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/agdg/ - Amateur Game Development General

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Thread replies: 795
Thread images: 122

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Demo day fanart appreciation thread


> Previous Thread
>>170466751

> DEMO DAY 13
itch.io/jam/agdg-demo-day-13

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

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

> Helpful links
Website: tools.aggydaggy.com
Fanart and stuff: drive.google.com/drive/folders/0B6j4pcv3V-vfb3hKSlhRRzlLbFE
New Threads: >>>/vg/agdg
Archive: boards.fireden.net/vg/search/subject/agdg
AGDG Logo: pastebin.com/iafqz627 (embed)

> Previous Demo Days
pastebin.com/i0W2tVRS (embed)

> Previous Jams
pastebin.com/wUh6itNN (embed)

> Engines
tools.aggydaggy.com/engines

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

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org

> How into .webm
OBS: obsproject.com
Webm for retards: gitgud.io/nixx/WebMConverter
>>
>>170529581
>(embed)
ONE JOB
>>
>>170529686
*embeds a foot up you're are arse*
>>
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I'm starting a lewd roguelike that involves rampant copyright flouting. Wish me luck, Anons.
>>
>>170529689
I'll fuck you up nigga
>>
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>>170529686
Fuck, copy pasted and didn't notice.
It's over. /agdg/ will cease to exist after this. Just enjoy the last thread.

More fanart from another anon.
>>
I updated the file on itch.io to be a simple executable instead of an installer since some people don't like that.

https://awk.itch.io/less-click

With the DD build out of the way it's time to break my game to fix two growing pains:

Switching from 16x16 to 32x32 pixel sprites, I also have been thinking about downloading some free tileset just to temporarily stop my eyes from bleeding and maybe give me a decent idea of what the graphics might look like later on but I don't want to get too attached to placeholder assets. Dilemma!
Refactoring energy packets since they are buggy as hell (and fix some code stuff related to energy demand while I'm at it).

Maybe the game will have some actual gameplay for DD14.
>>
>>170529809

You don't like
fuck
cartmen and spongebob and the pony though

right?
>>
>>170530021
You do, man, you do.

You play as whatever the fuck character you want, and then you perform lewd combat on everyone else.
>>
>>170529581
Every fucking time I see Rocket Project guy's face I lost my shit.
Good job drawfag.
>>
no one gave Metanoia a single line of feedback should i change that?
>>
>>170530191
You should give feedback on all the games you play, if you have something new to say!
>>
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repostan
>>
>>170529809
What's itch.io's policy on copyright stuff?
Like, if I use a character or music from something else?
>>
>>170530389
Outside of itch.io:
Re-drawing copyright shit is safe
Using different names is safe

As far as music goes, it's a bit messier. Generally if you're reconstructing shit yourself you'll be fine. It's when you start stealing direct clips that you'll get into shit.

I don't know if itch.io goes beyond just what's legal.
>>
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>>170529581
https://youtu.be/oUsW2a7ujGE
vid related or pic related for art style?
>>
Every time I'm thinking of joining agdg jam this text:
>If you are not a part of the community then this jam is not for you.
frightens me and I don't. What do?
>>
>>170530565
post progress in thread
that's all
>>
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Okay, I think this is pretty much wrapped up. All of the characters were drawn by themselves first, so if you want the art of your character by themselves shoot me a message at jasozz.tumblr.com
>>
>>170530565
Ask your lawyer.
>>
>>170530565
Just go for it. If you've posted progress in the thread a few times you should be fine.
>>
>>170530389
Okay so... I don't see anything in their policies about it other than "don't copyright infringe".

However there's a report button on games, dunno if they're like other services where once they get a lot of reports they pull you regardless of reality...
>>
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>>170530731
Very nice. I feel special now.
>>
>>170530731
No demo now, but thank you for making this! You truly made my day and gave me some motivation fuel.
>>
>>170530003
Oh hey the resolution switch was pretty painless, I didn't even have to change a single line of code.
>>
>>170529810
Damn he actually did it too.
>>
>>170530389
I've seen a handful of Pokémon fan games on there before so if they allow that I mean you may be good.
>>
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What kind of sound do you imagine this makes?
>>
>>170531924
electric buzzing followed by marbles https://www.youtube.com/watch?v=p7TnNS9FtWY
>>
>>170531924
Shove a pole into a bunch of small rocks/gravel, double the sound effect
Also drop the rocks onto the ground, and append it to the end of the effect.
You could go buy some charcole and do it with that too, but they're usually large pieces. Maybe it would be better anyways.
>>
>>170529847
Wow this art is awesome!
>>
>>170530731
Thank you so much for this anon!
>>
>>170531995
Poster of >>170532006 here
I agree with prepending the electric buzzing sound, but the marble sound isn't deep enough. You can change that though by lowering the pitch I think, so it's probably a better idea.
>>
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first and last time i repost my shitty feedback in case devs missed it

Battle Network Clone
http://pastebin.com/Bv62ggvH

GunCat
http://pastebin.com/mkTxLqXp

Pantsu Harvest
http://pastebin.com/9Du5Ym6T

Tiny Siege Prototype
http://pastebin.com/6yXQGcMt

NipNip
http://pastebin.com/mL8AHnYt
>>
>>170531924
>>170531924
https://www.youtube.com/watch?v=f-d0vzlUCzk
>>
>>170530380
Love me one ancient gods. Looks great as always
>>
>>170532254
kek, that's good.
>>
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Time to save VR, bros!
>>
>>170532472
meanwhile at japan
https://www.youtube.com/watch?v=5y8uMGMkVpc
https://www.youtube.com/watch?v=z8sB4QrIOBk
>>
What's the point of #gamedev bots who retweet literally everything?

No one who cares about their twitter feed could possibly follow them
>>
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>>170532472
>>170532582
>>
>>170532660
Not everyone is so lucid as you, Anon.
>>
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>>170532472
I don't get what this means.
>>
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So I did a stream last night with most of the entries for Demo Day 13. If any devs are looking for feedback it just might happen your game is in there.
Any game that was not playable in windowed was unfortunately skipped. They were generally played in alphabetical order except for some later entries, just look closer to the finish.

Anyway, i you're interested in sifting through six hours of demos look up fruitdev @ twitch
(fuck not being able to post twitch links)

I'd also really appreciate any feedback on my entry:
https://fruitdev.itch.io/black-valentine
>>
>>170532796
Maybe they're trying the Gone Home strategy

If you can't make it good, make it gay and people will call it good.
>>
>>170532582
my friend tried one of these out and he said it is better than sex
>>
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Which art style should I go for?
>>
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Everyone is posting demos and I'm just here trying to make my FoV code not retarded. What a life.
>>
>>170532882
But that's just lazy and soulless.
>>
>>170532940
first wood and second tip
>>
>>170532968
Yeah.
>>
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Mario RAPES your ass for 13 orgasm points!
You can't bear it!

You spurt!
Would you like your possessions identified?
>>
>>170532796
I'm guessing "bed-shitting gamers" means people who are anti LGBTQP.

If you make your games gay as heck, they'll look elsewhere.
>>
>>170532878
Thanks senpai, I will check it out.
>>
Why do you guys keep recommending Godot when there was not a single game shipped with it?
>>
>>170533112
No probs anon-sama.

>>170532878
If I missed any game and you really want some feedback, hit me up and I could maybe throw something together
>>
>>170533524
That doesn't even matter, if it happens to actually be a good tool.

People have problem finishing games no matter what tool they're using.
>>
>>170530731
H-hello, could you maybe draw something from my game, Apotheosis? I've been left out in fan art since the start ;_;
also i dont have tumblr. i think
>>
>>170531924
"glomp"
>>
>>170531924
a native american going EEEHEHEHEHEHEE
>>
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>>170530551
>ask for advice
>someone leaves a dislike
>check thread for why they didn't like it
>no feedback
>>
>>170534135
It'll be someone being an ass.
>>
>>170532472
Get back to making Half Life maps, Robert
>>
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>>170532878
Unnamed pixel platformer dev here, much appreciated.

Looks like I need to address teaching the moves to the player better. There was a signpost in the start though you never stopped to read it, and only found the different attacks by accident after 10 minutes of play and never found the more powerful special attacks.

Any suggestions for this?
>>
>>170534216
Think about Mario teaches you how to use abilities. It doesn't. You figure things out as you go but it's because the game is intuitive and teaches you through gameplay.
>>
>>170534216
Yeah I'd like to know this as well. Some of the main complaints for my game were not knowing which controls did what yet, when I had a tutorial, people would complain about handholding.

I've yet to find a subtle way to teach the player how to play the game.
>>
>>170534216
The dash being a limited resource makes me kinda annoyed.
>>
>>170532882
won't work on VR though since the people that are able and willing to drop that much money on gaming accessoires are sually not the SJW type.
>>
>>170533081
But is the LGBASDF crowd willing to spend $1k on a headset and a GPU?
>>
>>170534216
Honestly? Finding out you have more mechanics than you first thought is awesome. That's just another dimension of the player being allowed to explore the game.

But yeah, the moves you feel are really crucial should probably be easy to find/taught. The sign just blended into the graphics for me, it didn't really stick out I guess. Maybe the moves should be unlocked rather than being available all at once?

And yeah I'm really curious what you're going for with the level design and game progression desu. Will probably finish the demo later since I didn't during the stream

I really liked it even though it does have some flaws
>>
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>>170529581
>rocket project guy's face

me too, buddy
>>
>>170534405
Try and find a balance between tutorial and actually playing the game.
>>
>>170534019
Do you have a screenshot from your game or a sprite of your character I can use as reference?
>>
>>170534626
With all their patreon support, it wouldn't be hard to afford a few for them and their friends.
>>
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>>170534959
>>170532878
This little duder would love to be included as well if you don't mind
>>
>>170534356
When the problem is that the player never tries pressing the button at all, I can't think of many ways to teach it besides a button prompt. Perhaps I could block the path and require them to use a different move to progress, although if they don't know the button they might just give up and quit instead.

>>170534443
It's already game-breakingly powerful and pays itself back in any non-trivial fight.

>>170534637
I'm glad you see it this way, but I'm worried about people who quit before they even figure out the mechanics.

>Maybe the moves should be unlocked rather than being available all at once?
I've been thinking about this, and considering it for the specials. I want to have at least a few different moves to start with however.
>>
>>170535169
>I can't think of many ways to teach it besides a button prompt
It's not a bad idea if for the first few times an ability is needed you have a simple button prompt appear.
>>
>>170534637
>And yeah I'm really curious what you're going for with the level design and game progression desu.
I'm not really sure. The game was supposed to be very short with much simpler mechanics originally, basically the next logical step from pong and tetris clones. Then feature creep set in, and now I want to make it significantly longer as well.
>>
How do your cameras work? Mine is just a square that moves, and anything inside it gets rendered. It's lacking a bunch of very basic features, like zooming.
SDL, by the way.
>>
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>>170534959
This is the main character, he's pretty easy to draw I guess since in-game he's rather tiny compared to the enemies
>>
>>170535169
Like, with a more linear level approach, you could easily teach the "double jump" to players, because then they'll figure that's what they have to do to progress. As for the other moves, I'm not quite sure. But I think you're onto something, you should have multiple moves from the start, and then yeah maybe unlock the rest.

Anyway, in a final product, people are not as prone to quitting a game as they do on a demo, just because they know it will be kinda unpolished, you can't really trust the design just yet, you know? Like I didn't assume you had all these cool moves to deal with the situations I found bullshit, I just assumed it was badly design because it's a demo and I don't know anything about the dev. If I bought the product I'd give it the benefit of the doubt.
>>
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>>170534959
Here's to hoping little turnip can be included as well
>>
>>170531924
Is this supposed to look like a man squatting and shitting a magnet out of his asshole?
>>
>>170535393
I've got a camera center parent object which is moved and rotated while the camera is looking straight at it.
>>
>>170535648
Looks cute desu
>>
>>170535352
Well that's kind of problematic. I'd try less open levels to be honest and give the player more sense of progression you know? I'd absolutely prefer this game more 100% linear than what it is now, even though I love exploration. Maybe look into the Momodora games or something for level design/map layout
>>
>>170535596
>>170535782
Yeah, in the final game the first level at least is going to be much more linear. As I've been changing mechanics and moves between demos, I've tried to build a level that showcases all the game has to offer for each demo, which is why the level is so long and perhaps convoluted.

All the old demo levels are playable back-to-back though, so if you're interested, do check them out. Some have unintended shortcuts now due to the airjump but otherwise there shouldn't be problems.
>>
>>170532878
Hey thanks for the Whimp playthrough, really cool to see. I'll do a runthrough of a bunch of games this weekend and I'll try to leave feedback both in comments and in a big pastebin, so lookout for that
>>
>>170532254
fuck that is perfectly timed to his animation loop
>>
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>>170535094
>that death spin animation
>>
>>170536169
Coolio, might check it out later.

>>170536246
Yeah no problem, I really liked what I saw, those mechanics have some real potential, that's for sure. And I'll keep an eye out
>>
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>>170535648
>>170535452
>>170535094
Welcome to the club
>>
>>170536645
You the man
>>
>>170536645
Aww yes, thanks anon
>>
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>>170536645
do i have a chance?
https://www.youtube.com/watch?v=_z-cXdFMByM
>>
>>170536645
CUTE
>>
>>170536807
You're welcome!

>>170536874
Did you submit to DD13?
>>
>>170537003
>Did you submit to DD13?
game is out already so no
>>
>>170536874
Don't know how to break this to you but...
http://www.kerfuffle.io/
>>
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I guess it's time to add a proper camera, i think I'll try it with a simple camera similar to zelda games, with lock on for people/objects and rotating with mouse/right analog stick. Also she is able to duck automatically which happened by accident, need to make it a bit more stable and then I'll call it a feature.
Fuck stairs.
>>
>>170537101
I know.

he cant beat my trailer thought/spoiler]
>>
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>>170537116
>that ending
>>
>>170536645
I...am HONORED.
>>
>>170536874
That's a pretty sweet trailer my man, but I think the group art should stay exclusively for participants of DD13.

Not that those jiggly mantits don't deserve fanart
>>
>>170536874
why is Eastern-European inspired music so damn good?
>>
>>170534160
Thank you for the like (im guessing it was you) :)
>>
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>>170538010
>english song with hollywood slav accent
>eastern-european inspired
>>
>>170538304
are you retarded?
>>
>>170538304
> hollywood slav accent
https://www.youtube.com/watch?v=oRVhooUQwrM

its a real slav accent anon
>>
>>170538304
>slavs
>white
>>
>>170530380
Really can't wait man!
>>
>>170530380
I like the spider one
>>
>>170538427
>>170538459
I am a slav you dildos. I went to school with 800 other slavs.
Nobody fucking talks like that. Even people who couldn't speak english at gunpoint didn't talk like that.
It's literally how you retards made russians sound in 80's movies and people picked that shit up.
>>
>>170538895
they are not talking, they are singing.
>>
>>170538895
How DO they sound
Post vocaroo
>>
>>170538895
do you guys squat tho?
>>
>>170539136
Not in groups as you may think. I only squatted when I was little when I was forced to go to church and I didn't care what priest was saying
>>
>>170539558
Is that like instead of kneeling, or instead of sitting?
>>
>>170539558
>squatting in church
Mate. They have seats in churches.
>>
>>170539720
I think he squatted on top of the bench
>>
>>170539558
why do you squat on the benches when you can sit instead? It doesn't make any sense
>>
>>170539814
He squatted in front of the bench.
>>
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>>170539869
are you sure
>>
>>170539720
But here are no seats in russian churches tho.
>>
>>170539952
Slavs are deeply religious. It would be sacrilege to actually use the bench in Church.
>>
>>170539720
>>170539814
>>170539869
>>170539854
he squated over the priest
>>
>>170539676
>>170539720
Not in church, outside (it was a small church). I was more interested in bugs life than listening the same story again
>>
>>170539720
benches are for old people
young folks and kids don't get to sit when the church is packed
>>
>>170539094
Once they pass the trial of hot potato, they sound like American newscasters.

https://www.youtube.com/watch?v=UWQeYA2-Eks
>>
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Be honest: is it readily apparent which parts of Dixie's character controller are more or less completed and which ones are still being worked on?
>>
>>170540358
https://www.youtube.com/watch?v=5Uzu58N-Sso
>>
>>170540385
as someone who never used Blueprint, I have no clue at all
>>
>>170540358
In Russia cat pets you
>>
>>170540385
Yes

Why would you intentionally start shit though
>>
>>170540385
>filename
i see no difference
>>
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Guys, I'm going insane here and I don't know what I'm doing wrong.

I'm trying to do the motion tutorial for SDL2, but I'm getting the weirdest behaviour.

Nothing I tried to render through ANY class method worked, until I made a dummy Texture to render.

Now, everything works, but EVERY SINGLE TEXTURE called in the program defaults to what's loaded in gTexture.
Despite the fact that gTexture isn't used in ANY function implementation, or really, ANYWHERE that isn't its own declaration and initialization.

I really don't understand what the fuck is going on, somebody please help.

http://pastebin.com/bSxq0yEq
>>
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>>170540385
>>
Are there any games where you move around with the following mechanic?

>While moving forward, you can hold button
>While holding button, you can turn around at a fixed rate, but continue moving in original direction
>After releasing button, your velocity suddenly changes to your new facing direction

I'm considering implementing this into a fast-paced 2D shooter. Kinda like Mario Kart's drifting, but expanded to go in every direction.
>>
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character complete
>>
>>170542649
Kawaii desu ne.
>>
>>170542649
>literally a moe blob
wew lad
e
w
l
a
d
>>
I've been too busy fucking my hot girlfriend to dev.

What have I become...
>>
>>170542978
a monster
>>
>>170542978
>not putting a laptop on her back while hitting it from behind and coding
>>
>>170542978
>not letting her do you with a strap on while you gamedev

What are you some kind of pleb?
>>
>>170542978
Can you get her to do lewd voice acting for me
>>
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>>170530191
Please feel free. I'm pushing a new build to Itch now that fixes a dumb bug that was in yesterday's build that caused my tag-processing to stop working in the big text sections.

It seems to be working well now (after I forced it to process tags on every entry regardless of whether it was null or not) so the new build should be up in a few minutes.

All that said, I don't expect a whole lot of feedback from /agdg/ on Metanoia. Point and click adventure / visual novel stuff isn't really /agdg/'s bag.
>>
>>170543032
Implying that you can do anything worthwhile in 30 seconds.
>>
>>170541749
>mTexture = tempTexture;
>SDL_DestroyTexture(tempTexture);
Silly nigger, mTexture is now a pointer to the freed tempTexture.

Once you fix that, post new code, I'll have a look.
>>
>>170541749
The issue seems to be that you delete tempTexture in LTexture::loadTexture. You set the pointer to mTexture to tempTexture, but destroying that also destroys mTexture.
>>
>>170543310

I realized my mistake in the same instant I saw the notification for your reply.
I keep forgetting that I'm constantly working with pointers and that nothing is 'real' at any given time.

Thanks to >>170543326 too.

I still don't understand why initializing the completely unrelated gTexture made it work though.
Was it because it initialized to the same address mTexture was still pointing to by pure coincidence?
>>
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swarmhosts are for bullying
>>
>>170543491
The power of undefined behaviour.

/r/ing the picture saying "C is god, segmentation fault gibberish if the devil's work from the OS"
>>
>>170543671
What's the music like for this game?
>>
>>170543978
Chiptuney.
>>
>>170543978
https://clyp.it/kkbat11u
>>
>>170544118
I'm 100% on board now.
>>
I'm a SJW, will agdg accept me?
>>
>>170543671
I'm assuming spammimg those with multiple shots makes them be really abusive on those projectiles?
>>
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>>170543671
>>
>>170544247
https://monolithdevs.itch.io/monolith

then give it a shot, maybe?
>>
>>170544827
Game looks really good, man. Going to give you a follow.
>>
>>170544418
Have you got a game? I don't give a shit what you believe if you actually have a project.
>>
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>>170544418
of course
>>
>>170544418
Yeah, as long as your game doesn't feature women as anything but sex objects, niggers as anything but comic relief, faggots as anything but objects for bullying or anything else undesirable not offset by fun.
>>
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>>170544418
>accept
right after you show your game
let's start with tolerate
>>
>>170544418
Games or GTFO
>>
>>170544418
I don't care as long as you don't try to impose your values on other games
>>
>>170544554
nah, they got a hard cooldown between shots.
>>
>>170542978
if you have a penis it doesn't matter how cute you are, you're still a boy.
>>
>>170516410

Thank you for this, anon!
>>
>>170544974
>>170545301
>>170545438
I-I don't have a game yet. I just wanted to know if I could post here. The game I have in mind would indeed have a message that could be considered political by some. Are there any SJW devs here?
>>
>>170545980
Googum is.
>>
stop replying to obvious shitposts
>>
>>170545301

I don't understand that slide.
How could you have "losses" if you're indie?

An indie team, by definition, has to be a closely knit team of a few at most.
And if you're splurging thousands on outsourcing graphics/code/etc then you're not really "indie".

Are they counting small studios as "indie" for the purposes of this?
>>
>>170545980
>sjw on 4chan
wut

>>170546021
4chan standards of sjw right here
>>
>>170546251
Probably counting time spent making the game as time spent not earning money with a job, for some bizarre reason.
>>
>>170546304
got ya
>>
>>170546251
Time is money senpai, just because you aren't paying someone it doesn't mean that you are doing it for free.
>>
any non-artist devs want an artist to help make art/animations for their game? 2d art, maybe some type of pixelart platformer-esque game.
nothing really serious; just for fun and experience
maybe long-term contact if it works out that way
i'll post temp email if someone's interested
>>
>>170546021
What a KEK.
>>
>>170545980
Come back with a game buddy. Then you'll be welcome here.
he won't be back
>>
>>170543245
>Point and click adventure / visual novel stuff isn't really /agdg/'s bag.
well i have a thing for point and clicks and played pretty much all classics so i hope i can be helpful
>>
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>>170546251
Time is money.
You spend time you could have spent making money making a game.
Game makes no returns.
You have losses.
>>
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>>170546774
I'm making a srpg and I've got absolutely zero art and am fully incapable of making any.
Be warned that I'll likely never finish the game.
>>
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>>170546330
>>170546517
>>170547128

Still makes me wonder about how much they value a dev's time.
Like, if I'm a NEET who made a game to fill his worthless days, any amount of money is a profit.

But how much are they valuing my time?
>>
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Uploaded an alpha version to my first demo day. Give it a spin and I hope you enjoy it!

https://shotgun-anaconda.itch.io/house-cleaner
>>
>>170547236
A base salary of 40k is pretty fair I'd think.
>>
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>>170547161
If you're willing to draw angled shit that is.
>>
>>170547236
$72k a year is the average for inexperienced vidya programmers in the US, apparently.
>>
>>170536874
That trailer is the only thing I've ever seen from that game.
>>
>>170547282
W H O
H
O
>>
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Thank you to everyone who tried the demo! Four of the biggest concerns I have seen besides keyboard and dpad issues (which I believe I fixed with the v_3 upload) I will quickly address below.

1. Lag/fps:
I have not nailed down the recommended system requirements yet so it will not run at 60fps for all players (but it absolutely can run at 60). I will do my best to optimize things as much as possible to allow more people to enjoy the game.

2. Invisible hitbox:
I noticed most ppl never used the Focus button in their plays/attempts. If you hold the Focus button (default is Shift on keyboard and Left Trigger on controller) it will both slow down your movement to make dodging easier as well as make your hit box visible (a small dot in the middle of her sprite). Focus also brings your burst flames in closer if you have any so you can concentrate your attacks.

tl;dr Use focus for dodging and concentrating attacks and unfocused for faster movement and spread attack

3. Difficulty:
I am striving for this to be as accessible as possible to even casual/beginners of the genre but at this early stage I knew balance was still yet to be reached. I added a Lost Coin Purse to the Shrine>Offering section for this purpose. Normally you get spirit coins by playing but this option will let you not only get enough coins to buy all of the upgrades above it (lives, credits, dust) but it will also let you start the demo with max burst

4. Burst button does nothing:
In order to use your Burst attack for large damage and score boost your gauge under your portrait needs to read 5.0/4.0
Each 1.0 you get up to 4 will add a black flame which attacks with you to increase your overall damage. Exceeding will give you a blue flame (picture related) which indicates you can fire it. Firing it drops you back to 4.0/4.0

Use your Special (tap, release, and then hold shoot) to fire red and build burst faster but you have to refresh it every few seconds.

Thank you again for giving my project a chance!
>>
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>>170547490
i post it here since it looked like this
>>
>>170547497
I dont know what that means
>>
Post your trailer anon, you DO have a trailer, right?
>>
>>170547889
I barely even have a game.
>>
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>>170547407
>tfw you could live like a motherfucking king with that kind of dosh
>>
>>170547719
Guess I haven't been around agdg at the time. I'm taking back the implied whodev.
>>
>>170547407
Even before the 50% taxes in my country I could lead a happy life with that income.
>>
>>170547741
He's calling you a whodev. A whodev is someone who doesn't post here and only shows up for releases and demos. Essentially he's saying: "Post more progress updates"
>>
>tfw you realize nobody will want to play your game
>>
>>170548273
"just be yours-i mean, make game for yourself bro!" is a meme if you want publicity instead of just being an indie artist cred
>>
>>170529847
Is the artist going to post a nice scan of this?
>>
gogem is the hero we need save us from nodev hell
>>
>>170548273
There is someone, somewhere, who wants to play your game. Probably even a whole group of people. Maybe even hundreds of thousands or millions.

The trouble is finding them and marketing to them.
>>
>>170548273
I'm doing a quick playthrough and leaving feedback on the games I can run using Wine, shoot me the link and I'll give it a try.
>>
>>170548491
if by "nodev hell" you mean "posts that are tangentially related to gamedev at best", then i'm afraid googum is not the solution to your problem
>>
>>170530551
bald
>>
>>170548598
Let me know if Metanoia boots for you. I'm curious.
>>
Anyone here use GMare?

Is there not a way to scale instances in it like the standard GM room editor?

Also does the creation code you can add for individual instances run after or before the instances normal creation code, or does it replace it or what?
>>
Should I bother building my game for Mac? I have Windows/Linux builds and my game theoretically works on Macs, but I don't have a mac build environment setup.
>>
What do you create your 3D environments in?

I'm really, really not feeling the Unity Terrain tool.
>>
>>170549098
I build them IRL (actual size) and scan them.
>>
>>170549089
i don't use gmare but about the event order
create event -> room instance code -> room start event
>>
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spent all day yesterday trying to make unity do a dumb cel shader

why is it so complex

im honestly surprised there isnt a retard safe button that says "cel shaded"
>>
>>170549093
If you think Linux is important enough to build for and it's no hassle to shit out a Mac version: Go for it.
http://store.steampowered.com/hwsurvey
>>
>>170549093
I get asked for a Mac build quite routinely.

Whether that actually means a significant number would use it is another issue.
>>
>>170532878
>https://fruitdev.itch.io/black-valentine
where was the development
>>
>>170549206
it's easy you just have to practice
>>
>>170534019
Is it really fan art if you dont bother playing the game?
>>
>>170548491
what heroics are you expecting?
>>
>his game doesn't work in browsers
Good luck! As for me, I'm going places
>>
>>170550078
make porn games in flash like you used to
>>
link form of the demo day URL because autism: https://itch.io/jam/agdg-demo-day-13
>>
>>170549187

Nah nah, Gmare lets you add a custom create event script to individual instances in its room editor.

I'm just wondering if it replaces or runs before or ahead of the instances normal creation code.

If I had to guess though it just adds all those scripts to the room creation code.
>>
>>170550257
wait, what the fuck? yesterday it said 1 day 11 hours and now it says 1 day 12 hours
>>
>>170550386
Maybe you are confusing "time until start" with "time left for submissions" and have a terrible feeling for days passing?
>>
>>170548251
oh ok.. ive been posting regulary tho... i jsut get ignored most o the time.
>>
How do you structure your actors? Right now I have it in one array, so when one actor searches for other actors to interact with, it iterates through all of them. But this is obviously a very slow solution when each actor iterates through all of them. Surely, there is a faster way.
>>
>>170548689
It runs fine, played it for about 15 minutes, I'll get back to it and finish it tonight as I have a meeting in 10 minutes.
Left you some feedback.
Great job.
>>
>>170550627
>when one actor searches for other actors to interact with
What for?

If it's just a roundabout way to do collision detection then you should use spatial partitioning.
>>
>>170550627
Why is your actor searching for others?
>>
>>170550717
>spacial partitioning
I haven't heard of this term, so obviously I have some things to look up.
>>
>tfw trying to learn pixel art
Might kill myself.
>>
>>170550907
Pixel art is fun. It's like painting+lego bricks
>>
>>170550758
Right now for example, when a player attacks, it iterates through all of the actors and checks each hurtbox to see which ones are within the hitbox. I can see the performance degrade when I start adding more and more actors, so this is obviously a bad solution.
>>
>>170550975
I'm not creative enough for painting and I'm not autistic enough for lego. It took me almost 24 hours to learn how to draw a tile of dirt and it looks fucking dreadful.
>>
>>170551057
Yeah, spatial partitioning.
>>
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>>170550681
Thanks a bunch, anon! Great to know that it's working on wine and thanks so much for the feedback.

There's a lot of polish work left to do on it I think just in general with the text but I'm glad you're liking what's already there.

Oh, and this is a general question so anyone else who played it may feel free to chime in: Do you feel like the time it took for the text to write was too fast/slow? I'm considering making an option which toggles the current typewriter behavior or fading-in the whole line/paragraph of text at once.
>>
>>170551086
Are you looking at how other games do it?
>>
>>170550907
make pixel art like milkyquest
>>
>>170551093
Thanks, I'll look into this
>>
>>170551160
I'm looking at as much reference material as I can. Other games, people just doing random pixel art online, anything I can get my hands on. My brain just can't make that synapse connection it needs to make. I can't imagine something and then move my hands to create that image. I've got artism.
>>
>>170535094
I wish you would have posted your game here before DD anon. Now I can't play it.
>>
>>170550907
I found the hardest part was limiting myself to a certain resolution...

So you spend all this time making pixel art... oh dear, it's too big, now I have to make it smaller and redo half the fucking thing because resizing pixel art fucks it up
>>
>>170551519
Don't do that. Once you've decided your base resolution then draw some platforms and your character to the scale you want within that resolution. Then use those as references when drawing everything else.
>>
>>170550907
It's easy you need a good tutorial to learn it

https://www.youtube.com/watch?v=RgLG84RiHb0&list=PL9FzW-m48fn1gHoXXwep4blLnvVGHyeYj&index=10

this guy is one of the best to explain how to do it properly watch a few of his pixel art tutorials and you should be good to go
>>
Why can't all vidya music be 2hu
If your vidya music isn't like 2hu you're wrong
>>
>>170552051
For some reason, this has only made me more terrified of this process because the thought of "yeah but what if a coloured light is next to the object" hit my head. Fuck sake. It's going to be weeks before I can even come close to making useable assets of any kind.
>>
>>170552051
That doesn't look good though, the guy is a ""GameMaker guru"" but he's not very good at drawing.
>>
>>170552241
Know any pixel art tutorials worth a shit?
>>
>>170551380
Yeah it's a shame we haven't seem him around, but I also saw him play other anons' games for like 5 hours straight on twitch so he's alright. Giving back to the community is a good thing.
>>
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Alright, gonna start playing them demos.
If you're here and want your feedback now, tell me so I can play your gam first.
>>
>>170552223
try the tutorial see if it helps

>>170552241
It is pretty decent looking. What pixel art tutorial do you recommend?
>>
>>170552353
dunno lol I'm not good at art
>>
>>170552375
I'm here but my demo is bad and I'm scared of feedback because there's nothing positive to say about my game
>>
>>170552375
Well, I imagine most of us posted to get feedback now. Feel free.

Mine's Metanoia.
>>
>>170552163
Making 2hu music is impossible
>>
>>170552489
Surely that's the whole point?
>>
>>170546774
if anyone is interested mail me [email protected]

>>170547161
>>170551086
>>
>>170552502
Yeah, but I mean like, now now.
>metanoia
Is there major improvements from the last demo? I gave you my feedback on that one like, a week ago.

>>170552489
Come on, nigga.
>>
>>170552051
i hate that style of pixel art, it's like bare minimum and lazy
>>
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>>170550228
im excited for loli jam too
>>
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>>170551121

Most VN's have a speed slider for text write speed, just provide it as an option. And while I feel the default speed was a bit slow for me, that's not really my issue. When I left-click to speed up the text, I expect the current block to finish immediately, then start the next one. The current behavior is that the next block of text starts coming in, but the current one also keeps fading in at the same rate, which is very odd.
See my hastily made webm for an example, although they didn't provide any speed setting, you can just click through it.

I'd also like a backlog.
>>
>>170552051
>>170552241
His background tutorial actually looks pretty nice but I hate how he doesn't add highlights and shit, it's like there's no sun and the trees look like posterized photos.
>>
>>170552729
Use it as a foundation so you can move onto better pixel art
>>
>>170552705
There's about 20-30 minutes more play in it now, yeah. I don't think the previous version had the text-adventure elements in it but now it does; though the conversation with Wu hasn't been touched yet so it's still a little oddball.
>>
How many games do people actually try in demo day? im currently downloading most of them and gonna run throgh them.

im currently sitting on a whopping 1 download and 5 views lol
>>
>>170552729
Please recommend a better one than just complaining

>>170552801
That does look like a pretty good background tutorial and I saw a few of his tutorials I thought they were pretty good for beginners to start to learn pixel art
>>
>>170552797
Ah, yeah. I'm trying to figure out how to code that behavior myself actually. Haven't figured out how to force that script to work how I'd like it to yet though.

>>170553150
For reference, the last DemoDay got M:TS some 100~ views and 20 downloads.
>>
>>170553150
I don't actually have an interest in playing other people's demos, but I suppose I could do it tonight (about 7 hours) and leave feedback for each of you like.
>>
>>170553217
a specific tutorial isn't going to teach you how to make nice pixel art, because it's just that, art

you need to know how to draw and color things like any other art. you can use this for the specific details like anti-aliasing and such
http://makegames.tumblr.com/post/42648699708/pixel-art-tutorial
>>
>>170553150
I only plan on trying maybe 5 games. But I try and pick different ones each time.
>>
0-4 fap
5-9 dev
>>
>>170529581
>I don't actually have an interest in playing other people's demos
>expects feedback anyway
>>
>>170553802
Everyone posts, no one plays
>>
>>170553410
what are you even doing here
>>
>>170553150
I played most of them, it's kinda funnysad how I have less views than there are submitted games.
>>
>>170552705
>Come on, nigga.
I suppose I could ask you to try out city night but you may not want to play it for more than 30 seconds, because that's how long it takes to realize just how bad it is.
>>
>>170552825
Presentation is top notch, but it's not the kind of game I enjoy, man. I'm already skipping text. I'm not saying that your writing isn't good, just that it didn't engage me at all. You've not given me a lot to care for these characters, and I'm already stuck hearing about their interactions.
Also If I click for text to appear faster I expect the previous line to appear instantly, not to have a paragraph slowly fading in

>>170553941
I'll give it a shot right now
>>
>>170553547
>that comments section
kek
>>
What would be the best engine to make a game like Silent Hill in?
>>
>>170553886
What do you mean?
I'm here to receive feedback. I don't have an interest in trying out other people's games, but I said I'll do it anyway because it wouldn't be fair not to.
>>
>>170552825
>>170554086
Also, before you go to a "next" screen of text, give me a button to press.
If I click a lot to get the whole text to read instead of being forced to read rally fucking slowly, I'll accidentally skip screens that have no options at the end.
>>
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You can do it!
>>
>>170554106
Game Maker
https://www.youtube.com/watch?v=Y96cyRODUKI

Memeing aside, Unity or Unreal.
>>
Added a minimap. It's now a million times easier to navigate, but before I update the demo entry and ask for more feedback I think I need to solve the "wrong object in the wrong scene" problem once and for all. I'll do that this evening after I get some other stuff done.
>>
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>>170553941
Alright, let's see.
The time it takes to start moving after coming to a full stop is awful
The inventory is a mess, I hit a few buttons and now I'm walking around with a fireball at my feet.
The music is ok if you're going for "weird niche little known game discussed in obscure games threads", otherwise it needs some work.
It's too easy to get fat al stuck on a wall.
I haven't found my destination, if there's any. If this is the "class in the far left", then the game crashed when I touched that door.
The animations are fine.
>>
>>170553892
Nice, hope you try the new ones too (aka i just uploaded and hope u try it)
>>
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>>170554828
It would probably help if I remembered the image.
>>
>>170554174
Which one is your game?
I'm not interested in shitty feedback from someone who doesn't want to help out fellow devs. And I also would like to know so I stop playing your game.

Nobody is saying you need to suck other devs cocks and praise their shit, but if you don't have an honest interest in helping out others then why are you in a game dev community. Just go somewhere with players when your game is good enough and let them test it for you.
>>
>>170554279
>>170554086
Added those notes to my big notepad of things to consider. Thanks!
>>
>>170554521
second was the best one
>>
>>170555020
No problem. Have you considered asking /vng/ for feedback? I know it's an adventure game and not a visual novel, but in your game's current state they can probably give you some good feedback. I guess, I don't read visual novels
>>
>>170555204
Sadly, that general is explicitly for JVNs rather than EVNs. Though I did ask and was told I could still technically post it - I'd just get my shit kicked in for it by some of the thread-goers.

There was a general for EVNs - but it died due to disinterest.
>>
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If I were the dude who made Undertale, I'd have been working to port the game to consoles and mobile asap and be making a shit ton of merchandise. But it seems like the guy has dragged his ass getting around to even just basic merchandise - I bet he could've made 3-4 times as much money as he has.

Besides ports and merchandise what else should I be thinking about for my games release?
>>
Time signatures how do they work
>>
>>170555482
actually making a game
>>
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added basic magik and a battle log.
>>
>>170553150
I usually try none because
>.exe

but this time I'm doing a VM (Windows 10 has an easy built in one) so I can give feedback

8 views, 3 downloads, for reference
>>
>>170552375
Am i too late? My game is House Cleaner, would be cool if you tried it.
>>
post good art tutorials
>>
Did the weekly recap die?
>>
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>>170555815
>>
>>170552801
Looks like he needs to learn hue shifting too.
>>
>>170554861
Thank you so much for the feedback!
There's actually a lot you pointed out that I had no idea was bad, like the music and the movement feel. I guess it's hard for me to tell if something is fine, or if I've just been staring at it so long that I just got used to it.
I'm definitely working on redoing the inventory completely. I agree that it's a mess.
That's the right class, yeah. I didn't realize it crashes there! but yeah, that's all there is to it.
I'm bad at programming, but I'm absolutely trying to look.
Again, thank you so much!
>>
>>170555356
>JVNs rather than EVNs
I have no idea what you're talking about, but I'll assume it's related to weebs
Also your main menu improved a lot, but why are you working on your menu instead of the game mate.

>>170555528
Just stay with 4/4

>>170555654
>not using sandboxy for your demo day needs
also
>Windows 10 has an easy built in one
really? I don't use win10 but never heard of this

>>170555664
I'm on it.
>>
>>170553150
I'm downloading the ones that I think I may enjoy (e.g. I'm into platformers so I will get those, while I'll skip the bullethells since I know I don't like (suck at) them). I try to leave feedback on everything I play in a way that's constructive and motivating, though it can be difficult since a lot of criticism can be attributed to the fact that they're demos or proof-of-concepts.

>>170555654
>>170553892
What games did you upload? I'll give them a go if I haven't already
>>
>>170555654
What system are you on? Mind's Windows only this time but I'll try to get it on whatever platform you're on
>>
>>170555815
This. Completely incapable of drawing a human for a sidescroller.
>>
>>170555921
>why the main menu improvements

Well, it is a demo. Might as well try and polish parts of it up as best I can while I work on the rest of it. It's still not finished but it's at least a little more polished now.

JVN/EVN is really just a distinction on what the VNs original language was. There's a lot of purists in that thread. It's a lot like 'don't you dare post western art' in a thread about anime girls even if you're still making anime-girl art you're a 'western artist'. It's that sort of thing.

I'd probably only be truly welcome in that thread if I did something like Katawa Shoujo where all the chars were based on a japanese artist's concept art and everything was very nicely done super-anime-style.
>>
>>170555921
>I'm on it.
thank you brother
>>
>>170555909
No problem man. Don't be afraid to ask for feedback when someone is asking what demos to play, that's what your demo is for
You can make the whole "following" a bit better without going into complex programming like pathfinding, by having your MC leave invisible "waypoints" every now and then for the enemy to follow.
>>
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Looking for some more anatomy feedback. Pretty sure this will be good enough this time around except for some very minor things. https://sketchfab.com/models/f7f8bd97a3664614bbc7269ea749fb96

Fixed since last time: Made hands, feet and head bigger. Moved pecs, abs, elbows and ass down. Made ankles thinner but tried to add these weird orbs you got on them.

>>170554521
Skin texturing terrifies me. No choice now tho
>>
>>170556318
I still haven't seen one good art tutorial posted here on /agdg/
>>
>>170552375
Whimp the Bold amigo. It's mainly to test out how movement feels, but I'd love feedback, and also to know what key mappings you like
>>
>>170556673
Neck seems too long at first glance.
>>
>>170552375
HACK the FBI
has no content so it would be quick to do
>>
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>>170551121
feedback for Metanoia
http://pastebin.com/dw8P1JXA
>>
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It begins.
>>
>>170556531
Thanks! That sounds like a good idea.
>>
How do I form the basis of an RPG system? I'm talking aside from any sort of "content" that exists in the genre that separates it from other games like quests, worldbuilding, characters, art direction, etc. Has anyone here made an RPG?

I'm having trouble putting together a base system just to do testing to expand upon it. I'm thinking of just literally ripping something from an existing RPG like dungeons and dragons.
>>
>>170557248
Take an existing system like d20 or gurps or something. d20 and SPECIAL were actually inspired by gurps.
>>
>>170556938
Is Hack the FBI the same as Cybership? Is it a side project or a new direction for the same project?
>>
>>170557248
i dont know if u play Dungeons and dragons like a nerd, but just checkout how their stats and shit works with a dice and just copy that
>>
>>170556790
Yeah it looks like that to me too but no one commented on it before. I'll play around with that and see how it looks.
>>
>>170556673
Neck and trpezius don't look right.
>>
>>170556967
Hrm. Not sure what to do about all of those scaling problems with the text. I greatly boosted the scaling of it but I don't know what to do with very large displays and so on.

Lots to think about with that feedback, thanks!
>>
>>170556509
I hate it. WHY would you add acceleration. I'm sure there's a neat game there, but the controls are abhorrent. Also fatman took way too many bullets to die

>>170556778
on it
>>170556938
>no content
what am I supposed to test then
>>
>>170557248
I'll post a good resource for you since no one around here does

https://gamedevelopment.tutsplus.com/articles/how-to-build-a-jrpg-a-primer-for-game-developers--gamedev-6676
>>
>>170557532
Its a side project where all the open-world intent is stripped out, and its more like a linear adventure game. Basically "what kind of game can get put out using just what already exists, but with a layer of linear story"
>>
>>170557836
>I hate it. WHY would you add acceleration. I'm sure there's a neat game there, but the controls are abhorrent. Also fatman took way too many bullets to die
I hate it. WHY would you add acceleration. I'm sure there's a neat game there, but the controls are abhorrent. Also fatman took way too many bullets to die

I wanted to make movement based on decisions and punishing if you just run go in without thought. I'll tune fatman but he's meaning is to build energy while you are attacing the regular ones.

But thank you for playing!!
>>
>>170557248
I'm gonna be using d20 (or something similar to it) for my game since it has the mechanics I need already defined. You could always take a pre-existing system and modify it based on what you need or don't need.
>>
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Does your game have this (quite old) bit of tech?
>>
>>170558159
My game is 2D
>>
>>170558159
Nope, no delicious shota calves in my game.
>>
>>170558370
>2d games don't have stairs
>>
>>170558021
I'll give it a playthrough this weekend with the other games. Look out for a comment on your game or a pastebin in the thread
>>
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Running Monolith in iiiiiiiiiiiIIIIIIISIIIiiaiiiniiidiiibiioiiixiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiaisiidiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii

... in Sandboxie in Windows 10 requires a physical restart on quitting, and apparently fucked up my keyboard for a second
>>
>>170556778
z-x-space as default controls is terrible for anyone with an adult sized hand
Movement feels super fun, kudos for that
The trees on foreground are kinda annoying
Sometimes after doing the double jump inflation, if you jump again right as you touch the ground you'll do a shitty short jump
The dash seems like it will be used nonstop to avoid touching the ground in "real" levels, you better have some good level design skills
The dying screen is great, but it'll probably get old in hard levels where you die a lot.
The textboxes go outside the screen if you're close to the upper edge.


>>170558021
>I wanted to make movement based on decisions and punishing if you just run go in without thought
You went way overboard with that, mate. You're not making Asteroids. It's hard to go trough a doorway without a full stop. All I got from your reply is "thanks buth this is how I like it" so I assume you won't change shit, but controls are way too important on a game like this, so please reconsider.
>>
>>170558495
My game doesn't have any special animation for walking up stairs, all it does is slows down movement
>>
>>170555921

Just a fun fact if you didnt know, things like password stealers work work well in sandboxie.
>>
>>170556778
>>170558795
also if you dash during the inflation animation, you can keep dashing forever in a straight line without falling
>>
>>170558795
>You went way overboard with that, mate. You're not making Asteroids. It's hard to go trough a doorway without a full stop. All I got from your reply is "thanks buth this is how I like it" so I assume you won't change shit, but controls are way too important on a game like this, so please reconsider.

Honest to god thats not what i meant lol i was just explaining my thought process and i really appreciate the feedback. I will play with the deacceleration and acceleration to make it more responsive, it's probably the right decision.
>>
>I want to make a game
I have zero experience in any kind of coding, Im a hobbyist music Maker and an okay writer, the only thing I have is the ability to draw.
How badly am I going to fuck this up agdg?
>>
>>170559769
Programming isn't really hard. The hard part is art and you said you have the ability to draw so you should be fine. Just make sure you stay motivated
>>
>>170559769
depends on how much time you want to invest.
Go checkout clickteam fusion 2.5, it's a visual UI and doesnt require any scripting.
>>
>>170559769
post drawings
>>
>>170558159
you been replaying MM too?
>>
My inability to into art is going to be the death of me.
>>
>>170558795
Did you remap the controls? What worked for you?
The shitty short jump might just be that you're not holding space down. It has duration dependent jumping, so maybe you're just getting the shortest jump.
I'm working on a way to encourage the use of dash without encouraging spam

>if you dash during the inflation animation, you can keep dashing forever in a straight line without falling
This is the shit I love to find out about

Thanks for playing and for the feedback!
>>
>>170559853
This question may be kind of broad, but how much time should be invested in game development? I want to make something that will at least give the player 4-5 hours of gameplay
Also it will definitely be a 2d RPG for clarification

>>170559929
Thanks anon, I'll check this out
>>
Some feedback with game play footage.

Skylarks
Game: https://mako.itch.io/skylarks
Video footage: https://youtu.be/2VMA-tT-n2Y
- Forced fullscreen is a big no-no for me.
- Love how this game evolved. First I thought you are just learning game dev with an Asteoids clone, and now it starts to feel like a real space adventure.
- The writing needs some balance. There's potential for some good old Douglas Adams-like humor, yet the unnecessary and plain tasteless swearing ruins it.
- I have the feeling that you move faster diagonally.
- I'm really looking forward to this game, wonder where will you take it in the future.

Tiny Siege
Game: https://rld.itch.io/tiny-siege-prototype
Video footage: https://youtu.be/JWIppBw-F1k
- This reminded me of that Warcraft Flash tower defense game. This means that it's simple, yet has the potential to be addicting and deep.
- Sometimes you refer to the girls as soldiers, sometimes as towers. At one point I think you say "shoots other towers".
- Even if it's just a presentation, having 3 lanes at first is pretty brutal. Especially since I had money to buy any kind of towers. I just didn't know what to expect. Usually when the player has this many options, he's at the end game, and knows the game pretty well to make tactical choices. I just took a leap of faith, basically.
- Nice sprites. Could end up something like Skull Girls but tower defense.
>>
How many here neets would be willing to work for 50 bucks montly?
>>
>>170530003
I'm not even memeing, but I honestly read that as "LESS KEK" for like 3 minutes. After like 7 double takes I finally saw "CLICK".
>>
>>170560442
>it will definitely be a 2d RPG
Have you considered RPGMaker? Despite the obtuse name, it may just be what you are looking for.
>>
>>170560578
doing what?
>>
>>170555596
i like it have u plyed ticket game by magic dweedo
>>
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>learning web-based technologies are fun.
... well... I guess they are? love the efficiency tho
>>
>>170560770
coding, making the prototype to scam investors.
>>
>>170560386
>Did you remap the controls? What worked for you?
D for jumpan, A for dashing, S for skipping text

>The shitty short jump
Turns out it's just a bounce that's always been there, I couldn't see that because of the level structure I was testing stuff within.

>Thanks for playing and for the feedback!
Anytime
>>
>>170560823
>scam investors

$50/month versus damaging my reputation in the industry? No thanks.
>>
>>170560812
>Ruby
>SASS
(well ok, SASS/LESS are kinda okay sometimes)
>Node
>Gulp
1/5
>>
>>170560853
>Turns out it's just a bounce
Ah makes sense. How do you feel about the bounce when coming down from high enough?
>>
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>>170560578
>50 bucks
Yeah sure, what do y-
>monthly
Pffpphahahaha
>>
>>170560907
is a joke, more like making a prototype.

you can make it anonymously.

my ideas don't require more than a week of coding.
>>
>>170560997
post art idea guy then we can talk
>>
>>170560738
I have RPG Maker vx ace on steam (never installed), but my friend keeps recommending gamemaker studios because it gives you more "liberty".
I don't know much about either, but if I need to learn a language, I wouldn't even know where to start
>>
>>170560916
>ruby because sass runs on that shit.
>node because every npm like electron runs it
How do you expect me to package and publish my files?
>>
>>170560997
>don't require more than a week of coding
>$50

Probably better to ask your local college/high school than here, I'd wager.

$50 would be fine... for every two hours worth of work.
>>
>>170560974
There should be some sort of squish animation to make it look like a bounce and not an accidental jump to retards like me.
Mechanic wise? Perfectly fine.
>>
>>170561108
Doesn't sound like you need 'liberty'. Sounds like you want an engine that's easy to pick up and go with - which is by far more RPG Maker than Game Maker Studio.

If you knew enough to code well in either, you'd be constrained similarly.
I've used RM since '95 and I've only made one real RPG in it. Everything else has been adventure/vn/puzzle.
>>
why do idea guys think they are valuable?
>>
>>170561137
>anon from /vg/
>worth $25 an hour

haha
>>
>>170561108
RPGM is a tool optimised to create JRPG style games. It's decent enough if you are looking for that kind of thing and takes a lot off your shoulders, like dialogboxes.
GM:S allows you to make a game that is not an RPG (notorious GM titles are Hotline:Miami and Risk of Rain). You'll have to wrangle a bit with the engine, but this allows you to deviate further from the standard.
>>
>>170561264
>used to be idea guy
>spend years learning how to be art, music and programming guy
>don't have ideas anymore
Feels Sisyphus man.
>>
>>170561265
I contracted for Playful recently. Went from $24/hr to $29/hr by contract work as a technical designer in the four months I worked on Creativerse's UI overhaul.

Not everybody on /agdg/ is posting from their highschool english class.
>>
>>170561434
Doubtful.
>>
>>170561130
If you're webdeving you should host your shit on a web server.
>>
>>170561434
So you're a born useless piece of shit.
>>
>>170561108
>windows = c#
>mac os = swift
>web based = nope.jpg

thats literally all you need to know
>>
>>170561558
I'm glad my misfortune is literally unbelievable to you. Though I'm not sure where that leaves me.

>>170561605
Seems it.
>>
>>170561252
>>170561359
Thanks Anons, you really put some perspective in this, I'll look into RPG Maker. If I grow big enough balls in the future, I'll come back and post progress.
Appreciate the help!
>>
>>170561434
It's more that you know your own abilities better so you can rein in your shit ideas.
Idead guy ideas are always stuff like mmos, open world crafting, etc. Completely unfeasible for a 1ma
>>
>>170561551
>contract work
haha x2
>>
>>170560997
Cristian pls
>>
>>170561434
You didn't stop having ideas, you just got some perspective and started ignoring thoughts of making Skyrim with guns.
>>
>>170561763
i have never stopped wanting to make morrowind or runescape :D
>>
>>170561673
If you go for RPGMaker, there's a general focussed on that: >>170340801
Not meaning to be rude here, they just have much more info on RPGM.
>>
>>170561817
I hope you one day achieve your dream and make a game with the worst gameplay ever
>>
>>170561673
Best of luck, anon.

>>170561708
I'd post an edited invoice that blacks out my present address etc, but I bet you'd yell that it's photoshopped.

Besides, what you're asking for is contract work so haha x3
>>
>>170558698
Thank you anon! I'm traveling to amsterdam tomorrow but i will try to check in from the hotel to catch your pastebin. If you want you can also post a comment on itch.io but do what you prefer senpai!
>>
>>170561967
I might do both to be thorough. Safe travels!
>>
>>170561958
>4chan is one person

Welcome Anon, enjoy your stay
>>
>>170561889
Thank you :D
>>
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I wanted to do mouse-aiming, but I didn't want to draw my guns a bunch, and I don't like Gungeon's approach of just rotating one sprite, so I went the long way and figured out how to import 3D models into Game Maker
>>
>>170561826
No that makes sense, I'll go there instead. thanks anon
>>
>>170558864
no it doesn't
>>
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>>170558159
>>
>>170562269
the gun looks good but now the character sprite can't keep up with it.
>>
>>170562269
Nice.
>>
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Pretty much the same progress as yesterday, except I moved all of the player movement logic from the player's controller to a generic "Movement" script so I won't have to redefine movement for the AI as well.

Next on the list is writing some very basic AI behavior.
>>
>>170562269
Yeah, but how is it going to be different to the shitloads of games in the genre?
>>
>>170562461
Easy, I'll just make the character a model. And then everything else. And then migrate to Unity

>>170562513
tighty whities
>>
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Working on the last bit of "primary" level design for the first world, which is the platforming stretch inside of the cave.

My instinct is to design segments like this to intentionally make it difficult to sequence-break/to do things in an unintended way, which I'm trying very hard not to do because I know that in most games of this kind, there are a bunch of ways to do everything, and discovering sequence breaks in the design is part of the fun.

It's possible to long-jump across the gap that the dropping bridge covers; really easily in fact. I'm sort of assuming that a player won't notice it their first time around
>>
>>170561958
>I bet you'd yell that it's photoshopped
I for one, am interested in knowing the value. Don't even need pic.
>>
>>170561551
post technical designs you have done I don't believe
>>
Do indie MMOs ever work?
>>
>>170562975
lol
>>
Thank you fruitdev for streaming dd13 games in such a chill, watchable manner

Thank you /agdg/ for all the games
Thank you artists for wishing me so much good luck
>>
>>170562975
Do MMOs even work any more?
>>
I MADE IT IN TIME FOR DEMODAY!
>>
>>170562728
Worked on-site on a provided laptop and entirely through Unity, nothing got to leave with me. I don't have access to the Playful Slack-chat either anymore to retrieve whatever concepts I did throw that weren't handed down by the tech. director. Just look at the UI overhaul in the Christmas update for Creativerse if you want to see my work (that and the mound of bugs also resolved while I was contracting for them).

If you want to see designs I've done, you can go look up Star Ruler and Star Ruler 2 (though they were collaborative efforts both).

>>170562659
Which value? I already wrote that I got paid $24/hr and $29/hr by the end of my contract.
>>
>>170563130
But you'll never make it through to the end.
>>
In a game heavily featuring dice, would you prefer either physical dice rolls or simulated (like 100% orange juice)? Or perhaps the option to choose?
>>
>>170563323
Physical dice, but you can 'skip' the 'cutscene' and just get a number if you spam the button
>>
>>170562975
Space Station 13 can have up to 100 players on a single server, that's relatively massive.
>>
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My clunky piece o shit is uploaded to demoday.
>>
>>170563463
>SS13
>working
Hardly.
>>
>>170563323
I don't like dice.
>>
how is the reddit r/gamedev compared to /agdg/ ?
>>
is it gay to see a large man and want to be comforted in his embrace? asking for my game
>>
>>170562269
Can't lie that looks really good. Sometimes the hard way is the best way
>>
>>170563595
I wouldn't know. I don't use leddit.
>>
>>170563638
Men are more loving than women

A man will show you love and a woman will only think about love
>>
>>170563595
if you like all the whodevs who pretend to be invested in /agdg/ when they drop in on demoday/jams to try and shill their game, then you might like r/gamedev
>>
>>170563807
I like the devs who post there progress here randomly and often they are the best
>>
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>>170563195
I do have some old concept work I did while we were figuring out SR2's UI though, if you'd like to see it as proof that I am who I say I am.
>>
>>170563807
Whodev is just a meme. I got called a whodev but I post at least once a day.
>>
>>170563906
I think he's talking about the ones that only show up on demoday.
>>
>>170563595
i dont understand reddit
it makes no sense to me
it just seems like popular channels with people just trying to out meme each other
or unpopular channels where no one wants to discuss anything without selling you their shit
>>
Are fangames welcome here?
>>
>>170564104
DMCA incoming
>>
>>170564104
yes, although expect people to tell you your game won't sell even though it's obvious
>>
>>170564000
not bad / 10


maybe would collab with for fun
>>
>>170564104
Don't make a fangame, make an extremely heavyhanded homage like Legend of Princess. Regardless, sure, post it up bruv.
>>
>>170563595
Lots of disguised shilling in the form of post postmortems and "tutorials". Also too many threads about getting rich quick.
>>
>>170563595
its just a circle jerk of self promotion

it never leads anywhere
>>
>>170564104
battle network clone is allowed so yes
>>
>>170563595
If you feel a sense of comradery when you go into a store and someone working there smiles and greets you, you might enjoy the community there
>>
>>170558159
Yes, there are boots in my game
>>
>>170563509
Adding it to my DD13 folder as we speak. I intend to settle in later and play some demos before returning to my own project. Thank you for submitting a demo!
>>
>>170564104
I don't understand wasting so much time on a fangame when you could just clone the game and sell it.

Stardew Valley had the right idea.
>>
>>170564343
>>170564460
this sounds horrible
>>
>>170564165
I ain't gonna sell shit, and I got permission from the creator

>>170564182
>>170564259
>>170564503
Alright thanks just asking for future reference I don't have anything worth posting yet
>>
>>170564343
God, post mortems.

"Here's 2000 words on why my generic 2D platformer didn't sell a million units"
>>
>>170564104
Mother 4 just recently removed all copyrighted material from it and changed its name after like 9 years of development
>>
>>170564652
Damn I heard a sizzle from that burn
>>
>>170564804
postmortems can be useful to see where you went wrong, although they're only interesting if the dev isn't a fuckwit like most indie devs
>>
>all these devs without LLCs
Me and my patents will be in touch, if you ever "make it" :)
>>
>>170564652
It's not the same thing. It's like pic
>>
>>170564702
every reddit has rules
/gamedevs reddits rule is
>you can post promotional content for your game
>but first you have to post a bunch

so everyone goes around praising each other to be able to shill their shit

just to get everyone in the subreddit also praising them

nothing constructive comes out of it

no one buys anything

no one really succeeds because of it

its just a pointless exercise which appears like it isnt
>>
>>170564729
>I ain't gonna sell shit
Doesn't matter.
>I got permission from the creator
Should be good then unless it's owned by another entity (i.e. a publisher).
>>
is Godot's built-in physics shit like GM or is it actually good
>>
>>170564979
I'd only ever make an LLC when I'm ready to release.
>>
>>170564979
I'll official-up when I get closer to launch. Don't have time to argue back and forth with city tax regulators, SBA-officials, etc.

Would rather put that time into my game. Also, worth considering that being an LLC means you're going to have *crazy* taxes if you're in the US and make a bunch of money.
>>
>>170565028
If the game you're cloning has its own niche and doesn't have a decent PC equivalent, then it's free money. It doesn't matter if it doesn't compare well to the real version if people can't play the real version
>>
>>170563595
https://www.reddit.com/r/gamedev/comments/5yea8n/me_and_the_wife_made_a_game_that_launched_today/
>>
>>170564979
Why would you even form an LLC for a "corporation" that has zero debt obligations?

The whole point of an LLC is to separate entrepreneurial debt from personal debt (so a failed business doesn't cost you your car and your house because your business' creditors come calling).

What, did you sell bond options to cover that Greenlight fee? What the hell do you need to incorporate for.
>>
>>170565473
> tfw you will never convince a woman to gamedev with you
>>
>>170565029
>have to post before you can shill
whelp, time to wallow in shit for a while so i can shill in a month's time
>>
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>>170565584
>>
>>170565473
Fucking hate /r/gamedev, they finish so many games, all the discussion is about marketing.
>>
>>170565662
Marketing is pretty important if you want to actually make money on what you're making.
>>
>>170565584
>wanting a woman to dev with you
Reddit really is a better community for you, anon
>>
>>170565662
I dont mind it because sometimes they post good articles but they it's full of fake article/help guides so the author can either plug the game in the comments or post it later.
>>
>>170565647
its a waste of time
you will get praise but you wont get downloads :)
>>
>>170565584
>tfw your wife will only gamedev with you if it's a shitty mobile game
>>
>>170565769
But voice acting
>>
>>170565769
That would be fun to have a gamedev partner in real life. What is wrong with this?
>>
>>170565473
I'm surprised Jamal, the family friend who visits on occasion hasn't joined in to help.
>>
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first time posting here, just wanted to share this latest thing i made
>when i shoot and the ball bounces it doubles the damage done everytime it bounces of from any surface.
>>
>>170565662
>>170565783
>fake article/help guides so the author can either plug the game in the comments or post it later

Exactly this. It's called content marketing. The articles shilling you on the importance of marketing are in themselves marketing.
>>
>>170565990
Is there a way to market without being a shady asshole?
>>
>>170564634
>>170563509
Sadness. There is no download. Flagging it to play later then in browser.
>>
>>170562456
All that effort that could have gone into gameplay
>>
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Hi there,

i got this problem... pic related:

Top is what i got in my isaac/zelda like dungeon thing and it works fine, just put rooms in an array and be happy

Bottom is what i want now, not just 1 screen rooms, but bigger ones with different forms.

Before i start just cobbling something together that might or might not work the way i want, i thought i would see if any of you could give me some hints at what data structures would work best for this kind of thing, since it is not just "put in an array and be happy" anymore.

did not find any tutorials that did specifically that, either it was just one type of room, like i already have or it was a non regular map that was all over the place.

help please and thank you
>>
>>170566317
Why won't an array work for that? What's the exact issue you're having translating this into gameplay?
>>
>>170563595
Tried posting once, got shit on
At least with AGDG you know you either deserve to get shit on for your content, or someone is just memeing you, theres hardly any ill will. Reddit on the other hand seems like people going through your post with a fine toothed comb looking for any way they can take you down a notch so their epeen can feel big
>>
>>170566084
Probably not. But I enjoy reading some postmortems and how-to articles, even if they're half-shilling. So maybe the solution is to write stuff that people find helpful (and/or drop the link at the beginning so it's obvious).
>>
>>170566084
If your game is good, people want to know about it, so you can be straight up with your marketing.

Shady marketing is required for bad games.
>>
Just downloaded Unity and begun to register my LLC, what's the recommended next step generally?
>>
If you become a successful rich gamedev would you still stay on /agdg/ or even mention you came from /agdg/ ?
>>
>>170566941
watch anime
>>
>>170566997
I think I'd do the same as usual and stay quiet about it but add cheeky references in my game and continue coming here.
>>
>>170565552
I don't want my personal assets seized in costly patent litigation
>>
>>170566650
when i switch rooms, i destroy the old one and create the new one instead of having the whole floor in the scene at once, which means have to keep some kind of structure that manages to what other room every exit leads and from what direction you came and so on.

sure i can mark the different rooms in an array as "room or no room" or even with different symbols, but atm i have a room class, that generates 1 room, could be a small one, could be a bigger one.

So making a room[,] array works fine if i only make 1x1 rooms because the room position is the same as the array index, but with 2x2 rooms for example that breaks down and does not work anymore (at least i don't see how)

So i assume i have to do some kind of list juggling representing all of this as some kind of graph with connections (exits) and nodes (rooms)

but this also sounds overcomplicated, so i wanted to ask if there might be a better way to do it.
>>
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>>170565473
>tap to jump
wow, its fucking nothing
even the art screams generic mobile trash
>>
>>170566650
also bigger rooms possibly have more than 4 exits and they are not just in the middle of the wall anymore, so i guess i have to keep some kind of list of exits.
>>
>>170567203
use 2 multi dimensional arrays
>>
>>170565552
There's no reason NOT to make an LLC if you have a product to sell.
Cover your ass, patent trolls and other people are ready to fuck your life over.
>>
>>170565473
>>170567321
What's worse is, that's all they came up with. That was their collective vision. A Doodle Jump clone.
>>
>>170567321
yeah i looked at the video for about 5 seconds and i probably saw everything there is to it.

but hey at least they finished something
>>
>>170565473
this kind of shit thankfully wouldn't slide on /agdg/
too bad it's fucked to the other extreme and a few special posters would go completely bonkers if a dev here legitimately didn't have a dick
>>
>>170566084
make a good game
make it multiplayer
people will try and persuade their friends to play :)
>>
>>170567407
that contain what data?

not sure what you mean
>>
>>170567558
Vine's a girl isn't she?
>>
>>170567618
I will leave the rest for you to figure out

*rubs programming hands*
>>
>>170567639
I'm surprised this meme lasted what, 5 years?
>>
>>170567715
Something like that, yea.
>>
>>170567558
Those same sort of special people are on reddit too, goofus. Besides, why would anyone reasonable be like "here's my game oh btw here I am, and I have no dick"? They're just not doing 4chan/agdg correctly in that case.
>>
>>170567558
Isn't it gauche anyway to talk about your personal characteristics on an anonymous imageboard?

That would get more flak than being female
>>
>>170567805
i always thought "fag" is the proper genderless term for everybody on 4chan.

until you actually start talking about your precious gender.
>>
>>170568025
Yes exactly. >>170567948 put it better than I did.
>>
Any ideas on a cool game to make that would be played on a hex grid?

I need an original idea since I can't compete with wesnoth, civ and the like on the more "generic" front if for no other reason then for the fact that I'm working alone(or with one friend)
>>
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B> ability to get gud, 2 pantsu.

Most deaths caused by the moving platform level.

Good work on the music, somehow after 70 minutes I didn't hate it.
>>
>>170568310
turn based shooter in six directions
control a bunch of characters
all weapons are lasers
levels contain lots of objects that modify lasers path like mirrors and prisms
don't hit yourself
units that can build glass blocks and mirrors, units that carry melee weapons to break mirrors, and generic lazor units
>>
>>170567604
>tfw single player game
>>
>>170568310
>those thighs
You asshole I just fapped
>>
>>170566997
I wouldn't mention AGDG outside AGDG in any situation
>>
>>170568693
Same.
And them hips. Holy fuck.
>>
>>170568693
it's shopped
>>
>>170568310
FUCK
This is shooped, right?
>>
>>170566997
mentioning imageboards in any wat irl is still a huge taboo for me
>>
>>170568865
obviously so
>>
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Here is a sneak peek. Almoooost finished, took almost a week. Its already rigged but I need to weight paint and texture the pumpkin things on the hat
>>
>>170566997
I'm slowly drifting away from 4chan in general because it's obvious it's being filled with younger people now
4chan isn't the same as it was 10 years ago. I'll probably throw in the agdg logo somewhere in my games though
>>
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Reminder that games are simply the visual display of quantitative information.

>"Instructions at the Point of Need"
What does this mean to you, /agdg/?
>>
>>170569014
Does that have baked AO?
Also give the the hat a trim where it meets the head
>>
>>170569148
>games are the visual display of quantitative information.
bold claim
>>
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So I have been working with GM on my first game, and it is sort of similar to Binding of Isaac, but it is more combat oriented and locked to 1 decent sized room. Is this manageable as a first project?
>>
Wtf gogem
>>
>>170569331
post wbem
>>
>>170566997
i am almost 36
>>
>>170569053
Where do oldfags go to before they die?
>>
>>170569219
no its a rimlit shader powered by a normal map
>>
>>170569527
We go back to Something Awful but then realize that even the place we were once home to has become infested with 'the youth'.
>>
>>170569886
I'm 21 Gramps lmao *twerks away*
>>
Is there a better format than png to store opengl textures in?
>>
>>170566997
only because everywhere else is garbage
>>
>>170570112
jpeg
>>
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>>170570036
twerking?? im too old for this shit *crabs the fuck outta here*
>>
>>170569053
This is me. I saw a thread about growing up with PS2 games and literally no one was making fun of it and I knew my time here was probably coming to an end soon.
>>
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More HUD progress. I think I made the bottom part too huge.

>>170560549
>- Forced fullscreen is a big no-no for me.
I've heard this from a couple of people now, and I'm weighing my options for how best to let people control it. I guess I'll add some kind of editable config file.
>- The writing needs some balance. There's potential for some good old Douglas Adams-like humor, yet the unnecessary and plain tasteless swearing ruins it.
The scenes in the demo were more or less randomly selected, and stuff like the dickpunching guy is just throwaway nonsense to glue them together a little. The final game should have a much more coherent tone from one scene to the next, because I'm very focused on giving the player opportunities to roleplay and define their character. There will still be swearing (I've got some pretty foul-mouthed NPCs lined up) but it will be more... contextualized.
>- I have the feeling that you move faster diagonally.
This shouldn't be the case, but there might be some rounding errors in the physics system at very high framerates.
>- Love how this game evolved. First I thought you are just learning game dev with an Asteoids clone, and now it starts to feel like a real space adventure.
>- I'm really looking forward to this game, wonder where will you take it in the future.
Thanks! Glad to hear that.
>>
>>170569435
not that far along, maybe next month if I keep up the pace

but on the face of it does it seem like I bit off too much?
>>
>>170570112
PNG is the ideal format for uncompressed textures. If you want texture compression you should make your own format that contains S3TC compressed image data.
>>
>>170565974
Welcome! Looks cool, what's the game about?
>>
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>>170568310
>thicc
>>
Reading about LLCs and stumbled upon this video.
What do you guys think? It's about patent trolls who seem to be very good at what they do.
http://www.youtube.com/watch?v=sG9UMMq2dz4
>>
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>>170536645
can I have fanart too
here's my submission
https://itch.io/jam/agdg-demo-day-13/rate/62972

also I'm gonna stream all demo day games if anyone wants to watch or request your game be streamed first
www.twitch
.tv/starto_sil


>>170568492
gj friend I'm proud
>>
Monolith wins DD13

Honorable Mention: Tender Arms
>>
>>170566997
>>170567127
Same here. There will always be a place for Node V Station in my extremely serious game about having faith in humanity.
>>
>>170570875
>Tender Arms
no such thing
>>
>>170570875
>tender arms wons a dd it's not even is
i wish i was this good
>>
>>170570825
START STREAMING ALREADY
>>
>>170570875
>Monolith wins DD13
It's the same fucking demo we had last demoday with extra bells and whistles

If anyone wins this, it's Ctesomething, Umbrella Warriors, or Emo Goblins. Or Pantsu, maybe.
>>
>>170570875
Obviously it's about to release

Also
>Tender Arms
>>
>>170570362
crab stance has been a thing since the late 2000s dumbo
>>
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>win
>demo day
>>
>>170570875
>judging before dd's even over
>>
>>170571472
this happens all the time
this is why everyone rushes to upload their shit as early as possible
>>
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Everyone who tried their best and submitted something wins DD13!
>>
>>170569053
Same, but at the same time I love these threads.
>>
>>170571454
late 2000s was 20 years ago.
feel old now?
>>
>>170571565
Yep. My game didn't even get in the fanart pic of 'all the entries in DD13' and I submitted like just 12 hours after submission period opened.

>>170571683
I'll feel old when I celebrate my 31st birthday this year.
>>
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>>170563595
Let's have a look.

By my count, there are:
2 news posts
2 shilling posts
2 links to guides or analyses of particular techniques (in other words, actual useful information)
2 semi-intelligent questions
7 discussion posts for people who think they're serious-business indie devs who are gonna be rich and famous
10 painfully stupid noob questions
>>
>>170571589
E-even me?
>>
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>>170571589
>>
>>170570559
no idea what it's about, i'm just making random stuff because i like doing it, currently it however has inventory, loot and crafting system up and running
>>
>>170571589
You mean the guy that actually played the demos won DD13.
>>
>>170571771
we're going to die younger than our parents my fellow millennial
>>
>>170571920
I intend to live to 150 while I become the embodiment of Theseus' Ship.
>>
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>>170571771
>late 20s already
anyone else obsessed with their own mortality and create in a desperate effort to leave some kind of lasting mark on the world? Videogames are a shit medium for this though, and I've seriously considered dropping it for painting or sculpting in the past
>>
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>>170571589
Everyone who gave good feedback is cool too.
>>170571821
Especially you, anon.
>>
>>170572051
>frogposter
>success in any medium
>>
>>170571807
>steamworks one
>rich and famous
that's a proper question one because the steamworks support is atrocious AND if you give a fuck about the legal bullshit they slap on everything you're not supposed to speak publicly about any of it
>>
>>170572037
>while I become the embodiment of Theseus' Ship.
we already are famalam. Every few years all of our cells are completely replaced
>>
fuck it, I got done with what I was doing on my game, I'm going to start playing demo day games today
>>
Unfortunately I think the mindset that the submissions for demo day have to be somehow "polished" has gotten in the way of a lot of people submitting all together.

Demo Day was never about putting out a market quality project and feel ashamed if you don't/can't. It is about showing what you have been working on, regardless of the state it is in, and getting feedback on it so you can make it better than it is now.

I understand the feelings of being embarrassed with what you have created not being "good enough" but it feels bad to know people let this feeling get in the way of their participation.

Hopefully DD14 will have even more games and people won't let the current state of their project influence their decision to join!
>>
>>170572051
All we ultimately amount to is what we leave behind. The older you get, the louder that clock you're hearing will get.

Coming to terms with your own mortality isn't something that's accomplished in a week, a month, or a year. It's a life-long battle so buckle down and get ready for the ride you didn't even realize you were on until now.

When everyone you know starts marrying, having kids, and dying that's when you'll really start feeling the gentle pull of the reaper's scythe on your neck.
>>
How do I design a game?
>>
It's a beautiful day to settle out of court ;)
>>
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>>170572051
>in a desperate effort to leave some kind of lasting mark on the world?
https://youtu.be/wupToqz1e2g
>>
>>170570875
CTESiphon wins, imo.
>>
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>>
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>>170570875
>tfw you will never win Demo Day
>>
>>170571807
>implying we don't have stupid questions here
>implying most of the people actually making a game here don't have some fantasy of becoming rich and famous
>>
>>170572821
That's actually arousing.
>>
My biggest fear is spending years on my game only to have "Mostly Negative" on Steam
>>
>>170572961
It's the 'cost of doing business', anon.
You must always accept that the audience you want may not be the audience you get.

Professional Gamedev is pretty much gambling vs odds you only have limited control over.
>>
>>170567409
fuck my life over for what? my minimum wage earnings? my autismbux? the small amount of money I'll theoretically make from my game(s)? my game concepts that are only innovative in style and maybe approach?
>>
>>170572051
reality is an illusion
>>
>>170572821
I'm skeptical this will actually provide any benefit.
>>
>>170572408
this

and also it forces you to produce an executable for download. Otherwise its comfy to just sit in development and never produce anything
>>
Is there a way to download all the demo day entries at once?
>>
>>170572378
>>170572837
>>170573064
Hey bud
>>
>>170573064
Yeah, pretty much everything you have listed there. If you ever say the words 'they're welcome to it' then you might as well just stay out of this whole business and spare yourself some suffering.

You'll think they won't have the balls to come for your broke ass right up until you hear the magical phrase 'garnished wages' and 'forfeit your IP'.
>>
>>170572821
neato
>>
>>170572837
but here you will get someone telling them theyre an idiot

whereas on reddit everyone will praise you

at least here you get some perspective and remain grounded
>>
>>170573187
yeah, we really need this
>>
>>170573187
>too lazy to click links
>but i sure will play your games and give feedback!
uh huh
>>
>>170573248
they're not welcome to it
my point is that it's not worth coming after
I'm getting poverty-line income
also I've been posting my game for close to a year now and like I said it doesn't have any majorly innovative game mechanics and it's probably not going to so there's nothing for anyone to latch on to
my only remote worry would be including music that accidentally sounds too much like some other music, and checking for that is going to be part of my play testing
>>
>>170573703
Hey bud
>>
>>170573703
They'll fuck your life over to get rid of you as competition even if it costs them some money to do it.

You're as worth coming after as *they* think you are; not how much you say you're worth.
>>
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is this good enough?
>>
>>170573703
>my only remote worry would be including music that accidentally sounds too much like some other music
This quite literally doesn't matter, all popular music is extremely derivative and you would be amazed at how similar they all sound.
Just don't outright steal music and you're fine.
>>
>people actually believe the LLC poster
>>
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Does anyone know why this is happening in Blender? It fucking bugs me

Left is what it looks like in material view(how I want it to look) and right is what the shading looks like when its rendered.
This must be a really obscure problem but I would appreciate any help.

Rendering with OpenGL keeps the shading right but it also makes some in-between colors appear that I don't want so that doesn't work.
>>
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so now i need to make some automatic incline adjustment. when i fix the sprint it would be faster anyway but i want to do it right.
>>
>>170573884
How do I shot gun?
>>
>>170571807
where are the video games
>>
>>170573884
The player won't bother reading some boring-ass controls page, teach through gameplay instead.
>>
>>170573884
is this shown to the player like that?
>>
>>170573963
Dunno what you're talking about/didn't read thread but you SHOULD form an LLC for your game
>>
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>>170574058
>>170574036

nah. i just going to send inside the RAR file. if they want it they will read it.

>>170574009
pic
>>
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>>170573884
>double tap to dash
>>
>>170573983
getting a strong Sumotori Dreams vibe
>>
>>170574093
If you plan on infringing copyright, sure.
>>
>>170574408
because its the same kind of movement system.
>>
>>170574382
i didnt want to make ANOTHER button just for the dodge/dash

i want the game to be playable on a gamepad
>>
>>170573703
how much is your laptop worth? I look forward to shitposting on it, assuming you don't have an L L C to protect your personal assets :)

>>170573901
lol
>>
>>170574448
In general. There are patent trolls who will sue you because they believe they own the patent for video games. Better they sue your LLC.
>>
>>170574658
No, there aren't.
>>
>>170574535
>double tapping movement keys to dash
>playable on any input device
>>
>>170574535
>double tap for dash on a gamepad
kill self
>>
>>170574691
Do you not know what a patent troll is?
>>
>>170574535
And yet you have two buttons to "aim" and two buttons to "use/melee".
>>
>>170574846
Nobody believes they own the patent for "video games". Nobody can, there are too many video games out there.

Much more specific and unique patents, don't infringe them.
>>
i've finished making the marketing episode of YESDEV and am uploading it now
know this... if i featured your game in the marketing episode you're absolutely going to make it even without me giving credits
>>
>>170574696
>>170574781
like a dash cancel on any fighting game?
https://www.youtube.com/watch?v=3ZCgWEYZNo4

>>170574851
because there are a shit ton of keys on a keyboard. on the gamepad ir works better

i going to make another one for the gamepad now
>>
>>170574846
He already answered that. >>170574691

>>170574974
>Nobody believes they own the patent for "video games".

Sure but what about 'the movement of a character using an analog device through a 2d space'? There's plenty of ridiculous patents like that.

Trust me, your game is probably in violation of at least a dozen patents because the Patent Office allows stupidly overbroad patenting for software stuffs.
>>
which is better for a 3d game, in terms of performance

1.
>lower poly model with most of the visual information in materials & maps
2.
>high poly complex model with a number of very basic tiling materials

(1 is easier for me in terms of content creation desu, but its not that much of a difference)
>>
>>170574995
I don't think you're making a fighting game
>>
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Thanks to everyone who played my demo, I've got a big list of shit to do now.

Biggest complaints were that the basic gun sucks, and the wait for the progress bar is too long, so I added the charge to the buster gun, and every bit of chip damage you do with it refills the bar.

hopefully the fix encourages more agressive playing next demo or some shit w/e i dunno
>>
>>170574974
www.thepatentscam.com
This guy is being sued for patent infringement because he published his game on the Google Play Store.
>>
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Does a lower price necessarily equal more sales? $10 vs $15 for example.
>>
>>170573884
>double tap movement key
UT2k4 PTSD kicking in.
Fuck that bullshit.
>>
>>170575090
With clever use you can pretty different looking models using the same low poly model with different texturing and normal mapping.
You could use that for most part of the gameplay, and a high poly version only for character close ups.
>>
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Probably reworking some mechanics this weekend.
Until then: New ceiling. Tomorrow probably new pillars and maybe polishing the walls a bit.
>>
>>170575271
Depends on the market for similar games
>>
>>170575090
1, by far.
Some shader stuff will not work on old toasters, though.
>>
Guys
Just settle out of court.
>>
>>170575345
Pretty
>>
>>170575520
That is exactly what a patent troll exists for.
They probably won't win an actual case -- but they're depending on folks to not fight them so they can make money.
>>
Umbrella Warriors wins DD13
>>
>>170575520
>get sued for """"patent infringement"""
>don't have a company, have to sell all your shit and are in debt for whatever remains
>have a company, just declare bankrupt and wash your hands of the whole thing
Having a company is like a condom. You don't always need it, but it can save your life if you do
>>
>>170575089
>>170575248
I guess this is just an American thing.
>>
>>170575770
Did you miss the part where that same company sued Mojang?
>>
>>170575520
That's what patent trolls want. They go after small business and small people (e.g. (You)) and expect them to settle out of court and pay $20k of youe revenue instead of the $1 million that they're suing for. And since you can't afford the $5 million of lawyer fees that accumulate when they let the case stay pending for 8 years, it's much less of a blow for you to settle out of court. Did you know Microsoft and Apple settled out of court to patent trolls for a couple million because it was less of a blow to them?
>>
Are you all new or something?

Why are you arguing with him.
>>
>>170575891
Don't leave out the part where you sign an agreement not to discuss the bottom-ravaging you just received
>>
>>170574559
bitch I have two laptops
they're ancient and they're not any kind of memebook or memepad
I'd be lucky to sell them for $20
>>
>>170575950
I don't know who "him" is but I didn't want misinformation to spread.
>>
>>170573747
hey senpai
>>
>>170576215
You got a weird O in your name
>>
>>170576092
Your clothes, your car/vehicles, your savings, your income, your furniture, your consoles, your rigs, your cellphone, et cetera. If it has a dollar value, it can be used to pay off your debt -- and they're going to try and get as much as they can from you.

Don't have enough assets for them to make enough when they seize? They seize all of it anyway and get a court to order you to pay them a large portion of your wages until you pay them back what they say you owe.

Enjoy your new student loan and horrendous credit rating.
>>
>>170573983
i love all of your webm's, they give me some good chuckles.
>>
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i cant believe o forgot a key on the other one
>>
>>170576391
>Your clothes
ha
>your car/vehicles
HAH, you think I have a car
>your savings
pfft
>your income
heh
>your furniture
HAH
>your consoles
eh
>your rigs
pffffftAHAH
>your cellphone
HAHAHAHA

you don't seem to understand what "poverty" means, it means all my shit is from Goodwill

>Enjoy your new student loan and horrendous credit rating.
I'm not in college and if I was I wouldn't take a student loan because I'm not an idiot
>>
>>170545301
I wish there were statistics that didn't encompass everyone like this.

I'd like to see a statistic of how many indie games made by a 1MA that aren't dogshit profitable?
>>
>>170575520
Great idea. Now you'll just need the $200k to do so.
>>
>>170576908
> it means all my shit is from Goodwill
It means you won't have any 'shit' anymore..

>I wouldn't take a student loan because I'm not an idiot
If you're personally liable for all your debts (e.g. not operating behind a company or an LLC) then yes, you are taking that 'student loan'.

Because a court is going to order you to take it. I don't mean a literal student loan. I mean just an enormous debt that is coming out of your paychecks first before you get to receive them until you pay it off.

And if you don't have an income right now, you better hope your life circumstances don't change such that you then need one - because that loan isn't going to forget about you.
>>
>>170577190
2%
>>
>>170576908
Yo, different anon here, but the whole point of an LLC is to protect you from getting fucked over, and what that anon is obviously trying to say is, you absolutely can get fucked over no matter how impoverished you currently are.
>>
>>170577237
If he declares bankruptcy, he dosn't have to take any loans and the plaintiff gets absolutely nothing anyways. Not everyone cars about getting loans because we don't like being in debt.
>>
>>170577237
I'll just buy more from Goodwill with my 'tism bux
>>
>>170575829
I guess it is legit.
>rich white assholes set up shell companies that do nothing but sue small businesses for violating shitty patents
>rich white asshole lawyers handle all this and take suits to court with their rich white asshole fathers as judges
>government can't pass a bill to get rid of these patents because of even more rich white assholes
Americans are fucking mental.
>>
>>170577190
Bet you don't think that the majority of gamers is female either.
>>
>>170577393
You realize that it's not like you throwing down a card and yelling the magic word 'Yahtzee!' right?

Your filing for bankruptcy can be denied if the court rejects it. One easy way to find yourself there is to 'hide your money' before they come to get it. In other words, Mr. Goodwill here will have to put everything he has up for them to grab - including his 'tism bucks'.

If he conceals anything that could very easily not only wind up with the court saying 'no, you're still liable' - but also now he's got a court mad at him for not following its orders.

It's all complex and he doesn't sound like a guy who can afford a lawyer to navigate those waters.
>>
>>170577798
I guess you don't understand that he already has nothing. Also you can continue appealing decisions. All the while the patent troll would get nothing.
>>
>>170578069
Even if he succeeds is dismissing his debts, though, he's still fucked. For one example: For many years after this bankruptcy filing he won't be able to file another one. Meanwhile, his credit score is going to tank beyond whatever lows it's presently at - and it might hit whoever he's attached to if someone's claiming his as a dependent.

Point is, this is all easily avoided with some $100-400 and some time. Like a condom, nobody wants to go buy them and use them because they're expensive and annoying and get in the way. But you better believe you'll be better off for it than the alternative.
>>
post progress guys lets see those beautiful games
>>
>>170575271
no. demand precedes supply.
>>
>>170575345
>still havent replace the bathroom tile floor

I swear to god i will personally model and texture you a medieval cathedral floor so I don't have to look at that shit any more
>>
>>170575271
Yes.
I've bought a bunch of games because they were cheap.

Murder Miner thrives on a model of simply being cheap as dirt and also fun. It makes retards like me buy multiple 4-packs to share with friends which I don't have
>>
>>170578674
Demand curves
>>170578674
All else being equal, there are some consumers who will buy at $10 but not $15. Whether total revenue is higher depends.
>>
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let the 666th post be a guncat speedrun

with sound https://streamable.com/rpt9a
>>
By the way, if any of you US devs run into patent trolls, these are the guys you should contact first
http://www.pubpat.org/Contact.htm
If they don't reply you may want to try the National Lawyer's Guild.
>>
fuck uploading took too long
>>
>>170579019
my point is proven by the guy saying yes >>170578884 who also requires the game be "fun" on top of being a dollar (not $10 vs $15 theres minimal effect there)
he probably wouldnt buy even a dollar game that didnt seem "fun" <- demand
>>
>>170579293
>requires the game be "fun" on top of being a dollar (not $10 vs $15 theres minimal effect there)
Googs is right for once.
There's no difference between 15 and 10 in my eyes. If a 15 dollar game goes never goes in a bundle or on sale, and I'm really lusting for it, I MIGHT get it if there's a 10 dollar sale two years down the line, but that's it.
It also doesn't matter at all if it isn't fun, which is why gogem's games all fail.
>>
>>170578762
post models you have done
>>
>>170579536
>fun is objective
it's subjective which is why demand isnt binary
>>
>>170579665
Fun is actually objective.
There are various kinds of fun, and people have preferences, but the core must be objectively enjoyable at some level.
The sooner you learn this, the sooner you can give up.
>>
>>170579816
>i failed so i think i have it figured out
literally r/gamedev's post death articles mentioned earlier in the thread
>>
>>170579972
I haven't failed. You have.
>>
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how are you organizing your project files?
>>
>>170580045
great post you've really seen me through basing on two sentences
>>
>>170580168
I see that you removed your name, is what I see.

Planning some samefagging again, but forgot what you were doing?
Classic gogem.
>>
>>170580140
Anything that isn't accessible via res://thing.wat has no place in my project directory.
>>
>>170580267
>removed name
jokes on you but i'm not googum
all i'm doing is pointing out how you might belong in r/gamedev
>>
>>170579613
I was exagerrating i'm not going to make your game for you

but seriously, medieval cathedral, theres no reason it should have a shiny/wet tile floor that looks like it came from a 1930s bathroom set. people walk on that shit every day, and stand, or sit on it, seeing as you have no pews. it should be a dusty or dirty stone brick, or if you NEED tiles, then make them less shiny, dusty, and the tilers bigger and less ornate pattern (a checkerboard at most)

use reference photos please
>>
Is the discussion not going the way you want it to? Blame a boogeyman and win instantly, no questions asked!
>>
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>>170580168
>me
>anonymous
You're embarrassing
>>
>>170572408
This is true. But it's also good for milestone things. I probably wouldn't have put menus, music or fail states in my game until months later had it not been for demo day
>>
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still streaming demos
currently streaming Unnamed Pixel Platformer
https://www.twitch
.tv/starto_sil/
>>
>>170579097
bad camera
>>
>>170579097
That fucking key skip, wow. And yeah, shotgun + freeze gun best combo.
>>
>>170580341
>it's not me guys
If you were truly soe other guy who wanted to help gogem, you'd help him tie the noose
>>
>>170575689
So what's the cost/process of getting a patent or copyright for my game?
>>
>>170580439
Have you played Whimp the Bold? And will your videos be available later? I can't watch a stream right now
>>
>>170580719
A patent is ridiculous. You won't patent your game. You'll patent a mechanic or interaction - maybe several - but a single patent won't cover the whole of your game.

The moment you create your game it has an automatic copyright so $0.
>>
>>170580889
He played it already, anon. Can't answer if it will be archived later though
>>
>>170580981
Aw :(
Hopefully it's up later, what were his thoughts if you remember?
>>
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sup /agdg/. First time poster here.
No coding experience, Never thought developing a game would feel like a fun or rewarding experience.

But for shits and giggles, I picked up gamemaker studio last week and have been having a blast learning how to put things together. I finally understand the appeal and fun behind make game. What I've made so far is small and probably insignificant and you guys get a bunch of shitty little game clones here all the time, but it's something that I made myself and it's all working the way it's supposed to and there's little in life more satisfying than that, I suppose.

Have a webm.
>>
>>170580947
Automatic copyright huh? So how would a patent troll operate then?
>>
>>170535094
that death fucken lol
>>
>>170581202
Looks good. Congrats, you've already ascended the ranks of nodevs unlike myself hone your craft my man.
>>
>>170581125
No voice and the text reaction wasn't anything specific. (there was a lot of not reading the controls so lots of bomb dying for the first half)
>>
>>170581242
They patent something like 'interacting with a digital avatar through a multi-button interface' and then hit any game where you move a character or etc around using a keyboard, gamepad, mouse, and so on with a lawsuit for infringing on their patent as they didn't give you permission to do that.

It doesn't matter whether your game is copyrighted in that respect. What matters is that your game allows 'interaction of a digital avatar through a multi-button interface' and they own the patent to that behavior -- and so you are liable to them for doing that.

Like I said earlier, the P.O. allows for stupidly broad patent applications.
>>
>>170581202
not bad first dev, goatfucker
>>
googem make a tier list
>>
>>170581202
I love me some punch out, this looks cool. Y'know if you pick a game to clone and then actually release, punch out is probably a pretty small scope one to pick. Good work, hope to see more from you
>>
Refactored my code for terrain movement rules. Now it works by creating an array of TerrainTypes, and passing each TerrainType a block with its movement rules.

@terrain_types << TerrainType.new(Gosu::Image.new("assets/cobble_floor.png")){|x,y,dx,dy| [x+dx,y+dy]}

@terrain_types << TerrainType.new(Gosu::Image.new("assets/brick_wall.png")){|x,y,dx,dy| [x,y]}

@terrain_types << TerrainType.new(Gosu::Image.new("assets/ice.png")) {|x,y,dx,dy| request_move(x+dx,y+dy,dx,dy)}
>>
>>170581202
this proves gamedeving is a skill that you are naturally born with
>>
>>170581515
So is there any way to combat this, or just a way to minimize losses?
>>
>>170581961
Sure. You pay a buttload of money and time fighting it in court or you settle for a similarly ridiculous amount of money for their probably-not-enforceable-patent.

They get away with it because a lot of judges just don't understand technology; all they see is a patent that seems to cover exactly what's being claimed, that your product is in fact using it, and so forth.

The way to combat it is go 'Well I own an LLC so I'm going to close the company - since the company owes you, and not me, and the company doesn't have any assets or money you get nothing. Also, I just bought the rights to the sole IP of that studio for a dollar - go me - so you don't even have an IP to milk'.
>>
>>170582146
Wow that's genius

LLC it is, should I do this to prior to release? Can they get me during development?
>>
So I'm trying to move game objects in Unity on a grid using a static 2D array of bools to represent my tile states (as either passable or impassable) and checking the object's coordinates against that array to determine if a movement is valid. The problem I'm running into is that my 2D array keeps resetting to the value it's initialized to, even though the function that initializes it is only being called once.

The only other function that modifies the tile states of the array is invoked when I populate the room with terrain, and that should be setting every tile that gets a wall to "false" to indicate it's occupied by an impassable tile. I have two debug statements that output the state of my [0,0] tile (which will always be part of the boundary and thus always false) and they're both giving me different results, which seems to indicate that two different instances of my static array are being created, although I have no idea why.

Is there something I'm missing here?
>>
>>170582287
>Can they get me during development?
Are you charging anyone money during development?
>>
>>170582146
>Also, I just bought the rights to the sole IP of that studio for a dollar - go me - so you don't even have an IP to milk
This seems risky. On the one hand, any judge who hears you did this is going to rip you a new one. But on the other hand, the entire business model of the typical patent troll is to extract settlements without ever bringing a case in front of a judge.
>>
>>170582287
They can sue whenever they like, just as you could sue anyone anytime you like.

They're more likely to find out about you after you launch and they know you have some cash. They're scam artists, after all, and their job is finding soft targets who'll fold under pressure.

>>170582428
Yep, it's a risk but a measured one. You're basically betting on them going 'fuck it, fine' and not pursuing you any further since they know you're no longer an easy mark.
>>
>>170582405
>Are you charging anyone money during development?
No sir. But if they do it after release, won't they be able to get any money I made from the sale of the game?
>>
>>170582518
>won't they be able to get any money I made from the sale of the game?

Yep. But it's better for the business to absorb the cost than you in the end.
>>
>>170581397
>>170581551
>>170581850
>>170581945

Thank you for the kind words, but I still have a lot to learn and a ways to go. I realized today I'll need to redo the enemy collision- It's bound to static locations within the game room, unlike the player collisions, which are tied to the player entity and the player entity's location.Having the game spawn the enemy hurtboxes and player punchboxes based around the enemy's location +/- 50 in all directions is a lot easier than having to constantly remember that the enemy hitboxes are at X coordinates in the room. Redoing that so I have an enemy collision system that can latch onto any defined object is probably going to be my next step. I hope to have an enemy that actually fights back sometime and then I'll go from there, I guess. Depends on how hard making decent and challenging AI is going to be, but I spent some time watching a couple tutorials on how gamemaker timelines work and I think I have a couple of ideas.
>>
>>170582701
why are you so paranoid about this stuff that is most likely not going to happen to a guy who releases a game?
>>
>>170582857
...and now I just realized that I could have the enemy hurtboxes tied to the player's location as well just so everything's super consistent and I could keep them in the same positions relative to the player entity as they are right now, because I know that the player entity will always exist no matter what, thus future-proofing my shit and also not breaking what I actually have. Getitng these little eureka moments is addicting, Hot dayum.
>>
>>170582403
breakpoints
>>
>>170583097
Because: better safe than sorry. I don't see a problem with expanding what folks know either and helping them be aware of the sharks they didn't even know they were swimming with.
>>
>>170582857
The bug has bitten you, welcome to the club

I know you're just beginning, but this guy has some really cool ways of making Gamemaker do his bidding (and his game is cool too). His cutscene method is really clever and easy to implement and adapt. Not for beginners maybe, but something to save for later.

http://wandersong.tumblr.com/post/155860356711/how-cutscenes-work-in-wandersong

I just generally don't trust some of gamemaker's built in functions. Like it's better to learn how to use GML than to use paths and timelines in my opinion
>>
>>170583336
Everything I've been doing except for very very simple things has been through GML, not drag and drop. The drag and drop system looks so basic that I don't understand how you could actually make a functional game with it.

The problem with coding the ai in scripts so far that I've run into though is that when it comes to more complex enemy behaviors I'm afraid A) I'm going to run out of alarms and B) having to create hitboxes on a frame-by-frame basis using enemy sprite manipulation is not only time consuming, but also has already caused me major issues. In the webm I posted before, the way that the enemy hit state works for the punching bag is that frame 0 is the hit state animation and the other states are on frames 1, 2, 3, etc.

I did it because this way when it gets hit I don't have to change the state to register and show damage if an enemy is interrupted mid-attack, because there are situations where I want an enemy that gets hit to be able to continue where they left off without the script restarting the whole enemy behavior.

The problem that I've found with this approach though is that a) it means I have to do a lot more framecount micromanaging and fucking with animation timers that breaks really really easily and b) it means that if I need to add an extra frame somewhere I have to change every image_index number in the entire script by hand, which I imagine is going to be tiresome and time-consuming as all hell when I'm dealing with animations 60+ frames long instead of 5 frames long.

I hope that using Timelines will solve this issue, because I can then pause the timeline to run collision and do damage states and then restart the timeline to have the enemy scripts continue uninterrupted. This not only ensures that the enemy animations and hitboxes will render as they're supposed to & lets me deal with attacks being interrupted by the player easily on a frame-by-frame basis and also allows me to easily copy-paste frame data. I hope.
>>
>>170582146
Are you sure it's not worth it to just go to court, assuming you have a lawyer who's worked in the industry and an LLC? I feel like that's the point of getting a lawyer to begin with.
>>
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hows this
>>
>>170584048
Take a look at the link. I get why timelines are useful, but they're also relatively simple to code yourself in GML, which will let you have more control over them.

Also I recommend you don't use alarms and just put counters in yourself
And my tip for any beginner is to implement delta timing now so you don't have to go back in later and find every time dependent variable
>>
>>170584261
Delta timing?
>>
>>170584157
Nobody here is a bonafide legal expert. If you can afford a lawyer you should ask them, although they will be biased because a drawn out legal proceeding would be to their benefit. That disclaimer aside, bear in mind that a hallmark tactic of the sorts of scammers you've been discussing is that they deliberately draw out a legal battle in order to leech the opponent's funds on lawyer fees so that capitulation becomes the more appealing option.
>>
>>170584157
If you lose, you get to pay the salaries of all the lawyers who decided to bill hours on the patent-owners' side of the case, and that can be an enormous buttload on top of whatever price they're asking just for the violation of the patent itself.

Couple that with judges who don't understand computers/electronics and might side with the plaintiff just because the patent says it covers what's going on even though that's as ridiculous as 'owning the patent to the particular hue of the sky at mid-day'.

Meanwhile, you're going to get drug to court for a long while in a very long and dry hearing, unable to work on your stuff. That's while you're paying your lawyer, too.

I'd carefully consider all that before daring to actually try to bring it to court other than to saber rattle whoever it is that's got the patent into backing down - because you won't be able to unring that bell.
>>
Just like use the free lawyer
>>
>>170584367
Delta timing basically let's you measure the tim ein microseconds between frames and lets you adjust if it's slower or faster than it should be, allowing you to make sure your game runs the same no matter what the performance of the computer is

In gamemaker I actually implement it like this:
global.delta = 60/1000000 * delta_time; (60 is my target framerate)
delta_time is a built-in GM function. This basically works so that if the frame took twice as long as it should have global.delta becomes 2, and if it was half as long it becomes 0.5

Then whenever I have a value that adds or subtracts once a frame, I multiply that by global.delta. So instead of timeCounter++, I do timeCounter += global.delta.

It's cool because if you want you can manipulate global.delta to make your game work in slow motion or fast motion
>>
>>170583210
Good call, thanks
>>
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New Skylarks build uploaded. If you didn't like how fullscreen was the default, or you didn't like how the game runs at like 3000 FPS on a fast computer, you can now turn that stuff off.

https://mako.itch.io/skylarks

I don't think I'll work on this any more before the deadline, so this is probably the last build I'll post for now.
>>
>>170581704
of what? anime?
>>
>>170584798
Moe anime
>>
>>170581515
thats actually a really good explanation of patent trolling but you overestimate how widely applicable patents are

even in clear-cut cases of infringement, very basic or independently come-to things are generally thrown out by judges. it's only really for bullying between AAA developers and big-time manufacturers who can't afford not to get into the pissing match over something they've already spent gorillions in R&D on.

and you don't ***NEED*** a lawyer in civil court the same way you do in criminal court. you can also just say "ok I'll stop" -- they can't sue you for damages off the bat, you will get a C&D first and you're free to comply with it and modify your project to not include whatever you got a C&D over. You can also challenge it on the grounds that the patent itself is bullshit -- you can't patent elemental concepts. Like, if you make a lever, you can't patent a lever, because levers are a basic facet of physics. A particular design of crowbar might be patentable but the concept of a crowbar is not.
>>
>>170584463
Or, if you'd like me to sum all that up in video format:
https://www.youtube.com/watch?v=6DGNZnfKYnU
>>
>tfw replaying Ctesiphon just for fun
>>
>>170584798
90s to early 00s gangsta rappers
>>
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Rotator blocks!
>>
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>>170584845
god moe tier: Kaiji
super moe tier: Pablo Escobar
very moe tier: Medium+ Sized Dogs
>>
>>170584857
I agree with your point about his overstating the presence of patent trolls within the industry, but
>and you don't ***NEED*** a lawyer in civil court the same way you do in criminal court
showing up without representation against someone who makes a living off of fucking people through legalese would indicate you as the main financial suicide man in the land.
>>
>>170585078
Cool! It's cool to see variations on this trope
>>
>>170584857
>and you don't ***NEED*** a lawyer in civil court the same way you do in criminal court. you can also just say "ok I'll stop" -- they can't sue you for damages off the bat, you will get a C&D first and you're free to comply with it and modify your project to not include whatever you got a C&D over. You can also challenge it on the grounds that the patent itself is bullshit -- you can't patent elemental concepts. Like, if you make a lever, you can't patent a lever, because levers are a basic facet of physics. A particular design of crowbar might be patentable but the concept of a crowbar is not.
In theory, you're correct. In practice, the plaintiffs are NPEs (non-productive entities) and are only interested in money, so they're not going to settle with a C&D, and they will try to take you to courts that favour them (and make it hard to do patent litigation like you say).
>>
>>170584857
Just because you aren't awarded one by the state doesn't mean you don't need one. Heck, I'd say that you need one even more since this is an actual group of lawyers whose sole job is to hit all your legal and financial weakpoints in a smash-and-grab abuse of the patent system.

You could do any of those things yes -- but all of those things will cost you plenty of time, money, and representation (especially if you want to challenge the patent's legitimacy itself - you better believe they're going to come down hard when you start trying to kill their bread and butter).

Also, you might say that the patent is bullshit but imagine trying to tell someone who can barely use GMail why the patent in question is 'overly broad and an elemental concept'.

Further, they're not likely to send a C&D first. They're likely to just straight up sue you - in which case 'ok ill stop' doesn't mean anything - if anything, that can be used as you admitting that you are knowingly violating their patent.
>>
>>170585078
Give me the sweet recursive rotational block pushing that I crave, anon. Rotating a single block at once doesn't sate my need.
>>
>>170585051
illest tier: Biggie Smalls is (happy R.I.P.day)
>>
>>170585121
Right into my never watch list. Thanks.
>>
>>170584170
This is pretty gross, man.

>>170585257
>not NWA
>not Snoop
>not Easy E
delet your account
>>
>>170585229
>Just because you aren't awarded one by the state doesn't mean you don't need one.
I'm not 100% sure but I think you're not allowed to represent yourself in criminal cases unless you're a lawyer yourself

otherwise, the state wouldn't have to provide you one, they could just say "represent urself lol" and the conviction rate would skyrocket

>especially if you want to challenge the patent's legitimacy itself - you better believe they're going to come down hard when you start trying to kill their bread and butter
if you get a laywer, they are going to review the patent and patent law and give you a fairly quick "Yeah that's not patentable." or "No, that's patentable, I advise you just comply with the C&D." If it's something stupid like that they patented the idea of a fulcrum, then they are going to lose in court.

>Further, they're not likely to send a C&D first. They're likely to just straight up sue you
name even One (1) time this has happened, even between AAA developers/publishers/manufacturers
>>
File: 2017-03-09 19-18-05.webm (2MB, 1120x700px) Image search: [Google]
2017-03-09 19-18-05.webm
2MB, 1120x700px
you can now pick up ammo
>>
>>170585346
west coast is better at murdering rappers than rapping
>>
>>170585537
>otherwise, the state wouldn't have to provide you one, they could just say "represent urself lol" and the conviction rate would skyrocket
sixth amendment you deeeeense motherfucker
>>
>>170584170
WOrst thing ive EVER seen in my life
>>
>>170585537
I don't think you quite understand. It's not about whether or not the thing is actually patentable, it's about whether you can convince the judge in your patent case that it is or isn't a good patent.

Mr. Joe Average will get *creamed* by Mr. Harvard Law Patent, especially if they get to name the 'time and place' so to speak.

If you're saying 'well, rather than answer this court case I'll just go and try and kill the patent itself through a separate set of folks' - I hope you're ready to be in two places at once.
>>
>>170534626
>>170533081
>>170532472
Lol fuck no, at this point gay characters in games is pandering to both yaoi-loving Tumblrinas who want to feel good and waifu-lovers
>>
File: 23fv45.jpg (31KB, 834x574px) Image search: [Google]
23fv45.jpg
31KB, 834x574px
How many FPS does your game run on when you don't restrict it?
Mine gets 3000 - 7000
>>
>>170584463
>If you lose, you get to pay the salaries of all the lawyers who decided to bill hours on the patent-owners' side of the case,
this is incorrect. you can sue for damages, including legal fees to prove said damages, but it's not like it's in the law that you have to pay the other side's fees and having to do so is generally reserved only for cases where it was a clear cut wrong-doing, as opposed to simple failure in due dilligence to check every fucking patent on file or explicit belligerence towards the other party or somesuch

the LLC meme is fun but you people need to stop living in constant fear of the patent office.
>>
>>170585864
It's not in the law, sure, but they have absolutely no reason to not file that in along with everything else - especially when their sole goal is to inflate the potential cost of the case so high that settling seems to be the only reasonable thing to do.
>>
>>170585572
Very nice. Good stuff, anon!
>>
>>170585761
what makes a patent "good" is that is is patentable, i.e. is neither something so elementary as to prevent or prohibit invention in general, and adequately well-defined to ascribe to a specific object
>>
>>170585769
There is nothing wrong with pandering to fujoshi
>>
>>170532878
Thanks for playing through Rewound, really insightful comments especially the comparisons to other RPGs. Writing's not my forte so I'm still trying to improve the intro.
>>
>>170586148
I don't see the problem with what I've said versus that. You bring that case to a guy who barely knows what computers are and they're going to be more likely to trust the patent office's judgment than your insistence that, no, really, it's ridiculous for someone to patent the control of a digital avatar through a multi-button interface.

You're asking for potentially completely technologically illiterate people to discern whether something does or doesn't 'prohibit invention in general'. Patent trolls explicitly bank-roll on that fact.
>>
>>170546251
Exactly! If you're doing this game for free and earning money from it, there's no loss!
>>
What should my dev nickname be?
>>
New thread when
>>
If all you need to do to make money is patent stuff to sue people for their laptops, why not just patent "video games" and sue everyone who ever makes a video game?
>>
>>170586506
Never. This is the last.
>>
>>170584778
>>170582403
Turns out I was just retarded. I switched a function from Start() to Awake() on a whim and everything magically worked. I'm trying to figure out why, since I thought the statements were laid out in a way where that shouldn't matter, but I guess if it works it works.
>>
>>170586565
Because then I couldn't sue you
>>
>>170586501
Anonymous

names are for fags
>>
>>170586565
prior art?
>>
>>170586506
Threads are patented. Can't make one.
>>
>>170586501
<memorable thing about your game>dev seems to be the usual template.
>>
File: frost 17-03-10 menu.png (10KB, 704x704px) Image search: [Google]
frost 17-03-10 menu.png
10KB, 704x704px
got the dungeon maps working again
>>
>>170586736
looking nice
>>
>>170586395
For instance, here's an actual patent similar to what I'm talking about:
https://www.google.com/patents/US20080215974

A patent troll would make something just like this patent -- except it'd be more broad and wouldn't just feature a controller, it'd feature a keyboard and a mouse.

>>170586565
Because 'video games' is too elemental. It'd be like trying to patent 'music albums'.
You have to be more specific, such as 'downloading and playing a game through an online distributor while using multiple hardware inputs'.
>>
>>170586685
not him but
>fucks the recap every week dev

doesnt sound realy good
>>
>>170586628
All shall be ground to dust before the mighty stones of of the patent office.
>>
>>170586685
What about furrydev?
>>
>>170586778
>'downloading and playing a game through an online distributor while using multiple hardware inputs'
If you can patent that then why do both Steam and Origin still exist when online patching already existed before them?
>>
>>170586736
nice 2d game clone
>>
>>170587031
Because they spent a lot of time looking at existing patents and structuring their system in ways that avoid 'infringing' on those other patents. Many people have patented that sort of thing - but the devil is in the details.
>>
either someone reputable posts the new thread right now or I'll do it
>>
>>170586813
Well then stop fucking the recap and get something memorable about your game.

>>170587021
One who consorts with beastsdev?
>>
>>170587189
Who is beastsdev?
>>
>>170587183
Gods have mercy on our souls.
>>
>>170587183
>someone reputable
There's nobody like that in AGDG
>>
>>170573983
>no demo
Why do you torture us?
>>
>>170587826
>>170587826
>>
File: 412.png (335KB, 550x700px) Image search: [Google]
412.png
335KB, 550x700px
>>170573973
>>
>>170573973
arent you using ortographic camera?
>>
File: cypher-full.png (79KB, 600x800px) Image search: [Google]
cypher-full.png
79KB, 600x800px
>>170546251
>>170546517
>>170546330
>>170586463
>>170547128
Most indie devs (that actually release games) are indie studios that have to pay for an office, payroll, hardware, (legal) software and contract stuff out such as music, promotion and VAing... and most of this stuff is paid for with loans, investors or the team's savings.
When you see these sorts of statistics bandied around, remember that they're talking about professional independent teams who specifically do it as a job, not hobbists or amateurs who do it in their spare time.
An amateur dev should not have any overhead other than green-light, unless you are a complete idiot.
>>
>>170571223
ouch :( There's a lot of new stuff
>>
are these threads just stealth furfag threads
Thread posts: 795
Thread images: 122


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