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/agdg/ - Amateur Game Dev General

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Thread replies: 787
Thread images: 130

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Never give up!

> Play Demo Day 13!
itch.io/jam/agdg-demo-day-13

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

> Previous Thread
>>170760920

> Previous Demo Days
pastebin.com/rmiZV5yX

> Previous Jams
pastebin.com/LKEdLxdG

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

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

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
>>170813510
Everyone has ideas, it's just that ideaguys can't do anything other than having ideas so they mistakenly believe that their ideas are valuable.
>>
rape games
>>
>not making your game from scratch in your own language
>>
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>making a hotbar
>there is space for an extra button
>guess I'll just grab all of these and move them to right
>Unity can't do that
>realise I can add another hotbar button for 0

BOW TO ME
>>
Idea Artisan: least replaceable
Keyboard Drone, Expert SO Looker-Upper: most replaceable
>>
>>170813664
Nice idea, want to be idea guy for a collab?
>>
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does your game have a message, anon?
>>
gameplay > graphics
>>
>>170813752
gameplay > aesthetics > graphics
>>
>>170813741
Yes.

Don't trust anyone and don't get raped by an alien
>>
>>170813698
>using unity
>producing an inherently cucked game
>>
>>170813664
I had a sudden outburst of ideas for an H-game this morning in my bed, where you play a prostitute and have to make money to live by, without getting caught by the cops, or killed by shady customers.
Too bad the scope is too big for me.
>>
>>170813752
>>170813804
gameplay > sound design > aesthetics > graphics
>>
>>170813752
Both are equally important. Graphics is what brings people in, and gameplay is what makes people stay.
>>
>>170813862
Prostitution and murder aren't comfy.
H-games should be comfy.
>>
>>170813741
Fuck witches, get stitches
>>
>>170813956
Gotta give the player a challenge, otherwise it's just a dress and fuck simulator like there are dozens of.
>>
>>170813741
A theme, yes, but not some bullshit moral message.
>>
Post your idea
>>
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>mfw I can't dev because I don't fucking understand this shit
>>
>>170813243
LMAO

If programming is so valuable why are you on 4chan posting in /agdg/ while artists are on Patreon making porn for thousands of dollars a month after you drive them away with your autistic "IDEAGUY!" screeching?
>>
>>170814114
A game where you must fulfill the objective under harsh constraints or suffer a fail state!
>>
>>170814078
There are dozens of dress and fuck simulators because that's what H-games are supposed to be, challenges kill boners.
>>
>>170814078
>otherwise it's just a dress and fuck simulator like there are dozens of.
name a few?
>>
RIP in piss, red rectangle guy.
>>
>>170813752
Gameplay + Graphics > Gameplay

Not gonna make it. :^)
>>
>>170814246
you stole that art didn't you
>>
Programmers won't be obsoleted by technology for years.

Artists won't be obsoleted by technology for years.

Ideaguys have already been obsoleted by technology: https://www.google.com/search?q=game+idea+generator
>>
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rate my ace combat clone with qt grills instead of plons
>>
>>170814348
>An action game where you interrogate zombie nazis in a single closed room.

I found my Cops jam game.
>>
>>170814348
>I-I k-keep telling you guys, artists and ideaguys are d-different
Just stop.
>>
>>170814196
>challenges kill boners.
fucking casual fag

>>170814230
Custom maid 3D (1/2), Artifical Academy (1/2), Honey Select (in short, every illusion game ever made)
>>
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>>170814196
Thank you. When I download an h-game that wants me to put in effort I delete it immediately.

And I actually support/buy ones that don't suck. So if you put a stupid fucking game for me to fight my way through to get to the porn, you're cheating yourself out of a sale.
>>
>>170814469
They are different though, ideakin.

Artists are valuable, they have real skills that produce tangible artifacts and assets. Ideakin don't, they merely spout combinations of words.
>>
If you can't talk at length on the Church-Turing thesis then you are a code monkey, not a programmer.
>>
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>I'm not an artist, programmer or an idea guy
>I'm a game developer
>>
>>170814078
>playing porn game
>need both hands to play it
Fucking retarded devs
>>
>>170811382
Anyone got anymore feedback?

Didn't know I posted so close to a new thread being made, and half the replies were just hostile shitters.

Any good do's and don't's of making a large-scope RPG?
>>
>>170814580
GM User?
>>
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>>170814469
>Programmer art
Hope that $500 of game sales buys you a few free dinners next year.
>>
I want an artist to collab with but I don't want him trying to dictate the game's design, I just want him to be an art monkey.
Who wants to be my art monkey?
>>
==ITS TIME TO POST PROGRESS===
>>
>>170814394
you have no hope
>>
>>170814725
It's an old image from back when AGDG was just enginedevs and GM users. Read it as "1MA" if you want.
>>
>>170813741
Don't fuck with the loli
>>
>>170814725
The only actual game developer in that pic.
>>
>>170814756
Eh, I know it's meming primetime and all but actually this is what I'm looking for haha. What engine?
>>
>>170814641
Nah. I've seen lots of people have ideas for games AND have artistic skill, including myself, but if you dare mention game ideas or try to get feedback on one before moving forward, everyone will immediately start calling you "ideaguy" and refusing to give you feedback or decent responses.

You don't wait to find out whether someone with an idea has a skill or not, you try to lash out and drive back ANYONE that isn't already posting progress for something, and that screams insecurity.
>>
>>170814754
>$500
>a few free dinners
That's at least 3 months worth of food dude
>>
>>170814872
I'm the programmer, artist, and musician in my game.
>>
>>170814469
Yes, we all know you're an idiot with no hope of success.
>>
>>170814716
I also replied to you without realizing it was so late in the thread.

>>170812178
>With simple graphics it'll be easy to work on tons of content.
Roughly how many towns do you plan to have?
How much time do you expect to spend on each town? That includes:
- drawing any town-specific tiles or other artwork you may need
- laying out the buildings and surrounding terrain
- building interior maps for all the buildings
- designing and placing NPCs
- writing any generic (non-quest-related) dialog
>>
>>170814716
Sounds tiring to make and tiring to play, though I'm not into RPGs anyway.

I'll say that it's an uphill battle to compete with AAA studios on scale. Will your game really be more expansive than modern JRPGs? If you can pull off a Stardew Valley then go for it.
>>
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>>170814756
>can't draw
>can't write
>can't conceptualize
>thinks he should dictate a game's design
I love /agdg/. You guys constantly remind me why you're here and not out making money off of your game.
>>
>>170814883
Post a webm of your barely functional game together with your idea and you will get more serious replies.
>>
>>170814887
Still a shitty return for the 1000+ hrs it takes to make a game.
>>
>>170814587
that's what cheats/cheat rooms are for

I actually want to do a lewd game that's heavy on "game", but every time I talk to a lewdgamedev that likes gameplay, they imply that nobody cares about gameplay and not a single fan talks to them or asks them about it.

Oh well, guess I'm making the game part for myself.
>>
So...
why do none of you make open source games?
Do you HONESTLY expect to make money off your hobby?
I mean come the fuck on now.
>>
>>170815021
I actually can conceptualize very well and I have a very clear image of what my game should look and play like and how the plot will play out, it's just that I suck at drawing.
>>
>>170815103
You seem to have gotten open source and free as in beer software mixed up
>>
>>170814883
There is a simple solution to this: draw some of your ideas, or make a quick, shitty prototype in GM or similar program, and include them when asking for feedback. That way you show that you're not just an ideaguy, and it's easier for other people to see what you want your game to look like.

It's not about insecurity. It's about not wanting to deal with whining, entitled people who don't even put a minimal amount of effort in to try to showcase their ideas. Yes, you might have skills besides thinking of ideas, but if all you post is your idea then you look no different from the 10 ideaguys who came before you who were just looking to make a quick buck from their 5 second idea.
>>
>>170815103
>open source
>in any way related to making or not making money
we got an art monkey over here
>>
>>170815103
I expect to make more money than I'm making with minimum wage
>>
In the time you've all spent bickering like children, I've come up with no less than 10 (good) ideas.

My practice is pure. Code monkeys looking up the same old problems on stack overflow, patting themselves on the back for slightly altering a tutorial or importing some other peoples' functions, I laugh at you.
>>
>>170815346
Why? Nobody owes you an income for you indulging a hobby.

>>170815103
My game will be open source, the code will be GPL and the content will be CC.
>>
>>170814958
Sound things to put into perspective, but with the artstyle I have in mind it should be pretty easy.
Everyone seems to think mentioning Pokemon means I'm trying to make a Pokemon clone, but I just mean it as an example of the simplicity. (As in beyond simple shapes and symbols like Adventure or Ultima, but not as pretty and varied as a 16-bit RPG)
Which would make it fairly easy to design the towns and NPCs. It would honestly be heavier on writing than anything, so if any challenge comes with the scope it'll be keeping the interesting characters and plotlines coming, but that's part of what I want to do this for. I have years of backed up stories I might never get to use for other artistic facets.

>>170815001
>Will your game really be more expansive than modern JRPGs?
90% of modern JRPGs are abysmal compared to the ones from the late 90's and early 2000's. That's not a good comparison.
My goal is somewhere between a classic JRPG and the average WRPG in terms of amount of content. I've got lots of writing but I don't think I'd reach Morrowind levels or anything like that, though it'd definitely be striving for something similar.

>If you can pull off a Stardew Valley then go for it.
I'm unfamiliar with it. I've seen screens but that's it. The graphics won't be anywhere near those, but I plan on having lots of quests and stories.
>>
>>170813561
Anyone here got experience making HTML5 games? Got any guides/resources/advice you can offer for getting started?
>>
>>170815449
>no proof
Your ideas are shit, anon.
>>
>>170815491
Then get on working, your game won't develop itself.
>>
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if you are an actual programmer let me see your github.
if you dont have a github with some decent code on it you are just another faggot who once wrote 3 lines of html and now calls himself a programmer
>>
>>170815156
>I actually can conceptualize very well
Congratz, you are a guy with ideas.
Why does that sound familiar?

>>170815224
>That way you show that you're not just an ideaguy
Or you guys can grow the fuck up and not label people as your local boogeyman before even giving them a chance.

Some people would rather find out if their plan is worth going through with before working on a prototype.

>It's not about insecurity.
Yes it is. This thread is full of people who failed at game development yet can't let go, so they stay here and try to bring everyone else down with them.

>It's about not wanting to deal with whining, entitled people
lol
>>
>>170815596
1. An action game where you motivate villains while stranded on an island.
2. An online game where you avoid triangles to earn tokens.
3. An adventure game where you meet pixies on an island.
4. A browser game where you guess chocolate by answering questions.
5. A turn-based strategy game where you colonize islands with nuclear warfare.
6. An experimental game where you generate your sense of self-worth (it's not really a game).
7. A strategy game where you conquer historical places with forbidden experiments.
8. An MMO where you free unicorns while being torn between the forces of good and evil.
9. A simulation game where you grow farms and the sky isn't even the limit.
10. A mobile game where you guess animals and you can customize your house.
>>
>>170815684
>github
>not having a private git server
>>
what the fuck is this thread
what a trainwreck
i want my demoday hype back
>>
>>170815074
It's porn.
People want to jerk off.
If they want to play a game they'll load up Steam or their console. They're not going to hang out with their bros or siblings and play games with dicks and titties hanging out everywhere.

Yes, you are making the game part for yourself, and a very, very niche crowd of porn addicts.
>>
i'm bored, should i set up my rift and start vr dev? is vr dev fun?
>>
CS brainlet here.
How do I rotate a 2d vector without matrix multiplication?
>>
>>170815732
Haha, I see you used http://orteil.dashnet.org/gamegen or something similar.
>>
>>170815716
Exactly, I have ideas but I also have a functional game that I programmed.
See how ideaguys are useless?

>>170815684
>github
lol this guy thinking he's HOT SHIT because he learned to use the shittiest and most popular git around
>>
>>170815879
ideasmith here. Vector projection. Or trig. You goddamn code monkey.
>>
>>170815607
That's what I'd like to do, but if the whole concept is dead in the water I'd rather not waste days or weeks making a prototype and drawing assets instead of using my writing for novels or comics.

Just wanted to test the water as much as possible before committing to it but so far I've gotten a little input, and a lot of people arguing about ideaguys.

I'm just nervous about whether people can deal with a minimalist graphical style, man. I'm not trying to be some evil artman and waste some programmer's time, I plan on doing shit myself. This place is really hostile.
>>
>>170815879
it's just a triangle
>>
A game where you build a supervillian hideout.

The problem is that there are no heroes to stop you so instead you travel through parallel dimensions to fight YOURSELF and the hideout you built.
>>
>>170815978
>Exactly, I have ideas but I also have a functional game that I programmed.
And you don't realize what hypocrite you are?
>I have ideas AND skills!
>But anyone ELSE with ideas have NO skills! Nope! Nuh-uh! I says so!
lol this fucking general.
>>
>>170816059
There's absolutely nothing novel about your concept at all, you just said it's an RPG with 8-bit graphics, how are we supposed to know if it will work or not? It depends entirely on how you develop this very basic idea.
>>
>>170815564
Yeah, for me I downloaded Godot, made a game and then clicked "export to HTML5"
Pretty simple really.
>>
>>170816059
>I'm just nervous about whether people can deal with a minimalist graphical style, man
Look at Minecraft. Look at Undertale. Minimalist graphics can do very well. But I can't give you feedback that's actually detailed, because you've posted nothing more than a vague description, an idea. The graphics you're thinking of might work, they might not, there's no way for us to tell based on "minimalist graphical style".
>>
>>170815564
http://phaser.io/
>>
Does anyone want to team up with me? I can't program or do art, but I have an amazing concept for a sandbox style game. I'll share it if I can get at least one coder and artist. Let me know and I will make a Discord.
>>
>>170814078
This.
>>
>>170816347
>ideaguy
>discord
phuck oph wiþ þis bait
>>
>>170816274
If you think Minecraft is the product of someone with no artistic vision, you are a dead set idiot.
>>
>>170813956

>not having tough gameplay sections in between sex scenes in order to make the fap that much more satisfying

You are small time.
>>
>>170814697
>it's impossible to make a challenging game with one handed gameplay
>>
been a while since I've seen ideaguys this triggered.
>>
>>170816494
I wasn't implying that you fucking dipshit. I was making a general point about porn games.
>>
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>>170816484
>>
>>170816347
>Does anyone want to team up with me?
Yeah sure, I'm a programmer looking for a project to work on and a sandbox style game sou-
>Let me know and I will make a Discord.
Oh, nevermind.
>>
>>170816469
>If you think Minecraft is the product of someone with no artistic vision, you are a dead set idiot.
I didn't say that, did I? I said it has minimalist graphics, which it does. Minimalist does not mean visionless.
>>
>>170816548
I wasn't implying you were implying that you fuckhead. I was supporting your point
>>
>>170816642
Oh yeah, well you're the fuckhead, how's that?
>>
Code monkeys need to start respecting the Idea.
>>
>>170816484
Having to fight for fap material is a classic virgin loser concept, they can't get a real gf so they try to emulate one with "difficulty" or obnoxiously long dating scenes (VNs).

Meanwhile real men just want to cum.
>>
Someone link me to a huge art set that is actually good.

I can't find any good ones that aren't more than like 10 assets.
>>
Anyone with a prototype need a 2D artist?
>>
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>>170814339
Yes.

I stole it from myself.
>>
>>170816753
http://www.metmuseum.org/
>>
>>170816059
The graphics aren't the problem. The problem is that you're describing a game with an outrageously broad scope. Even if you made it purely text-based, I would still have doubts about your ability to follow through on the promise of a good game with "tons and tons of quests, stories, gear, regions, etc". I think you are underestimating how long all these things will take, and you should start with more reasonable expectations, especially if this is your first game.
>>
>>170816513
Fuck off, it's 100% viable to occupy the role of being in charge of a game's creative direction, they do this in AAA studios on big budget games.
>>
>>170816875
Give this anon a coconut.
>>
Artist here looking for a coder
Post your portfolio here if you are interested
>>
>>170816768
me

show me your portfolio
>>
>>170816753
That's too vague to answer.
Do you want free art? Is it going to be placeholder? What kind of art do you even need?
>>
>>170816976
>>170816768
post art
>>
>>170816959
>typing out a 5 second idea and then sitting back and jerking off is a valuable contribution to a game that cannot be replaced, I deserve 50% of the game's revenue!!
>>
Nodev here looking to shitpost
Don't post progress, only post shitposts
>>
>>170816751

t. chronic masturbator that can't keep his hand off his dick for 5 minutes
>>
>>170816959
I don't think any of the games here have enough people working on them OR a big enough budget to warrant an actual dedicated idea guy
>>
>>170816981
>>170817016
post code first
>>
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>>170816768
I do
I have a prototype
Pic related is the furthest extent of my art skills.
>>
>>170816252
>you just said it's an RPG with 8-bit graphics
That's not what I said. That's just what you want to hear.

>>170816274
I'm an artist, I work on my graphics until they DO work.
I just don't have the novelty of starting a huge new gameplay trend like Minecraft did, nor will the battle system have the mass appeal that Undertale has. Nor the quirky "lol silly tumblr humor xD" that it had.

>>170816591
>Minimalist does not mean visionless.
Well minimalist might not be the best term, but I didn't know a simpler way to describe it.

There won't be big fancy character portraits or animations, battles will be simple DQ1 style first-person without lots of fancy mechanics, there won't be beautiful landscapes and stuff.
I'll put effort into making it look good, sure, but when I say minimalist I really mean Pokemon/DQ1-esque, not in an ego-stroking way but in terms of the simplicity of their mechanics and presentation.

Most successful indie games with simple graphical styles have some kind of gimmick or trend-setting mechanic that made them popular. Without that I'm not sure how well it could go, but I guess I really can't get the answer I was hopeful for. I'll have to keep mulling it over and decide whether to work on a prototype or not.
>>
>>170816959
You don't seem to be aware of what being a "game designer" actually means.
>>
>>170817098
>spending hours and hours on edging and anticipation
or
>whip out the favorites folder and fap for a few minutes

Who is the true chronic masturbator here?
>>
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>>170816059
You very clearly have no idea how game production works. People who finish games are not artists, they are craftsman. Sure, we joke around, we shitpost, but look at the latest demoday. Most of us here have an unquestionable respect and resolve towards our craft. You don't even have the dignity to make a prototype before running here to ask your dumb fucking questions and write your long fucking paragraphs.

Any creative field will take you an average of 8 years to reach the professional standard, yet here you are, worrying about wasting a few fucking weeks. For most of us, our life is dedicated to this. We are planning to spend the next 50-60 years with this. Get the fuck out of here, and don't come back until you have something that at least looks like a playable game.

Here, take this erotic anime girl, jerk off, and if you still feel like doing this, start grinding tutorials, or go back to whatever is so important in your life that all your precious fucking seconds are worth so much for you.

Fucking idea guy piece of shit.
>>
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>>170817173
you are gonna make a dragon quest game without the charm and appeal? good luck with that
>>
>>170817173
Like I said before your game idea isn't anything novel and it only depends on how you develop it, it's not like you are breaking new ground here and trying out untested concepts so I'm not sure why you are afraid of actually starting it.

I'm not sure what kind of answer you were expecting, are you simply lacking motivation and wanted a quick ego boost?
>>
>>170816875
>Even if you made it purely text-based, I would still have doubts
Why? If I don't deliver on my claims, then it's on me, not you. I'm asking under the implication that I can walk the walk. I'm making sure that if I go through with it and do everything right, that it won't still fail because of something that was done by design.

>I think you are underestimating how long all these things will take
I've spent a lot of years writing, drawing, making comics, and storying writing ideas for later use.

When every weapon has the same little icon, it's easy to come up with tooons of weapons with lore and flavor text.
When the characters are all just little sprites on the screen, I'm free to come up with endless stories and interactions.

I've always been a big writer, but it's hard to find time to fit everything into a comic or something. I come up with stuff faster than I can draw them, so making a game with simple assets but tons of writing sounds like a lot of fun, but working on the tilesets and stuff themselves are going to be tough for me. I'm not really accustomed to it, so it's something new to learn that I'd rather not do if the idea is fucked.

>especially if this is your first game.
It's not technically my first, I've fiddled with almost every RPGM there is, as well as GM and Multimedia Fusion. Never completed anything impressive but I've still done a lot of playing around and making small games here and there.
>>
Commissioned a music track. 28 days later them to be mixed with the 'end of the line' - devil driver intro.
>>
>>170816981
>>170817016
>>170817157
I don't wanna post my art here, but feel free to contact my throwaway email. Tell me what your game plays like, I'm kinda picky.
>>
Loli jam isn't actually happening is it?
>>
>>170816990
Literally just a lot of assets with the same style art, doesn't have to have any special licencing or anything.
An example of a lot of assets would be, multiple different environments in the same art style, more than 5 characters, sprite sheets for them all. Bonus would be spell effects or anything similar.
Platformer ideal, top down RPG style could also work. I could do something up in isometric style too I guess.
>>
>>170817496
There you go again with the strawman arguments. Shouldn't you be working on your game?

>>170817526
>are you simply lacking motivation and wanted a quick ego boost?
I distinctly said I wasn't trying to do that.
I'm not sure why this is hard to get across to you guys. If I compare it to other games, I simply get snarky replies like >>170817496
but if I don't compare it to anything, everyone just makes up their own mental image to argue against.
>>
>>170817767
Stop comparing your non existent game to actual existing games.
>>
>>170817669
Fugg, forgot the address. It's [email protected].
>>
>>170816753
>PROGRAMMERS ARE SO VALUABLE

>>170816513
If anyone's triggered it's the people who only learned how to code and can't draw anything better than a stick figure.
>>
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Does this look okay?

Is it weird that the swipe is in between UI elements? I don't want people clicking menu buttons while something loads, but still being able to read the level list is good.
>>
>>170817757
people who bother to deck out full games worth of assets usually end up selling them.
>>
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Reminder that /r9k/ is making a game called "Wojak's Journey" in RPGMaker VX Ace, complete with a team assembled in a Discord.

The soundtrack so far is pretty damn fine 2bh:

https://soundcloud.com/user-985755321/temper-tantrum/

https://soundcloud.com/wojakfeels/wojaks-adventure-blue-waltz
>>
>>170817351

The one with a nonexistent will due to constantly rewarding themselves for no reason.
>>
>>170817767
>snarky replies
Consider it a rite of passage, you won't finish a game if you get so easily bamboozled by trash talk.
Reddit or Tumblr might be more your style if you only want some pats on the back for having a game idea.
>>
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Hey all you ideakin, I made a sprite, that's more than you'll ever make lol
>>
>>170817883
It looks fine, just speed it up a bit. Look for something that's less than a second.
>>
>>170817894
Yeah that's what I've found too.
Was just hoping maybe somewhere out there, someone had found something.
Maybe I gotta go get myself an artist.
>>
>>170817883
I'd rather you swipe directly between the two environments
If you absolutely need load time then do a little "loading" popup to make it absolutely clear that's what is going on
and esp. if someone is playing on a toaster being able to cancel out of a load sequence is valuable
>>
>>170815864
It's definitely more satisfying, as simple shit you've always done feels 20x more impressive.

See what's on the market, come up with some ideas and give it a go - it's just a pain in the ass to test.

nurFace games has a lot of tutorials if you're using Unity.
>>
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>>170817883
Transition is a bit slow. Also, that's alot of text that's basically at the size/weight, which makes visual hierarchy a bit difficult to work out. Might consider inverting the dark-on-light for headers or something to add a bit of contrast between menu elements. Just a designfag's gripe, otherwise it looks fine.
>>
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>>170817904
Shit that's p.good music.
>>
>>170818202
closest I can point you is go to opengameart and look for things made by same artist, to keep the style consistent
you just won't get much that way though
some people like to make characters, other prefer tiles
>>
>>170817932
It's not that it bothers me, it's that it's shitposting that clogs up actual discussion.

>Reddit or Tumblr
Wow so original.
>>
>>170818279
meant to say "at the same size/weight"; I can't keyboard.
>>
>>170817904
Temper Tantrum sounds like ass.

The other song was really nice, though.
>>
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I'm an artfag who wants to learn how to work on vidya using puppet animation software

How would I implement my assets to a game engine if I can't code at all? I just want to be able to throw my stuff in an engine and see how it moves so I can tweak it and improve it
>>
>>170818358
You already got plenty of reasonable replies, what exactly do you want feedback on?
>>
>>170817757
>>170818202
>heh, fucking ideaguys. So useless. Not like ME and my ARTIST pals. WE'RE valuable.
>a-anyone have any f-free art? Like a whole g-game's worth of free art? f-for free? I'm a p-programmer, you know.
>>
>>170815103
Here, enjoy my shitty code, faggot.
https://github.com/ActionAlgot/srpg
>>
>>170814394
I like anime girls and all but I hate ace combat with all my heart
>>
>>170818429
First you learn to use the engine.

There's no easy way out fuckboi.
>>
>>170818457
stop gloating holy shit
it most likely isn't even the same guy
>>
>>170815802
Devs are now deving, there is only us in nodevs in here.
>>
>>170818441
Honestly I guess I'm just getting caught up in the arguing and wasting time at this point.

A part of me wanted to keep trying to find a way to better describe what I'm going for so that even the more reasonable replies can be fleshed out or re-evaluated a bit more, but oh well. I'm just a worrywart about it I guess.

I'll just give it a try and if it's fun I'll stick with it until I have something to show.
>>
>>170817904
eh
>>
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Critique my menu screen for my android game
>pic related

I censored out part of the name and the company name

Give me suggestions for improvements
>>
>>170818604
What same guy? You think ideaguy posters are all one guy? Or that they only target one guy?

You bring it on yourselves by trying to devalue one of the most important parts of game development.

If someone innocent gets shitty replies then hopefully they'll learn that this place is shit and go somewhere better.
>>
>>170816059
You're worried about wasting a few weeks? Bitch I've wasted fucking years making prototypes and assets for games that never went anywhere. It's part of the trade. But you get better with each failure.
>>
>>170818718
looks like a cheap piece of shit my man
>>
>>170818468
do you have a tumblr or something?
>>
>>170818718
It looks like a shitty flash game menu from like very early newgrounds
pick a font other than impact, use a proper button ninepatch, and get a colorscheme that actually matches your game then come back
>>
>>170818852
>cheap
I don't get paid
>piece of shit
I can't into art
>my man
did you just assume my gender?
>>
What's the best way to showcase music to you guys?
>>
>>170818585
where should I start?

I just need a room and a character that can move, run, jump, double jump, crouch and attack so I can put my things there and test the transitions

I'm willing to work that out even if my brain rejects programming
>>
>>170818718
I guess it's alright for a very early and purely functional prototype that you don't plan on selling anytime soon.
>>
>>170818926
No.
>>
>>170819036
1. download gamemaker
2. watch tutorials
3. read the manual

>>170819010
clyp.it
>>
I guess nobody needs art then. Alright.
>>
>>170819362
Here's your (You)
>>
>>170818279
Thanks, gotta update to 4.15 to get those sweet frosted UI elements then I'll fix it.

>>170818212
>>170818154
Right, I'll play with the speed.
Swiping between the environments might be doable.
>>
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>>170818941
>use a proper button ninepatch
I don't like ninepatch, but I'll see if i can do something else

>get a colorscheme that actually matches your game
It does match

pic related is the pause screen

>>170819045
>you don't plan on selling anytime soon
I plan on putting it on the app store, but I don't expect to make money
>>
>>170818815
>What same guy?
The guy who shitposts about artfags being worthless in every thread.
This isn't some kind of general mindset, people are well aware that you game will fucking tank, if it doesn't look at least decent.
>>
>>170818718
if it is your first game dont get discouraged about ir being ugly, what no one realizes all the hard work you had to put on this to achieve that result.

Sadly that isnt what sells in reality, take a time to modernize it , believe me its worth it. in the end all that matters is the image of the product most of the time. if you think that good gameplay sells indie games thats survivor bias.Most indie games sell because of the unique art style and all that shit, while games like 2048, flappy bird minecraft etc are not the norm.
>>
>>170818468
>c#
>java
oh lawd in heaven this is just awful
>>
>>170819393
I just wanted to collaborate.
>>
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>>170817904
https://soundcloud.com/wojakfeels/wojaks-apartment

https://soundcloud.com/wojakfeels/theme-in-gb

https://soundcloud.com/wojakfeels/chipwave-looped

wew
>>
>>170819163
thanks senpai I'll get to it. I don't really get along with programming because I spent an entire month trying to learn some basic java and my brain couldn't assimilate any of it

I have avoided it ever since
>>
>tfw no motivation to do anything
>try to push through it and work anyway but my mind is blank
>decide that maybe if I take a break and browse the internet and play videogames I'll start feeling it again
>videogames aren't fun and nothing on the internet is interesting either
>take some caffeine pills but it just makes me all twitchy and shit
>no appetite
is my body trying to tell me to kill myself or something
>>
I am making a game in the much hated Clickteam Fusion 2.5 (I joined the thread during the argument yesterday, it is $100 so it has to be good. Plus, I got it for cheap on that site that guy mentioned, G2A, I didn't get ripped off even if it does suck).
>>
>>170819514
There's no Java.
>>
>>170819471
It's my second game, I made the assets and layout of everything last night.

I'm happy to redo everything, but I don't know how to improve
>>
>>170819514
better than yours
>>
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>>170819614
yes
>>
>>170819523
I guess you picked a time when there aren't many posters here capable of doing a collab. Bad luck anon.
>>
>>170819640
I see no game.
>>
>>170818815
I haven't been following this thread, but I'm the guy who asked for a lot of free art assets.

Doing a project in uni where we get a prize for best made game. They told us we can steal whatever art we want, that our art will not be marked and I realise that art is what makes a good game really stand out among the rest, so I came here to ask.
>>
>>170819614
yes. i'm in the same boat. feels bad man.
>>
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>>170819523
You just wanted to shitpost.
You didn't show people who might be interested one stinky sprite yet.
>>
Hello from Japan.
I am making a collaboration game with your Googum.

Stay in tune!

野球: RPG
>>
>>170819702
>but I don't know how to improve
And I'm here thinking how you COULDN'T improve that, it literally looks like placeholders slapped together purely for functional reasons.
>>
>>170819573
>https://soundcloud.com/wojakfeels/wojaks-apartment
This shit is genuinely good.
>>
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Thank you to everyone that played the Demo, it was scary but in the end some good stuff came out of it.

Keypoints to fix:
The acceleration/deacceleration was there to give a bit of skill and punishment, but it's obviously annoyed more than helped. So movement will get tweaked to be more precise and responsive, inertia needs to go.

Enemy attacks need to be more clear.

For certain people the game runs extra fast making especially the mouse camera way too sensitive, it seems to be for people with high end rigs. I'm thinking it's something with the FPS being too high or something with the screen refresh rate? I have to do more research on this. Should have made the whole game in delatime but no i was lazy.

Thanks anons!
>>
>>170819728
I haven't started yet, I was announcing it the development.
>>
>>170819876
Well then it's not "shit" is it? Please be respectful in both tone and demeanor.
>>
>>170819640
House Cleaner dev here, i use fusion and love it. Engine doesnt matter desu, just make a game.
>>
>>170819856
>And I'm here thinking how you COULDN'T improve that
Well that doesn't help me, don't spend time thinking about that
>>
>>170819614
Just fap.
It works for me.

Then you can work for 3-4 hours until you feel blank again, and then you eat 3-4 slices of bread, and you'll be able to go 2 hours more.
>>
>>170819828
これは糞ポストだ。googumは糞ゲばかり作る奴でご注意するべきだ。
>>
>>170820060
EVERYONE WAS COMPLAINING YESTERDAY, IT'S A GOOD ENGINE FROM WHAT I CAN SEE, THEY'RE JUST BEING ASSHOLES WHO LIKE FREE EVERYTHING.
>>
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Alright you bunch of whiny nerd losers
stop fucking around and just like maek gaem
even i can do it
shitty jam is over so heres a direct link
https://files.catbox.moe/4vawu3.rar
>inb4 muh vairuses
its a legit game faggots
>>
>>170819828
くたばれ
>>
>>170820164
muh vairuses
>>
>>170820164
why would I download an arkanoid clone from a dubious source
>>
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>>170819721
It's been like this for years as far as I'm aware.

>>170819781
I left my e-mail because. But fine, here's you sprite you faggot.
>>
>>170820141
Do you use a translation? Not the best work.
Googum is a artist. I program.
>>
>>170820164
Why not just put it up on github with source included?
>>
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Everyone speaking Japanese needs to fucking leave.
>>
>>170820164
you fell for googum's memes, 2 people will play this at most while demoday would get you coverage by people who stream all games
>>
>>170819523
>>170820343
>>170819362
I can't tell if this is masterful trolling or just a very clueless person.
>>
>>170820343
is that a turkey?
>>
>>170820141
>>170820270
てめえらうるせぇな
>>
>>170820464
it's an old meme where a dude says he looks for programmer to cooperate with, never posts art when asked, asks programmers what engine are they using and no matter the answer, even if they're enginedevving, they say "cool n/m good luck" without ever showing any art
>>
>>170820436
日本語でやってみてアホ(笑) 理解できなさそう
>>
>>170820464
>clueless
I've worked with enough nodevs who became interested in working with me after seeing my art, but then they delivered absolutely nothing. I want to see prototypes first and not waste my fucking time.

>>170820498
Yes.
>>
>>170820451
私はアメリカ人ですが、私は日本語を話します。私は日本語を話すのを楽しむ。これはあなたを怒らせますか
>>
>>170820541
正直に言うけど、グーと協力することはあまり良いアイデアではないと思う。
AGDGの最低なホモで、本当にタレントなんかないんだよ。
>>
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>>170820751
Sie sind ein fagot.
>>
>>170820148
It has some annoyances but it's honestly much deeper than you would initially think. And people like me that dont have any time/interest in coding/scripting it's great to just use the visual interface.

A lot of its issues comes from age and legacy code, the things they've shown from Fusion 3 seems really dope.
>>
>>170820642
Not too bad but you can use 分かりません instead.
>>
>>
>>170820451
君らこそ出て行け、和素ゲ作スレにしよう!
>>
>weebs talking to each other in japanese
YOU ARE NOT FOOLING ANYONE YOU FUCKING WEEBFAGGOTS
>inb4 moonrunes reply to this post
>>
>>170820834
Googumは日本の伝統とゲーム開発を理解しています。彼は賢明な選択です。
>>
>>170820857
Oh yeah, I saw a teaser of Fusion 3, it looks really amazing. The only problem I have is the black, it makes everything feel confined, I hope the color is customizable.
>>
>>170820989
選択素ゲ作スレに
ントなんかな
本語を話すの本語を話します。私は日本語を話すのを
>>
>>170820992
If the kanji is too confusing I can use hirigana I understand Americans have trouble with our Kanji.
>>
>>170821067
You mean the ui? You can change all that. you can do that in 2.5 too if u were wondering.
>>
Quando você acha que o aggydaggy não pode ficar pior...
>>
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>>170820665
Programmers share your concerns.
There is nothing stopping you from throwing together a bunch of sprites of different things, not too many, so that some fagtron will be able to build a whole commercial, game with them.
>>
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I'm working in unity. I have a recoil animation, it works properly, but I want the weapon to pull backwards a little bit for each shot until it reaches a maximum "far back" position and then if you stop shooting it incrementally returns to the original position. This way if you shoot, stop for a second and then shoot again it's not back to the original position immediately but if you stop for a while it is as well.

Like in my diagram, is there an established way to do this or what?

Help a nigga out.
>>
>>170820992
>Googumは日本の伝統とゲーム開発を理解しています
グーが理解する物事は少ない。自分の偉さをいつも語るやつだけど、本当は何も成功できない両親に頼るNEETなんだ。
>>
>>170815103
I am. I'll still try to make money off of it if it seems viable, but mainly I want to make a game that I enjoy personally. If I try to make money I will do it while respecting my users' freedoms both technically and in spirit.
>>
I wish I could understand Japanese
>>
>>170821185
Programmers shouldn't share my concern because the gameplay comes first, art second. I've had to learn the hard way that you don't build a game around an artists ideas.
Making asset packs is really unappealing to me.
>>
>>170821517
But not enough to actually study it, right?
>>
>>170821517
So learn anon. It's hard but totally worth it
>>
>>170820861
アホか?君が分からない場合、「なさそう」と言うべきだ。理解すると同じ意味で、こんな自己満足くっさい変事がいらない。日本語を学べ
>>
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>>170821559
>making asset packs is really unappealing to me
what the fuck do you want to do in gamedev then?
>>
>>170821517
So learn anon. It's easy, but totally not worth it.
>>
>>170821590
>>170821597
gomenasai <'=3 ^_^ ミฺvฺ彡
>>
>>170821559
>gameplay comes first, art second
Nothing comes first you faggot. This way of thinking leads to shitty games.
>>
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Here is my new pixel art drawing

>tfw doing good pixel art is difficult
>>
>>170821185
I'm artist I'd be willing to do it, whats the cash flow for it though?
>>
seriously can the japniggers fuck off? you have an entire site dedicated to your shitty ancient language.
>>
>>170820751
「私は」と一々言うな
>>
>>170821196
I'd personally use the following equation for the recoil of each shot
>x+=(target-x)*0.1f

x is the current position, target is the maximum recoil position
Each shot you fire, you move 0.1f* closer to the maximum. The recoil of each shot becomes gradually less and less until you reach the maximum

Then, if there is displacement due to recoil, constantly move back to the original position at a constant rate. This would probably me the most realistic looking option to return to the original position.
>>
>>170821682
Don't act high and mighty when you're clearly using a translator.
>>
>>170821682
>変事
(笑)
>>
>>170821590
I learned the kana then stopped

>>170821597
>>170821689
Okay I will try again
>>
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>>170821251
When will Japos finally do away with their spaghetti of a written language? Half of their modern everyday speech is literally bastardized English words and learning your native tongue actively until 10th grade to be able to read a fucking newspaper without help is complete insanity.
>>
>>170813741
My game's message is that game shouldn't have a message and they should be entertainment instead.
>>
>>170821687
I mean generic asset packs that can be used by anyone. There's a difference between making general purpose shit and directly working on a project.

>>170821748
Nah. The purpose art has is to make the game look appealing and give things context. Nearly every game worth shit starts with a prototype with placeholder assets.
>>
>>170821961
It's their culture, faggot.
>>
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Artfag here.

Tell me what you want a sprite of. Dimensions, colors, etc. I might consider making a sprite for you.
>>
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>>170818212
Maybe.
>>
>>170821251
この奴よく言ったな笑
googumに騙された日本人、よく聞け
>>
>>170822164
the same gif you have except she is a trap
>>
>>170821961
I think it's beautiful
>>
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>collab memes
https://alloyed.itch.io/
email me at [email protected]
<- last game, I don't mind cannibalizing it but I'd rather make something new
I like make game but I do not like make art
>>
did you just stretch it?
>>
>>170821961
When will Anglos finally do away with their Frankenstein's monster of a language? Half their modern everyday speech is literally bastardized French words and the other half is mispronounced Anglo-Saxon. Learning your native tongue actively until 10th grade to be able to spell retarded words with no rhyme or reason (knife, neighbour) without help is complete insanity.
>>
>>170821894
チェ!スマホで糞ポストは書きにくい。俺のせいじゃない!
>>
>>170821961
Try to be more stupid.
>>
>>170813741
Being too blind, stubborn, or rigid to change is a good way to fuck yourself over or to invite people to fuck you over.
>>
>>170821829
the game development board on 2channel is very slow
>>
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>>170822453
Put down the bong, faggot.
English is one of the easiest languages to learn on this fucking planet.
It's mostly compulsory to learn on all continents.
You can't even compare the two.
>>
>>170820981
SIE SIND EIN DUMMKOPF.
>>
>>170822486
ちゃんと責任を持ってよ
小学生なら許されるけど、大人なんて・・・フフッ.png
>>
>>170822759
They have a whole board for gamedev?
>>
>>170822449

>>170821757
>>
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>>170822164
I would very much like it if you drew me an alien.

pic related is inspiration for you.
>>
>>170822823
Someone missed the point
>>
>>170815103
I have made money for nearly nine years and intend to keep making money off this skillset.
>>
>>170822845
>持って
取ってだろう?二人の小学生の喧嘩か?笑笑
>>
>>170822930
http://echo.2ch.net/gamedev/
Text only so it probably does not look interested.
>>
>>170823067
Welp at least I can read the name of the engines
>>
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>>170823067
god dammit how do these people function?
>>
>>170823067
>Yume Nikki clone dev general

Fuckin' 落としたed
>>
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>>170823067
>they get emoji but we don't
why, japmoot
>>
>>170823230
Use a special browser.
>>
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>tfw just muted all the other instruments besides 1 and got something I can make another song out of with some tweaking

https://clyp.it/wb4kjvzj

This "writing music" thing just happens by itself
>>
>>170823390
welcome to art
>>
>>170823348
Thank god
>>
>>170823230
japs like A E S T H E T I C C S
>>
>>170823018
責任を取るは意味が違うM8
>>
>>170815716
How about you go show us how good the idea is
>>
this Japanese language shitposting is worse than a Gogem episode
>>
>>170823739
Just filter then thousand characters
>>
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Give me actual advice on how to improve the menu screen please
Telling me it's shit isn't constructive

The grey boxes are censoring information, and not part of the design

>pic related
>>
>>170823739
It is a Googem episode
>>
>>170823848
learn to draw

>Step 2: draw that damn owl
>>
>>170816746
Yeah, why doesn't anyone realize my vague idea is gonna revolutionize the industry????
>>
>>170823848
Nothing about it is salvageable, I recommend you learn to draw and study UIs from other games.
>>
welp there goes another day spent polishing 1(one) piece of art over and over again isn't even that useful goddamnit
>>
>>170824105

>>r/ArtFundamentals/
>>
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>>170823848
I have a sneaking suspicion you're making fun of people with that thing.
>>
>>170824218
unfortunately not

I am bad at art
>>
>>170823848
(1) Flat colors - a box of flat color is just ugly and looks amateur as fuck - juice that shit up; possibly replace flat color boxes with hand drawn button and background sprites.

(2) Awful amount of aliasing - you need to get rid of that
>>
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I don't get it.
>>
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>>170824272
You very well may be, but you don't have to be a chef to know something tastes like shit either.
The color scheme of your UI is jarring.
The buttons are just fucking single color rectangles with no effort put in.
The font is also bland as fuck.
UI makes and breaks mobile games, anon, you can't skimp on it.
>>
>>170824413
I'll fix the flat colours, I'll probably just steal and edit something I find online. I don't have a drawing pad or drawing ability.

The AA isn't actually there on the game, it looks sharp
>>
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>>170823348
One hundred.
>>
>>170824272
https://www.youtube.com/watch?v=ewMksAbgdBI
>>
>>170823348
We had emoji for a short while a few months ago but they got filtered again pretty quick.
>>
>>170824414
me neither, what are you actually trying to say?
>>
>>170824540
>I don't have a drawing pad or drawing ability
You would be a special case to draw UI buttons with a tablet.
Normal people manage with a mouse.
>>
>>170824850
he's baiting
>>
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Storage containers work!

Also spiced up the movement code with some corner forgiveness, which also helps you not get hung up on slopes.
>>
>>170825273
Not gonna lie, that actually looks like a game I would play for more than five minutes.
>>
>>170825273
Make movement more snappy.
>>
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>>170823848
what the actual fuck?
>>
>>170825581
lmao
>>
Can you use multi-threading and/or co routines to make a truly seamless game? Without loading screens except for startup?

If so, why hasn't anyone really done it yet?
>>
I suck at pixel art, how can I not suck?
>>
>>170819828
長年グーガムを見てきたけど、他人を侮辱する事で快感を得るような屑だからやめといた方がいい(過去に癌で死にそうな開発者を侮辱している)。おまけにゲームデザインの才能もないし絵の才能も無い。これは今Steamにあるrestricted RPSを見ても明らか。ただカイジの劇中にあったゲームを真似ただけで何のひねりも無い糞。ただのうんち製造機だから他をあたったほうがいいで。
>>
>>170825795
Getting gotten good
>>
>>170825492
Aww thanks. It's going to be a Harvest Moon knock-off (obviously), with dungeon crawler elements involved with forestry and mining, and maybe some base/tower defense elements. Haven't decided completely yet. Farming comes first.

>>170825515
How do you mean? The player accelerates and decelerates within 10 frames (1/6 second), so movement is quite precise.
>>
Played and left some feedback on download pages for

Monolith
Bounty hunter
Black Valentine
Legacy Code.

Will try to run through a couple of others during the week
>>
>>170813741
not really
you could take it as a sort of "you can do it, whatever it is and whoever you are, you can do it" message, but it's a game, not a fortune cookie
>>
>>170825795
Practice study and hard work
>>
>>170825715
As in any open world game?
>>
>>170815103
A long time ago, I was inspired by OpenTTD to try something similar.

But I was slow, and now there's an existing project for the game I was doing that has already made all the significant progress, so I shelved mine.
>>
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Played around with destructibles.
Also, and that's actually the main progress, started thinking about projectiles, in this case arrows.
No bows yet. Only spawn integrated in the combat controller. The rest is pretty much animation fuckery though.

Basically I have everything set up to add a couple of traps into this game, if that was my main concern right now.
>>
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>>170823848
>>170824540
just google for pictures of UI
save the ones you like into ''UI inspiration'' folder
design your menu after that folder's content

pic related is what I was able to do thanks to that
i am not an artist by ant strech of imagination
>>
>>170825934
Everything comes out misalligned and incorrect looking. Give me a pixel art task and how many bits you want it to be, i'll show you what I mean.
>>
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>>170824413
>>170824497
>>170824592
>>170825042
r8

>>170825581
The AA is due to resizing
>>
>>170825715
Coroutines aren't for parallelism, but otherwise yes, and it's been done hundreds of times by now.
>>
>>170826040
what gaem?
>>
Have an idea for my lewd cyberpunk game -
Can't put in rape like any typical h-game (steam/paypal and shit don't allow it)

Have to be more creative with the lewdness.

MC has a "broken" robot (may not be obvious at first but its a pleasure model) in her bedroom. Quest is to find a special spanner to open it up, see whats wrong.

In doing so, character finds one of the parts "broken", removes it, and then figures she can use it as a gun barrel part (cannon), then she hooks up the robot - fade to black - cg h-scene of robot pleasuring her. Tits out or something, as tame as a huniepop scene.

Sound interesting as the sort of h-scenes/encounters I put into the game?
Robots spare cock becoming a gun mod part not too lewd? odd? etc?
>>
>>170826079
person on crutches
as many bits as you want
>>
>>170826064
On the off chance that your game actually goes somewhere, PLEASE have an option to turn off camera sway when performing melee attacks. I hate it with the force of a thousand suns. At least an option to diminish it greatly or adjust camera sway via a slider or something. It kills 60% of the enjoyment of a melee system for me.
>>
>>170826083
what is original resolution of those UI buttons
tell me quick
>>
>>170826223
>(steam/paypal and shit don't allow it)
Nigger you will never make a game that sells so who fucking cares what you put into your non-existent game?
You people are seriously fucked in the head.
>>
>>170826464
1440p
>>
>>170826223
>Can't put in rape like any typical h-game
why is this so common?
>>
>>170826506
development on my game is going great and feedback has been mostly positive.
I'll be fine, thanks for your enlightened opinion anon.
>>
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Progressing slowly but surely, maybe I'll have something to show for the next demo jam thing.
>>
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>>170826560
>>
>>170826586
I think its largely due to how easy it is to put in the game.
Your character dies or you fail in dodging an enemy attack, it's easy to shove in an H-scene. (rape in this context)

tl:dr effort
>>
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>>170826674
>he says as he posts 0 (zero) proof to back up his outrageous claims
>>
>>170826223
What's the point of having a slightly lewd game?
You are just alienating the potential non-lewd audience and no one is going to play it to fap if it doesn't even have proper lewd scenes.
>>
>>170826210
Xcom. Got most of the geoscape half sorted and was getting started on the tactical side when I gave up.
>>
Anyone have any good methods on getting a character to dash in 3D space with Unity? I want my character to dash in four directions, but I can't quite figure out the logic to make it work for like a second or two and then return to normal.
>>
>>170826831
cyber-vania on dd13.
>>
>>170826801
1440p phone
print screened at ~800p
pasted into paint
resized a little in paint to make both images the same-ish size
>>
>>170826889
Huniepop, duke nukem, leisure suit larry and shantae are pretty light on the lewd and do alright.
I think there is plenty of interest in titillation and tease over full hardcore.
>>
>>170826957
what's the size of the fucking PLAY button, not your fucking screen
>>
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does anyoen know a mathematical function that follows this general idea? it goes up then goes back down but the next valley is always above the previous valley
>>
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>>170826945
>literally indie pixelshit
>>
>>170826831
>feedback has been mostly positive
>outrageous claim
I hope I never become as bitter as you anon.
>>
>>170827213
>literally reaction face cancer
>>
>>170827184
Half differentiated colloidal sinusoid.
>>
>>170826079
do a 32 x 32 mario mushroom
>>
>>170827109
>original resolution of those UI buttons
>resolution

1500*255px
>>
>>170827184
sin(x) + 0.2x
>>
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>>170827248
>still no proofs
>>
>>170827184
f(x) = 0.3x + sin(x)

Play with the coefficients to your liking.
>>
>>170827184
X+sin(X)
multiply sin(X) if you want deeper creases
>>
Should I purchase a 2ch pass so that I can shill my game there?
>>
>>170827419
yes, all dimensions on screen are called resolution, you wouldn't fucking believe
>>
>>170827484
dd13 comments on itch
tumblr feedback
youtube videos
discord
You're demanding print screens of every positive bit of feedback delivered to you?
>>
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The feedback in here is so damn bad (i.e. non-existant) I'm really considering switching communities.

I've basically been here since the v/vg split, but all agdg is these days is either no feedback, shitposting or petty little bullshit that no normal human or player would care about.

Not that I expect you to know, but what are some alternatives to this shitheap?
>>
>>170826064
>somebody posts a bad ass game the likes of which couldn't be matched by the average aggydaggyer for millenia to come
>gets no (you)s
This is why nobody ever advertises their good shit here.
>>
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>>170826268
I settled with 16.
>>
>>170827741
Why do you even bother?
>>
>>170827856
Look at it this way. If your project is unable to garner traction or interest over here, it's probably not gonna make it anywhere else, either.
>>
>>170827856
The only way to get reasonable feedback, is to contact people directly.
>>
>>170826781
>using a free engine to make a serious 2D game

Are you fucking retarded? Free only works with 3D.
>>
>>170827741
Which game is it?
>>
>>170827184
You'll need to learn Advanced Relative Flux Capacitationary Theory to do that, better get ready for some serious textbook diving.
>>
So what's the next jam theme
>>
>>170826945
>latching on a dev
the lowest of low
>>
>>170827856
join the discord, plenty feedback in there
>>
>>170827938
>being this easily impressed by UE4's standard shading
>>
>>170828070
By that logic source dev would have dozenz of followers
>>
>>170828070
this is lies. agdg is terrible, an anon said it the best a while ago, most serious people are working and the rest are more interested in shitposting than checing webms.
>>
>>170828170
No it's not, because it's two people who post the images and make all the replies and complaints about it.
>>
>>170827856
Do you not have friends or something that could give you feedback? Even internet friends will do, just know them on a semi-personal level and they'll probably be happy to give you serious feedback from a more casual perspective.
>>
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>>170828145
what do you mean?
>>
>>170828170
hownew.ru
All the replies are literally the same guy who posts the pic to begin with thinking he's being le epik trolle.
>>
>>170828070
>dogposter whines about quality of /agdg/
the ironing
>>
>>170828365
>dogposter
????
>>
>>170828152
>>170827856
https://discord.gg/YZaubcw
joooooin usss
>>
>>170828448
i (you)'d the wrong post, easy enough to figure out who is who
>>
>>170828224
That's highly speculative, cause this kind of shitpost bandwagoning exists all over 4chan.

Either way, it's not just that. Lots of good projects are basically ignored on here and the devs look for other communities. Not a rare thing considering how many old agdg devs can be found alive and well on other social media platforms.
>>
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bottle management game
>>
>>170828523
You don't (you) a man if you don't mean it. That's a chump move.
>>
>>170828528
>That's highly speculative
It's obvious and backed up by how the posts get deleted in two waves as each poster is banned.
>>
>>170828658
sorry daddy
>>
How do you deal with the emotional highs and lows of designing things? One day you think of a brilliant new mechanic, you're in heaven and everything is going to be alright. On the next another huge flaw in the rules reveals itself and you feel like whatever it is you were making is irredeemably broken and so are you.
>>
>>170828676
Well then take googum as an example if you will.

The kind of attention agdg gives him is in no relation to his output.
>>
>>170828528
Name one good project here that gets ignored.
>>
>>170828760
That's called being depressed anon
>>
>>170826223
Its a bit weird but can work
>>
Having trouble deciding between composition and inheritance for my scene graph. Should different types of node (Mesh, Light, Terrain etc) derive from SceneGraphNode, or should they contain a SceneGraphNode?
>>
>>170828582
>"black thick sludge" -> "thick black sludge"
>"thick sludge" text overlaps with "kyoru"
>the "25" in "I36/25" is hard to read due to the white pixels behind it
Other than that, looks pretty good, anon
>>
>>170828760
Just keep moving forward. Doesn't matter how many setbacks you have.
>>
>>170828760
It's called garnering experience over multiple years until you've cumulated a confidence in your work
>>
Is there any hope to be an indie gamedev without understanding anything to graphics ?
I have no issues with advanced AI or algorithms inn general, but i can't do shit when it comes to translating vectors with radiants.

Alternatively, are there any good ways to learn theses ?
>>
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>>170827337
Pre:
Okay, that shouldn't be too hard.

Post:
I stand corrected...
>>
>>170828939
kyofu and card number are there for debug purposes, indicating card pack and card's number in it
>"black thick sludge" -> "thick black sludge"
thanks, I turn my brain off sometimes and that's the result
>>
>>170828760
That's part of the process, make something, test it, fix it, test it again, fix it again, and so until it doesn't break.
However if you're like me and can get angry when something goes wrong and you can't figure it out, take breaks, most of the time you'll have an idea popping out or at least you'll be able to figure out more clearly what's wrong when you go back.
>>
>>170828760
Stop getting attached to your code. Automatically assume that everything you make is shit until proven otherwise.
>>
>>170828080
Is this some inside joke?
>>
Would I get in trouble if I used a blueprint of some mansion to build my levels? Are real-world building designs patented? I have no idea how to level design
>>
>>170829473
The fact that you have to ask means you don't know anything.
>>
>>170829547
Just do your thing. Nobody's gonna sue your irrelevant ass you dumbo.
>>
>>170828760
Someonw post agdg tan "make garbage" pic
>>
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am i the only one who unironically needs an idea guy?
>>
>>170829547
So long as something is in the public domain, you can use it as you see fit.

That said, real-world architecture and building design usually does not translate to good level design. It would probably be better for you to study a bit about level design rather than just copying something.
>>
>>170827856
>but all agdg is these days is either no feedback, shitposting or petty little bullshit
You know what's funny?

I've been working on something with someone so I had little time to come to the thread recently.
When I come and try to catch up to the current thread to see what's interesting, the amount of shitposting and uselessness of this place comes crystal clear.

Also being a long-time lurker I've noticed that most of the old devs who are still working on their game don't post here anymore and stick with their twitter or tumblr for feedback, and now I understand why.
>>
>>170829735
I need a writer. Whether or not it's the same is a matter of perspective.
>>
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>>170827285
>doesn't like reaction faces on an IMAGEboard
i think reddit would be a better place for you
>>
Are any of the courses on Udemy any good? They're all $10 right now.
>>
>>170829018
>Alternatively, are there any good ways to learn theses ?
Maybe look for a linear algebra course on Khan Academy or something? The basics aren't that hard. For more complicated stuff, you can google for posts about similar problems and adapt their solutions to your needs, once you know enough to understand what other people's code is doing.
>>
Daily reminder that shitposting about shitposting is still shitposting
>>
>>170829547
Architecture has copyright just like anything else. The good news is that most of it will be public domain because the architect kicked it before 1947.
>>
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Anyone making a game on Moon Man? If not, i'm gonna start working on mine.
>>
>>170815103
I can't see the purpose of making my game open-source. I have no desire to share code or assets with other programmers. They can do what I did and make things themselves if they want something.
>>
>>170829994
>courses you pay for
anon no
>>
>>170830152
there are some wads but that's about it
>>
Fighting game characters are just big finite state machines linked up to animations and coordinates
>>
>>170830264
Yeah, the Moon Man Doom wad is pretty funny.
>>
>>170826223
So use itch.io and go full lewd.
>>
>>170826223
It pisses me off that Steam doesn't allow that stuff. There is an age verification thing you have to go through, and if a kid lies about their age, Steam can't get a lawsuit for that.
>>
How does the order on the Demo day page work? It's not alphabetical and my game keeps switching places every now and then, but it doesn't go too far away.
>>
>>170826223
there's way too many lewd cyberpunk games right now
>>
>>170830630
literally undefined return order because the retards in charge can't program.
every time the database is queried the order changes because retards can't into code.
>>
>>170830630
it's leafo's secret sauce to gauge "interest", so supposedly the most interesting games will be at the top and the least interesting at the bottom
It doesn't seem to directly correlated to views/downloads though, because it always shitlists a few specific games
>>
>>170814716
>>170815491
Expansive story, lore, characters, yes. As was mentioned earlier, Undertale has really basic art but people loved it. If you can actually finish a game that deep, go for it. But the gameplay should be solid. Undertale took an interesting approach to combat. If you can't do something besides the standard RPG Maker menu-ladden gameplay, it's going to be a tough sell.
>quests
Meh. Unless your quests are significantly different than the standard "craft x, fetch y", they're going to get pretty samey pretty quickly. If you can diversify your quest portfolio, I'd say you'd have a good setup.

Your characters will need to be very interesting to make up for simple graphics, though. So focus a lot on those. Also, read a lot of books on narrative, structure, plot, and characters. And dialogue, for the love of God. If your dialogue isn't snappy and well-written, the whole thing's going to fall through.

RPG Maker seems like the right approach if you want to focus on story. But your approach to assets isn't really a great way to look at things. Put some effort into creating unique and at least aesthetically pleasing assets and your game will be much stronger for it.
>>
>>170830170
Well what would you recommend? I've developed Android apps in Java but no games. I've got some experience programming and I know C# is similar to Java, but I've no experience with Unity or gamedev at all.
>>
>>170829735
Make a frog game, everything around him is eatable, using his tongue allows him to eat the world around him.
Eating stuff has different results, you can combo eat stuff to create spells, change your form/colour, etc...

He's a slave, his master yylmao, drop him in several planets to study the different effects he can come up.
Last scenario is he discovering time travel or teleportation and using it to eat the ayylmao's planet.
>>
>>170826223
This is unrelated, but I was playing Day of Defeat: Source and I called this dude a jew because he was pissing me off and the admin kicked me. It just proves how many pussies exist now-a-days.
>>
>>170830630
I think it's descending order of popularity (however they calculate that)
>>
>>170830883
nice katamari clone
>>
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Why am I working on this potentially huge and intricate game when I could just do a mobile clickershit?
>>
>>170830732
can you name a few please anon,
I don't know of any.
Only 2 "cyberpunk indie" games ive seen recently is that tranny main character one and valhalla bar (both agdg)
>>
>>170830598
its all the payment providers fault
>>
>>170830875
If you pick any semi popular engine or framework, there's a guarantee you'll find hundreds of amazing tutorials and resources online, for $0.
Unity is incredibly popular, so it's incredibly unlikely you need to pay for good tutorials.

I don't use unity, so I can't rec any specific tutorial, but google will do just fine. Ideally you want to learn a bit about a standard game loop, and that's pretty much it.
>>
>>170831139
Over 1000 games are submitted to the IOS store every day. Your clickershit will be buried in hours and you'll die a failure.

Steam is bad but it isn't that far gone yet.
>>
An action-adventure game where you lead skeletons even though you teach manners to a novel-writing carton of milk.
>>
Aren't there any good code based engines? I don't want all this click shit.
Something high level but code only?
>>
>>170830967
Unlikely, Gun Cat shows at the bottom and I know it's been one of the most popular. My game got a decent amount of views and downloads but I'm pretty sure it's nowhere near Gun Cat or a couple of other games.

>>170830812
That sounds extremely odd though.

>>170830825
That makes sense, but not correlating it to views and downloads seems retarded.
>>
>>170831536
XNA/monogame

You're just going to end up writing your own editor though. Making maps in code just doesn't make any sense.
>>
>>170831536
Irrlicht? UE4 technically? Monogame?
>>
>>170831536
>code based engines
You mean all of them except maybe shit like Fusion?

>Something high level but code only?
>strip everything from the engine except the coding language
>thinking that it will somehow still be "high level"
You are asking for an oxymoron bb.
>>
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>>
>>170831724
you don't understand
i don't want to install some shit like unity or godot but just get some source files and get cracking.
an up-to-date version of this would be nice
http://angel2d.com/
that would literally be perfect except it is no longer maintained and missing some features
>>
>>170832042
godot is open-source

Too high-level for you?
>>
>>170831536
>Aren't there any good code based engines? I don't want all this click shit.
preach it
LOVE/love2d is what you want
>Something high level but code only?
or not
mostly you'll find frameworks, not entire engines, that are code-only
however, almost every engine does *let* you code everything or nearly everything, including GameMaker, Unreal, Godot, and several others
>>
>>170832042
>but just get some source files and get cracking
unreal engine 4 , or monogame for 2d
>>
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>>170829973
a best
>>
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So far, just adding attack animations. The complete combo set is almost done for fists (by which I mean, the combo set which is available once you have both of the Combo Alt upgrades and all 3 of the Combo Extend upgrades), all I need to do is add some of the summon fists to existing attacks and come up with a few more Combo+ strings (which will likely be recycled attack animations).

I think today I'm also going to start implementing swords, as my current plan for world 1 is to have a sword be the first weapon you get (I'd go with fists but I think that's kinda boring since fists are also your default weapon).

Is it just me, or is the flurry punch/flurry kick consistently the most fun attack to use in any game where it appears?
>>
>>170831332
Is Godot not semi popular then? There aren't that many tutorials, and the ones that exist mostly cover basic stuff
>>
>>170832810
>Is Godot not semi popular then?
It's really not even close to semi popular. The vicious circle of "not many people use it because there's not many resources, there's not a lot of resources because not many people use it"
>>
>>170831962
I almost totally forgot about my Itch page and just recently checked it. Somehow my halloween jam game from 2015 is still getting downloads.
>>
>>170832770
is this a _______Jojo reference?
>>
Post the song you are listening to currently during development.
>>
>>170832770
I'm with you, there's something about how flurry attacks look that's really satisfying to me
>>
>>170832991
That might be me
I'm building a huge archive of anything playable ever released by /agdg/.
Got some real gems in there.
>>
>>170833035
ZA no, I've never read jojo
>>
>>170833110
Possibly. I'm getting about 1 download per week. I haven't uploaded anything since early 2016.
>>
>>170833105
https://www.youtube.com/watch?v=oPN6xxb32eM

I have their discography on repeat but this happens to be the song I listen to the most
>>
>>170833105
https://www.youtube.com/watch?v=XeNKhm09Q88
>>
>>170833105
The Notorious B.I.G. - Big Poppa
>>
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Does anyone know any good 'juice' tutorials? That seems to be the main complaint I'm getting from demo day.
>>
>>170833250
Wow, faggot.
>>
>>170833471
got u senpai
https://www.youtube.com/watch?v=216_5nu4aVQ
https://www.youtube.com/watch?v=Fy0aCDmgnxg
https://www.youtube.com/watch?v=pmSAG51BybY
https://www.youtube.com/watch?v=pmSAG51BybY
>>
>>170833471
There was a video that used to be posted whenever juice was mentioned. Not sure which one it was but there's a talk on it here:
https://www.youtube.com/watch?v=Fy0aCDmgnxg

I want to run my hand through that man's hair.
>>
>>170833105
https://www.youtube.com/watch?v=vz2KSKxRRlo
i'm not memeing

>>170833471
frame stops for the biggest hits and visual cues like screen shaking, or lightning.
also good sound effects, that's probably half of it
>>
>>170833647
Good man!
>>
This thread fucking died.
>>
>>170834339
Well making gaymes is hard and makes us too sad to post
>>
if (place_meeting(x+point_distance(x,y,itemholding.x,itemholding.y)+hspd,y,obj_solid) and (holding = 1)){
while (!place_meeting(x+point_distance(x,y,itemholding.x,itemholding.y)+sign(hspd), y, obj_solid)) {
x+= sign(hspd);
}
hspd = 0;
}


why is this collision script freezing my game?

point distance is returning 32, so it should be checking 32 pixels to the right of my character, and if theres an object_solid, setting the characters hspd to 0. instead, upon contact with the obj_solid it morphs the character 32 pixels to the right and then freezes.
>>
>tfw my dream is to be featured in a ludology video/article as an example of a good game
>>
>>170832770
i dont want to sound mean but this looks kind of tiresome for each enemy. what i liked about the melee combat in banjo and ratchet is that it was fast tight and over quickly. smacking shit around never took longer than half a second.

while you're movement looks more fun than banjos (and lets face it probably even yooka laylee's) im not sure this amount of wailing for each enemy would be fun. maybe you could have the more common enemies be glass cannons that do a lot of damage but die in only a few hits?

alice madness returns had a decent balance of enemy damage spectrums and how to frame each fight.
>>
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>>170821879
Thanks, I'll try it. Have some ammo crates
>>
>>170834729
I'm guessing the damage is lower, for demonstration purpose
>>
>>170834339
everyone is making progress faggot
>>
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>>170834750
wait a minute that color scheme....
>>
>>170834615
Because you are telling it to loop the while code forever as long as the instance is not touching obj_solid, and inside the while code you are incrementing the instance's x, guaranteeing that your instance will never touch the obj_solid again and thus causing the infinite loop.
>>
>>170834997
nah he's right. the threads have been so shit recently its not even funny. i've only been here for about 6 months but even back then they were more productive and better.
>>
>>170835090
I see it
>>
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I'm willing to make assets for a small 2d game.
Something that could be thrown together in few days, just to finally have my name on something (figuratively, no I'm not thinking about money or anything like that)

I have just two conditions.
1- It HAS to be something really small, both in scope and scale of the sprites, so that we actually get somewhere with it.
2- we do it right here, no discords, to tumblrs, no nothing, just these threads, so everyone can see.
>>
>>170820134
actually worked
>>
>>170835205
>>170834615
Also you should avoid using so many point_distances since they are kinda expensive, just store the item's offset.
>>
>>170835258
I've been here for 4 years and I would say they have been fairly consistent.

The only real increase in progress was around the first 3 demo days, the first waifujam and halloween jam.
>>
>>170835307
>no discords, to tumblrs, no nothing
So that you can shit up the threads with back and forth that should be private, AND bail out at any time with no way to contact you?
Hell yeah, great plan, count me in.
>>
>>170835307
>we do it right here
That would be a nightmare to keep track of and would cause a lot of spam, that's not how project management works.
>>
>>170820134
Fapping just takes more of your energy and will make you go to bed if you don't have any motivation already.
The only benefit is to make you sleep faster.
>>
>>170835205
yeah, the issue was with the +sign(hspd) in the while loop, meaning it could never fully connect ( i think ). thanks.
>>
>>170813741
Fate and death is something that must be faced, either with determination or cowardice.
>>
>>170835461
>>170835518
>excuses
fucking nodevs
>>
>>170835593
It's not universal advice. If it works for you, bada bing. If it doesn't, find another way bozo chump pipsqueek jiminy cricket prick bastard
>>
>>170835370
by store the items offset you mean make a variable in the create event and save it there when i pick up the item right? or would it be better to make a temporary variable?
>>
>>170835461
>>170835518
sorry to bother you then
>>
>>170835803
If it doesn't change every frame then make a permanent variable.
>>
>>170835925
will do
>>
>>170835363
No problem m8
I struggled with the same problem for a long while until I found out how to combat it.
>>
>>170835307
I'm willing to help with the assets
>>
Would it be smart to use subsurface smoothing on every single one of my game models to create a unified art style?
>>
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>>170834934
>>170834729
Well, I did buff these enemies to let me get the entire combo out, but the game also follows what I only know how to describe as Senran Kagura logic (as I've never played another game that did it); when an enemy is dead, you can continue to juggle its lifeless corpse indefinitely as long as you don't hit it with a finisher (when you do, it becomes a projectile and flings away).

That and the fact that you should frequently be using long-range attacks to deal damage while moving/approaching, and a typical encounter with a cannon fodder enemy can play out as quickly as webm related... which is already faster than the average encounter in, say, OoT.

On the other hand, this game is as much based on Bayonetta as it is Banjo Kazooie; one-shotting enemies is entirely beside the point.
>>
>>170835307
The conversational back and forth is way more efficient than waiting 70 seconds for a captcha. You'd need effiency for a small scope project in a few days
>>
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>doing unity tutorial
>have to set up a small delay before a loop finishes
>have to change my method to a IEnumerator
>have to use yield and return for some logically inconsistent reason
>Have to use a coroutine, which I don't understand
>tutorial doesn't even try to explain what it is and what's it doing
>can't use WaitForSeconds as a function, because reasons
Surely there's an easier one line solution to this problem. Or am I asking for too much here?
>>
>>170836689
>you can continue to juggle its lifeless corpse indefinitely as long as you don't hit it with a finisher (when you do, it becomes a projectile and flings away).
Common in fighting games, sometimes games let oyu can show off after a K.O.
>>
>>170836632
Sure if you want all of your models to be millions of tris and have terrible performance.
>>
>>170835307
Nice artist shitposting.
>>
>>170837173
I already apologized, what do you want?
>>
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>>170837131
>>
Well, as a progress of today (and last week, for that matter) I managed to code a simple map converter in python. I can now make a level in hammer using BSP (which works way better than BSP in UE4, at least for now) and export it as a bunch of .obj files that fit together nicely when imported into UE4 and placed at the same location. I still have to manually flip the map on Y axis (because fuck trying to implement that in the converter, spent way too much time on this already), but it ports and updates nicely enough. I will hopefully have some form of demo for my game soon.
>>
>>170835307
>>170837407
Thanks for the offer, but my game will have no assets. Sorry!
>>
>>170837131
Is this truu
>>170819828
>>
>>170836906
>>170836906
http://pastebin.com/Ts2TG3ZH
>>
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>>170837910
>javascript
Should have specified I was using C#

Here's an example of what I've got:
http://pastebin.com/2g6tsr00
Any way to make it simpler, or am I going to have to suck it up?
>>
>>170838857
shit man, just look at what the js code is and translate it to seehsarp
>>
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my game has a hotbar
>>
>>170839331
that's cool
>>
>>170839331
congratulations !!
>>
>>170839410
fucky ou
>>
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Alright, I've made a secondary email and set up up a Dropbox account.
Repeating my offer, >>170835307 minus doing everything here naturally.
>>
>>170840196
Can we see some portfolio stuff?
>>
>>170828118
Whatever you want
>>
>>170832991
>A couple downloads a week, mostly redirected from Russian sites and 4chan
I don't know how it keeps happening, but thanks to whosoever's enjoying it.

>>170833105
https://www.youtube.com/watch?v=BzxTTpTUgPQ
>>
>>170833105
https://www.youtube.com/watch?v=YFj_v1DrLDc
It's pretty chill.
>>
Me
>programming
>art
>music

Collaborator
>worldbuilding
>writing
>maps/areas

Is this a good split?
>>
>>170840196
Dropped
>>
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>>170840567
you seem to be carrying the team there
>>
>>170840567
if you dont trust him to do any real work you better do the writing and maps too
>>
>>170840682
what?
where?
>>
>>170840784
>>170840796
He assures me that it's a roughly equal split.
>>
>>170841082
>>170840567

can't believe I fell for it
seriously, just go play in the traffic you faggot, don't you have something better to do?
>>
>>170841082
It can be depending on the project
>>
>>170841082
He should be getting at least 75%, anyone can learn to program or draw but being an ideameister is a rare gift.
>>
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added full collision for the picked up item
you can not jump or throw while hanging off the item
>>
>>170841412
I really like how you can hang from ledges while holding an item, some interesting gameplay potential there senpai.
>>
>>170840567
>this post appears right after ideaguy shitstorm finished the last thread
if for every dumb meme /agdg/ tried to force onto itself it had a good finished game, this general would singlehandedly generate 90% of gabe's steam revenue
>>
Is March Week 1 Recap kill?
>>
>>170841547
hey thanks! not entirely sure how i'm going to implement it yet, but its been a good learning experience.
>>
>>170841849
blue board
>>
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Who here has finished their engine and most of their game and are now working on cut scenes and /plot/?
>>
>>170842076
I'm working on the plot if you know what I mean
>>
>>170842076
that's fucking gay anon
>>
What's a good dev name?
>>
>>170842485
rotatedev
it rolls off the tongue
>>
>>170842485
rotate dev
>>
>>170842485
(your game)dev

>>170842535
I'm partial to potatedev myself
>>
>>170842485
______dev

Where ______ is related to your game.
>>
>>170842535
>>170842592
kek

but that name is already taken
>>
>>170842485
Call yourself the DEVNATOR
All Caps is a must
>>
>>170842593
>(your game)dev
just dev then
>>
>>170843014
kek

>>170842619
>>170842593
what about dragondatingdev?
>>
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>>170843014
>>
>>170842395
There's nothing gay about love especially when it's a third party artificial intelligence that plants the homosexual interspecies feelings the two characters have for each other so that it can gather more information about one of the characters who is actually a human who crash landed on the planet.
>>
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added the functionality for the equipment stats, currently only health and damage affects gameplay.

also got my powerup pickups working :)
>>
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>he doesn't dev in 5K with 123 lines of code showing

Game is at 1920x1080p for size reference.
>>
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>>170843262
Go on...
>>
>>170818429
Post your assets and describe any specifics of how you want them implemented, I'll code them for you.
>>
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>mindlessly doodling in paint.net trying to find inspiration within myself or something
>a little black blob that reminded me of legion from mass effect
>small spark of imagination somewhere deep within
>add on to it until i ended up with this

Based purely on first impressions, does this look like something worth a shit? I have no idea what the gameplay would be like, but I'm envisioning something along the lines of Metroidvania.

Tear it apart, I guess.
>>
>>170843693
How big of a screen are we talking about here?
I couldn't see myself reading this shit comfortably.
>>
>>170843861
You'll just have to wait for my game to come out in a few years to find out more.
>>
>>170843927
If you told me that's a game screenshot, I wouldn't play it. Looks like a walking sim
>>
>>170843927
I really like it
>>
>>170819362
Which was your original post? I'd be interested if I could see your samples.
>>
>>170843927
seems a little 2010's indie but with nice animation I'd consider playing it
>>
>>170844104
>your samples
you're giving the shitposter too much credit
>>
>>170844001
28", it's natively a 4K monitor. It's actually really readable.
>>
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>>170843927
I like moody pixel suns, I don't know that the white streak is but it has a nice aesthetic overall, I could see it being a game with a more detailed background and such.
>>
>>170843927

looks totes cool
>>
Shitty pixelshit
>>
you people are fucking mental
>>
What made Undetale so successful and how do I steal it without making a blatant Undertale ripoff?
>>
>>170843927
too much color
>>
>>170844342
It had pseudo-unique gameplay mechanics and 'quirky' characters
>>
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>>170844043
Walking sim, no. Like I said, I was envisioning a Metroidvania-type deal, with a somewhat open world and upgrades and such.

>>170844113
>>170844089
Thanks bros. And it is a little 2010's indie, but given my lack of artistic abilities when dealing with anything beyond ambiguous, pixelated shapes, it's kind of what I'm shoehorned into.

Beyond that, I like [the idea of] the challenge of cramming as much detail into such a small amount of space as possible - within reason, of course.

For kicks, here's the actual size.
>>
>>170844342
A pre-existing following, a very good demo, marketing and good humor.

Surprised at the complete lack of gameplay points? Don't be.
>>
>>170844449
ant pls go
>>
>>170844342
existing audience, nice thematic twist on the standard rpg/game story format that appealed to the current zeitgeist, genuinely fun gameplay, entertaining characters
the existing audience is more important than everything else for raw sales, but you can still make it otherwie (see LISA)
>>
>>170833110
And you plan to make this available to all once it's built, correct?

You would be the venerated AGDG historian.
>>
>>170844502
>Surprised at the complete lack of gameplay points?
what does a very good demo mean then?
>>
>>170844342
Interesting characters.
Entertaining dialogue.
Catchy music.
Gameplay that appealed to both regular gamers and the "I hate combat in games" crowds.
Relatively complex plot branching.
>>
>>170844604
It had basically no gameplay, just a series of jokes.
>>
Demo Day 13 questions (demo day in general really).

How many of you who read any readme.txt files that were included with the games?

How many of you visited the game's main pages where extra information about the demos was probably written out instead of just downloading it from the rate page?
>>
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>>170844549
>the existing audience is more important than everything else
>tfw Toby Fox capitalized on the Homestuck audience more than Andrew Hussie ever did
>>
>>170840196
>dropbox
>installing spyware on your computer
>willingly
>intentionally
>>
>>170844449
>Walking sim, no
I'm purely judging based on what you show us. A cinematic sunrise/moonrise, with a guy who is about to walk uphill and nothing else onscreen other than some meme dash. Looks like someone trying to make a 2deep game about a combat robot in a world with no one to fight

>>170844553
I gave up on my archaeology trying to rescue NG's dropbox and the old copybox. It's easier to find released playable games and demos thanks to, well, them being released at some point.
I still lack a lot of the ludum dare games, and the bootcamps we had a few years ago. I even have some games that were posting as dd links in the threads and gone forever afterwards, so I'm really happy.
Things became really hard when the /vg/ archive died, and I'm not really good at looking in the databse so it's taking its time. I also have trouble with web games. I'm not a webdev, they're like black magic to me. Some are even impossible to save, since they rely on external servers.
I don't want to have everything before making it available, but I'm still digging. Once I have a good bunch of stuff, and archive it properly, I'll open it for you guys.
>>
>>170845073
>2deep game about a combat robot in a world with no one to fight
stealing this for a side boss
>>
>>170845073
Will it be a living archive i.e. will you add to it as more /agdg/ games are finished?
>>
>>170845006
maek poll
>>
Why can't game maker just use 360 degree coordinates instead of this negative bullshit?
>>
>>170845045
everything is spyware these days
>>
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>>170845073
>Looks like someone trying to make a 2deep game about a combat robot in a world with no one to fight
He's supposed to be an alien.
>>
>>170845431
You should make him green, then.
>>
>>170845198
be my guest

>>170845242
I'll probably set it up so that people can send me links and zips and I can approve them before they appear in the archive, but now everyone releases their stuff on itch so that's already doing a better job at archiving than I am

>>170845431
ur an alien
>>
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>>170813561
I added light sources.
I have no idea why my fire sprite wont cycle through the images.
>>
>>170845534
we are all aliens these days
>>
>>170845073
>memedash
>not wind blowing in the background
wow must be hard to get anything done with that sort of imagination
>>
I need some more help.

I've commented out my reloadMagazine script, however, there is an issue.

Effectively:

ammo in mag / mag capacity : ammo pool

29/30 : 30 should become 30/30 : 29. It subtracts 1 round from the pool and applies it to the current magazine.

the problem is this

28/30: 1 should become 29/30 : 0. But I don't how to create the formula for this.

Here is my function for reloading:

http://pastebin.com/fAqBHrab
>>
>>170845691
That's clearly an attack of some kind.
Also
>wind
>visible
lmaoing @ ur life nerd
>>
>>170845006
I deliberately don't, except for keyboard controls
If you have something that you need to tell the player you should be doing it in-game
>>
>>170845561
shoulda used unity kiddo
>>
>>170845691
>>170845786
You're both right. Initially it was supposed to be a placeholder for some kind of melee attack, but I left it in because it started to look like dust being blown in the wind.
>>
>>170845006
>>170845331

http://www.strawpoll.me/12518276

Demo Day question again, this time in poll format. The information could really help with devising new angles of attack when it comes to informing players about important features
>>
>>170845786
you clearly haven't played many oldschool games
also
you clearly have never seen a duststorm
or a cloud
it's the effect, not the thing
jesus christ
>>
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do you have what it takes to brave the hall of carmacks?

his cold, calculating eyes stretching to infinity would drive the stoutest hearts mad
>>
>>170845913
I always include a readme that's just a copy of the game's info page to cover as many angles as possible. Players are retards so making sure the information is as available as possible is the best course of action
>>
>>170845006
>readme.txt
I always do, but I'm very old fashioned.
>visited the game's main pages
If a game had a main page before the jam, then I'd probably visited it already. If it didn't, then no.

>>170845934
>you clearly haven't played many oldschool games
oh boy how wrong you are
I'll humor you, find me a game where wind is shown like that and I'll consider defeat, not like that meands anything in this cambodian occultism forum
>>
>>170845898
i'm going to make an entire game with trig and ratios and you can't stop me.
>>
>>170846098
i like your raycast. I am doing full billboarding
>>170845561
basically one ray per object, or each ray is calculated to each object in the FOV. seeing how far i can push this effect (see video)
https://www.youtube.com/watch?v=65FR_tPZQk8&t=1917s
>>
>>170842485
Devanon Studios
>>
>>170845705
ammomissing=magcap-ammoinmag;
ammotogive=math.min(ammomissing, ammopoll);
ammoinmag+=ammotogive;
ammopool-=ammotogive;
>>
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fixing bad quality truecolor->8bit conversion code

i will use qsort + bsearch in the algorithm
>>
>>170819583
Come back and let me code for you.
>>
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why does nobody want to make a game with me?
>>
>>170845705
that is some shit tier code if i ever saw some.
>>
Anyone else working in the Quake engine?
>>
>>170846806
Give me some pointers then
>>
When is the next agdg jam or demo day?
>>
>>170846778
>friend talks about making games all the time
>I tell him about my dev stuff every time
>he says we should make one together
>we never do
>>
>>170840567
>maps/areas
Mapping is actually one of the hardest parts, so I doubt he'll be able to do that at all
>>
Daily Daily Reminder

Gamedeving is a long difficult road requiring you to learn a proper skill such as programming or being a good artist to make a game
>>
>>170847006
This. Ideakin need not apply.
>>
>>170846716
>tfw anon is using Visual Basic to develop his scripts instead of Notepad++ or Sublime Text
>>
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>>170846936
20 days til Rush Hour Jam
https://itch.io/jam/rush-hour-jam
A bit less than 2 months for Demo Day 14
>>
>>170847006

I'll just use Game Maker, senpai.
>>
>>170846884
Int* some;
int* pointers;

here you go
>>
>>170845705
currentammo = 30;
magcap = 30
extraammo = 30;

if (shooting) {
current ammo -= 1;
}

if (reload) and (extraammo != 0){
var pepe = currentammo - magcap;
currentammo + pepe;
extraammo - pepe;
}

i only know gml but i think this is the basics of it.
>>
>>170847113
Guess what?

you will still need to learn to do art or program in scripting in GM
>>
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.jpg
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>>
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>>170828325
yo
>>
>>170845073
>trying to rescue NG's dropbox
In case you didn't know there are links to NG's dropbox in the google drive. Replace cuntflaps.me with the new safe.moe domain
>>
>>170847116
why would I be using multipliers for ints in this instance?

>>170847125
but that is what it was originally and didn't handle for if the amount in your pool is less than what the magazine needs to be filled with.
>>
nigga nigga nigga nigga nigga nigga

kill these niggaz
I just provided you all with music to develop with.
>>
>>170847432
>why would I be using multipliers for ints in this instance?
oh so you don't actually need help and are just baiting the thread for easy replies
should have known
>>
>>170847524
https://www.youtube.com/watch?v=7OFFlP9q4lc
>>
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>>170847662
Or I could have never programmed before

>>170847125
http://pastebin.com/CKhQ9D6E

This is what it was before I did what I did. This does nothing for having less ammo in the pool than what's needed to reload.
>>
>>170847418
>the google drive
we have a google drive?

I stopped hunting the copybox and the dropbox a long time ago
>>
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Progress funposting

Got some spritework done, designing dialogue GUI now.
>>
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Do you not feel stupid for creating endless amounts of "art" for a game that you will never make?
>>
>>170848130
I read your code and it is spaghetti code I don't even know what you are trying to do needs better formatting and commenting

>>170848392
learn to program
>>
>>170848392
If I had endless amounts I would be already selling it, you stupid fuck
>>
>>170848392
No. Art is art regardless, and is fun to do even on its own.
>>
>>170848392
This is how you get better at art
>>
>>170848373
your second girl is nice
>>
>>170848130
This would be less efficient, but have you considered using a while loop that accurately describes the real world problem?

if (currentammo != magcap)
while (currentammo < magcap && extraammo != 0)
{
++currentammo;
--extraammo
}
>>
>>170845006
>readme
I usually read it, but if it's not with the executable (and sometimes it isn't) I may not look for it even though it's never hard to find
>game's main site
never
I usually don't care enough, and I can have live contact with them here, so why would I go look at some static thing they put up? I like conversations more than text walls (or marketing blurbs)
>>
>>170848373
You gotta improve your linework
>>
>>170848607
Not you again

How many times do I have to teach you this lesson old man?
Loli is for pamper, not for tamper.

>>170848643
That's good. She's >hub female
>>
>>170848491
I literally commented everything that is important, but I can sum it up here.

It is a magazine reload function for a weapon prefab.

If you have ammo to reload, it handles the ammuniton math and the plays the corresponding animation, whether a full or partial animation.

The issue is that as of right now, if the player's ammo pool is greater than the deficit of the weapon's ammo count, everything is fine. But if it *isn't* greater than then it doesn't handle that. And mathematically I don't know what to do since I posted here.

I.E., if your weapon has 22 bullets of a 30 round mag and your ammo pool has 8, it'll make the magazine 30 again and subtract the ones necessairy from the ammo pool. But if you had 21 bullets it doesn't add the 8 and only the 8 to the 21 and subtract it from the ammo pool..

Btw what is spaghetti code.
>>
>>170848392

I make endless tests but never turn them into a game.
>>
>>170845024
the funny thing is I still barely know what Homestuck is but I've watched every single TNG Edit and that's how I knew his name
I stayed subscribed to his channel(s) for like 5 years in case he ever made another one, and he finally did, and that's what I care about
hard to sell though, because it's really someone else's content
>>
>>170848657

Isn't what you posted more apt for shotguns and not simulating replacing magazines without going full Arma?

Honest question or does that ultimately do the same thing with less lines?
>>
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>>170848923
>>170848643
>>170848373
>>
>>170842076
I don't even know where to begin other than the very beginning and some ideas for the end (which I really should've been writing down I mean holy shit I just realized I must've forgotten like 5 of them)
>>
>>170849190
>tfw madoka will never with her futa dick
>>
Ideas are very valuable, but they have to be good ideas that take resources into account.
>>
>>170843927
AESTHETIC
>>
>>170848924
it makes more sense for a gun reload function if the ammo count is 0 reload it back to 30 ammo and if not every time you shoot you subtract 1 from ammo count you are making it overcomplicated for no reason
>>
>>170849117
The standard fps reload is unrealistic. It tops off your mag, even though that would usually take too long. This way is fewer lines, maybe, but it's also more work for the processor. I think making it more readable is worth it. The if statement is unneccessary too.

This loop says: while your mag is not full, take one round from your extra ammo and add it to your mag. That's it.

while (currentammo < magcap && extraammo > 0)
{
++currentammo;
--extraammo
}
>>
>>170843927
>Based purely on first impressions, does this look like something worth a shit?

no. i guess i can't get hype from just pictures anymore.
>>
>>170847213
Make this meme for braces going on the new line or not
>>
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>>170761262
more brief reviews

Jinzo: I respect what you're going for here. It feels kind of unsettling for a few reasons, including some personal ones. It took me a minute or three to get a feel for it but the controls work fine. I stopped playing a little sooner than I would have because I couldn't understand the controller controls and I couldn't get them how I wanted them-- although that was before I figured out you use the directions to move vertically.

Legacy Code: I'm interested in this but just looking at the control list I know this is not for me. If you're not really attached to how it's set up I would suggest simplifying it.

Ctesiphon: Similar deal here, I'll wait until it's working without requiring me to mess with Java (I think I tried to run it last demo day and it didn't work).

Starchildren: The controls feel nice and the backgrounds look nice. I wish I could say the same of the player character. I think this art is too good to be this pixelated, it deserves more detail.

Hemoglobin: What can I say; interesting, slow build, again deserves more detail than it has, a bit clunky, those all describe this game. I would really like to be able to bind use and examine to the same key and have that actually work, probably examine first if applicable, use on second press; or just make examine page through text. I would really like controller support. I would really like the first weapon to be more effective and to let me know when I can use it again. I would really like this game, but I'm not too fond of inventory puzzles, or (usually) of being scared or creeped out. I know that's what you're going for and more power to you.

Project Rocket: This is still one of my favorite /agdg/ projects. I think the music volume should be scaled back a bit. I got up to "The Doubt - Explosions in the Air" before it got to be too much of a slog for me to continue. I think this messed up my brain because I can't seem to type worth a damn now.

more tomorrow~
>>
>>170848392
Why can't you throw it into one of the many free drag and drop game makers available today?
>>
>>170848392
>endless amounts of art
please don't tease me like this
>>
>>170846778
What to do you want to make?
What can you contribute?
>>
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>>170848392
>endless amount of art
I wish art came easy to me that I enjoyed producing an "endless amount" of it
>>
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>>170849578
>you subtract 1

which occurs in the fire function, not the reload function.

But

> 0 reload it back to 30 ammo and if not every time you shoot you subtract 1 from ammo count

That would mean if your gun isn't equal to zero, you are going to shoot one bullet from your magazine and then one bullet from your magazine pool will evaporate somehow.


The fire function handles removing bullets per shot, the rate of fire, the recoil, and the weapon event handler framework (aka if you cycle a bolt or pump a shotgun).

The reload function soley takes care of reloading and animating the weapon during the reload.

But even then, Ammocount is your ammo pool, not the magazine.

Picture related in case I'm not being clear.
>>
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>gms game is so big it takes >2 minutes to save and run
>>
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>smaller than value in GM includes the value itself
>>
Am I suposed to be using an empty game object for every problem I come across?
>>
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>>170837495

Well, a simple room I threw in together in Hammer as a workflow test.
>>
how the fuck do I do backgrounds in space if theres nothing out there but stars and space farts?
>>
>>170850836

You could make a debug menu.
>>
>>170850781
Be sure to backup often before something corrupts and you lose your entire game.
>>
>>170850984
You draw stars and space farts.
>>
>>170850984
Parallax
>>
>>170850984
parallax planets and stars on transparent alphas at varying levels of parallax -- some planets and stars are stationary but some will budge when you move across the screen
>>
>>170846114
Not a game, but if you were to reduce this to the non-isometric 2D quality of the image in question, the steam/mist clouds in this image would surely look like that.
>>
so in GML I have a function that returns a DS_list, and you're usually supposed to ds_list_destroy() those

But I can't destroy a ds_list that I'm returning. Does it destroy it automatically or should I just boilerplate this code?
>>
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>>170850984
Planet atmosphere is usually the way to go. Asteroid fields is also nice.
>>
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>>170851440
>"""pixel""" waterfall
>mixel gradients
>>
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>>170851440
Also, normal clouds.
>>
>>170849584
Now I have this.

It properly does the animation but now I can reload while shooting despite it having something in there to prevent it and I can still reload if my ammo is zero despite the while requiring ammopool to be > 0.

I'm going to try to fix it.
>>
>>170851630
Hey man, I didn't make it or name it.
>>
>>170851675
this code will only move the ammo from one pool to another. it's up to you to slot it into the correct place, so it is only called when you are able to reload.
>>
>>170851675
http://pastebin.com/Lrg67ptj
>>
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>>170851575
https://www.youtube.com/watch?v=fahk4hPG3rg
>these 2010 undergrad feels
>2017
where did the time go
>>
>>170851630
seconded


related: all the new futuristic/sci-fi/cyberpunk pixelshit games that use bloom for their neon signs and lights

looks like shit
>>
>>170851440
this pixel art is nasty

>>170851864
if you have 0 ammo or a full mag, don't run the reload code. line 9 would be a good place to put this.
>>
How do you make a good "walking simulator"?

How do you get that sense of mystery and atmosphere and ambience that make indie gamers go batshit crazy over your game and fall in love with it despite having little-to-no-gameplay?
>>
>>170852072

When has bloom ever looked good?
>>
>>170849584
pff fewer lines, my solution (first answer) was also only 4 lines and got ditched
>>
>>170852194
good art, and good art direction
don't expect it to sell unless you're part of the san-fran indie clique though, and even then they sell like shit
>>
>>170852197
it looks fine in normal-graphic games when its restricted to lights and not reflective surfaces. can add good ambiance if you're in a rainy or foggy level for example
>>
>>170852338
>>170852197
>>170852072

That's actually something I'm stuck on.
I know people hate it when you use gradients or bloom in pixel art (because it makes the art not pixel-perfect), so what are you supposed to do in pixel art if you want to show something glowing? Or say, you wanted a bloom-like effect on a neon sign on a rainy day?

Any references on what you'd say would be "acceptable"?
>>
>>170852531
>what are you supposed to do in pixel art if you want to show something glowing? Or say, you wanted a bloom-like effect on a neon sign on a rainy day?
uhh, you don't

the whole point of pixel art is limitation, idiot. its not a medium where you try to do realism
>>
>>170852531
you can make pixel prefect bloom and gradients. that said, post processing ruins the appeal of poxel art: the fact that you manually placed every pixel.
>>
>>170852745
Tomorrow is the only right choice you nigger.
>>
>>170852745
Photon so I don't get blinded when I change tabs.
>>
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>>170852197
it's good when subtle, like most effects. Lately chromatic abrasion has copped a lot of shit, but it's fine when subtle too. People who don't understand what they're doing just jam these effects in and turn them way up, when that's not how they're supposed to be used.
It's the same reason why most unity indie games look like shit. They use the default shaders and effects and don't tweak the settings, which are very high to begin with.

>>170852531
use a glow sprite, then change the opacity and mask it so it only effects the things around it. Pic related isn't an example of 10/10 art, but it shows that effect of using a masked/cutout sprite and just changing the opacity.
>>
>>170852120

http://pastebin.com/6kxNyZXH

This seems to be working. Adds ammo properly ,can't reload while shooting or reloading, handles numbers smaller than the deficit. Now its time to do what I actually wanted to do today which was make Ammoboxes pickupable!

thanks.
>>
>>170851523
Whatever calls the script is responsible for destroying it, then, assuming it doesn't then pass on ownership to something else.
>>
>>170852816
Yotsuba A is best, you dipshit. Tomorrow is for edgy kids who like the dark.
>>
>>170813636
https://www.youtube.com/watch?v=dtARNqHq2eA
13:48
>laughing at the notion that people think ideas matter
this is what real devs think of ideas guys
>>
>>170850815
Are you using floats/doubles?
>>
>>170813698
>Unity can't do that
>Unity can't do that
>Unity can't do that
max lol
>>
>>170852684
>Being this wrong
>Being this mad
>Being this mean

Wew lad, did a bloom effect touch you when you were a little boy or something?
>>
>>170853017
Enjoy being blind from looking at cancerous color scheme.
>>
>>170814246
b?
>>
>>170853101
t. thinks his rescaled photoshop drawing with transparency and rixels is "pixel art"
>>
>>170849951
my game isn't in there but thanks for the reviews anon, feedback is always good. thank you!
>>
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>>170853117
I am not blind and barely anyone else is, you're just a pussy.
>>
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>>170853243
Nice
>>
There's literally nothing wrong with using modern techniques and shaders while keeping the pixel art aesthetic.
>>
>>170853653
Everything is wrong with using modern techniques and shaders while keeping the pixel art aesthetic.
>>
>tfw making good art is based on the fact if you were born with the talent to draw
>>
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Implemented an interface for inflammable objects like arrows shot through fire.

For test purpose it's just a floating flame here.
>>
>>170853039

Yes., but if that's the cause the inaccuracy of the calculation is unbelievably high.
>>
>>170823230
ctrl+f?
user made plugins (a la 4chanx)?
>>
>>170853653
The pixel art aesthetic means no mixels, no rixels, etc. and a limited palette. Do whatever you want as long as you retain this and you're fine. Your assets better be decent, though, pixel art is more than using the pencil tool at a low resolution.
>>
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I noticed players didn't realise characters had more dialogue, so I added an icon showing when they've got something more to say. This way, players won't be confused because they've missed something, and I don't have to force them to sit through multiple textboxes if they don't want to (being able to completely ignore the story was an important design decision)
>>
>>170853653
>>170853706
Some things are wrong with using modern techniques and shaders while keeping the pixel art aesthetic
>>
>>170853892
Dogs don't talk, retard
>>
>>170852684
I thought the point was a free ride on the upboat
>>
>>170853892
nice link's awakening clone
>>
>>170853892
I wish all games would implement this.
>>
>>170853892
Thanks, there's nothing I hate more in JRPGS than going through the same dialogue twice when checking if they have more to say.
>>
>>170853030
this video explains very well why "fun" is terrible and retarded
>>
>>170853878
24-bit color means my palette is limited to 2^24 colors
>>
>>170853892
Nice casual feature you fucking retard, you're the reason games are shit nowadays.
>>
>>170852745
Burichan
>>
>>170853467
>haha u responded to my baseless strawman with a strawman xP

>>170853653
that's not "keeping the pixel art aesthetic" retard, its creating a new combined style

make whatever you want but if its not pixel art then don't call it pixel art. indie artists just do that kind of false-labelling shit to get piggybacked "muh nostalgia" points instead of focusing on creating something that looks good
>>
>>170853892
they just haven't played a game like this, or haven't gotten bored enough
that said all of your necessary information should be in the first round of dialog
>>
>>170854095
"fun" is illogical but reality is all of those small superficial things that don't impact gameplay at all make a huge difference regarding how much people enjoy playing your game
>>
>>170853842
>danceroftheborealvalleythemesongplays
>>
>>170853842
Nice Chemistry Engine from Zelda rip off.
>>
>>170854205
because
>fun
is bullshit and lies and shouldnt be even talked about
>>
>>170854340
this guy is right getting money from your game is the only thing that matters
>>
>unironically replying to faildev and his "fun is bad" rants
>>
>>170853865
What specific calculation was it?
>>
>>170854436
>fun is bad
fun isnt real so it cant be good or bad
>>
>>170854319
Nice shitpost taken directly out of Retard Engine lol
>>
>>170853878
>and a limited palette
eh
the Super Nintendo could do 256 colors at once and variable transparency despite the low resolution, so if you're trying to imitate that, you don't really need to restrict your colors
>>
why does gogum hate fun?
>>
>>170854578
define fun and i'll tell you
>>
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>its a gogem posts a controversial opinion episode
>>
>>170854204
I've kept the dialogue as concise as possible but due to small text boxes and screen size that can't change at this point, it's difficult to give that information in a logical manner, especially in the beginning where you need to establish the world.
>>
>>170854576
The SNES can do 16 colours per sprite (one transparent) but some games including SMW and LttP did 8 colours per sprite (one transparent) to save memory.

It's not just about the total colours on screen.
>>
>>170854723
It's a subjective, abstract feeling of enjoying what you're doing
>>
>>170854443

Add 0.1 if value is less than 1.

So it should just add 0.1 ten times then stop, but it goes to 1.1.

It works correctly with adding 0.2, but not if the desired value is 2.
>>
>>170854746
>controversial opinion
No, it's called "obvious bait"
>>
>>170854782
>tfw you will never feel fun because you already enjoy life
>you have to be depressed to have fun
strange
>>
>>170853957
Everything things thing things is wrong with using modern techniques and shaders while keeping the pixel art aesthetic.
>>
>>170854576
>>170854776
Point is, SMW had far fewer than 256 colours visible at any given time. Not that you have to impose a per-sprite palette size restriction.
>>
>>170854746
he is the hero we need though he is the only successful dev here who can give us real tips on how make proper AAA games and give such deep insightful feedback that your game's fun level will increase from 2% to 45%
>>
>>170854852
10 additions is definitely enough to introduce error. What's happening is that after 10 additions you have something like 9.999 and so 9.999 < 10 is true. Why don't you use an integer variable from 0-10 to count up and divide by 10 to get your 0-1 value?
>>
>>170855040
"""""""successful"""""""
>>
what is easier to do

make good pixel art or make good 3d models in Blender?
>>
>>170855215
Neither because you're too lazy to do either.
>>
>>170855215
if animation is involved and you're shit at drawing, 3D models are ultimately easier
Stick to low poly to keep time down and get meme points
>>
>>170855318
Thanks for useful information

any low poly tutorials for Blender you recommend?
>>
>>170850815
When doing floating point comparisons you often want to include a fudge margin to account for rounding errors. For example check that x < blah - 0.001 instead of just x < blah.
>>
>>170855167
Noob coder here, is that the go to method in those situation regardless of the engine you use? Is that a common problem?
>>
new thread
>>170855490
>>170855490
>>170855490
new thread
>>
>>170855189
Money-wise? No. Infamy? I'd say he's a successful troll. Slaying Of Sandy Hook got a lot of publicity.
>>
>>170854852
You're just retarded and don't understand how floating point works. It's base 2 scientific notation, and 0.1 is a repeating decimal in binary that gets cut off somewhere. It's the same as 1/3 being 0.33333... in base 10.

If you want your numbers to not get cut off all the time, then use numbers that are powers of two, like 0.5, 0.25, 0.125, or any other number that doesn't repeat in base two.

>It works correctly with adding 0.2
It's actually not, because 0.2 is also repeating in binary, and it gets cut off and is actually 0.20000000298023224
>>
>>170855586
>>170855586
let me guess floating points are just randomly placed also?

please stop baiting
>>
>>170855167

Isn't dividing by 10 also a potential source of error, though?
>>
educate yourselves ffs
https://www.youtube.com/watch?v=9hdFG2GcNuA
>>
>>170855734
>let me guess floating points are just randomly placed also?
what did he mean by this
>>
>>170855586

0.2 always results in exactly 1, or close enough for it not to make an eleventh addition.

0.1 always results in an eleventh addition.
>>
File: float-distribution.jpg (56KB, 626x377px) Image search: [Google]
float-distribution.jpg
56KB, 626x377px
>>170855938
It's because floating point numbers are not evenly distributed. 0.2 is closer to a base 2 number than 0.1 is so there's less error, especially when adding.
>>
>>170856095

I guess I'll just use integers.
>>
>>170856095
what does IQ format stand for?
>>
>>170856517
In your case IQ only goes from 0 to -∞.
>>
>>170856517
Integer quotient?
>>
>>170853892
>all those negative replies on frostdev
What the fuck happened to agdg?
>>
You guys ruined my development schedule.

Ever since I started using these threads on Friday, I haven't worked on my game at all, I have just been watching you guys work.

Shit.
>>
>>170858604
https://www.merriam-webster.com/dictionary/joke
Thread posts: 787
Thread images: 130


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