actually contributes, and about a million other reasons why partnering doesn't work out

I just wanna spess dev but I don't want to do it alone
>>
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>>170047776
>hopefully that title will help you search the archive.
yes it did. thank you anon

pic related for anyone else interested
>>
You *are* making your game open source, right?
>>
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>tfw u have 2 dev on a shitty tablet and cant record gifs over 1 fps

watch out of [BAD_BALL]
>>
not only will my game be closed source, but it'll also take control of your webcam and microphone
>>
>>170048610
t. mobile dev
>>
>>170048570
you done any work on the overworld yet?
>>
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>>170048825
very barely everything's flat collision boxes right now and there's no animations and nothing to do.

here have another 2fps gif
>>
>>170049426
So the plot of this game is cute robot girl follows pink circle through Tron?
>>
>>170048419
I'm making my game in lua so it's not like I have a choice
>>
QUESTION

How do I have a set character and yet give the player different dialogue options and stuff that a player would probably expect even in a JRPG? I want the MC and the main story to have a very definite style and theme.
>>
>>170049803
invisible pink butterflies
>>
>tfw gamedev makes no money
>>
>>170050180
don't give the player what they expect; they don't know what they want
>>
>>170034779
i think it is fine but you should probably make sure there is a save/respawn point nearby or make it very obvious that the robot is very powerful (usually by being huge)
>>
>>170050180
Give the NPC characters some personality. Not enough to be annoying, like ridiculous and unreadable accents, but enough to distinguish them from one another.
>>
>>170051224
>unreadable accents
you fucking what?
>>
>>170050180
Maybe each option suggests the circumstances behind choosing the option were different. For example you could have a choice where the PC answers like he is in a hurry or like he has plenty of time to kill. Basically give options that the player should choose based on what they want to do but then interpret that into the PC's current situation.
>>
>>170051450
æ þink e meens torkin læk þis
>>
post progress so I can get the motivation to make my own game
>>
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>>170036271
Fuck I hate this fags
>>
>>170003008
Long time dabbler in programming, looking to produce a kitchen sink from scratch with zero direction and no goal of actually releasing anything necessarily playable.

In pursuit of that, are there any readings I can look out regarding sending/receiving packets. I have a very minimal understand of the topic outside of what I deal with at my job (Some experience with setting up switches and routers)

My preferred language is c++, and I'd rather not to use any libraries more complicated (Read: game engines) than SDL or OpenGL.

Appreciate any help thrown my way, couldn't find anything related under resources or helpful in the aggydaggy website.
>>
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>>170051836
got you covered pal
>>
>>170051894
http://www.linuxhowtos.org/C_C++/socket.htm
>>
>>170051945
thanks friend I wish I could draw cool 2d art like that and the boss fights are pretty impressive

would play / 10
>>
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>>170047080
I made a piece of armour.
>>
>>170051945
Will this be the next BoI?
>>
>>170052169
As the person who posted the webm, I also wish I could draw 2d art like that.

I guess I can settle for having befriended someone who can.
>>
>>170052347
>armor.
>Its a hat
>>
>>170052490
this is my plan also I am hoping to convince my friend's sister who is a really good artist to make a game with me lol
>>
I did some dev today.
>>
>>170052453
A man can dream.

We'll find out soon enough.

>>170052169
Regular reminder that there are demos and you can try it right now:
https://monolithdevs.itch.io/monolith
>>
>>170052656
Me too but in 5 mins it will be a new day.
>>
>>170052503
no
>armour
Whatever protection you wear is armour.
>>
>>170003008
Finally found a documentary on gamedev that I haven't seen. You don't deserve it but here.

https://www.youtube.com/watch?v=e_NW9zhL8uE
>>
Has anyone encountered "gamepad ghosting" when creating controls in GM:S? Everything works absolutely fine when the movement is done with the sticks but when I put dpad movement you cant push any other button to do stuff while holding down dpad directions. It is reminiscent of the ghosting issues I was having on keyboard (but with keyboard you can rebind to try and bypass the signal crossing).

Just want to know if this is an actual issue or if I messed up somewhere and need to dive back in. I couldn't find anything about it from google searching.
>>
What did you learn today?
I learned that you must multiply quaternions to add the rotations.
>>
>>170052991
Are condoms armour?
>>
>>170053239
you have to do that with matrixes too
>>
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anyone wanna make a spess game with me

have assets can unreal 4

[email protected] if interested
>>
>>170053663
do I smell an /agdg/ space collab?
>>
>>170053706
if i can find anyone

no one ever wants to collab in my experience
>>
>>170027504
Thats not possible atm. You would have to use a dedicated server to store the request until the app gets started again.
>>
>>170053796
honestly i would collab on any small games that are doable to finish within a month
>>
>>170053796
People collab but you might have the wrong kind of project. I've done like 4 collabs in the past 6 months and am doing 2 right now.
>>
>>170054235
I'd be down to make a simple either;

Single player top down space shooter

or

A multiplayer top down space shooter kinda like a moba but with twin stick shooting and drones that go between ships.

Both are doable for me I just don't really want to work alone

But I'm down for a simple project, I don't want to do anything too complex either
>>
>>170054250
tell us the secrets to do collabs
>>
>>170054341
1. Be good at something.
2. Small scope. I did a 2-week jam, one indefinite thing that failed, a 1-month jam. Currently working on a 1-week jam, and a huge indefinite thing that is low priority.
3. IMO, artist / programmer is best. Music, design, writing, all the little things can be distributed among both of you. Or get a third person for music.
4. Expect half of your collabs to fail.
5. It helps if there is a hierarchical relationship. One person should have vision and the final say in design. Of course design affects everything else.
>>
>>170054341
>>170054601
6. Do small jams with a lot of partners, to build relationships that you can use if you want to make something bigger. Never go into a large scope collab if you haven't worked together before.
7. Have fun (^:
>>
>>170054341
money
>>
would it be strange if i had some levels in 24x24 tiles and some in 16x16?
>>
>>170055021
yes but the bigger issue is why are you shooting yourself in the foot? you're reducing the reusability of you assets.
>>
>>170055412
if he has 24x24 and 16x16, one reason is he didn't make it. Meaning there's probably more where it came from so reusablity might not be an issue.
>>
>>170055412
ive been making 24x24 but i kind of want to switch to 16x16 to save time when making a shitload of tiles
>>
>>170055764
go with 16x16 and throw out the 24x24s
>>
>>170021132
>but it employs the same scheme games have been using for decades - "go there, figure it out / kill someone, get back to me and I'll give you five golden obols"

I always hate this argument. If you abstract groups of things enough, you can always claim they have some quality they all share. I liken it to literature using the example of Campbell's Hero's Journey. Harry Potter and Treasure Island are both Campbellian but they are still different works when it comes to the details and characters.
>>
How do I handle having children in a game where you can kill anyone without having a controversy but without giving them Bethesda-style invincibility
>>
>>170056734

Make them killable. Controversy is good for marketing.
>>
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>>170056734
You have to choose between realism and being PC, man. Maybe let the player kill kids but they take an extreme reputation hit?
>>
>>170056896
Not when it gets your game banned from Steam
>>
>>170057081

Is that actually against ToS?
>>
>>170056734
Do the WoW approach maybe? In game terms, they die, so their health goes to 0 and they act as any dead monster, but they don't have actual death animation and just keep standing still until respawning.
>>
>>170057164
>>170057081
Are all the skyrim kidkilling and kidfucking mods hosted externally? Does steam even have the safer lewd mods?
>>
>>170057081
if being able to kill kids gets your game banned from steam, why is deus ex still up?
>>
>>170056908
I want to be as realistic as possible, or rather, I want the game mechanics to be consistent all the time and not have the rules change in specific situations to avoid certain issues. I thought about reputation hits, I know Fallout 2 did that (Tough I've never played it myself) but I see three issues to this:
1) You're still killing kids, so someone wanting a controversy could still make it happen
2) You can just kill a child without anyone seeing you, my game doesn't have magical reputations that everyone is aware of
3) Indirect murder wouldn't (and shouldn't) trigger it; for exemple, you could lure a child near a monster and the monster would kill it

>>170057164
I don't think so, I just meant games being banned because of controversy like Hatred and Yohjo Simulator (Which were both unbanned, but as far as I know Hatred got unbanned because it had a huge amount of people saying it wasn't fair and asking Valve to put it back, and Yohjo simulator had the controversial content removed)

>>170057205
That doesn't sound like the perfect solution, but it does give me some ideas I could work off of it. I didn't play WoW so I didn't know about that, thanks. Maybe I could have them stay as ghost and make it part of the lore, like there's a god who protects children or something.
>>
>>170044930
Have a abstract base state that all your other states inherit from.
>>
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>he makes 3D games

Daily reminder that you'll reach nowhere with your meme-tier 3d game. Unless it has some sort of gimick or actual good graphics, nobody will buy/play your crappy dimensional game.
>>
>>170057592

I don't see why you shouldn't just go for having killable children then. I'd risk the ban for the potential controversy since the game would probably have trouble getting popular by itself.
>>
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mag throws r hard
>>
>>170056734
Release it in non cuck countries only.
>>
>>170057592
1 ) This is what you sacrifice at the altar of realism.
2 ) Fine, you don't get a direct hit for killing a kid unseen. Your character is a monster and an efficient one. The village will notice that they have gone missing, and ask questions. If this happens every time you visit a town, rumors of a vampire start circulating
3 ) This seems almost more brutal than direct murder

>>170057205
This idea is fucking garbage if you want realism. Just forbid killing kids and be done with it then.
>>
>>170057896
Those don't exist anymore
>>
>>170057746
Makes me feel good about my 1D multiplayer roguelike
>>
>>170057746
things nodevs say to excuse their lack of ambition, talent, or even game
>>
trying to make a timer for a script in GML, but having some trouble. its setting timer to 1 each step instead of adding 1 like i want. this is my first time using var, am i doing something wrong?

heres my code

var timer = 0;
if (timer != 10) {
timer += 1;
}
>>
>>170058390
Don't know GML but if you're running that code every frame, you are redefining a new variable named timer every frame. You should put "var timer" somewhere where it runs once, and leave the rest alone.
>>
>>170058458
thats actually how i did it before, i put timer in the create event and the other half of the code in the script and it worked. but it would be really handy to be able to use variables like this.
>>
If a piece of equipment gets bound to the player, so that he cannot remove it, but he also can't use it, does it make more sense to say "Equipment was broken", or "Equipment was cursed"?
It's tricky because cursed implies you can't remove it but can use it, and broken you can't use it but can remove, and saying "it was broken and cursed" is convoluted. Maybe there's some better expression?

>>170058390
vars are temporary and get thrown away at the end of each frame, make a variable on the create event and use it, also don't keep setting it to a value each step or it will never reach 0.
Also if (timer <= 10), not !=, if you start using delta time it will be hell to fix these timers.
>>
>>170058776
Well why can he neither use nor remove it?
>>
>>170058612
What are you using it for?
>>
>>170058776
Are "can use / can't remove" and "can't use / can remove" also states in the game? If so call those states "cursed", "broken", and call the combined state "broken and cursed".

If not, call it "cursed", since it's a doubly bad curse to have to wear something broken.
>>
>>170058776
Btw binding a piece of equipment is mechanically the same as removing that equipment slot.
>>
>>170058776
separate lines
>equipment is broken!
>equipment is cursed!

>>170058776
>>170058874
i'm using this specific timer to change states after a certain amount of time.

my main concern with using the create event is there is a good chance i will have hundreds of timers and it will be extremely confusing.
>>
>>170058874
Death penalty.

>>170058949
There's the problem, the broken and cursed is just one ailment, with the way equipment will work I don't think I have any interesting use for having these two ailments separated.
>>
>>170042158
Saved
>>
>>170059191
I already told you, just use cursed. It's stronger thematically than broken, and it really is a horrible curse. The worst of both worlds
>>
>>170059182
>>equipment is broken!
>>equipment is cursed!
agree
>>
>>170059324
I agree, it's just that having your equipment "cursed" and them finding out you can't use it isn't that intuitive because that's not the case in every roguelike.
I wish there was a better expression, also something less common, but that's not forced. "inert"? "dormant"?
>>
>>170059506
Dormant works because it implies that the weapon might become useful at a later time, so it's not worth throwing away anyways
>>
>>170059191
"stuck"
>>
>>170059506
DEEP and NOVEL gameplay
>>
>>170059613
Guess that works for now.
>>
>>170036085
Cant you just use actual approximation polynomial? Does it have to be a spline? Because approximation polynomials have quick and known methods to achieve them.
>>
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Anyone know the name of that algorithm that everyone uses to make those ~indie low poly~ 3d renders?

It's a reduction alg but not decimate, and it also does some (probably magic number) thing to ensure tris are some aesthetically pleasing size.
>>
>>170060468
>approximation polynomial
yeah maybe if i knew what these were
>>
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TETRIS DUNGEON
+ low effort animations
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>>170047370
>>170060835

Looking great!
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Finally adding a bit juice to this game.
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>>170061216
Good job. All you need now is some rixels
>>
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>>170061320
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Why ARENT you getting a company to make your game for you /agdg/?

https://www.youtube.com/watch?v=QlrXMgi8Fqo
>>
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i turned the left into the right and now it also is visible to the scripting layer and i get autorepeats on hotkey
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>>170061458
incoming Eva takes the KS money and runs to Mexico blaming the other guy.
>>
>>170061601
that baby godzilla will grow up to attack everybody

>>170061458
this guys voice is annoying to me

and the way that he talks for so long on such inane things

and where do these animations and graphics come from? Does he get someone to draw his videos for him? Or does he spend all his time creating youtube videos rather than make a game
>>
>>170061458
>tfw will never make this much money with gamedev
>>
>>170061695
>Does he get someone to draw his videos for him?

Yes

Practically everything "he does" is made using other people's volunteer work, some of it's paid volunteer work some of it's out of the kindness of heart
>>
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>>170061216
One barrel isn't enough.
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>>170011124
source?
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>tfw won't make it for Demo Day
>>
>>170058026
t. unheard 3d dev
>>
>>170011041
>he doesn't want free advertising
>>
>>170063014
Stop being lazy you have almost five day still
>>
>>170063014
'sup Mugi
>>
>>170040378
I realise that and I want to know more, hence I'm asking even though the questions may be banal for you. Can you recommend me any books regarding this topic? I'll look up Duchamp and Fluxus, the two things you've already mentioned.
>>
>>170063014
maybe you shaved your eyebrows you would, eyebrows
>>
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>>170048012
>my brand of autism
Explain. Do you like semi-realistic space mechanics, even if they make things difficult?

A while ago, I imagined a semi-realistic orbital combat game. There would be both ground and orbital targets, and everything would be tracked. Power consumption, Delta-V, heat, keeping track of your orbit and the ever-increasing clouds of high velocity debris...

I was thinking of how you'd do it and take into account the ship, its systems, and its crew, but without directly micromanaging things.

>main propulsion is damaged
>vent section to space while firing mass driver to change your orbit just enough to avoid high speed debris
>buy yourself another hour or so to get it back online before hypersonic debris cloud murderfucks you.
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;_;7
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>>170063847
>>
>>170048012
I know that feel bruh. I don't even want someone competent, just someone with the same vision as me, someone who thinks similarly but still different so we can bounce ideas over each other without having to tip-toe around refusing each other's suggestions.

If our ways of thinking are too different we just won't be able to settle on a design, if they're too similar then we'll just end up in a yes-man echo-chamber.
>>
>>170057779
By the way, all automatic and semi-automatic weapons with detachable magazines lock the bolt to the rear when you fire until empty. This means you only have to remove the empty magazine, insert a full one, and press the bolt catch and you would be ready to fire.

Also, if you've been firing, then change a non-empty magazine, a round will be in the chamber. The weapon would be ready to fire.

In short, pulling the charging handle to lock the bolt to the rear is only required when
a) the weapon is unloaded, no magazine is inserted, and the bolt is forward.
or
b) there has been a stoppage while firing

I bring this up because I can think of only a few games that took this into account.
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>>170064140
I own firearms and know this. Unfortunately the client only wants one reload animation per weapon, and he wants them to be chambered in each one of them.
>>
>>170064205
>>170064140
Also it's worth noting that not anywhere near ALL guns do this. There's plenty that don't.
>>
So are all you niggas good drawers or what? All my demo's visuals look like ass compared to what you guys are posting
>>
>>170064205
maybe he thinks you'll charge extra for the additional animations
>>
>Second week spent on a single problem.
>Tried almost every existing algorithm for triangulation and mesh simplification, even invented a few new to fit my needs.
>Never satisfied by the result, or the speed.

I'll continue prototyping a week or two, then I'll work on the game itself...
>>
>>170064602
I would charge extra, that's kinda how that works.

But it's not about the money as much as his laziness to add it; he pays me more to make the chamber/stock unfold/pull draw animations versus basic draws where the gun is just pulled into view.
>>
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>>170048570
When?
>>
>>170060835
I'd stop teasing you with the Dungetris thing, but for that you actually need to come up with a title - keeping Tetris in it is not a good idea either.
>>
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>>170047080
Making a house is a bit harder than I thought, but it's coming along alright I think.
Very WIP and I'm still learning as I go so no bully pls.
>>
>>170065832
Looks good but good luck texturing iy
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>>170066001
The whole thing is modular so that won't be an issue.
>>
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adding easings to transitions

had lots of bugs in the meantime
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>>170066029
lel pulled some of it apart to show as an example and it looks like it's all glitched out.
>>
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>>170047080
But I'm making sprites.
>>
>>170022446
>>170026050
Iiniku Ushijima.
You're welcome.
>>
>>170021949
Is that a Creamy Mami doll on the left? At least he has good taste.
>>
>>170066586
>he
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>>170066201
How are your sprites coming along?
>>
>>170066480
You misspelled "old photoshop hag"
>>
>>170066867
yes, he
>>
>>170067227
>>he
>>
>>170067413
loli jam soon
>>
>>170067467
>28 days
>soon
>>
>>170047080
>>170066201
>>170066957
>>170067413
very nice fucking gamedev posts you pieces of shit
>>
>>170067602
Rude. I just wanted to see his sprites.
>>
>>170067602
You too
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>>170067656
I lied, there's no sprites.

I just wanted to post Milana.

>>170067602
Sorry senpai.
>>
>>170067656
>>170067723
off yourselves
>>170067805
i appreciate your honesty, you may continue
>>
>>170067843
See >>170067602
>>
>>170067843
But I'm being honest too. Do you only value honesty when it comes after a lie?
>>
Does anyone know of music generators like Jukedeck? I don't want to use someone else's music on my demos and I don't have enough time to create my own, Jukedeck is fine but the music does not fit my theme though.
>>
>Making games for money
>Not making games for fun
You guys are doing it wrong.
>>
>>170061458
>he admitted to his personal bias influencing the poll where he got people to shit money on top of money for him
ya dont say....
>>
>>170068447
Por que no los dos?
>>
yanderedev sure has it made!
>>
>>170068415
Download LMMS. Download some instruments and just click on shit until it sounds good to you.
>>
>>170068415
your game looks pretty A E S T H E T I C
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IT'S "WORKING"
IT'S """""WORKING"""""!
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>>170047080
The dude got feet now. They ain't pretty but I doubt anyone is going to look
>>
>>170068570
I'm doing that with garage band, and the stuff I come up with is super bland, I need a bit more practice and I need some decent placeholder music in the meantime. Found this guy's music that fits my game quite well, but I'd prefer to keep my game 100% 1MA.
http://freemusicarchive.org/music/Herr_Doktor/Time_for_Love/

>>170068606
Thanks, it still needs loads of work but I'm aiming for a cyberpunk look with some vaporwave elements.
>>
>>170069132
https://en.wikipedia.org/wiki/Synthwave_(2000s_genre)
synthwave is all about the effects so the style section will teach you
>>
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Bad Artist here

Rate my Harpy wearing a shirt
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>>170069849
kek it looks like a housewife got bored and made shoes and gloves out of bananas.
>>
>>170069849
Not bad for a first attempt. Use that as a placeholder, you will naturally get better as you do your artwork, and when the time comes to make the final sprites, you should have something good.
>>
>>170069849
You gotta fix her head/hair
She kinda looks like a monkey holding many bananas with it's hands and feet but it's not that bad. I can see it as a harpy.
>>
>>170069849
Rule 34 WHERE
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>>170069782
Yeah I found it looking for synthwave on FMA. The problem is not the style, is just that my music making skills are null at the moment.
Thanks for the link, interesting read
>>
>>170069849
what >>170070051 said. It's not too bad that you can't use it but there's a lot to improve.
>>
>>170070152
synthwave is ridiculously simple composition wise, tons of repetition. the skill ceiling is making the sounds aesthetic.
>>
What's a catchy name for the initial foundation of a building under construction?
>>
>>170070294
FUNdation
>>
>>170069849
Do what >>170070051 said, don't worry much about the quality now, otherwise you will lose a lot of time here, and still think you have a lot to improve.

The better course is to keep doing trying to get better, but instead of doing the same artwork, keep making placeholder for the rest of your game, and by the time you get to remake your harpy you will see a lot of improvement.
>>
If I want to make an XCOM clone, will I get shrieked at for scratch building my own engine instead of using OpenXCOM?
>>
Any engine-building is shrieked at here
>>
Anything will be shrieked at here
>>
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I'm learning how to use sprite sheets with SDL2, but I'm running into problems.

Namely, instead of just downloading the ready-made stick figure sheet, I wanted to spice it up by taking something off the internet, just to be amused at my own work once it was done.

But I ran into an obvious problem immediately.
All of these sprites are different sizes, how does it work?
I mean, I can clip them singularly, that's not that big of a problem, but the renderer will will print them all starting from their top left corner.
Which means that, once in motion, it will spaz left and right instead of looking like a proper animation.

I even tried downloading more from different games, and it seems to be the standard.
Why are sprites not mantaining the same size from one another?
What am I not getting here?
>>
A game that feels like sitting down to watch some TNG after work, with some pesto pizza and a fine lager
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I'm getting there guys, I will be ready for DD13.
>>
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>>170070810
>Design: 133%
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>>170070743
Sprite rips are made for web comics, not for games. You can either A. set the draw areas manually or B. make sure every frame is static size and go from there. IMO A is more straightforward.
>>
>>170070764

You mean bad rats?
>>
>>170070810
>AAAutism.png
>>
>>170070743
Sprite rips are useless as a spritesheet on their own, you have to reorganize these yourself if you want to use them in your game.

As for irregular sizes, well your engine has to take care of that. You need some meta data for each frame to align it properly so you can handle different sizes.
>>
>>170070938
>he doesn't keep track of his project
It's like you want a barely functional spaghetti game.
>>
>>170070894
>all that wasted texture space
Why in the world
Delet this
>>
>>170071014
like the fact that you breathe doesn't make you a successful millionaire, the fact that you manage a design sheet doesn't make you an AAA developer
>>
>>170070543
Unless you release your source code, everyone will assume you ripped off openxcom anyway.
>>
>>170070007
fucking giggling like a retard
>>
>>170071080
I breathe and I will be a successful millionaire
checkmate
>>
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the active screen can receive input now

tomorrow i might work on a 3d screen flip transition, or i might do something else

it is almost 1am so i sleep now

good night aggydaggy
>>
>>170069849
Not bad, looking for a collab? Which engine do you prefer?
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>>170070007
>>
>>170070090
>>170070007
>>170071173
I laughed too much at this, I cant unsee it now

>>170070506
>>170070051
>>170070156
Gonna try to listen to you guys, art has always been a road block for me when it comes to game dev and not worrying so much about it might help me make progress.

>>170071251
Want to be a bit more experienced before I do collab stuff. I use Unity though.
>>
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>>170070007
>>
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Dead thread
How's this well?
>>
>>170073397
I think it's well done aaaaaayy
>>
>>170073397
there's nothing under it, how are you supposed to get water from it? 0/10
>>
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open-world arena shooter
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>>170073397
looks like it turned out well
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>>170073498
>>
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What do you think?
What can I do gooder?
>>
>>170073569
>genre which heavily relies on level design and map knowledge
>open world
Sceptical
>>
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Got 23 levels so far. Next ones are going to either be filler or I'll have to come up with simple and fun additional mechanics. Wouldn't mind some ideas for the latter.
>>
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>>170073624
you know, as soon as I posted this I saw something I think I did poorly.

I need to go to sleep it's nearly 5am
>>
>>170073741
>genre which heavily relies on level design and map knowledge
so just make the map extra extra extra big
>>
>>170044930
http://boreal.aggydaggy.com/programming/2016/05/25/mean-clean-state-machine.html

You don't need a "Game" class though since you will never have more than one.
>>
>>170073885
christ where are you New Zealand?
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>>170074451
Exactly
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>>170074496
>ywn live in the future
>>
>>170044930
>For some reason having each different state be a class of its own seems like abusing OOP to me. Am I wrong?
Tagged unions are less verbose and easier to use for this, if your language supports them. Using inheritance for this is like using inheritance to replace all your if statements.
>>
>>170074381
Yeh, I kinda figured that. I could probably create a StateHandler or some shit instead.
But I'm more interested in the "semantic" or "best practices" aspect of having each game state be a class of it's own.
I'm totally okay with the idea that I'm just being an idiot, and there's nothing wrong with doing that, but it's just an unfamiliar idea to me.
>>
>>170074602
>I could probably create a StateHandler or some shit instead.
If you follow the approach in that article all the code is in the states and there's no separate state machine.

>But I'm more interested in the "semantic" or "best practices" aspect of having each game state be a class of it's own.
Read the article, hopefully you will be convinced.
>>
>>170073397
That's not a well, you can't get water out of that.
>>
>>170073569
I have been wanting one of those for a very very very long time. Need more info.
>>
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>>170074739
Aight, I'll give it a read. Thanks, m8.
>>
>>170075286
rip
>>
>>170074571
Tagged unions are good if you think you'll have a finite number of state types and you don't mind spreading their logic around. Otherwise I would go the interface route (not necessarily object-oriented, it's easy enough to do in any functional language as well).
>>
In a 2d Gamemaker game I'm trying to make a torch that would give off light in the way a torch normally gives off light in games like this (brighter in the center, dimmer going outwards)
What is a good way to do this? I'm trying to figure out shaders but not sure how to do this with them
>>
>>170075803
Yep, any time you're using polymorphism, you gotta consider the expression problem
>>
>>170074381
>You don't need a "Game" class though since you will never have more than one.
if you're using OOP paradigm it's dicey if you'll even have one.
>>
>>170075861
If you don't care about super smooth aesthetics and you just want to brute force it you could always make 3 transparent yellow circles of 3 different sizes (small, medium, large). Then you could make them objects with some 'jittering' code and layer then on top of each other at whatever torch you want. This would make their transparency stack the closer you got to the center of them but fade the further away from the light source they are.

Not pretty but if you aren't looking for an elegant or perfect design and just want something that can work right this moment you could go for it. (I am guilty of brute forcing things when I just want results but I typically go back and refine it later. Getting something on screen the way you want it is more important usually though)
>>
OOP is the only way to program your games properly
>>
>>170076007
What?
>>
>>170076230
it's bants, mate.
because OOP devs dont finish anything.
because theyre too busy reorganizing their classes and debugging their inheritance to make any progress.
>>
>>170076329
Right I didn't make the connection between Game class and game.
>>
>>170076329
There is literally nothing wrong with OOP
>>
>>170076194
>>170076392
My son
>>
>>170076392
There is something wrong with OOP for games, it is worse performance wise. Though it obviously shouldn't matter for your shitty indie games.
>>
>>170076616
It's also worse for code reuse than separating data and code and using composition over inheritance. Composition with encapsulation still sucks.
>>
>>170076773
OOP makes your code easier to maintain and make small changes to one class for reuse in future games
>>
>>170076773
Composition over inheritance is an OOP concept though.
>>
Should I dev today?
>>
>>170077037
>OOP makes your code easier to maintain
It doesn't. OOP encourages mutable state and inheritance which are both maintenance nightmares.

>and make small changes to one class for reuse in future games
That level of code reuse only relies on you writing decoupled and cohesive code, which is certainly not limited to OOP.

>>170077086
Only in the sense that inheritance is an OOP concept and so you can only really pick composition over inheritance when you are working with OOP. Outside of OOP, everything is composition.
>>
Gogem do you ever shutup? Why do you use this place like a chatroom? Don't you already have a chatroom in IRC?
>>
>>170077174
Work on your art.
>>
>>170077360
probably just some nodev using the name for (You)s
>>
>>170077469
this. we all know googs loves OOP
>>
Progress: Making the GUI. Personally, the most boring part of my gamedev tasks.
>>
>>170077562
PROTIP: store settings in a config file, have the user edit that instead of making a GUI for them
>>
>>170077562
IMGUI
>>
>>170077273
My point is that people who hate on OOP often mention inheritance as a problem of OOP, the problem isn't inheritance, it's bad programmers making complex and pointless hierarchy. Every good programmers know that composition is better than inheritance. There are bad programmers in both OOP and non-OOP.
>>
>>170077520
>googs
This pet name needs to go. Gogem is a piece of shit and the only people who call him googs are the retards who have been giving him slack for the past 3 years instead of telling him to kill himself like the rest of us.
>>
>>170077757
And composition in OOP (i.e. composing encapsulated objects) is still worse than composition outside of it. That's why inheritance was created, to make a limited but common form of composition a bit easier.
>>
>>170077757
The main problem is shared mutable state
>>
>>170077826
>he thinks i've been here with googs for only 3 years
>>
>>170077826
gogem is also a petname.
gogem.pro is the shortened url of googumproduce.com
>>
>>170077864
This.

Composition is really nice in Haskell because it has a powerful lens library that could not be written in most other languages.
>>
>>170077983
I'm talking about structs, not another one of Edward Kmett's parlor tricks.
>>
>>170078118
>parlor tricks
They're not just some interesting academic exercise, they're very useful.
>>
>>170078252
What even ARE they?
>>
>>170078332
https://hackage.haskell.org/package/lens

https://www.schoolofhaskell.com/school/to-infinity-and-beyond/pick-of-the-week/a-little-lens-starter-tutorial

http://julien-truffaut.github.io/Monocle/ (a Scala lens library, not as powerful as the Haskell one, but perhaps easier to follow)
>>
>>170077562
Very nice looking.
I'd personally not go for the small-caps style of text. It's all capital letters anyways, what's the use in having the first letter be a bit bigger?
Just my two cents.
>>
>>170078659
Oh, it wasn't intentional, the font I was trying out happened to be like that.

Doesn't really bother me but sure, I'll experiment with other fonts later on. A really nice GUI text plugin for Unity recently became free, which should make the text look even better once I switch to it.
>>
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Picking up items works. That's my progress for today. What was your progres for today, anons?
>>
>>170079428
wouldnt it be better to unobtrusively display the text down the bottom for a few seconds without cutting to a different screen every time you pick something up
>>
>Open today's mail
>irs is asking me 900bucks because they made a mistake somewhere in 2015

How's your day, agdg?
>>
>>170079428
Finishing up keyboard rebinds (and keyboard support in general even though I still recommend using a gamepad instead).

I had directional pad movement in but I was having a few issues with it and until I can isolate the actual problem it is temporarily disabled. But you can still bind movement to either analog stick.
>>
>>170079607
is that centerlink
>>
>>170079428
>>170079598
Don't forget the tedious typewriter text.
>>
>>170077971
>more than 3 years of not only tolerating gogem but giving him sycophantic nicknames
Is it any wonder he can't move on past agdg? Even small things like this help him imagine he is a popular celebrity dev here and not just a shitposter in an obscure thread on 4chan who outside of 4chan is even more reviled.

I mean look how he thinks everything about him is so interesting including his retarded dev handles (which he always has many of for some reason) and hyper desperate profit mongering blogwhore style of marketing. >>170077978
>>
>>170079607
Sounds like a scam.
>>
It's weird how gogem never just went to reddit where he belonged. Probably part of his "do the opposite of what everyone knows I should do" ethos. Err I mean "marketing strategy".
>>
>>170079850
>Even small things like this help him imagine he is a popular celebrity dev here and not just a shitposter in an obscure thread on 4chan who outside of 4chan is even more reviled.
muh projecting
>>
>>170079672
>>170079981
More of a revenue declaration problem.
I really could've used that money...
>>
File: 1487874391001.jpg (16KB, 295x342px) Image search: [Google]
1487874391001.jpg
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>>170079607
>asking me 900bucks
>because they made a mistake
>>
>>170080038
Are you positive? I'm pretty sure that doesn't usually happen.
>>
>>170079607
THANKS TRUMP
>>
>>170079850
>implying googem doesn't choose his own nicknames
>>
>>170080236
I got a new job in september 2015, and they changed my taxes situation just now, asking me to pay the difference within two months...
>>
>>170079428
Save the black background for story items
>>
File: derp dee derp im gogem.jpg (56KB, 698x252px) Image search: [Google]
derp dee derp im gogem.jpg
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>>170079850
Watching a gogem shill attempt crash in /v/ is always hilarious. It either gets deleted before it can be archived or he just sits there talking to himself until the thread crashes.

https://boards.fireden.net/v/thread/323332998/

>umm HELLO? Did you not hear that I am THE Ryan Jake Lambourn? FUCK YOU GUYS THEN ;_;
>>
>>170080761
does this guy just shitpost all day long?

I have never seen him post game progress in here
>>
>>170080761
>hey /v/, i'm Ryan Jake Lambourn, developer of webm-related game, Whip the Vote, but you might know me as the developer of Restricted-RPS or Social Interaction Trainer or Sprite Smash or The Slaying of Sandy Hook Elementary or V-Tech Rampage or maybe just know me as that Australian cunt from /vg/'s AGDG.
i cringed to death and now i am dead bye
>>
>>170080873
>you will never be a ghost trapped on 4chan shitposting for eternity
>>
>>170080761
He has a diarrhea mouth. Except with a keyboard.
>>
>>170080673
Did you not use a W-4 to withhold taxes when you got your new job? I've seen that happen before.
>>
>>170081087
Boogeyman
>>
new
>>170081184
>>170081184
>>
>>170081203
Admin stay out and stop bullying gogem.
>implying every post that mentions gogem isn't you
loli jam is happening and gogem is a yesdev and you're not
>>
>>170081310
>gogem is a yesdev
yes
>loli jam is happening
the forcing of loli jam is one big shitpost, no-one actually wants it except maybe squaredev
>>
>>170081087
>>170081310
Can you fuck off with your meta memes please?
>>
>>170081414
>>170081419
>These post times
>Admin posting with bots now
Sad!
>>
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pfffhhahaha.gif
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>>170080761
>>
>>170081524
>boogeyman poster is a drumpf supporter
who would've thought
>>
>>170081702
>t. boogeyman poster
Pathetic.
>>
>>170081895
said the man who thinks tagging random posts and saying "admin" is a legitimately good idea
>>
>>170081414
speak for yourself i am hyped for googum's loli simulator
>>
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>>170082000
>random posts
>>
>>170082334
brilliant counterargument
>>
>>170082415
There was no argument in the first place. They're quite obviously the same poster or at least someone pretending which is just as bad.
>>
Ryan Jake Lambourn? More like CRYIN FAKE FAGBORN
Thread posts: 770
Thread images: 153


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