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/agdg/ - Amateur Game Dev General

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Thread replies: 785
Thread images: 144

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Making games edition

> 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
>>171056159

> 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
>>
Finally got everything backed up to GIT, updated my scripts, and manually resolved a bad call in the bridge between them.

That's a big sigh of relief over here as my game's progress can now continue where it's been stalled the last two days.

How are your games coming, anons?
>>
REMEMBER KIDS, ALWAYS ADD V-SYNC TO YOUR GAME SERVERS TO PROVIDE MORE PACKETS TO USERS WITH HIGHER PING!
>>
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>>171098201
Sorry it took a while to reply, had to go for a bit.
I think the shapes are mostly good. You just need to add some details/texture. Not a lot of course, just a little bit.
>>
>>171104637
This is better
>>
>>171104547
Are there bots on 4chan now?
>>
>>171104164
>>171103965
I was going off this, plus some elements from panels on space stations, I need a center pylon on it, because anon's game is about attaching cables to everything and it's always doing it in that place.
I will try something out
>>
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>>171104637
yeah i'll keep the tiles but i'll probably add something like the journey wall texture instead to the walls

ty anyway anon
>>
posting in real thread
>>
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>2 Threads
ffs

Anyways, screeny is test of 1st person cam

Video of 3rd person:
https://www.youtube.com/watch?v=w3LSJaCX23M&feature=youtu.be

I feel like 3rd is best
>>
>>171104547
Newb here: I thought v-sync was a rendering tool to make the game look nicer; wouldn't v-sync on a server be a waste of processing power? If the goal is to cap latency or whatever, isn't there an easier way?
>>
>>171104637
Needs more detail you lazy fuck
>>
>>171105083
I can't fully judge from the vid but the fur does not seem too appealing. I'm not a furry though so there's that.
>>
>>171104740
No. That was me.
>>
>>171105123
that's some anon messing around with my mockup

what kinds of details you angry autist
>>
>>171105343
literally anything but flat colors
>>
>>171105086
No, v-sync caps the game at 60 fps. Instead of reaching the full power your PC can do, like 140, it caps it at 60 fps and doesn't use those resources. When something that uses extra processing power comes by, it uses those extra resources to stay at 60 FPS. If the server has built-in v-sync, it only gives enough packets to each player the reach the max of 60 fps and no more, more packets for people with higher ping to help them reach a higher frame count.
>>
>>171105421
so gradients are ok then?

and you're going to have to have flat colours at some points in the game you know
>>
>>171105432
Oh, I thought that was simply referred to as frame rate capping. Didn't realize it was the same thing as v-sync.
>>
>>171105595
>so gradients are ok then?
better than flat colors
>>
>>171105602
Yeah, so remember, if your gonna have multiplayer, add v-sync built-in to your server.
>>
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this is ugly right
>>
>>171105595
Stop replying to him he's just trolling you.
>>
>>171105738
I think it looks good as a pixelated aesthetic. Tone is done a bit and you'll have a perfect theme for your game's graphics.

>>171105752
>trolling
Saying trolling in the year 2017. This is clearly a shitposter, ignore this man.
>>
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Made some pretty serious progress these past 2 days getting the Showdown Zone implemented fully.

Showdown Zones are now fully procedural Hex Tile grids with a per-wave specifiable heightmap layout. Also kludged together a wave-preview system for use in UE4's level editor so I can see what I'm mapping out as I do it.

Yes, it's basically lifted wholesale from Furi and Transformers, but it's a nice way of having consistent arenas that can change radically
>>
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>>171104361
Reminder
>>
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Does anyone know if their is an analytical expression for the derivative of the volume of a Voronoi cell with respect to its generator site positoins?
>>
>>171105738
i thought this was sprites until the guy fell over

like this was a 3rd person doom mod or something
>>171105857
>I think it looks good as a pixelated aesthetic.
ok you're trolling
>>
so i want to make a turn based rpg but with quite a bit of VN sections.
I got a preetty hefty script ready so it's gonna be a lot of VN and some fighting throughout.
But I've got no skills outside of drawing and writing yet.
I heard that for VNs renpy is the only good option BUT question, can it actually do anything outside of that, like say turn based fighting and item menu management.

It's going to be something pretty basic, think persona but strip the 3d movement navigation.

Maybe some basic tile based dungeon crawling akin to something really really old, like brandish but maybe not even that, it would require too much designing not to feel unnecessary since this is going to be mostly story based.

tl;dr can renpy stretch outside "just a VN" and do some other really basic game functions or should i stick with something else.
>>
>>171105875
You have a good game there, don't give up. If you do, i'll kill you.

>>171105896
Not necessarily. Sometimes it works really well. It just depends on the gameplay.
>>
>>171103776
>I feel as though I actually understand whats being generated and how right now, and while I also understand how gening it from an array would work, I probably wouldn't have any idea as to how to add to it
You could implement the current technique on an array pretty easily. Have X and Y variables that you update the same way you update the GameObject position.

The real benefit is that basically all existing procedural generation techniques are designed for arrays. So once you get the array thing working, you'll be able to work with all sorts of other examples, like the stuff from http://pcg.wikidot.com/
>>
>>171105738
Not really. Its kinda cool actually.
>>
>>171105875
Seems decent.
Did you make all the models and yourself?

The turning and animations are really floaty but I assume they're just there for the time being.
>>
>>171105896
But that's wrong.
>>
>>171105738
It doesn't look "bad" I just think it doesn't match the aesthetic
>>
>>171105896
I will build my gameplay on top of the story
>>
>>171105896
sounds like the sort of naive thing he would say
>>
>>171105967
It can, yes. There are some community scripts to that effect that are up on its wiki and so forth.

That said, if you're going to go that far you might as well just jump that hurdle and head right on in to Unity via the help of add-ons like Adventure Creator or Dialogue System for Unity or Ink. I'm using all 3 and am very happy with it.

Context: Making a game that's more or less half point-and-click adventure game and half interactive-fiction/VN.
>>
>>171105960
No, I think it legitimately looks good as a graphic theme. Very retro-esque.

>>171105875
You got a good game on your hands there. That finishing move where she kicks the enemy in the stomach is very slow, I can't tell if that's recording lag, animation transition error or just a slow animation, but try to fix it either way. You should also try to fix that speed issue, when you start to run, the speed is very low and the animation moves in slow motion. I know you try to have the animation match the speed, but easy fix, just adjust how the speed fades in, instead of little to big, the character should jolt into running in almost no time.
>>
>>171105602
No, you're right, the other guy is just retarded. V-sync does cap framerate to the monitor's refresh rate, but it also ensures that rendering happens at the right time in the cycle to avoid tearing. Talking about enabling v-sync on the server makes no sense because the server doesn't do any rendering.
>>
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So, I'm stuck in meetings all day, unable to code but free to goof off however I see fit, so I'm doing a mockup character select screen for Project TUSSLE. Anyone want to have a character in the mockup as filler? Character portraits are 128x128, but I'm okay with cropping down a full art splash.
>>
>>171105738
Well, since everything has a plain color, it does not really match with the rest.
>>
>>171106310
>made a fuckton of gaming defining titles that shape the entire industry
>naive
Nice no games you have there, nodev
>>
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Healing progress
>>
>>171106518
I am entitled to not like him, his games, and his game design philosophy. Hopefully you and your (surely great) game are ok with this.
>>
>>171106657
Not bad but it's weird
don't make the numbers bounce

flying out and dropping is nice but one of them (that I noticed) on the 2nd from the bottom does a bounce jump another time and it's weird
>>
>>171106070
Yes I made the models myself. The turning (you mean the walk/run turning or the attack rotations?) may get a retune; the animations aren't placeholder so I'd love to hear what you think they need to be fixed.
>>
>>171106434
The run speed can be retuned a bit but I do want there to be some weight to the movement. It might be extreme, but 0-60 movement isn't consistent with how a 3D platformer should play.

The big finisher just has a lot of hitlag on it, which gets multiplied when the attack actually knocks an enemy back; I can probably cap it lower so that it doesn't feel QUITE so long.
>>
>>171105875
I am a fan and think all the mechanics and combat look great I wish I could play this as a not-little-girl though. You had the potential to make the next ninja gaiden.
>>
After watching a load of Pannen videos, I'm unsure if SM64 is a badly made game, or the practical level of gamedev is actually less elegant that I previously imagined.
>>
>>171107220
>play this as a not-little-girl
but that's the best part
>>
>>171107220
My main inspiration for the character's design was Panty and Stocking; I believed then and I believe now that you can have a goofy cartoon character in an action sequence and have it still be exciting.
>>
>>171107521
That's pretty cool.
I do wish I could see her model in something that doesn't look like a blur of colors and a basic outline though.(barely can tell what I'm looking at in the webm)

But the first thing I thought was mighty n09/megaman/roll type character is what it looked like.
>>
>>171107273
>the practical level of gamedev is actually less elegant that I previously imagined
This one.

Get deep into speedrunning and see the exploits people discover; you'd be amazed how quickly the entire game falls apart if you just peek behind the curtain.
>>
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>>171107687
It doesn't look much more flattering in proper resolution.

But I have no talent for modeling or rigging, a large part of why I went with an N64-low-poly artstyle was specifically because it enabled me to shit out assets with very little attention to detail and have it come together into a cohesive art style.
>>
>>171107950
is she something like Alex Mercer?
>>
Do you guys follow tutorials or just dive in?

https://www.youtube.com/watch?v=MFvsRvo_78Y
>>
>>171107273
Stressed programmers start using bandaid solutions come crunch time.
>>
>>171107273
sm64 is a bunch of very loose level design and programmer art. the game is still great to this day - let it be a lesson not to take this shit too seriously
>>
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>FPS drops from 60 to 58
>>
>>171108093
dive in, watch tutorial, dive in, get frustrated, watch tutorial, dive in repeat infinitely. welcome to any creative endeavor
>>
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>>171108038
I guess kinda, yeah.

The frame story is that one of these power cell things exploded and a massive radioactive (or whatever, imbued with plot-relevant energy) shard of it got lodged in her skull. As a result of that (and my taking major liberties with biology) she has the ability to manipulate their energy and summon them to her. She wears them on her hands and feet for strength and protection, and most of her "special abilities" like double jumping and whatnot involve hands appearing and throwing her/flipping her/becoming wings/etc.

She's like, Magic Hands Girl. But I can basically make magic hands do whatever the fuck I want them to do because, again, Looney Toons logic is at work.
>>
I thought engies were enginedevs.
>>
>>171108379

minor FPS dips are ok if its for something cpu intensive
>>
>>171108684
not they aren't, rewrite the code to be less cpu intensive
>>
How do I optimization.
It seems like some kind of black magic.
>>
>>171108835
this anons got it
>>
>>171108984
nah
>>
>>171108984
you'll feel violated when you work on video games for me and get nothing out of it does that sound good enough?
>>
>>171108867
Start with algorithmic complexity. If you're using a managed language, your only other concern is basically reducing garbage collection as much as possible. If you're using an unmanaged language, you can get into even more low level optimizations like cache and branch coherency.
>>
>>171108492
>be near dangerous power source
>it explodes
>almost die
>wake up with super powers

It worked for most caped super heroes, I don't see anything wrong with this plan.
>>
>>171109417
no that's way too much effort
>>
>Trying to balance dev'ing and wageslaving
>Forgot how long dev'ing takes
>Some days feel like i'm making no progress at all

Soon I'll have a game to call my own
>>
>tfw learning about functional programming in school
>>
>>171109308
Well, the story of the game is that the same thing happens to Dixie's little sister Trixie... only she gets the explosion much, MUCH worse. And then, because that's the second power core to have a failure out in that region, the company that's building and researching them dispatches a robot quarantine team to seal off the area until the cause of failure can be determined.

And because Trixie is so heavily inundated with the material, they kidnap her as part of the quarantine/cleanup effort. And Dixie sets out to rescue her, but every robot that sees her will attack on sight because she too is inundated with the material and therefore needs to be "quarantined".

So, wake up with superpowers, but also get a bullseye painted on your back.
>>
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>>171106468
So far I've got all of the Smashified character art and a few other fighters I'd like to see in it. If anyone has any character art they want in the mockup, let me know. I'm actually having fun building this, even if it's ultimately going to be pointless once the UI designer builds the real one, because it really hypes up just how big of a crossover this game could be.

Also, fighter builder is in the works. If anyone wants a character in the game proper let me know and I'll work with you to make that happen. I'm getting near to the point that the game is beta-able and I want to start filling out the roster.
>>
>>171110380
>Forced Shovel knight
>Shantae
>Ridley
>Furry waifutrash bait

I hope you enjoy not being played
>>
>>171110505
It's just a mockup. None of these fighters except Zero are in the game. I literally just threw in every character from the Smashified tumblr that faked Rayman last year since it was a bunch of ready-made art assets.
>>
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>get asked to stream dev
>tfw don't want people to see how shit you are at coding and art and how much you wing things
>>
I need a random port for my network protocol.

Somebody give me a random 16-bit number.
>>
>>171110873
>complaining about people being actively interested in your project

Meanwhile I am happy when someone other than blackshell media visit my tumblr, ffs
>>
>>171111248
>tfw even blackshell media don't visit you
>>
>>171111410

I honestly don't know what their agenda is. All I post consists of placeholders, grids or standard UE4 meshes. there is literally one other mesh I stole from Tinkercad. Which is also a placeholder, because even though I could use this for the final product and give credit, fuck that. I don't want some random people in my credits section.
>>
>>171111197
80
>>
>>171111676
It's just a bot that reblogs everything related to gamedev to advertise their shitty marketing services, everyone knows about them so it works I guess.
>>
>>171111197
0xA6D6
>>
I want to make a porn game for patreon bucks.

Any tips?
>>
>>171112950
just like make game
>>
>>171111248
>blackshell media
Aren't they a scam or something?
>>
>>171112950
have decent art

make it some kind of sim or VN if you can't into gameplay. that or a simple 2D platformer where enemies rape you, stick with a female protagonist since about 70% of hentai gamers prefer it

remember, at least decent art.
>>
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>>171112950
if you're not making a game about obscure fetishes with thirsty as fuck consumer base, prepare to make some god tier art to get some actual money
>>
I think I have a herniated lumbar disc.
>>
>>171112950
Steal an abandoned game and mod it with new content
>>
>>171113098

yes, they are, see:

>>171111926

But yeah, since they reblog a lot of shit you can find other devs by going to their tumblr. I don't know if any non-devs know about them, though
>>
>>171113098
did his post imply otherwise?
>>
>>171113162
I can do decent art/animations. Is there really a market for VNs? I figured the game would need be at least a 2d platformer to make a decent amount of money.

>>171113189
What about xenophilia?
>>
>>171106462
This, that guy is fucking retarded.
>>
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>>171114129
some xenos sell better than the others
>>
>>171112950
I thought maiddev had launched a lewd patreon. But going back over his tumblr/twitter, I can't find any mention of it. Not sure if he backed out or I imagined it.
>>
>>171114129
incest is the new entry level normie fetish so go for that
>>
>>171114348
He did, but it looks like he abandoned it.
>>
>>171114129
sc2vn tanked so i don't think so

make an undertale clone and use the vn VN elements like long gone days

http://longgonedays.com/faq/
>>
>>171114129
wait if you're trying to draw porn then just draw porn and sell it by itself
>>
>>171115150
really dislike how they settled for that level of detail in that game
could be much prettier with minimal effort
>>
>>171115354
is this the same autist

post a piece of perfect pixel art so i can see what meets your standards
>>
>>171115480
so I'm not the first one to notice?
>>
>>171115685
are you the same person who bitches about detail whenever i post pixel art
>>
>>171115150
This is not good art, not even close.
>>
>>171115812
I bitch about shit pixel art too!
>>
>>171115812
don't know
you don't have a nametag and I do criticize lazy pixel art when I see one
>>
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more progress

>>171106796
You're right. I knew I wanted values and such bouncing out of characters but i didn't put too much effort into making it properly juicy yet.
>>
>>171115937
>>171115956
>>171115995
post good pixel art then

or whenever someone calls my shit amateurish i'm going to assume you mean leagues above pro work
>>
>tfw you pretend to be someone else in other communities to see what people think of your game

who /sneaky/ here?
>>
>>171116360
I don't get what you mean. So you pretend to be Joe Blow and then say "Hey I saw this game where you can XXX (your own game), what do you think of it?"
>>
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You've been visited by the Good Game Dev.
You will be blessed with instant bugfixes and perfect lineart, but only if you reply to this post with progress.
>>
>>171116565
yeah but not that obivous of course
>>
>>171116049
Those skullingtonss are nicee
>>
>>171116567
>just be yourself man all you have to do is go talk to her
>>
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Trying to figure out what my text-box ought look like for Metanoia.
>>
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What kind of a sign is this there at the end in yellow, and how do I make this?
>>
Pixel artist here for my daily drawing

I will draw you pixel art for your game.Taking requests
>>
>>171116567
>just download more money
>>
How do I make a good boss fight?
>>
>>171116837
>serif
disgusting
>>
>>171116971
have a good combat system
>>
How do I make a good combat system?
>>
>>171116971
challenge your boss and write down what happened
>>
>tfw doing contract work to raise money for your game and haven't made progress in months
>>
>>171116971
Have a simple enemy with twice of everything: size, health, damage. If the usual enemy summons one fire ball at a time, let it summon two and so on. Oh, and make it a different color.
>>
>>171116750
they sure are because I fucking ripped them off from dokapon.
fuck yea placeholder art. It can only go downhill from here.
>>
>>171117071
The difference between good combat and bad combat is enemy reactions
>>
>>171116939
%, the percent sign, or sometimes the modulo-operator
Shift + 5 on my keyboard
>>
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Less Click dev are you here?
>>
>>171117251
>that pic

anon pls, my dick
>>
>>171117339
>%, the percent sign
You sure about that? It looks very different to me.
>>
programmer here

I will write you one function for your game
>>
>>171117542
I'm quite sure.
>>
>>171117653
Custom implementation of a C++ vector, using templates. I just need the Add() (/push) functionality.
Can be unoptimized, I'll do that later myself, anyways.

template <class T> void DynamicArray<T>::Add(T*)
{
// Do stuff here
}

Usage:
DynamicArray a;
a.Add(new Type);
>>
>>171116971
good art, animations and dialogue

high health and armour
>>
>>171117424
Hello I am here.
>>
>>171116942
Draw a top down 32x32 metallic looking "power up" container/crate with a large and visible "S" letter on it. use DawnBringer's 32 color pallete.

Out of curiosity - what do you draw these in?
>>
>>171116971
Mechanics consistent with the rest of the game
See:Final Fantasy for a complete rejection of this that ends horribly.
>>
>>171117820
Why don't you just use std::vector?
>>
>>171117820
StackElement* stack0=0;

void push(int z) {
StackElement *stack1 = new StackElement;
stack1->digit = z;
stack1->predecessor = stack0;
stack0 = stack1;
}
>>
>>171118068
Because that wouldn't be a
>custom implementation of a C++ vector, using templates
>>
>>171118149
But why do you need that in the first place?
>>
>>171117917
did you see new turrets?
>>
>>171118296
where
>>
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>>171118458
>>
>>171118210
Why do I need anything? I don't.
"I" am just a bunch of quantum probability waves collapsing unto eachother in a pattern that is a pathetic attempt at defying the quirks of inevitable entropy.
This, in a universe that in itself is quite literally meaningless, and by extension, consists of only meaningless pieces of dust. There is no I, there is no universe, there is no grand scheme or meaning. Nothing has or ever will have meaning, everything will be forgotten and nothing will remain.

I don't need shit, "I" just want to learn how to code, while I wait for the inevitable.
>>
seeya, wouldn't want to be ya
>>
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>>171118569
Not bad but I think it's too small, maybe try something with a more blocky aesthetic like in Advance Wars for example, the game will have zooming so it's important that the units stay readable even from far away.
>>
How fucked am I now that Yoyo is forcing everyone to switch to GM:S 2 for $100? All I have is a free version of 1.4
>>
>>171116567
There is something to be learned from Toby though
It's that if you can pander to the holy trinity of internet autists (furries, retro hipsters, social justice bloggers) you will have a hit
>>
>>171119124
You could try out a free alternative, such as Godot.
>>
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Any good guides on how to create top down characters in a similar style to these? Seems like every character I create comes out wonky.
>>
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>>171119124
$100 is nothing, if you are so stingy that you can't pay for the best tool you will ever find for game development then maybe this hobby isn't for you.
>>
>>171104361
Would Learning Python help me get better at GameMaker? I want to learn to code but theres only courses for Python atm close by.
>>
>>171119124
>forcing everyone to switch to GM:S 2
In what way are they forcing anyone to do that?
>>
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>>171116567
I hate working on ui.
>>
>>171105738
Make the robe the same color as the hat and make more smaller white bubbles rise from the edges?

Looks nice tho
>>
>>171119787
picked the fuck outta that ration
>>
>>171106657
make the numbers not bounce that much, also a bit slower and go higher up.
>>
>>171119578
enjoy animating these things
>>
>>171119965
make the numbers bounce more and faster
>>
>>171119618
OR Java.
>>
>>171116837
the text should be off-black like the box, otherwise it looks good
>>
i choose pixel art because its less things to keep track of, seems easier
>>
>>171116942
if you're not the same as the other guy, can you do a guy on crutches 32x64?
>>
>>171119069
anon those are 64x64, I have to work with 1/4 of that size, but I will think of something
>>
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So I'm working on my shit again after personal issues got in the way.

Basically it's a top-down shooter with some Zelda quirks, namely Link's Awakening which had minor platforming and the Tingle Tuner from The Wind Waker.

Anyway, I'm trying to come up with a GUI and I feel like feedback would be good at this point.
>>
>>171120457
Is your HUD gonna work like a PipBoy form Fallout?
>>
>>171120587
That's a concern I've had with it mostly for legal reasons, but no I don't think it'll end up like that.

It's going to be used in real time, or maybe slow down when in use.
>>
>>171119614
>$100 is nothing, if you are so stingy that you can't pay for the best tool you will ever find for game development then maybe this hobby isn't for you.

If you think GameMaker is the best tool for game development then game development probably isn't for you.
>>
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>>171120449
The style is the important part, even the tiny sprites are easily readable.
>>
>>171120457
Obvious complaint is "GUI takes up a loot of screen estate", although I'd have to play it to see how bad that really is.

As far as aesthetics, the GUI is probably the best part of what you've got going there, I like the lil' guy. The bars in the top left are good, icons not so much.
>>
>>171120783
>>171120449
Also you can extend the sprite vertically a bit and let it obscure the one on top if you need the space like the characters in this pic.
>>
>>171120832
It does take up a fair amount but unless I tone down the gameplay I'm afraid it'll need it.

It hasn't been an issue to me so far but I'm likely biased towards it.

Thanks for the feedback
>>
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Making city assets is actually pretty fun
>>
>>171119618
Yeah. Knowing the basics of programming will help you translate to any new language.
>>
>>171121296
getting a strong Vagrant Story environment vibe especially from the darker walls.
>>
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>Mfw 2 months into a "Tiny sideproject just to relax"
>>
>>171121003
I will pull something off don't worry
>>
>>171121296
nice order of ecclesia textures
>>
>>171121404
Haven't played that game, but I love the colours and stuff.

Max Payne is what I've been thinking about while working on this. Was considering making a comfy snowy city like in that game, but I think I'll be dropping the snow, because it would involve a lot of blending snow tiles.
>>
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>>171121296
>>
>>171121470

I'm both excited for and dread the day when I get my hands on the Vive. possibilities drive me crazy, but at the same time I can already see how it devolves into a million single gimmick vr projects that never get finnished
>>
>>171121683
OC, actually

>>171121756
Thanks!
>>
>>171121863
Pretty much sums up my experience. This space trucker sim thing is feeling really cozy already though.
>>
>>171120759
is it basically beemo from adventure time lol
>>
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>>171117953
>>
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Progress:
>Added framework to have unique characters with special abilities and playermodels.
>Working on adrenaline Aura ability
>Removed furries
>>
any tips on first person camera shake?
>>
>>171122483
yeah, don't.
>>
>>171122483
the more the better
>>
>>171122483
just kind of do some
>>
>>171122483
If you do it for even one second it will trigger my motion sickness. If it happens to often I will be physically unable to play your game in about 30 minutes
>>
>>171120271
what are you doing with all those cripples?
>>
if you can't draw or do art just learn 3d modeling it is easy
>>
>>171122483
I think Unity has a standard asset for that.
>>
>>171123048
How are you going to draw the reference sheets
>>
>>171123185
By modelling them in 3D first.
>>
slow-motion screenshake
>>
My motivation is dwindling lately. I find excuses to not dev constantly. I'm going to go for a short and intensive dev session now, wish me luck anons!
>>
How can I make my game unique?
>>
>>171123302
>relying on motivation
I feel bad for you, I really do
>>
>>171123302
take a 2 day break?

they usually help me
>>
>>171123385
Do something in a way it hasn't been done before
>>
>>171122483
kys
>>
>>171123495
I feel like we live in an age where everything has been done before.
>>
>>171123302
Here's a better idea, go back in time and get your parents to make you do chores so you don't grow up to be a weasely manchild

You're still here reading this aren't you? Good luck!
>>
>>171123557
you can still execute better
>>
>>171123557
Your feelings are wrong.
>>
>>171123302
>I find excuses to not dev constantly
Make dev your job!

But then you'll never want to dev for fun.
>>
Friendly Reminder that your game will never be finished
>>
>>171123557
>>171123676
>>171123743
time is a flat circle rus
>>
>>171123260
this

when I am too lazy to draw a sketch on paper and scan it I will make a rough model and then model it properly based off the rough model in Blender
>>
>>171105875
Game looks fun
PLEASE fix the lighting, this kind of lighting doesn't suit the cartoony look of the game.
I'd expect some nintendo style colors for this.
>>
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What are some essential platformers to steal ideas from?
>>
>>171105875
this game looks like it is going to make it and make some cash
>>
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>Use Gaussian sampling function in UE4. This is the distribution and associated 1d voronoi mesh I get.

My own function next.
>>
>>171124497
anything really

the bare essentials are DK country for 2d and most likely mario 64 for 3d

i personally think supernintendo had the best platformers such as thatr rocket mouse game called Rocket Knight Adventures

the playstation had some good ones too like tomba

i think tomba is the best game ever fucking meme ruined the whole series for me god damn it i hate normies i still have my copy of tomba
>>
>>171114348
>>171115010
I abandoned it.
Turns out lewd games need lewd art and I'm not good enough to make any.
I'm just gonna focus on my main game.
>>
>>171124332
My game has been finished once before and so I know it can be finished again.
>>
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>>171124703
And here is a distribution that I get after I iteratively refine the output of the UE4 Gaussian generator. UE4s generator did a shit job recreating a gaussian, whereas this is so much more fucking accurate.

Conclusion: Use Unity
>>
>>171124741
>Rocket Knight Adventures
That was Mega Drive not SNES
>>
>>171124491
>I expect trash
?
>>
>>171124873
where da gameplay
>>
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>>171124887
was the genesis competitor to super nintendo or was it the normal nintendo

i forgot
>>
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>>171124873
>Guys look i didn't read the documentation so i'll use unity

Yeah unity is a really good option if you are new to programming.
>>
>>171125247
underagefag detected
>>
>>171125175
I'm using it for an airstrikes. An airstrike consists of a collection of missiles which I want to hit Gaussian distributed on the target.
>>
>>171124703
>>171124873
Did you try multiplying by 255?
>>
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>>171125393
only had a super nintendo growing up

brought a genesis for 20$ yard sale
>>
Would you twerps be down for a harvest moon clone with animal hunting set in a low fantasy Western Frontier?
>>
>>171125841
Absolutely.
I will buy almost any game with harvest moon mechanics.
>>
>>171125841
i'll be the progammer
>>
>>171123023
just like breaking legs
>>
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>>171125952
Phew, I'll have one sale!

>>171125841
I would also play this
>>
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progress:
added a hookshot mechanic

it doesn't feel quite right yet though. how can i improve it?
>>
>>171125841
>low fantasy

Dropped.

A western Rancher style harvest moon/stardew valley would be cool. Have a nice cozy western town, fight outlaws trying to get your cattle, and herd/raise cows and horses and shit for sale. Also building derricks for oil and a more indepth mining system would be great.
>>
>>171124873
>Gaussian generator
neat
you're getting Gaussian distributions, right? what for?
>>
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House Cleaner --[PROGRESS]--

Animated Shotgunner and implemented him. Basic AI but he chases the player and shoots when he's triggered. Good enough for now.

With the 3 enemies in the game i have a good enemy balance.
Pistol guy forces you to move around and activily dodge.
Grenede Fatso gives you a chance to build energy for crowd control
Shotgun guy forces you to kite enemies.

Good times
>>
>>171126240
Kind of already looks like you're heading in that direction.
Whats this gonna be about? I'm quite intrigued.
>>
ftl is a great game but how the fuck did that game take 18 months to make?

its brain numblingly short
>>
>>171126375
Missile locations from an airstrike.

Its an iterative method that refines to a gaussian. Its actually kinda resource intensive since I need a lot of iterations, but what I've done is have it do one iteration per frame. The airstrike is on a 10 second timer, so I have time to do hundreds of iterations before the strike, giving me nice beautiful gaussian distributions, instead of the normal UE4 shit.
>>
Undertale is a pretty good game
>>
>>171126769
How many games have you made in the past 18 months?
>>
>>171126769
t. never completed a game
t. definitely never completed an FTL quality game
>>
>>171124497
You've posted the best one. Also SMW maybe.
>>
>>171126738
Basically harvest moon, but with some tower defense elements, as well as dungeon crawling for mining.
>>
>>171126769
Polish is how it took so long to make.
Polish and refining mechanics.
>>
>>171126769
At least 50% of all dev time is just changing shit you don't like anymore.
>>
>>171126769
If you can make an FTL clone that is longer than FTL, in 18 months or less I'll personally buy 10 copies.
>>
>>171126240
How did you do that axe animation? Is it 3D or have you done gazillion sprites?
>>
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>>171127864
It's 3D, my dude.

Then just a combination of rotating and translating the model in relation to the player.
>>
>>171128475
I see you made this in Blender *rubs hands*
>>
>>171126240
This looks great, but the axe shouldn't have that black outline. It looks foreign to everything else.
>>
>>171126539
Might be me but the square bullets make it feel like they are sparks or some form of shrapnel from a blast and not bullets.
>>
>>171128475
What engine are you using?
>>
>>171128537
y...yes?

>>171128626
You're not wrong. I think I'm going to include a slot in the inventory table to store an outline color. The models look weird without the outline, but I think an outline that matches the color of the model better would look okay.
>>
>>171126240
Do you guys like better this game or his Resident Evil 2d shooter game?
>>
>>171105083
I'm begging you to look into lighting, it makes all the difference in a scene... :(
>>171105875
Cell shading would look good
>>
>>171127751
Its mindblowing that theres no FTL with multiplayer encounters
>>
>>171129417
>he thinks shading matters in a game

Anon...
>>
>>171129017
hes some what wrong

the readability of the models will go down without the black line
>>
>>171128937
Game Maker: Studio

>>171129562
Yeah like I said, I don't plan to get rid of the outline entirely, just adjust the color so it doesn't clash with the model so much.
>>
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>>171121296
Your things are giving me a really eerie Pathological vibe.
>>
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experimented with removing enemy collisions, i think its better this way ( although still unsure if they should never have collisions, and the draw order of sprites ( player on top 100% of the time? enemy drawn first when hes attacking? )

the hookshot now takes you a bit ahead of the enemy instead of directly on top of him.

added a downward attack.

also added a spoopy skelton that an anon from a couple threads ago made for me ( thanks for that by the way! )
>>
>>171129864
Maybe try having the collision zone really small ? It feels a bit too floaty, in my opinion.
>>
>>171129864
Hahaha

you actually used the skeleton I made for you in your game that is pretty funny

10/10 you made my day Anon
>>
>>171129836
Nice! I haven't played Pathologic, but I like the look of it
Hopefully we'll be able to make something which feels a bit eerie (though it will play like a fairly straight forward fast-paced shooter).
>>
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Is this a good item notification to tell the player that he is actually picking up items ?
>>
>>171122483
PAN IT DON'T SPIN IT
>>
>>171129990
i'll try some things and see. i do intend to have the enemies attack at some point so it will have kind of a pseudo collision with knockback. the main issue with true collision though is having an enemy land on your head and stay there lol, still haven't figured out what to do about that.

>>171130042
of course! i love all the sprites i have.
>>
>>171130489

I'd use the MGS system.

First pick up shows the item information while pausing the game, subsequent pick ups show the item name above the pick up location.
>>
>>171130760
i'll make you a main character instead of the square

What do you want it to be? a knight? a wizard? a creature?

whatever you have in mind?
>>
>>171130849
Do you think that the game really should pause and explain things like "this is an assault rifle. It's a rifle to assault with" or "this is a ration, you eat it" ?

There really aren't any strange or unclear items/weapons that need explanation, and if there were i rather teach about them through gameplay (like explaining how to use a EMP grenade by heavily hinting at using it as the easiest way to complete a level, or even the only one.)
>>
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>he felt for the 3d meme
Beside AceCombatDev, nobody else has proven that they can make an actual good polished looking non-meme game.
>>
>>171118787
>copenhagen

you're actually just a retard anon
>>
>>171131120
You could say that about 2D dev as well though
>>
>>171131120
>admitting an exception exists
it's like you don't want your shitpost to be effective
>>
whats better, _________ or _________ ?
>>
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>>171131120
>>
I dev like a black man today.
>>
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>>171122230

>removed furries

what, you don't like free money?
>>
>>171131608
inspired by that the sneaking part from legend of zelda ?
>>
>>171131120
https://www.youtube.com/watch?v=_z-cXdFMByM

COF. COF.
>>
>>171131094

Depends on how the items are valued.

If it's like MGS where you go from having no assault rifle, to having an assault rifle for the rest of the game, then I think it's good to draw attention to it.

If it's a throwaway item that will get replaced, then no, don't.
>>
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>>171131653
Changelog:
>Re-added furries
>>
>>171131763
I don't get tired of watching this
>>
>>171131094
>pause
no

>explain
yes

just use a quick small tool tip or text block
>>
why are the best artists furries?
>>
>>171130992
well, if you're offering! i was thinking a dragoon themed character. wearing engraved dark/dark blue armor, a dragon head helmet, and a long cloak. his weapon of choice being a simple steel lance or spear, nothing flashy but gets the job done.

hopefully this doesn't sound too much like kain or gwendolyn, but i think they had really cool designs.
>>
>>171132150
They are not
>>
>>171132150
They're not. It's just that the best artists draw furries because furries are always willing to spend big bucks on high quality furry art.
>>
>>171132150
it's by necessity
if you want to see a naked woman, you can do it just fine
if you want to see a naked whatever the fuck we could be talking about, you must visualize it yourself
>>
>>171131763

>that first person mode though
>>
>>171132289
Wait, scratch that. I don't know, they might be. We have no way of knowing though.
>>
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>>171132367
SF2 copied me
>>
>>171132150
Furries are so fucking terrible normally that it takes master artists to make them look passable
>>
>>171122230
What's up with the atrocious rendering?
Did you puke in the shader or something?
>>
>>171123825
>>171123608
>>171123482


In the end I reimplemented picking up items as a part of a more robust player-world interaction system. It's still rough here and there, and can potentially result in a softlock (if by some magic chance item that is being picked up despawns - which will NEVER happen), but it allowed me to make a simple usable teleports (ladders for example) and will allow to ad any combo of buttons/levers/doors/locks/keys I can come up with. I'll drop a webm when it's more polished
>>
>>171132689
I poured vodka down my nose and at the time it seemed like a good idea
>>
>>171131763
>unavailable
Rude
>>
>>171133330
Err, only copied part of it
>>
Why does everyone hate UE4 suddenly.
>>
>>171133758
home many samefagging shitposters does it take to make you think "everyone" hates something?

one?
two?
>>
>>171133853
Me (personally) it's the license that I can't agree with.
>>
would you rather have a cute woman sit on your face or gamedev
>>
>>171134057
Gamedev
Sex isn't fulfilling.
>>
I am having a hard time deciding

I am okay at pixel art and drawing in general should I learn 3d modeling in Blender instead?
>>
>>171134258
pixel art and 3d modeling are two different things

but pixel art can come in handy for 3d modeling when making textures and stuff

its like hotdogs to hamburgers
>>
>>171134057
I'd rather smash through your window in the middle of the night and crumple your puny skull with a club before you had the chance to throw off your covers.
>>
>>171134057
3D women aren't important
>>
>>171134057

Gamedev, until I get and famous, then cute women will fight for that seat.
>>
>>171134057

Dev.
>>
>asking about cute woman sitting on faces yields more (you)s than majority of progress posts
this is completely explainable and understandable but it will never stop rubbing me up the wrong way
>>
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tfw no music friend
>>
>>171134057
I would enjoy trading some hours of gamedev for some facesitting every now and then but if the question is "you must pick one and can never do the other" my ero doujins are quite enough.
>>
>>171134623
Make a game featuring cute girl facesitting
>>
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>>171134639
>went with a normal person instead
>but not before taking a large sum of his money

lol at real life women stick to waifus
>>
>>171134639
Wow, that's... Sad.
>>
>>171133940
5% royalties for an entire professional game engine is a good deal, if you make a successful game you'll be taking home more than enough.
>>
>>171134639
I will never believe the "too much money can be bad" meme
>>
>>171134639
I am aware of this. That's why I'll start looking for a girl just as I enter this new rich lifestyle, so that she can get used to it and not scared
>>
>>171135064
He is wiping away his tears with crisp $500 bills
>>
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>/agdg/ so confident they'll become the new notch
post your're games motherfucks
>>
>>171129417
It IS cel shaded, anon.

I'd love to fix the lighting but I'm not sure how: I can crank up the baseline diffuse (just make the whole thing brighter in shadows) but the real challenge is getting sharp contact shadows, which the game wants desperately but UE4 is unfortunately just super ill-equipped to handle performantly due to how it works (which is that it's built ground-up to try to realistically emulate light's functionality, and most of its shortcuts and performance-savers lean toward faking realistic lighting, not faking toon shadows).
>>
>>171135292
Actually, that's not my primary problem with it.
>>
>>171134639
>move to a different country
>date a girl and pretend to live a modest life
>reveal you're actually rich after you're married with 2.5 kids
>>
>>171135526
No, I'm gonna be the next tobyfox!!!
>>
>>171135608
I doubt the sharpness of the shadows is his major concern

(I think it looks fine)
>>
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Will I be able to use my gamedev skills to get a job if I have no degree?
>>
>>171136464
Contributions to any sort of open-source project would be better.
>>
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made my hotbar nicer
>>
>>171137160

>gun turns upside down when pointed backwards

Wouldn't advise that.
>>
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>>171136375
Too bad, I made it brighter anyway and it really does look better.

The cave scene is interesting; because I manually shaded the walls to be "dark" so that my platform spotlights didn't catch the walls, it looks just as dark but with better visibility, and it really improves the look of things overall.

It was a good call-out on his part.
>>
>>171136464
SICP is a meme book
>>
>>171137614
It's not a meme book at all, it's just not a gamedev book.
>>
>>171136946
The only open-source project I know is Godot Engine and I have no real idea how to contribute to it
>>
>>171137564
Those stepins while punching mid air are really annoying.
>>
>>171137614
It is pure quality.
>>
>>171137614
The SICP meme doesn't make it a meme book.
>>
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A game that gives you back the last 5 years of your life..
>>
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Did a bunch of changes to the cockpit view and now to play the cockpit view almost completely hudless because you'll have the option to enable all crucial elements to be displayed on the projection screen.

Changed the camera movements too.
>>
>>171137947
You can talk directly with the devs on their irc, if you need any help understanding the engine architecture.
>>
>>171138557
That guy looks like he browses /agdg/
>>
>>171138564
very good progress if this was facebook, i'd give it a LOVE not a like!
>>
>>171138854
Molyneux was probably the guy pitching his dual-mouse idea
>>
>>171138276
Too bad, they're staying!

If "just do the ground combos in air" is good enough for The Best Action Game I've Ever Played, it's good enough for Dixie.

https://www.youtube.com/watch?v=_cH2-A8sqWQ

I will never not shamelessly rip off Transformers Devastation
>>
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>watching reruns of taxi while deving
>draw a rectangle as a enemy
>i am finished now
>watch more taxi
>>
>>171119124

What? I thought there wasn't an issue with staying with 1.
>>
>>171139369
he's memeing
iirc all that happened is that you can't buy 1.4 on steam anymore
>>
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The poilce shot a man a few blocks from my house.
>>
>>171137947
If you can't find a single project across the entire internet that you can work on, how are you going to convince a company you'd be able to contribute to their projects?
>>
>>171139583
rektt
>>
>>171139563
it could of been you..
>>
>>171139563
Are you making a video game to cope with the experience?
>>
>>171139303
basically me, except replace taxi with hentai
>>
>>171139563
Are you white? If yes, there's nothing to worry about.
>>
>>171139563
Around blacks, never relax.
>>
>>171139563
nice blog
>>
>>171138564

the lack of (you)'s here is pretty unsettling. what the fuck happened to this place and why is good shit not getting noticed.
>>
>>171122186
I guess an accurate description of it would be a semi-corrupted artificial intelligence that will offer minimal dialog, so yes. Yes it is.
>>
>>171139563
Ok, but where's your game.
>>
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>>171131653
>Furries bring the dosh meme.

In this world, even that is not secure.
>>
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>>171136136
>>
>>171140279
we're busy discussing actually important things like cute girls sitting on faces and cops shooting people
video games are for children and manchildren
>>
>>171140279
Hard to give feedback on something when I can't tell what has changed
>>
>>171135994

Can you elaborate what the problem is? I'm still on the fence on engines.
>>
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>tfw too busy studying to make games
>tfw barely made progress in 3 weeks
At least I started on a new area.
>>
>>171138564

How long have you been devving for to make something like that?

Are you working alone?
>>
>>171141035
>(snake eater theme starts playing)
>>
>>171141035
a e s t h e t i c
What are you studying?
>>
>>171132150
>You can actually make money doing furry art
>As an artist you need to be diverse as possible, knowing how to draw animal people can be useful
>All the hugboxes, toxic communities, weird shit, and drama you can eat.
>>
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r8 this leg movement before I block in the rest of the run
>>
>>171141164
I need to study 日本語 to get a certification and get a fatter paycheck.
>>
Daily Daily Reminder

you are all plebs at gamedeving
>>
>>171141509
im trying m8
>>
>>171141509
Daily Reminder
Daily Reminders are exclusively shitposts that have no value, written by no-devs that know nothing.
>>
>>171141218
Seems like he sometimes skips some frames. Is this webm fault or my imagination?
>>
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Good evening gentlemen
>>
>>171121296
this is a late response but I saw your post on tumblr and think it looks really good but you should fix the perspective on the windows!
>>
Is it possible to make a material that has both translucent glassy parts, and solid parts. I'm trying to make a door with a window, but I'm not sure if I should make the door and window separate pieces, or one piece. I'd like one piece for simplicity.
>>
>>171142124
You'd save yourself so much wasted time and effort just by using 2 materials since you already know that that path works.
>>
>>171142124
>Is it possible to make a material that has both translucent glassy parts, and solid parts.
yes

any other questions
>>
>>171142124
One mesh can have multiple materials
>>
>>171142269
I know but I want one material to cover both.
>>
looking for good ideas for a 3d game. something that has not been done 1000 times pls.
>>
>>171142269
what is a mesh?
>>
>>171141926
why did 4chan even bother thumbnailing that when it is literally the exact same dimensions with with a massive amount of compression and a bigger filesize.
>>
>>171142396
One of those open world survival games, actually competently made.
>>
>>171142367
no, you really don't.

you want your materials to be reusable to save time and space, but also for visual consistency
>>
>>171142396
survival minecraft clone with zombies.
>>
>>171141951
Thanks

>you should fix the perspective on the windows!
You mean that you don't like them tilted inwards slightly?
I could give the bottom of each window an edge too (like the top), but that would mean 6 more triangles for each window. I just thought I got enough depth this way, whilst still keeping it fairly optimized in terms of polycount.

The other alternative, of course, is to flatten it completely, which would save 6 triangles per window, but I wouldn't want completely flat walls.

Thanks for the feedback, Anon. If it's really jarring I might add that edge.
>>
>>171142469
no idea
>>
>>171142396
>looking for good ideas for a 3d game. something that has not been done 1000 times
why would you think anyone weuld hand you good ideas
>>
>>171142475
im 1MA, and that is literally done 1000 times

>>171142537
just play minecraft with zombies. done to death (d2d)
>>
>>171142582
ideas guys are useless. not like they are gonna make any of their ideas anyway. give them to someone who could use them.
>>
>>171141925
there were extra midair frames, but only for one leg cycle (somehow). good eye!
>>
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>watching 6 year old nephew for my brother while he goes out on a date
>"just let him play on his ipad on your wifi, it's whatever"
>nephew watches let's play videos for the past hour on youtube while I dev on my laptop
>walks up to me and asks me what "yandere" means
>>
>>171142583
>that is literally done 1000 times
Where?
>>
>>171142689
>give them to someone who could use them.
not everyone who has decent ideas are just an idea guy.

I honestly dont get how people can be devoid of ideas though. Consume more media.
>>
>>171135292

How would it be better than all the other engines that devs everywhere use?
>>
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>>171141105
About a year and a few months now.

Yeah I'm working alone on this.
>>
>>171142797
nice blog kys
>>
>>171135526

Fine, you got me!

I'm actually a dev from /tg/. My game requires very little electricity.
>>
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>>171142545
they're supposed to be distorted ... ?

your looks like the right, it looks like when the photographer taking the picture for the texture took it, they were looking upwards, so it has a perspective tilt

but when you apply it to the model it needs to be flat, like the left image

hopefully that makes sense
>>
>>171142735
Funny, since I'm wearing glasses.

Could you post version with same movement, but where you don't shake camera? I want to check something.
>>
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Alright yesdevs, what's in your //TODO: comment at the top of your main file?
>>
>>171142367
Don't listen to this:
>>171142509


Its a common beginner mistake to try to make "generic" materials, and just assign a dozen different materials to every mesh. DO NOT DO THIS. This is literally poison for performance. Each mesh should have only 1 or 2 materials attached to it.
>>
How do you find scale based on distance? Is there a scale formula?
>>
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yay or nay on the visual shit? I've put a gradient BG in and beziered the shit out of everything
>>
>>171143249
>pata pata pata pata
>pon pon pon
>>
>>171143206
And those 1 or 2 materials should be generic/instances if possible
>>
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>>171143115
They're a bit rounded at the top, if that's what you mean?

That's intentional, although I can understand if you don't like it.
>>
Anyone not building their engine from scratch in Vulkan needs to end themselves.

All you fucks here are part of the inferior race.

2d games aren't worth paying for.
>>
>>171143619
>Vulkan
is it even worth it if your game isnt 3d?
>>
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So what are the differences between GMS and GMS2?

I know the wacky payment pod thing, kinda. What I want to know are the improvements.
>>
>>171143206
>I'm going to re-make my indistinguishable similar glass materials for every door windows and prop on this building

ok have fun wasting your time and never making a game, retard
>>
>>171143736
You still use the same graphics API even if you're doing 2D. And since Vulkan's big point is dealing well with draw calls then yes, there's actually a lot of worth in it if your game could be limited by it. Draw calls, after all, are the biggest potential bottleneck for 2D games.
>>
>>171143736
Are you even worth it if your game isn't 3d?
>>
>>171143619
Fuck off. You're why enginedevs get a bad name.
>>
>>171143206
>Its a common beginner mistake to try to make "generic" materials, and just assign a dozen different materials to every mesh. DO NOT DO THIS. This is literally poison for performance. Each mesh should have only 1 or 2 materials attached to it.

This is true.

And then you turn around and read retarded shit like "oh, GTX blah is all you will ever need for 1080p60!"
>>
Just finished filling out the forms and writing the check to form an LLC

Eight hundred and eight dollary-doos.
>>
>>171143886
Off yourself 'game maker' plebeian. Using kidware is exactly why you will never further your life.
>>
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>>171143429
see how they slant inwards?
why would that be intentional? are you using a building reference that has triangular windows?

even if it is intentional architectural feature, I think you should change it to straighten them out.
it reads as a perspective texturing mistake rather than an architectural feature.
>>
>>171143372
good enough for me i suppose
>>
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>>171143157
this version is me not moving the camera at all. its still very finicky on its own and I have no idea how to fix it.
>>
>>171144018
why? post your game
>>
>>171144107
He seems a bit stiff, but might be because of upper body, it's hard to tell. Beside that it looks good. Sorry I couldn't help more.
>>
ITS UP

https://www.youtube.com/watch?v=dlD9K5mY5n8
>>
>>171144554
Gogem why did you even bother to pretend this isn't you?
>>
>>171142797
autism runs in the family then on your fathers side
>>
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>>171144073
Better?
>>
>>171144114
still not posting anything.

incorporating so that I can deal with a partner and contractors legally not as myself and so that I can start to file for trademarks
>>
>>171144805
Not that anon, I think they both look good. Try them in game to see.
>>
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>make simple 128x128 texture
>import into UE4
>quality goes to shit

And this is why people use Unity, I guess
>>
>>171145318
Have you tried not compressing it and doing point filtering?
>>
>>171143736
Everything will benefit from vulkan/dx12, 3d or not.
Less driver overhead means better performance overall.
Obviously don't touch either of those directly, let competent people make libraries that internally use those.
>>
>>171145318
Scale it up to 2048x2048 if you want it to be nice and crisp.
>>
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>>171145318
>Be 12 year old kid
>Try using a professional cutting edge engine
>Get shit result when they can't even locate the literal tab called "Compression"
>"It must be the engines fault i can't read!"
>Throw a ragefit on AGDG again proving how young most Unity users are

Am I the only one that almost get sad at times seeing that some people are this stupid?
>>
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>>171145184
I guess it's a slight improvement?
>>
>>171144805
its better but still a tiny bit slanted, player probably won't notice at that point tho

where did you get the base texture? I feel like it would be easier if you corrective the perspective before building the UV map
>>
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>>171145395
>>171145562
That did the trick.
>>
>>171145739
better indeed
>>
>>171145772
I drew it on top of a photo I took, but I don't know where it is now, and I'm not going to redraw the whole thing for this.

>>171145772
>I feel like it would be easier if you corrective the perspective before building the UV map
I haven't done anything to the UVs - I just straightened up some lines in the image.
>>
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>>171145875
>Need help using a great engine
>Shitposts about it to get replies and help faster
>I fucking fell for it
>>
>>171145739
I'd go with number 2. You could make the first you look interesting if the window was in a cove. Pic related was the first example I found.
>>
>>171145875
Why do you blame UE4 every time you do something wrong
>>
>>171140446

>80% funded for a literal non game

come on now that's not helping your argument.
>>
>>171144554
Pretty good video tbqh.
>>
>>171146056
>I haven't done anything to the UVs - I just straightened up some lines in the image.
I know, I just meant if you corrected the photo's perspective before you started making it into a texture

its probably fine now, but for future reference you want to have as close to possible orthographic perspective for textures

I did a lot of architectural rendering in the past so my eyes are really keen on perspective errors, I doubt the players will notice while they're running past the building shooting pregnant aliens :)
>>
>>171146189
>>171145914
Okay - thanks for the input, people!
>>
>>171143862
>>171145516
Well the latest binding is over a year old but i guess i cousd give it a shot. Ho's the syntax's verbosity? About the same as OGL?
>>
1ma is a meme
>>
>>171146541
you're a meme
>>
>>171146438
Vulkan is extremely verbose (to give utmost programmer control), but at the same time it's far better designed than OpenGL is.
>>
>>171146335
Yeah, it's hard to get shots straight on flat walls when you're a little human, tho

>I doubt the players will notice while they're running past the building shooting pregnant aliens :)
I hope not. Though there won't be much alien blasting around these buildings in particular. This is for the scenes where you're "awake", and you'll just be walking around and talking to people at the local bar, and stuff.
The shooty bits happen in surreal nightmare worlds.

Anyway, thanks for the input!
>>
https://youtu.be/dlD9K5mY5n8?list=PLaW5cpjBPpWrO1dRq4PAERAnoX2h2QldR
if your game is featured in the marketing episode, you're going to make it.
>>
>>171146541
working with people is the biggest meme 2bqh.
Everyone always has shit taste and constatnly want to down-scope even the simplest ideas because they hate work.
>>
>>171146860
other way around. people working by themselves on a project tend to lower the scope on said project
>>
>>171147081
do you not realize how much projecting this is?
>>
>>171147081
>. people working by themselves on a project tend to lower the scope on said project
i wish.
Im not trying to make wow2, but i could never downscope
>>
>>171146824
Shilling your own channel is against the rules.
Also, kill yourself, gogem.
>>
>>171147081
I don't know how to downscope low enough so that I feel like I could actually make something. Everything seems to be behind unbreachable walls like art and audio or some insane programming aspect.
>>
Day 4.
+ Overhauled the camera. Pretty much frankensteined it from couple of tutorials + stackoverflow. Camera now supports mouse/right joystick look, mouse/right joystick steering, plus camera slowly follows player rotation if player uses keyboard or left joystick on a gamepad to move. I'll later add a 360 mouse look so that camera can freely move around player when there is no movement, plus I'll have camera look down(-ish) on player when there is a long jump.
+ Implemented checkpoints. Right now, they are storing player's position, so that if player falls off the map, he gets returned to last checkpoint. I hate to restart a game every time a camera script behaves irrational and I fall off the map.
+ Fixed a game-breaking bug where the player is stuck in jump mode if he walks slowly on platform edge. All I really had to do is offset the raycast that checks for floor collision.
>>
>>171147363
>not going to make it
maybe next time
>>
>>171147798
nice. that character looks like something out of pixar
>>
>>171147798
lookin fine

but i would change the skybox

i think realistic clouds and cartoony robot clash a bit too much
>>
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>harvest moon came up again
>last prototype from 2 / 2016
Wew...

Getting the mechanisms isn't hard though. What's a pain is moving to the next step : making more art that doesn't look like shit.
A comfy game is all about comfy props and places so no use if you can't make them.
>>
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I think this is a good milestone for today's work

i'll put proper descriptions in later when I'm not drinking
>>
>>171148358
You could keep the improper ones, just give it like a 1/100 chance they show up.
>>
>>171148358
>mixels
>>
>>171146748
>Yeah, it's hard to get shots straight on flat walls when you're a little human, tho
do you have photoshop? there's a perspective correction tool that I used to use when I took my own photo textures and it takes like <10 seconds to get it looking good, if not I'm pretty sure there's a similar copycat plugin for GIMP
>>
>>171148224
collab
>>
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>>171148045
That's what I was aiming for.
>>171148060
Pic related (the game art part) is an actual screenshot from the game (just added a bit of saturation). Clouds are a bit cartoony, should I make them even more stylized?
>>
>>171148449
sharp thinking, sharply noted
>>
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Haven't worked on this in forever. Wraiths will throw bones.

Time to load up the source code and figure out what the fuck I was doing.
>>
I have no idea how can I start to make a new game. I'm wondering about to start with a simple text game with simple options and commands.
>>
>>171148651
are you the guy that made the 3d sanic game
>>
>>171148728
spend countless hours spriting for inspiration
>>
>>171148574
> implying I care or even have the slightest clue of what I'm doing
>>
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>>171148651
i would think having similar clouds some what like the game grow home would improve it
>>
>>171105083
If you go with third person please consider including the option to toggle which shoulder the camera is over.
>>
>>171148765
no
>>171148853
Thanks, I'll think about it.
>>
>>171148651
>making fake boxart before your game is done
i like you
>>
>>171148224
Why is the box left handed
>>
>>171148809

I made a snake clone some months ago. Creating remakes can be a good start, no?

http://olegon.github.io/html5-snake/
You can use arrows and spacebar to speed up.

I wanna create some bomberman or pacman remake, from scratch.
>>
How do I into normie communities to promote my game?
>>
how do I incorporate plants into my space station when they are very inefficient way to produce oxygen?
>>
>>171148224
I remember this game. I miss this game.
>>
>>171149281
you want to have a shield with the dominate hand you ponce
>>
>>171146438
Bruh before even getting a triangle on the screen you'll be going through the creation of 100 structs.
You will understand exactly how GPUs work but there's a shit ton of steps since everything GL/D3D abstracted from you are now your job.
>>
>>171149368
go watch Gargantia on the Verdurous Planet
>>
>>171149368
1) if the space station is meant for general human inhabitants, it could just be for aesthetic.

2) Grow plants as food.
>>
>>171149368
Research on the effect of space on plants.
>>
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>tfw tempted to give up and just make A E S T H E T I C garbage
>>
>>171149524
>google it
>anime girls in bikinis
>and mecha
These are my two favorite things, thanks anon.
>>
>>171149436
the only reason you'd have a shield on your dominant arm is if you only had a shield

the box is left handed
>>
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I'm making a game without gender or race. All the characters will look like this.
>>
>>171105738
Can I just say that I absolutely adore this style? I love it so fucking much. If you end up making something with this I could see it being successful
>>
>>171149480
>You will understand exactly how GPUs work but there's a shit ton of steps
Yeah, i looked over a triangle example.
Going to be a bitch having to translate shit from C/++ though.
>>
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>>171149691
>stop my invisible shield
>>
>>171149368
People dont play video games for realism.

Having a room be a giant simulated forest would be awesome and look neat
>>
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Finished all the runes I think I'll need, four 'base' elements, three 'forces of nature', light and dark.

Then a handful of adjective runes.

I don't know if I'll make it explicit in-game, but it feels more intuitive for me to have (in order of activation) "Small - quick - fire - arrow" mean one spell and "slow - strong - earth - weapon" mean another.
>>
>>171149686
It goes so much deeper but it does have some 11/10 scenery though.
>>
>>171149931
What's wrong with fuþorc?

Also: are they going to look more hand-written/carved/whatever in the game?
>>
>>171149368
>inefficient
http://www.ted.com/talks/kamal_meattle_on_how_to_grow_your_own_fresh_air/transcript?language=en

~10 plants and you are set forever, you can recycle water in the air and having plants around has been shown to improve mood, productivity, and reduce stress when added to work environments that didn't have them before.
>>
I'm starting to be afraid that making particles and materials for my game will take forever. Can you reassure me /agdg/?
>>
>>171149848
It shouldn't be bad, most of it is just api calls and basic C code.
>>
>>171149848
>>171150450
Even if it is different, the API was designed to be very consistent, and it accomplishes it. You only have to see it in action for a little bit before you understand the whole thing.
>>
>>171150428
Particles are easy and fun, and materials can be re-purposed a lot.
>>
>>171150095
I think I wanted to make the runes up myself just to see how well I could do it.

At this time I plan to have all the runes in the pages of the book. Where they would look like the placeholder one there.
>>
>>171149368
>inefficient way to produce oxygen
anon you know humans need plants for reasons other than oxygen right
>>
>>171150428
Particles are really fun, and don't take long with a decent engine.

Materials can take forever.
>>
>>171150876
>falling for the oxygenjew

if its not physical how do i know its there?
>>
>>171140446

>6k+
>''''''''''''''''failure'''''''''''''''''
>>
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Made my first door.
>>
>>171150737
That's some good points. I guess that once I've started building some materials I could always just reuse some parts of them.

>>171150906
Well it goes hand really, a good particle effect often requires custom meshes and materials.
>>
>>171151181
particle materials are usually just simple monochrome things made with photoshop. Much quicker and easier than making a proper texture for a complicated mesh.
>>
>>171147081

Fuck off normie.
>>
Say there's a 1-player action game with an ability that makes you intangible and an attack. The intangibility takes 0.25 seconds to apply, and is very visible about this delay. But I notice that almost all intangibility options in action games happen instantly or in a couple frames, probably so the player doesn't have to react as fast. Besides frustrating the player, are there any systematic drawbacks to the 0.25 second delay?
>>
hi guys I'm new here and have a few ideas which I think would make really good games, but I can't decide on just one. let me know which one you think has the most potential:

1.
>a fantasy adventure game where your goal is to reach a large volcano on the island you live on, which is due for an eruption, and impregnate it. you try multiple times to dig a hole into the side and ejaculate into the volcano but each time you either fail to reach magma, or burn yourself without fertilization, eventually leaving you a parapalegic quadruple-amputee with severe burns who has to manage to hop up the volcano limbless and ejaculate into the core as the lava emerges, causing it to erupt in a massive explosion
2.
>a realistic simulation game where you trick your girlfriend into going from skinny to chubby by sneakily slipping weight gain powder in her food and she is distraught, unable to figure out why, until eventually she breaks down and gives in and eats all the junk food you can feed her and becomes obese, covered in stretch marks and almost insane over the next year or so. your main antagonists are her family and doctors who care about her health, as well as exercise in general
3. a flight simulator / comedy game where you have to hijack the plane and crash it into a building as part of a terrorist attack BUT: its like groundhog day, and each time it crashes you wake back up in the airport ready to re-hijack the plane. the game is open-ended and the player has to come up with their own goals, such as: explode a famous landmark, kill as many people as possible, get the plane to break in half, speedruns, etc. this way it is challenging but never railroads the player.

what do you think?
>>
>>171152045
>a [insert tag here]
Already going in the wrong direction
>>
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>>171146860
This
Great thing about 1MA is it's 100% your game. Don't have to worry about anyone not liking an idea or coming up with shitty ones. Or just shitty output.
>>
>>171152178
the problem with 1man army is that it can lead to some insane tunnel vision were you cant genuinely tell what parts is shit and what's not
>>
>>171152178
>>171152415
Best is 2MA
>>
>>171152045
from a purely jewish standpoint

ideal #2 is worth the most money

#3 plays it safe and #1 is too weird for most
>>
>>171152415
I know what you mean. I like my game but that doesn't necessarily translate to mass appeal.
>>
>>171152178
Goal body
>>
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>tfw ideal guy at heart
>all my progress is stolen assets/scripts
>>
>>171152415
>were you cant genuinely tell what parts is shit and what's not
that literally what agdg is for. But generally, i can tell if whatever i made is trash or not. If im really unsure, I bring it to the relevant board's general for clarification.

people really exacerbate 1MA
>>
>>171153432
that's not what exacerbate neans
>>
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Question so I don't have to make the same mistakes others have made. I had a 2D system in mind where you start out as an intangible ghost, and going solid on top of an object grabs it.

While solid, the same button makes you go fade out again, and throw anything you're holding based on directional input. Fading out takes 1/4 of a second
The thing is, I noticed most games with an invulnerable defensive option let you do it instantly, probably so you don't have to react to danger so far in advance. Is there any other reason I'm not seeing?
>>
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>>171149409
If only you knew
>going through my webm folder
>all of my prototypes are dead for the same reason since 2014

>>171149281
Not that you mention it.
>>
>>171153492
i left out words and hate idioms, you know what i meant
>>
>>171153510
im too baked to understahnd this

what if you drop a important item and you dont want to go back up and pick it up? because your just running through the level
>>
Not memeing, not shitposting and not wanting to derail any ongoing topics but I was wondering if there will be a Waifu Jam 2017 this year
>>
official agdg collab https://discord.gg/jvdSh
>>
>>171154060
https://www.google.com/search?q=http%3A%2F%2Fsendvid.com%2Foote29su&ie=utf-8&oe=utf-8>>171154060
>>
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>>171152045
>when you stick your dick in a volcano
>>
>>171153429
>tfw programmer guy at heart
>all my progress is stolen mechanics
>>
>>171154446
>discord
Trash.
>>
>>171153683
I honestly can't tell what you meant
>>
>>171154060
Well I guess there is no god
>>
is a good story necessary for an turn based RPG?
>>
>>171154789
People make 1MA more overwhelming/ a lot worse than it is.
>>
>>171154904
If you are making a game with a story then the story must be good
>>
>>171154910
Do you mean they make it out to be worse than it is?
>>
>>171106657
>not putting monsters in a straight line
woa

Stealing this for my game
>>
>>171155053
yes m8.
>>171155009
Tell that to Naughty Dog and the whole slew of movie-games.
>>
>>171154904
depends, if its a dungeon-crawler or roguelike then you don't need a good story because the story is usually "emergent" i.e. player makes their own story based on progression through the dungeon and character development... which means you need to have a damn good procedural generation skills and some damn good gimmicks to make it stand out from every other dungeon-crawler/roguelike out there

if its a jRPG type game: that's like asking if a beer needs alcohol
>>
>>171154910
1MA would be terrifying if i didn't have someone to leech off of
>>
>>171137160
What did you use to make this? Unity? Gamemaker?
>>
>>171155182
Haskell
>>
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>mfw it took me literally weeks to figure out how to use lua metatables
Feels good to have finally learned it tho
>>
>>171154153
Maybe, depends on what comes out of the clusterfuck of loli-mecha-cop-genre-fusion jam in a few weeks first.
>>
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>>
>>171155530
he needs to get some tweezers for his "beard"
>>
are skill trees hard to make
>>
>>171155669
>he
All game developers are female, you shitlord
>>
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am I Kawaii /agdg/ ?
>>
>>171155778
OH its a boy (female). makes sense
>>
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>>171153740
That's the game. Success hinges on knowing when to drop or juggle the item while phasing through incoming damage.

You can throw items upward and they'll travel in an arc slightly slower than you. I'm just not sure if the quarter-second commitment to fading out is reasonable.
>>
>>171155840
Is she an albino rat?
>>
>>171155840
NOT cute.

Next.
>>
>>171155840
is she made of 3 year old halloween candy?
>>
>>171153527
Why don't you finish something with gothic-chan
That model style is fine as is
>>
>>171155937
>>171155942
>>171155998
I think I am ready to make pixel assets for my game now
>>
>>171156434
she would look cutier if you finished it

draw a nice dress that matches her hair
>>
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>im literally tracing over other sprites and tweaking them and there's nothing you can do to stop me
>>
>>171156791
I usually like to sketch one full drawing on paper a day like a character or whatever

I am too lazy to finish that and do all that work on game maker studio paint program
>>
@171156973
Your game is likely trash if you even have one
>>
>>171157083
according to /v/ every game is trash
>>
>>171157083
honestly why is tracing a bad thing?
>>
How much screen shake is too much?

I was watching a lets play of nuclear throne to get ideas and the screenshake (especially when firing a bullet) seemed a bit too excessive
>>
>>171157317
>im just gonna colorswap Mario and change the M to something else
>n-no nintendo this is my creation pls no bully
the sad part is nintendo litorally did that with the whole mario family, but thats besides the point
>>
>>171155920
Any time you needed to do what's pictured with a solid wall you accidentally ran into, there would be a quarter second delay before they could move.

Since the throw has to arc to get over the wall, you have two options. Either

A)
The throw doesn't arc if the hero's not moving, and the player has to back off from the wall before the throw. This would rapidly get annoying.

Or B)
The throw does arc with a forward input even when the hero can't move forward. Assuming the hero has one running speed they reach instantly, you'd need to program the arc so your hero catches the item out of
>a smooth upward throw
>a 0.25 second delayed upward throw
>a smooth jumping upward throw
>a 0.25 second delayed jumping upward throw
and that's only if every item you'd want to throw past an obstacle has the same gravity.

Alternatively, you could make the fadeout work on neutral obstacles instantly and leave the delay for damaging hitboxes only.
>>
>>171157483
color swapping and tracing are two different things
>>
>>171126264
Let both blocks hookshot to each other and fly around like that.
>>
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>tfw spending a lot of time making shitty assets for a shitty lewd game
>tfw it's a sausage fest because I was just drawing what came to mind first
>>
>>171157547
its still essentially the same character no matter how many mundane details you try to add for distraction.

Case in point, earlier today with the guy looking for feedback on his sprites who had the wonky orange tree. I thought his protag was HLD's.
>>
Am I gonna make it if I dev half an hour a day?
>>
>>171155920
that is a much better picture to explain what your game is


so mechanically it works simular like how mario throws koopa shells in super mario 3?
>>
>>171157751
>tfw no naz and sarah trainer
I wonder if anyone on aco have started it.
>>
>>171157506
>A)
The throw doesn't arc if the hero's not moving, and the player has to back off from the wall before the throw. This would rapidly get annoying.

No it wouldn't. Super Mario World's throwing mechanics worked like that. Backing off slightly doesn't even require conscious thought.

Why does the item have to be catchable from every possible throw? Why not have it fall short from lower throws and let the player slow down to catch it?
>>
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>draw a placeholder female character
>think she turned out kind of cute so try giving a little more detail
>end up spend hours playing dress-up on a pixelshit character
>>
Shamelessly making waifu characters for my game, need opinions and perspective.

What personality, look, or trait would make you auto-waifu a character?
>>
Gogem is the hero we need
>>
So if I can't draw for shit, I should do 3D right
>>
>>171158010
no you faggot

just make YOUR WAIFU not other people's

im into NTR
>>
>>171157958
>spending*
I should go to sleep
>>
>>171157875
Super Mario World was the inspiration. The difference is that pressing B with no input just drops the item, while ▽B flings the item straight down (or slightly to the side based on momentum), and things can bounce.
>>
>>171158010
I don't have waifus because I am too cold and aloof to warm up to anyone even if they're fictional.
>>
>>171157897
>aco
What did he mean by this?
>>
>>171158010
Looks dont make me fall in love, context does. You can draw a nice girl, but if she has the personality of a hunniepop character, shes dropped
>>
>>171158121
pretty good ideal

i can really see how it can be fun

what names have you currently got? super ghost plonker HD?
>>
>>171158010
Candy-colored hair
Youthful cosmetic deformity (freckles, fangs)
An accidental aura of superior unattainability
>>
>tfw female dev but nobody on /agdg/ believes you~~
>>
#171158249
hownew.ru
>he unironically doesnt know
>>
>>171158368
>t. a dude with big breasts
>>
>>171158010
thiq
>>
>>171157431
Yeah I think Nuclear Throne's screen shake is too much. However it did include a setting in the menu to set the intensity of it, I think I set it to around 50%.
Including an option to adjust sceenshake intensity is very important.

Also don't make the screenshake for every little thing. Just somewhat big actions should have screenshake. And some things can have a tiny screenshake instead of full intensity.
>>
>>171158010
you can use my art as inspiration
>>171155840
>>
>>171158276
I had more serious ideas
Defect
as in "the desertion of one's country or cause in favor of an opposing one."
The game is primarily about stealing things
>>
>>171156026
Problem is not her but what's ahead like I said. Even if I have her I still need to make things like
- more enemies
- more scenes
- possibly some props

I can't really have her walk around the default unity scene fighting the default unity capsule, that wouldn't be much of a game.
>>
>>171157903
>Why does the item have to be catchable from every possible throw? Why not have it fall short from lower throws and let the player slow down to catch it?

Forcing the player to slow down generally does not feel as good as letting them hold forward. Doubly so when nothing is threatening them.
>>
How about a half life 2 type game except with better updated graphics
>>
>>171158270
But even in context, surely you must have some preferences.

>>171158320
>Freckles
My nigga

>>171158452
Gentleman and a scholar

>>171158559
thanks senpai
>>
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Going to start making new attacks again

Still tweaking this one
>>
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>>171158795
>Even if I have her I still need to make things like
>- more enemies
>- more scenes
>- possibly some props
Then make them!
What are you worried about?
>Art style
Keep going textureless low poly like her, picking decent colors for lighting will do a decent job despite no textures and save you a lot of effort
>Time
You've been working on stuff since '14? You could have been adding more content to this since then, so it's not too late to start doing so now
>No game idea
Start with something simple, a basic action platformer maybe since you already have basic combat.

Seriously to me it looks like you have everything in place to make something small/medium, you just need to put in the time instead of giving up anon. You don't need to make AAA art and assets.
>>
>>171158010
>What personality, look, or trait would make you auto-waifu a character?
My "type" is vulnerable, insecure losers who are way too eager to please. These girls are always kind of slutty. I am never satisfied. I want to die.
>>
>>171159194
where can I play this?
>>
>>171159116
Longhair and general femininity really , kawaii is kawaii.
sure things like >>171158320
help even though im picky with freckles.

But then again sometimes the short haired tomboy catches my attention so it all just depends.

But dont make wank-bait, chances are people will see right through. The best qts are the unintended ones. Just make a character you like.
>>
>>171159194
Damn doggy, that do look satisfying.
>>
>>171159385
You mean someone who puts you in a position of power?

Sounds pretty beta. Should be a big hit. Just like the tsundere.
>>
Anyone know how to resolve the issue with MonoDevelop where the cursor gets stuck as the text selector and you're unable to scroll with mouse wheel? Oddly alt tabbing gets it working for a moment but then it breaks again.

Yeah, I know >MonoDev. I've used VS before and simply I don't like it.
>>
>>171159405
https://hypersnow.itch.io/rewound

Story's going to need some rewriting and the graphics aren't up to date but there's 2 bosses to beat
>>
Ok, but seriously how do I pathfind in a 2.5D environment with stairs? Yes I've got the optimal path, but I want nice lines too and there's no heuristic to do it statelessly.
>>
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>>171159270
>Then make them!
Yeah, nah.
It's nice to have people telling that she looks fine but I'm a bit realistic her, I can't picture any artstyle going that way.
Also I made her out of necessity, I don't like modeling a bit.

>since '14
That particular one was in '16. Around '14 I was mostly gaining more experience in Blender/Unity doing random things like webm related.
As for game ideas I've already tried and prototype all I wanted so I haven't been deving since. This is why I know that people talking about "placeholders" still have a long way to go for what's after that.
>>
>>171159790
Hey, at least you're doing better than 80% of the people here.
>>
>>171155530

The comic is edited right?
>>
>>171159939
I dunno but just from reading your question I realized an answer to one of mine so thanks.

Could you elaborate a bit?
>>
>>171160026
Reverse image search points to it not being edited.
>>
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Information wants to be free.

So do ghosts.
>>
>>171160021
Thanks. hoping not to fall into a period of nodev again
>>
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>>171160180
so with Dijkstra's, for example, if it takes the same amount of effort just to move one square across a flat plain, the final given path will be determined by what order you process the initial surroundings in. This means you you get a line as pictured which is technically one of the optimal paths from one tile to the other. This is normally alleviated by using A* and adding in a heuristic to prioritize tiles closest to the hypotenuse of the right triangle the beginning and destination make, but that method falls apart when you're trying to path from one position, go down a staircase and then path to another position since it won't prioritize properly. I'm hoping there's a way to do it without storing a bunch of extra stuff, but I can't find any documentation on the subject.
>>
>>171159194
mannn I wish I was this good at gamedev

Teach me your gamedev secrets currently I am practicing art everyday and sucking horribly at it
>>
has /agdg/ ever had any actually GOOD 3D games? or is it all just low(meme)poly flatshaded shit?
>>
>>171161491
style > poly count
>>
How should one prevent wall climb spam in a 2D platformer? Kick them back far enough on a walljump so they can't ascend? Give an arbitrary limit to the amount of times they can cling before hitting the ground? Just design levels around preventing it? Or should I just let them have their fun?
>>
>>171155368
You've unlocked a whole new world anon. __call, __index, and __newindex let you do some super neat stuff.
>>
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>it's an anon needlessly over-complicates what was supposed to be an easy project episode
>>
>>171161491
if you love good 3d game so much, why don't you marry them?
>>
>>171161959
Not him, but I read that as "super neet stuff"
>>
>>171161761
An arbitrary wallkick limit sounds pretty deflating. Otherwise just decide what you want the damn game to be. MMX and MMZ are fucking awesome but whether your game has infinite walljumps/wallclimbs is up to you.
>>
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>>171158010
Instant waifu's don't exist. You need a complete package.

The personality trait I most like in a female character is smug basedness. Like there's a huge difference between
>the smart pretty talented queen
>the female warrior (I am woman hear me roar)
>the perfectionist
>Queen Bitch

I love the girl who can banter, who fights back but doesn't take stuff personally constantly. The girl who could easily fill a wingman or best friend hole if she wanted to because that's just how fucking based she is.

Bonus points is she blows the fuck out of chicks that are being dumb. There aren't that many girls that fit this trope and they almost never win.

>Ami from toradora (also kind of fits queen bitch trope but not really because she doesn't have a group of bitches that follow her around, you don't find out until much later that she just sees through everyone being retarded)

>Revi from black lagoon

>Komachi from snafu

I guess I just don't like victims or manipulators, I like girls who are equals and try and stand on their own feet.
>>
>>171162183
the neatest of neet stuff
>>
Will your game support Windows XP?
>>
>>171162383
Fuck no.
>>
>>171161761
Just put stuff sticking out vertically on walls that you don't want them to climb.
>>
>>171162383
im interested in the OSS clone
>>
>>171162463
Why so emphatic?
>>
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>>171162314
>>
>>171162314
>neptune
>>
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>>171162383
actually yes.
Anything with opengl 3 and a JVM should run my shit.
having that said, anyone running windows xp in this day and age should really consider linux. XP is no longer safe.


as far as progress goes I made this cute little sprite for the artillery boss. hopefully being 4 times the size of regular map units will make it scary and imposing, but I actually think it's rather cute.
>>
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>>171159194
You keep practicing, and study how other games do things. Here's an old project of mine more than a year ago that never got finished. I have projects that go way back with shittier and shittier graphics. I still get criticism for my art all the time.
>>
>>171163487
dose minecraft squares
>>
>>171163487
Meant to reply to >>171161224
>>
>>171162383
does unity support xp?
>>
>>171162586
ReactOS 0.4.whatever ran my old game engine with GDI graphics and MIDI sound almost perfectly, but at only 30 FPS. It runs a lot of SDL games well enough for them to be playable, too.
>>
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Not ded.

I moved particle stuff to a vertex shader and I also added automatic reloading for shaders like I did for other things in the engine. Changes in the webm are me modifying the shader code.

Now I can edit them while the game is running which is insanely useful for effects like this.
>>
>>171162383
yes.
>>
>>171163659
ohayou meido dev
>>
>>171163623
Only Unity 5.2 or earlier.
>>
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Look forward to playing City Night on your favorite Dreamcast console device or Dreamcast emulation machine.
>>
>>171163659
Damn your stuff looks good.
What did you have to do to pull off the live editing of the shader?
>>
Views on GameMaker are absolute witchcraft, I will never get the hang of them.
>>
>>171163860
(That's the editor itself. Games built with the latest version still run on Windows XP.)
>>
>>171163926
if youre going for nolstalgia, why not just start it with the dreamcast boot screen?

still p.cool though
>>
>>171163926
Can you post the run animation so I can fix it?
>>
>>171163926
calling sega anti-piracy right now. they are not pleased.
>>
>>171158010

Furry.
>>
>>171163837
Hi anon

>>171163948
It's not actually live editing, but it recompiles and loads so fast it looks live!

All I do is watch the folder where the shader file is for changes, unload the shader, compile the edited one, reload it.
I use the same thing for character scripts (.dlls) and textures.
>>
>>171164125
because it's in ELF format right now and to start with the dreamcast boot screen it would have to be in a bootable CDI format which is something I haven't figured out how to do yet.
>>171164161
It's actually not a run animation .-.
>>
>>171163659
Did you draw the sprite animations yourself? Where'd you learn from/how'd you do it?
>>
>>171164280
I did it myself, I'm a shit animator though and I hate doing animation.
>Where'd you learn from/how'd you do it?
Get clipstudiopaint when it's on sale and use it to do animation, I didn't really learn from anywhere. I just try stuff, fail, repeat until you can use it in your game.
>>
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>>171164161
Here's the animation though. It's supposed to be a "struggle animation" that I am using as an idle animation for fun.
>>
>>171164497
post your walking ones then.
>>
>>171164497
>PARTY HARD
>>
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look im trying, ok
>>
>>171164697
Nice mixels.
>>
>>171164771
Thanks, I made them myself.
>>
>>171164697
i like the flip
>>171164771
what are mixels? a mix of pixels?
>>
>>171164697
why is his dick out
>>
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>>171164697
>>
>>171164891
honoring harambe
>>
>>171164891
Why is YOUR dick out?
>>
>>171164891
shut up faggot you like it.
>>
>>171164884
Pixels that don't conform to a grid aka fake pixelation aka mixed pixels aka mixels.
>>
>>171164697
>A furry mixel game

Anon... this is shit posting to the extreme
>>
>>171164697
I do need actual advice though, can you guys make out the image on the tv screen on your monitor? I'm using a shitty TN monitor, but I just wanted to make sure.
>>
>>171164408
Looks pretty rock solid actually m8.
I'm in a similar boat and was looking for ways to start getting animations done.

Cheers
>>
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>>171165301
There are quite a few (8 directions x 8 frames) I'm assuming you don't want all of them
>>
>>171165364
came out alright in the end, good job.
>>
>>171165463
Thanks!
>>
>>171137564
Pretty great now anon, daytime lighting is wonderful and sets the mood of a day. Lighting ALWAYS effects the mood and drastically changes a scene.

Because the lighting is so intense the shadows are by contrast and the scene looks sharper.
>>
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>>171165321
Other than trial and error I try to find games as reference for animations of course.
Thanks to technology you can download videos and look at frames one by one and figure out how to do animations, take advantage of this Anon!
>>
>>171165682
>clipstudiopaint
Oof, I just checked it, doesn't look light it's really made for pixel art.

Good thing I only made 10 characters in mediocre pixel art ;')
>>
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offical dev drink list

god tier

water, green tea, black coffee

medium tier
ice cold oj, hot chocolate, protein shake

low tier
latte anything, espresso, alcohols , flavored water drinks, juice, juiceboxes
>>
>>171149674
This is garbage, not aesthetic.
>>
>>171165869
More drunk tier hurhurhurhurhur
>>
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>>171165848
If you're doing pixel art try aseprite or graphicsgale.
I use CSP because my game isn't pixel art actually.
>>
Does any game with cartoon animals now count as furry? I want rip off old (public domain) Felix the Cat cartoons for my aesthetic but I don't want my game to be labeled "furry".
>>
>>171162383
As long as LÖVE keeps supporting it
>>
>>171166010
BECAUSE IT IS YOU FUCKUING FURRY

GO KILL URSELF OH MY GOD
>>
>>171163659
I'm still not sure how people are getting this level of quality+length in their webms. I understand OBS and WebM FR but what are the settings/recording format for OBS. They can differ so wildly that just saying OBS can still result in a really sad 10 second clip with terrible quality.
>>
>>171166010
>but I don't want my game to be labeled "furry".
Hyper anti-furries will label any animal character as furry. who gives a shit what autists thinx anyway.

id play the shit out of a FTC game
>>
>>171166096
But I don't want to fuck animal characters.
>>
>>171166010
honestly you can do it right and not even run into that once. umbrella warriors is a great example. its no more furry than old platformers were.
>>
>>171166198

doesn't matter if you do
if it has fur it is furshit no exceptions

im 99% positive there exists felix the cat porn even though its child friendly and such
>>
>>171166113
I actually recorded a long ass gif (10mb) in licecap to post on twitter and converted it to webm to post on 4chan this time. Normally I use OBS though.

The best way to get quality long webms is by reducing resolution and keeping backgrounds simple, backgrounds that constantly change defeat compression. If you have a solid color background you can make minute long webms with no issues.
>>
So I want to make a zelda/monster hunter like dialogue system where they just spew text dialogue and say some kind of hey or weird gibberish.

How would I do crowd dialogue that way? Like quest crowd dialogue?
>>
>>171166010
Who gives a shit what people think?

Most people here jerk off to cartoons. Do you really value their opinion that much?
>>
>>171166416
Thank you for the quick reply! Yeah my backgrounds are really cluttered at the moment. I will look into using solids when just trying to show mechanics. Happy devving!
>>
File: drawex.png (197KB, 898x564px) Image search: [Google]
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>>171166008
aesprite looks promising, CSP might work out for my portraits-- it looks like we've got very similar art style, especially with the anime-influenced proportions and designs, so I was just curious to what you were using.

Lord knows I need any tool that helps me clean up broken lines and draw neater. I like the features CSP has. I've been using Photoshop and a $10 tablet.
>>
File: artillery map unit.gif (51KB, 320x320px) Image search: [Google]
artillery map unit.gif
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I'm pleased with myself
>>
>>171166564
Cute art Anon.
I use a cheap wacom tablet I got >8 years ago, it was like 80 bucks and it still works fine. If you want better lines but don't want to spend too much you can get one. If you can afford it get the bigger ones though.
>>
>>171166564
photoshop is still the best tool for pixel shit

it has the only UI that makes sense
>>
>>171166610
The bottom right square is triggering.
And unless youre going for stylized/cartoony animations. The barrel scrunch is a problem
>>
>>171166753
Thanks,
I may have exaggerated-- my tablet is also ~$80 but its sorta banged and scratched and whatever else is wrong with it, so it will just always draw lines shakier than my actual strokes. cant be arsed to replace it

what's your game about?
>>
>>171166314
>child friendly
Nope, early pre-Production Code cartoons were pretty crude. They were the Adult Swim of their far more socially conservative era.
>>
>>171166867
Thanks for pointing out that pixel. It would have pissed me off to find it later!

It's fairly cartoonish, I think it will be appropriate. On top of that this sprite is 32x32 where other things in the game will be 16x16 (and those ones generally 2 or 3 frame attack animations), so I wanted to make the extra space worth it. If you've got it flaunt it.
>>
>>171166942
It's a simple 2d beat em up, you fight enemies and bosses to progress. It's been taking me forever cause of learning art (years of it) and making assets.
>>
>>171165869

>implying maximum efficiency isn't when you're slightly buzzed
>>
>>171167127
Yeah, I'm a firm believer of "Successive approximations"

But take care anon-- "Give an artist forever and they'll take forever."
Make deadlines for yourself and leave things where they are once it passes!
>>
>>171167283
Thanks anon
>leave things where they are once it passes!
I try, it's damn hard to not go back and redo things though!
>>
>>171167374
I'm a hypocrite because I do this all the time even though I know I shouldn't because the result IS IN FACT AT LEAST 10x BETTER
>>
Is there any way in Unity to actually have full screeen while in playmode? There always is this huge tool bar still.
>>
>>171167685
you would have to build and run your game i guess would be the quickest method
>>
>>171167764
Is this how most people here do it when taking webms?
>>
>>171167894
no i just crop it out
>>
File: nhVLIEX.jpg (57KB, 720x533px) Image search: [Google]
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How many lowpoly models in a pack would I need to justify charging $4?
>>
>>171168029
That seems laughably low compared to most things, and it signals that your stuff is garbage. Try a minimum price of $10. Remember, you're selling to devs, not players, so your market is inherently smaller already
>>
>>171168029
>>171168146
i agree with this anon

you can't risk pricing yourself too low or you look like some bum tier chinese crap
>>
File: CityWall2_Night.png (1MB, 1233x953px) Image search: [Google]
CityWall2_Night.png
1MB, 1233x953px
This is turning out way better than expected

Deathly afraid of beginning to work on the cobblestone now, because I fear I'll fuck it up and it'll just be trash compared to the rest
>>
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[Fan Girling].gif
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>>171168232
I fucking love your work man
>>
>>171168232
its not up to you what's good and what's not

the worst stuff i posted here got the best responses

while the best stuff i made got one to no posts
>>
>>171168325
Thanks, Anon!

>>171168335
Are you saying it's shit?
It's certainly better than most of the stuff I've made so far, in my opinion
>>
>>171158010
>creating placeholder character models and mechanics for game
>girl characters have fun. purposely mismatched, and potentially overpowered abilities, as well as cute dresses, skirts, leggings, the works.
>meanwhile the guys' designs and mechanics feel uninspired.
>debating on going all female cast because I have more fun making waifus

HELP
>>
>>171168446
no im saying work without fear on your other stuff

dont fight it
>>
>>171168029
Pricing high and including A LOT of assets seems like a solid strategy, for three reasons:
1. You can put big numbers in your ads.
2. People will buy the whole pack for the few assets that they need.
3. From a buyer perspective, less chance that they have to split their assets among multiple packs, and risk an incoherent theme
>>
>>171168525
Oh, okay

I'll t-try
Thanks!
>>
>>171168465
me.

Female characters are always more fun to make. I have to force myself to make male characters.
>>
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1487643553569.jpg
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>>171168610
>used to exclusively make male characters
>started making girls
>pretty fun to dress up
>makes me wish i had a daughter
>>
>>171168795
Careful. You shouldn't treat your characters like children because then you'll be afraid to hurt them.
>>
>>171168960
everyone will get hurt one way or another

you can't protect everyone all the time
>>
>>171168610
Okay, so I'm not alone in that. I keep turning guys into robots/cyborg/half-aliens just so they feel unique, it's completely unbalanced now considering 7/8 of my female characters are human vs 3/7 for males.
>>
File: a6.webm (866KB, 768x432px) Image search: [Google]
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Wow, this is actually the worst game ever made.
>>
>>171169390
Are you trying to imitate Cactus?
>>
>>171169390
Make a meme trailer and get a youtuber fag to record himself making TOTALLY WACKY faces while playing it and you're looking at 100k minimum
>>
>>171169541
Who?
>>
>>171169390
i thought that was the devil
>>
>>171157751
Draw the kankers, duh.
>>
>>171169021
It's not about protecting. It's about you, the author of the story, having to deliberately hurt your characters to make a good story. This is true for other media and it's especially true for games with a plot. You need the right attitude for that.
>>
File: AI.webm (2MB, 1104x620px) Image search: [Google]
AI.webm
2MB, 1104x620px
Made AI that roam around aimlessly.
>>
File: gothic-chan.png (26KB, 642x570px) Image search: [Google]
gothic-chan.png
26KB, 642x570px
>>171153527
Damn, did you really kill this one?
I wanted to see more of gothic-chan.
>>
>>171168795
>>makes me wish i had a daughter

only worth it until they turn 12
>>
>>171162383
yes, XP is still best windows
>>
>>171169876
More like it's on hiatus until I find an artstyle that I can reproduce.
>>
>>171166564
the more I see her the more I love her
>>
>>171170025
I understand that. Good luck on that, anon, hope you find what you are looking for soon.
>>
>>171169975
unironically 8.1

Thank god ill have moved to linux by the time windows XV comes out.
>>
>he's making an indie pixel game
What's your excuse? The only reason people ever made pixel games was because they had no other choice for the hardware on.
>>
Will I be a good 3d modeller if I can draw well? Or is this something completely different to master?
>>
File: CityWall2_Night_Boxes1.png (880KB, 1001x977px) Image search: [Google]
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Did some crates

Going to sleep now. Hopefully I'll get to the cobblestone pavement tomorrow.

Good night, aggydaggies!
>>
>>171170373
Blender is for aliens.
>>
>>171170605
well acutally blender was made by aliens

the dutch are nordic white aliens from da stars nigga we wuz aliens nd shit i swear on my senpaitachi
>>
>>171170428
Literally the same difference between painting and sculpting

The artistic "eye" you developed while drawing will aide you however
>>
Any Game Maker guys still around? I'm doing stuff involving the alt key via vk_alt, but actually pressing alt does that weird thing that makes the run window go sort of out-of-focus. it doesn't seem to affect performance much other than making the window border turn a slightly different color, and I think I have to press a key more than once in order to resume normal input. Any way to prevent that?
>>
>>171170851
By out-of-focus I mean in the Windows sense, if that's the right term anyway.
>>
File: fuck.png (14KB, 768x432px) Image search: [Google]
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why am i making this atrocity
>>
>>171171050
because you dont have any good ideas and wasting time on a shitty project is better to you than not working at all
>>
>>171171263
How to get good ideas? It seems to me everything has already been done in my genre.
>>
>>171171454
And what genre is that?

But consume more media, broaden your horizons.

When in doubt just remake some obscure nes/snes game
>>
>>171171506
I try to make a shmup. But it's really difficult to create something unique.
Either it's already been done, or it's too difficult to create for me.
>>
>>171171649
>I try to make a shmup. But it's really difficult to create something unique.
thats what im currently on right now.
just think about what you hate about the genre and change it.
Purists can fuck off if they dont like it
>>
>>171169390

This is absolute shit, but also source of many memedollars once youtubers get their hands on it. Sell it for a dollar or itch, grab your couple hundred and go make something better
>>
>>171171864
I was initially planning to finish it within three days, but that didn't happen. Doesn't sound like a bad idea, plus I think there's potential for a few decent gags.
>>
Is this how aggy dies? Not with a roar and clash of steel but with a meme?
>>
this is the last agdg post
>>
>>171172697
A fitting end
>>
Developing games is really fun, but I hate that I am completely unsure if I will ever be able to finish my project. It just takes soo fucking long to make a game.
>>
New bread?
>>
>>171173589
You will eat this stale one and you will like it, anon. We didn't raise you to be picky.
>>
>>171173407
Finishing a game is not hard, convincing yourself not to give up like a little faggot is.
>>
Where the hell can I go to hire someone to make 3D models?
>>
>>171174182
polycount
blenderartists
>>
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Reminder that new OPs should have a section about recording with OBS/Shadowplay, and converting with WebmForRetards
>>
>>171174461

>>171174476
>>171174476
>>171174476
>>
>>171162383
yeah actually but i have to build with msvc2005 and that doesnt support everyhting 2015 does so when i test it on windows xp i have to spend hours fixing things

but eventually it works

its like a div on win10 msvc2015

then when i want an xp compatible build i turn on my old msi m510c laptop that runs winxp with msvc2005 on it, and try to compile

i get a thousand errors because a variable is declared half way down in stead of at the top of the block and sthi like that, no inttypes.h, etc.

I fix them one by one

then it builds and runs perfectly

then I copy everything back to my main pc and make progress for 2 weeks, and then i would have to fix it for xp again

so it is totally possible just it takes effort

actually it isn't just xp but by building on xp using msvc2005 it will actually run on windows98 but it needs directx9 august 2006 to be installed

and it needs winsock2 update to be installed if it is windows 95

and it might need unicows as well.

but it will probably run like shit on win9x i havent tested yet
>>
>>171176570
like, it uses threads and it needs fast cpu

so 2ghz cpu is a bit too slow for a good framerate, and also it will make use of 4 or 5 cores.

so win9x is single-core only, and a typical win9x computer is like 400mhz -> 1.5ghz

2ghz+ was winxp

also my game uses like 150megs of RAM, so you really need like a quad core 3ghz with 512meg ram or better (graphics card isn't that important even onboard video should be fine).

So unless you run win9x on an overclocked i7 with only 1 core enabled, it will get like 10fps and be unplayable, but a dual core core2duo 2.5ghz 2gig ram winxp tyoe system should run it 30-60fps easy.
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