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/agdg/ - Amateur Game Dev General

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Thread replies: 789
Thread images: 149

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Game dev is like a box of chocolates, 80% pain and suffering.

> 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
>>171596741

> 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
>>
first for i love you all
>>
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>>171659913
here's the little art stuff i did
>>
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welcome to pepe's revenge!
>>
has there ever been a 1MA that has done hand drawn 2D animation for their game?
>>
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This is a humble reminder that learning how to develop your game from scratch (that is, not relaying in game engines such as unity and GMS) will take you closer to deploying a game and beat your competitors.

Because games and game development are so popular, and you are competing against other games for attention, it is in your interest to use more performant tools that allow you to program your game without cutting any feature or depending on closed software.

If you are interested in defeating your main oponents (those using game engines, like the ones listed in the op poster), here are some tips:

- Use efficient and performant programming languages, such as c++, rust or nim.
* cplusplus.com/doc/tutorial/
* doc.rust-lang.org/book/
* nim-by-example.github.io

- Learn algorithms:
* coursera.org/specializations/algorithms

- Learn maths and physics:
* khanacademy.org/math
* khanacademy.org/science/physics

- Learn how to get the most out of your cpu:
* dataorienteddesign.com/dodmain/
* learncpp.com/cpp-tutorial/79-the-stack-and-the-heap
* fgiesen.wordpress.com/2016/08/07/why-do-cpus-have-multiple-cache-levels/

- Learn how to do graphics:
* opengl-tutorial.org/beginners-tutorials/

Good luck.
>>
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>>171659628
if you can already draw or paint you'll have a much easier time texturing. this is a nice video you can check out if you want to get started with blender

https://www.youtube.com/watch?v=L7ALfRw6I5I

>>171659718
quixel is, yeah but I haven't tried it myself. I use 3dcoat now
>>
>>171660178
nice stolen art
>>
>>171660178
wut
>>
>>171660401
the only things that are stolen are the pokemon buildings and the aoe2 house
>>
Will Godot 3.0 give me a girlfriend?
>>
>>171660507
why did you put a pokemon center there to begin with?
>>
>>171660471
wut yourself
>>
>>171660471
>tracing over is acceptable
>>
>>171660271
Yeah. Generally looks assy lol.
>>
>>171660618
It is but a nodev shitposter like you will always fail to use to brain to understand.
>>
>>171660185
>pepe's revenge
That doesn't make any sense. He always defeats Wojak.
>>
>>171660178
>shit by different artists
>pokemon center for no reason
>columns placed nonsensically next to walls
>here's the little art stuff i did
okay
>>
>>171660271
http://store.steampowered.com/app/351150
>>
>>171660692
u don't know shit about pepe canon
>>
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>>171660582
to base buildings off
>>171660618
i'm probably not even going to use those buildings
>>171660694
it's like they're holding up the walls ok

here is the stuff i did and i also did the conical tree
>>
Are we officially a worse thread than /sc2/ now?

>>171595806
>>
>>171660271
Even when the quality is higher it always ends up feeling like this: >>171660742
>>
>>171660784
we don't have a janny banning people and autosaging the thread so no
>>
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>>171660767
You're the one who doesn't, idiot. Smug Pepe doesn't lose to Wojak ever, it's as simple as that.
>>
>>171660271
Dust
>>
>>171660784
oh also i just read the thread

we are nowhere near this bad
>>
>>171660956
he's finally entered smugdom and he's getting his revenge after being sadfrog for so long retard
>>
>>171660294
This is the shittiest meme atm
>>
>>171660784
>read thread
Aren't they supposed to discuss starcraft?

Why does it look like a chatroom for 10 year olds?
>>
>>171660956
>Wojak's full name is Wojak feel.
because polish first names and english surnames put together make so much fucking sense
>>
>>171661036
Do you know what revenge means? You're a fucking idiot.
>>
>>171660784
/sc2/ reads like jerkcity and it's endearing
>>
>>171660956
>all this shitty headcanon
Meme flowcharts are supposed to document a meme's history, not make up random shit that isn't even canon.
>>
>>171661237
it's pepe's park and he's getting revenge on the normies who've been trampling thru

don't worry kid, you'll get the canon in the game manual
>>
>he doesn't know how to make his game from scratch
>he uses unity
Absolute idiot.
>>
>>171661124
kshitters doing it to piss off janny
>>
>>171661319
Smug Pepe never gets 'revenge' on Wojak, you stupid idiot.

The real Wojak/Pepe game is being made by /r9k/ right now anyway. You're a fraud.
>>
>>171661215
He can't be the son of a polish man and a english man, mr feel, and a polish woman?
>>
>>171661124
looks like they're reacting to something live
>>
>>171661448
>n-no he's not allowed to get revenge for people wronging him

found the normie park visitor, get out or i'll shit on u faggot
>>
this meme is so bad it should be illegal
>>
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>>171660956
>not documenting Universe X372

Shit chart.
>>
>>171660768
you need to practice like 1000 hours more and stop using trademarked franchises for your portfolio you hilarious fuck
>>
>>171661187
If you're trying to make a game and you don't know how to program, then yes, you are an idiot.
>>
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>>171661475
they aren't, it's always like this
>>171661628
>you need to practice like 1000 hours more
no
> stop using trademarked franchises for your portfolio
this isn't a portfolio you autist it's something i'm posting in a /vg/ thread

if you weren't autistic you would realise intuitively which ones i made and which ones i didn't
>>
>>171661754
are you this fucking delusional dude, your art is shit and no one here wants to see it

>you autist
>autistic
kek talk about projection
>>
>>171661924
My purpose is clear now
>>
>>171661467
half of NYC phonebook is polish surnames, but I've never heard bizarre shit like Andrzej Smith
>>
>>171661838
>your art is shit and no one here wants to see it
it's no worse than anything else posted in this general you autist
>>
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Quixel Suite or Substance?
>>
>>171661924
source?
>>
>>171661838
and you people call hyper light drifter's art shit anyway so don't pretend like you have reasonable standards
>>
>>171662050
Both.

I use Quixel for the base materials and then substance painter for the details. Quixel is generally slow and buggy so I don't want to spend much time in it and Painter's default materials are garbage.
>>
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>>171661924
nobody here is even making a waifu sim. talk about a lack of vision
>>
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10 days to rush hour jam
are you a bad enough dude to take two unrelated genres and make them work together?
https://itch.io/jam/rush-hour-jam
>>
>>171662246
post your work
>>
>>171662127
Kono Yo o Hana ni Suru Tame ni
>>
>>171662246
I thought Quixel was way quicker for painting normals?
>>
>>171662015
Because you're looking at an English country, so you see foreign nationals who moved there and named their child as appropriate.

If you looked at a phonebook in a non-English country I'm sure you'd see the reverse, proportional to immigration rates.
>>
>>171662321
I'll wait for a jam based on a better movie.
>>
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>>171662214
for fuck's sake not again, we've already wasted half of another thread proving that HLD's art is fucking low tier and needs some serious overhaul to be taken seriously
>>
>>171662430
I find NDO to be slower than just using masks in Painter.
>>
>>171662319
More like lack of art skills
>>
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>tfw no yandere imouto simulator
>>
>>171662482
It's not like we wanted retards like you taking part.
>>
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>>171662321
>jam based on a movie
>>
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>>171662593
Are you sure?
>>
>>171662487
and this just proves that your standards are ridiculous and you don't get to say anyone's art is shit especially in an AMATEUR game dev general

i come here for feedback not flaming
>>
>>171662593
Rude. We all have different tastes. I just don't like the same movies you do.
>>
http://a.pomf.cat/noqkma.wav

guitar is a little loud but i'm having fun
>>
Speaking of jams, lets all jam to the OST of /r9k/'s game, Wojak's Journey:

https://soundcloud.com/user-985755321/temper-tantrum
>>
>>171662754
amateur is just opposite of professional, not a synonym for shit tier
>>
>>171662823
Stop shilling your shitty track for a shitty game.
>>
>>171662889
but its a pretty good track tho
>>
>>171662823
>soundcloud embed still doesn't have a volume slider
>>
>>171662762
>>171662714
>>171662482
I know you guys are only pretending to be retarded but please keep shitposting to a minimum
>>
>>171662737
>a comic page
wow you sure proved him wrong
>>
>>171662881
https://en.wiktionary.org/wiki/amateur#English
>Someone who is unqualified or insufficiently skillful.
autistic and doesn't speak english
>>
>>171662321
If you wanted to make a jackie chan jam you should have picked Drunken Master
>>
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>>171662482
>a jam based on a better movie.
What about a Speed Jam?
>>
>>171662914
It's low/mid-tier at best, it sounds like babby's second chiptune ever tbqh.
>>
>>171662889
Not my fault you can't produce sick jams like the Wojak's Journey musicians.

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

https://soundcloud.com/wojakfeels/boss-fight
>>
>>171663004
it's really time stop calling others autistic
>>
>>171663042
If you wanted to make a keanu reeves jam you should have picked Matrix
>>
>>171663085
These ones are better but still nothing special, now stop shilling your shit.
>>
>>171663089
it's really time to stop calling my art shit
>>
>>171663049
Here is the theme for the first Wojak vs Pepe battle:

https://soundcloud.com/wojakfeels/wojak-vs-pepe
>>
>>171663042
That would definitely be better than a Rush Hour themed jam.
>>
>>171663214
siiiick sounds like some chiptune DBZ ish
>>
This is officially the best (slam) jam ever made:

https://www.youtube.com/watch?v=li8ZqVGzDXQ
>>
what's the best 3d software for creating hair?

anything easy?
>>
>>171663049
Not all of it is chiptune though.

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

https://soundcloud.com/wojakfeels/wojaks-apartment

Certainly better than anything you're capable of, nodev.
>>
>>171663203
right after you unfuck yourself and start drawing something original people won't immediately identify as a ripoff
>>
>>171663214
not terrible but not exactly a boss theme 2bh
How far is the game anyway?
>>
>>171663291
Thank god we are not having movie themed jams
>>
>>171663446
>start drawing something original people won't immediately identify as a ripoff
have you seen the games posted in this thread

do you even make games
>>
>>171662823
5/10

>>171663085
6/10
4/10

>>171663214
3/10

>>171663406
7/10
6/10

There you go, my honest opinions.
Now please stop posting this every day hunting for listens, no one really knows or cares about this game outside r9k.
>>
>>171663506
"we" aren't. But some anon is.
>>
>>171663406
They should get rid of the chiptune.
These are way better and games that mix chip and non-chip rarely work outside of one-off gimmick levels.
>>
>>171663661
I doubt it.
>>
>>171663702
google "rush hour jam"
>>
>>171662794
Pretty cool, anon
>>
>>171663869
>Take two unrelated game genres and make them work together
How is this a movie jam?
>>
>>171663684
You're wrong. Sam & Max did it amazingly well.
>>
>>171664034
rarely != never
>>
>>171664023
because people don't actually read past the name "rush hour jam"
>>
>>171664023
That's just the restriction of the jam. The theme is still Rush Hour, why the hell would it be called Rush Hour jam and have a photo of the Rush Hour movie if it wasn't about Rush Hour?
>>
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Adding the exploding plant enemy.
>>
>>171662794
I like everything but your guitar tone, or possibly recording quality
>>
>>171664023
>rush hour jam
>it's not actually about rush hour
genius
>>
Is it possible to easily mirror a mesh across a plane in UE4.

I have an asymmetric mesh and I want it to be either right or left handed randomly when I put it. Is there any built in functionality to do this, or do I make a mirror image in Maya and just import both.
>>
>>171664251
Put -1 in the scale transform.
>>
>>171664203
>NOPE
>>
>>171664203
why is the camera so zoomed in
you can barely see anything
>>
>>171664221
it's all VSTs, but yeah. had a little trouble getting the guitar to sound how i wanted

>>171663938
thanks anon
>>
>>171664125
Please don't confuse agdg shitposters with actual devs.

>>171664162
I'm sad you're this dumb.

>>171664242
>ludum dare jam
>it's not actually about making games in latin

>linux jam
>it's not actually about a kernel

>godot jam
>it's not actually about waiting

I'm sad you're this dumb.
>>
>>171664312
Holy fuck that was simple.

I was reading through all the functions looking for something. I didn't even consider that. Thanks.
>>
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>have two game ideas that are pulling me in very different directions

what do?
>>
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>>171664436
>agdg
>actual devs
>>
>>171664436
Your attitude is a major turn off
>>
>>171664436
You're an actual retard.
Ludum Dare - It's about making game
Linux Jam - It's about making game for Linux
Godot Jam - It's about making game with Godot

Rush Hour jam - It's about making game with two genres??? How the fuck does this relate to Rush Hour?
>>
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>>171664407
It was cropped for the gif anon.
Camera can zoom out when needed.
>>
>>171664436
All you had to do was name the jam "Unrelated genre jam" and you would guaranteed have participants. But no, you had to name it something retarded and now it's just a meme jam.
>>
>>171664563
dumb fatposter
>>
>>171660323

thanks senpai.
>>
>>171664549
kill self
>>
>>171664640
I'm genuinely sorry I hurt your feels anon.
I'm just tired of shitposters.


>>171664649
Ok anon, I see your point. I'm sorry you won't be taking part, I'll try to have fun in your place.

>>171664767
I didn't make the jam.
>>
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Reloading progress is coming along nicely; the HUD now has a fully procedural reload bar and active-window indicator, active reload jumping is in place (tap reload during a specified window for a faster reload, which can be failed if you tap at the wrong time), and spec ammo is also in place.

Implementing spec ammo got me a little deeper into the "alt projectile class" part of the master weapon specification, and I've made a lot of progress on the various gun modes that utilize alternate fire:

Weapons which have a Secondary Fire aim mode will now fire the secondary projectile, using the secondary fire anim, when aim is pressed. Weapons with Secondary w/Aim will queue up the secondary projectile and fire anim if aim is pressed. Weapons with a charging trigger type (either charge or rapid-fire-auto-charge) were already configured to use the secondary fire anim when charged past the "charge cutoff point"; those anims now use the secondary projectile as well.

Any weapon which uses these fire modes, or which doesn't have an alt projectile specified, will have its active reload ammo be a "default" type which is the normal projectile with a 25% damage boost. Otherwise, the weapon will use the alt fire projectile for active reload rounds.

I still need to do the reload-to-toss montage system, and as usual this is WAY more complicated with the twin pistols because the system is designed for utilizing a single weapon. I'm realizing as time goes on that it may be necessary for me to refactor and allow two separate meshes to be specified for dual-wielded weapons, though I'm not ENTIRELY sure how far I want to take that.
>>
>>171664436
Those are great examples of jam names, they tell you exactly what they are for (except for ludum dare but that's a household name already so it doesn't matter).

You can't possibly be this retarded, "Rush Hour" isn't even tangentially related to the actual jam theme.
>>
>>171664983
>I didn't make the jam.
>goes fucking ballistic defending its objectively nonsensical title
>>
>>171665221
I think because the movie Rush Hour is an iconic a buddy-cop movie about two totally opposite people who have to work together. So taking two disparate genres and forcing them to work together is sort of a wink at that.
>>
>>171665264
Do you actually think all the people posting "hurr why mak jam about movie" aren't shitposting?

>>171665305
Thank you.
>>
>>171665074
your character has goddamn superpowers
why would you give her guns?
>>
Loli jam in 10 days
>>
>>171665373
Why would Bayonetta have guns? Dixie has them for the same reason, and it's the same reason they both have swords and spears and hammers and axes.

It's fun.
>>
>>171665305
Then call it Opposite Jam or whatever and keep the Rush Hour poster, jam names are supposed to be at least slightly descriptive and not just plain confusing for the sake of a convoluted joke.
>>
Reminder that this is the ultimate 3D package for making 3D vidya:

Houdini FX
Blender
Zbrush
Photoshop CC
Ptex
Substance Painter + Designer
Quixel Suite
Topogun
Marmoset Toolbag 3
>>
>>171665532
>spending thousands of dollars
>doesn't even buy a proper modeling tool like maya or max

wrong.
>>
>>171665532
>all that switching
absolutely gross
>>
>>171665504
>Why would Bayonetta have guns?
Dunno.
I was equally baflled at having guns in DMC, especially since the game goes out its way to point out they are fucking useless.
>>
>>171665373
what do you have against guns?
>>
>>171665647
Houdini is just as good and it's a perpetual license.

>>171665649
You can't be the best with one program, son.
>>
>>171665305
That's not a wink at it. Space Jam had a wink. Space Jam was already named space jam because it was space themed, so it had a wink to the movie since it just happened to fit.

But Rush Hour jam is just forced in there for no reason. Which makes it sound like the jam is themed around the movie.
>>
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>>171665532
>Houdini FX
>>
>>171665808
But guns are fun.

And unlike in Bayo and DMC, guns in Dixie have a lot of functionality, not only as juggle extenders but as a viable ranged attack option and a means of maintaining offensive output while moving freely rather than being locked into animations.

You could argue that Dixie doesn't really have need of weapons, but then again she's totally capable of launching fists even when unarmed and it isn't really as fast or accurate as a handgun since she doesn't launch them 5000 feet per second, so I guess that's your canon explanation for why she would have them.
>>
>>171665532
Can I get Houdini pregnant?
>>
>>171665890
Thats way too long a pipeline.
I get modeling is a behemoth in itself of a dozen or so tasks but having to run through so many programs is just bad.
Even though im sure many of those are optional.
>>
>>171665931
I believe anyone who visits /agdg/ already knows it's not, since it's been discussed to death.
>>
>>171665847
>>171666057
I don't dislike guns nor think they are not fun.
>>
>>171666181
So then what's the problem? Superpowers don't negate the usefulness of a handheld machine that launches a piece of metal wherever you want 2,000 mph. Deadpool has guns, Cable has guns.
>>
>>171666146
I was honestly confused the first time I saw it.
>>
If you don't like the jam name why don't you make your own jam with whichever name you want?
>>
>>171666295
I would rather make fun of your jam.
>>
>>171666012
Try it before making a retard out of yourself next time. Houdini's student license is free and non-expiring so you have nothing to lose.

>>171666105
>Even though im sure many of those are optional.
Not if you want the best results, son.

Ptex(free) for easy unwrapping.
Topogun for the best retopology.
Toolbag for god tier bakes.

The only ones optional are Quixel and/or Substance Painter when you only really need one, but having both is fantastic for workflow.
>>
I don't understand why shills come here to post their expensive professional level software. We're amateurs, we don't have the money to use that stuff, that's why we use free software.
>>
>>171666732
>we don't have money
Hopoo does
>>
>>171666732
Unity, UE4 and GM aren't free.
>>
>>171666732
You can afford all this shit if you have even a minimum wage job.
>>
>>171666854
>one person in the general who might or might not be browsing it anymore
woow

inb4 "i'm rich too you just don't see it :)"
>>
>>171666854
Hopoo doesn't lurk here on agdg

>>171666871
they are all free to use
>>
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>>171605121
Still alive anon.
>>
>>171666930
So? Hopoo has enough money to buy the software for everyone here
>>
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>>171666732
What are you, like, talking about? They're TOTALLY FREE.

COOOOOOOOOOOOOOOOOOOOOOOOOOOL!

https://www.youtube.com/watch?v=Sd-VYoTCzO4
>>
>>171666618
>>171665532

lets see your models, no-gon
>>
>>171667006
haha lol
>>
>>171666956
Not GM if you want to export.
>>
>>171666956
>Hopoo doesn't lurk here on agdg
That's what Hopoo wants you to think
>>
>>171667156
you have to pay to export?
>>
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Reposting this from the other thread for more feedback

Tactical RPG movement tiles. Which looks better, A B or C? I need to do a second pass on the bitwise operator to account for diagonals, but before that point I need to settle on a style.
>>
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>>171667069
>>
>>171667413
got a tumblr so i can follow the development of this gaem?
>>
>>171667574
no and not game
>>
>>171667312
B, but what does the selection square look like?
>>
>>171667312
B
>>
>>171667312
The only difference is line thickness and fill intensity right?

B or C
>>
>>171667638

You can see it in C actually, it's above the scout (the bottom-most green unit)
>>
>>171667312
b
>>
>>171667713
oh right, im a dummy.
You might consider drawing the units path to the location like many SRPGs
>>
Why aren't you making your game open-source?
>>
>>171667312
bee
>>
>>171667882
I don't want people laughing at my bad code.
>>
>>171667882
It's my game. MY game
>>
>>171667882
I don't believe I'm a good enough programmer that it would actually be useful to anyone
>>
>>171667882
All these reasons
>>171667981
>>171668004
>>171668242
>>
>>171667843
>You might consider drawing the units path to the location like many SRPGs

Yeah that's a good idea
>>
does anyone here know some good online tool for image format conversion
I have around five million static gifs I would like to turn into png before the heat death of the universe
>>
>>171667882
I will when/if i can ever live on my games sales.
I want to bridge the gap between engine dev and engine baby with an easy to understand example for people to learn and fork if they wish.
>>
>>171668480
does it have to be online?
irfanview has batch format conversion
or you can always write a python script
>>
>>171667882
jewish coinn
>>
>>171668663
ye guess I'm going with irfanview, thanks
>>
>>171667981
And you'd rather have people laugh at you releasing a bug filled game instead?
>>
>>171668972
bad code =/= buggy code
>>
>>171668480
>universe
>dying
Retard.
>>
>>171662214
A lot of what makes HLD look nice comes down to color gradients, while the actually pixel art it's self is usually very simplistic. But the stylization is consistent, and the incorporated perspective looks nice, so I'd give the game a pass.

Makes me wonder though, whats usually considered the best looking pixel game on AGDG?
>>
>>171669237
https://en.wikipedia.org/wiki/Heat_death_of_the_universe
>>
Gogem is the best dev here
>>
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>>171669237
>>
i'm going to learn animation!
>>
>>171669526
He's one of the few that actually finishes anything
>>
>>171660742
most of the reviews say they like the art style though
>>
>>171669563
がんばれ
>>
>>171667882
Because I intend to make a little money with it.
>>
>>171669567
Its not hard to finish UI sims and non-games.
>inb4 he appears out of nowhere.
>>
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>>171669892
Why haven't you finished one then?
>>
>>171670104
Because i want to make actual games.
>>
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Alright lads, just made a little tool for level design or whatever else you want to use it for. Long story short, its minecraft with an export button. Heres a link (pic is a little something I made with it):
https://bodgedev.itch.io/bloks
>>
>>171668663
worked great
thanks again
>>
>>171670275
>£15
Are you 'aving a giggle?
>>
For those that say animating in 3D is harder than 2D, I just want to say you're a complete idiot.
>>
>>171670275
>£15.00 GBP or more
lad, just make it a dollar
>>
>>171669686
>£1.59
if that's what you want to aim for then sure
>>
>>171660294
C++ & SFML.

OTP
>>
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>>171670275
>£15
>who?

I don't think you know quite what these threads are supposed to be about.
>>
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>>171662754
>i come here for feedback not flaming
and your feedback was to practice more and to stop making fanart like a 13-year old deviant art faggot, and yet you still continue to sperg out and call anyone who criticises your garbage an autist

HLD's art isn't that great but its still leagues ahead of that laughable shit you posted

are you gonna become the pixel art version of the guy who posted this?
>>
>>171670921
>and your feedback was to practice more and to stop making fanart like a 13-year old deviant art faggot
you are the only one who says this, everyone else thinks it's fine
> yet you still continue to sperg out and call anyone who criticises your garbage an autist
you're not fucking criticising me you retard you're effectively just telling me it's shit and i need to git gud
>HLD's art isn't that great but its still leagues ahead of that laughable shit you posted
people disagree
>are you gonna become the pixel art version of the guy who posted this?
what is actually bad about what i've posted

do you have a real critique or not
>inb4 it's shit
>>
>>171670424
>>171670451
I gotta eat lads

>>171670790
Worth a try
>>
>>171671171
no, I also think it's a poor form to literally trace over something and claim "art stuff I did"
>>
>>171670434
has anyone ever said that?

it's generally accept that 3d is easier for animation
>>
>>171664549
Enter the Rush Hour Jam.
>>
>>171671258
>do you have a real critique or not
>no
woooooooooow

>I also think it's a poor form to literally trace over something and claim "art stuff I did"
i was not referring to the traced shit as art stuff

your autism obviously makes you take everything literally but surely you can understand that i was referring to the tree and the stuff that was actually mine
>>
>>171671243
Next to no ones gonna buy a barebones tool for 15 bongs.
Make it 5 or something then.
Theres a psychology to certain numbers making people more willing to buy something.

Anything <10 is good.
But honestly id make it pay what you want and then get the average to keep in mund for v2 or something.

Also yeah, we like progress and dont like random shill drops
>>
>>171671501
this

I am making my game $4.99
>>
>>171667882
I will. And I'll still try to make money on it.
>>
godot 3.0 when
>>
>>171670275
Good Boy Points are an accepted currency?
>>
>>171659913
How are you guys doing today?

Remember to never give up!
https://www.youtube.com/watch?v=S9EJd9ml4jE
>You're going to find the naysayers at every turn that you make; don't listen. Just visualize your goal; know exactly where you want to go.
>Trust yourself. Get out there and work like hell.
>Break some of the rules and never ever be afraid of failure.

Longer speech by arnold: https://www.youtube.com/watch?v=xoXYe9e01_Y
>>
>>171671683
Projected mid-2017, so probably in a few months
>>
>>171671683
Would you say you're waiting for godot ?
>>
>>171671501
>barebones tool
But it doesnt need to be that much, thats kind of the point. I'm not selling this as a groundbreaking new way to do 3d modelling, its just a nice way to do interiors and that.
Its only been up for a few hours, if a few days or weeks go buy and nobodies taking, maybe you're right. Until then Im keeping it as it is.
Also I wouldnt call it shilling. Its just a useful resource for game devs (particularly those who dont do modelling) and Im trying to make a bit of money out of it as well. Thats like saying any paid game is shilling.
Cheers for the feedback though, Ill keep the price in mind. Might drop it, we'll see how it goes
>>
>>171671441
"I also"
as in "I am another person"
do not delude yourself that you are just being harassed by one meanie, who just won't leave poor you alone
you are continuously posting one fucking picture of you learning to draw with a pencil tool surrounded by random asset rips and you are pissing people the fuck off with it
>>
>>171671684
How many you got?
>>
>>171672034
Instead of reducing the price to match what the anons here feel is its worth, increase the worth to match the price.

Take feedback from people willing to give it and improve the software until people are lining up for it
>>
>>171672034
>Also I wouldnt call it shilling
Dropping links without previously showing us progress is shilling here.
My mistake if you have before though.

But goodluck regardless, tool-devs are highly undervalued.
>>
>>171672152
Like 400 tendies

gib software pls
>>
>>171672053
>do not delude yourself that you are just being harassed by one meanie, who just won't leave poor you alone
ok two angry autists exist i don't really care
>you are continuously posting one fucking picture of you learning to draw with a pencil tool surrounded by random asset rips and you are pissing people the fuck off with it
i'm pissing two angry autists off who don't have any games so mission accomplished in my book

if you don't like it don't fucking respond, how about that
if you don't have any constructive criticism, don't fucking respond kiddo

get a trip so i can filter you fuckface
>>
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>>171669526
Literally nodev.
>>
>>171672153
Sorry if it came across as not accepting the feedback, Im happy for it and as I said, I'll keep it in mind.
>>171672192
Oh sorry mate, honestly I stopped posting progress reports ages ago as I'd jump from project to project and people would eventually get annoyed. Still, thanks for the advice, I'll bare that in mind for next time

>>171672264
I gotchu

https://bodgedev.itch.io/bloks/download/s8kSEmldwigP8gfze4YQoNlP_zYIqzTtMmSqN5dl
>>
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>>171662568
Make one.
>>
CAN YOU GUYS SHUT THE FUCK UP FOR A SECOND I'M TRYING TO THINK HERE
>>
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>>171672420
Thanks bruh. Downloadin now
>>
>>171672335
>if you don't like it don't fucking respond, how about that
If you want a hugbox then >>>/tumblr/

I don't have any strong opinions about your artwork, but your responses to the people giving you feedback make you look like a whiny child.
>>
>>171672420
Quick update on this, decided your all probably right, for its current state £15 might be a bit much for some devs. Afterall, I'm not sure I could afford £15 right now.
Changed to £10
>>
>>171672420
> shilling your software and not posting game progress

Alright i'm done with agdg for the day I will come back when real gamedev topics are being discussed
>>
>>171672591
So, uh, never?
>>
>>171672554
>If you want a hugbox
you are not fucking helping me

i am not obligated to be nice to people who are just saying WHY DON'T YOU JUST DRAW BETTER HUH

i am polite to people who give me actual things i can work on even if they are whiny sweary little shits about it
>I don't have any strong opinions about your artwork
evidence suggests otherwise
>your responses to the people giving you feedback make you look like a whiny child.
you are NOT giving me feedback

saying it is shit is not feedback
>>
>>171672420
Just a suggestion. If you made it so that you could open voxel files and export them in a way that is non-retarded it would absolutely be worth 15 GBPs.

Magicavoxel still exports models like it has tourettes
>>
>>171673003
I am certainly looking at adding more file formats in the future, I had someone suggest stl (for 3d printing), so Ill add voxel files to the list. Cheers
>>
RPG Maker on sale
You guys gonna make rpg?
>>
>>171673146
Another suggestion is putting a window so you can modify the block shapes you are placing and letting people put down things like 2x2 block clusters and so on.

A built-in circle or sphere creator would also be useful
>>
>>171672335
I've actually did sprites for several games here and I really recommend you to drop that attitude fast.

You are literally acting the same as me 10 years ago, when I posted my first drawing online and got my asshole torn to billion pieces by the collective population of entire forum, even people who literally didn't give a sunday morning fuck about drawing I posted and got chased away like a mangy dog, because I was being same defensive little shit as you.

You've been told what's wrong with your stuff fucking day one. I was there. I saw it. I suggested some things too. I'm not repeating myself until you post something new.
>>
>>171673174
Why would you limit yourself with RPG Maker if you can do the same thing (and more) with GMS?
>>
>>171673572
Actually I really like the idea of clusters, and it wouldnt actually be that difficult to do, so I should be able to get something for that fairly quickly
Cheers for the suggestion mate!
>>
>>171673653
Why would you limit yourself with GMS if you can do the same thing (and more) with Godot?
>>
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>>171672796
>evidence suggests otherwise
Which evidence is that, exactly?
>>
>>171673757
Godot is slower than GM.
>>
>>171673682
oh and please let me change colors or block types with the scroll wheel
>>
>>171673874
That's completely false though. GDScript is faster than GML, and it's going to be even faster in Godot3. Not to mention C# support.
>>
>>171673576
>You are literally acting the same as me 10 years ago,
i could have figured you were like 40
>when I posted my first drawing online and got my asshole torn to billion pieces by the collective population of entire forum, even people who literally didn't give a sunday morning fuck about drawing I posted and got chased away like a mangy dog, because I was being same defensive little shit as you.
it's pretty much only you right now
>You've been told what's wrong with your stuff fucking day one.
day one was you telling me hyper light drifter was worse than my undetailed fill tool shit
> I suggested some things too.
ok so it's details, no empty space, whatever
>I'm not repeating myself until you post something new.
why don't you start not repeating yourself now
>>171673768
>stop making fanart like a 13-year old deviant art faggot
>your garbage
>its still leagues ahead of that laughable shit you posted
>>
>>171674016
C# is a meme. Open source languages are completely worthless.
>>
>>171674016
https://www.reddit.com/r/godot/comments/47j49k/gdscript_is_very_slow/
>>
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>>171674001
Dont worry, thats on the list of things to add as well. The only difficulty with that is how to indicate the currently selected block without making the UI look bad
>>
>>171674109
Enjoy your backdoors.
>>
>>171674145
>warship
Looks like a pile of blocks desu
>>
>>171674270
It doesnt look perfect Ill admit
>>
>>171673757
I'm just saying, if you're going to use a "maker" engine like that why would you use one that's only really good for one genre of game?
>>
>>171664203
This looks gorgeous.
>>
>>171674357
It doesn't look like a warship either
>>
>>171671171
>everyone else thinks it's fine
why are you so delusional? jesus christ

let's look at the other replies to your art:
>>171660401
>nice stolen art
>>171660471
>wut
>>171660694
>>shit by different artists
>>pokemon center for no reason
>>columns placed nonsensically next to walls
>>here's the little art stuff i did
>okay

everyone thinks its shit.

wait, correction, everyone KNOWS its shit and its not worth posting here
>>
>>171674049
>>stop making fanart like a 13-year old deviant art faggot
>>your garbage
>>its still leagues ahead of that laughable shit you posted
>>171672554 and >>171673768 here. I didn't post any of those comments.
>>
>>171667882
It is. My game is in Lua so it kind of has to be.
>>
>>171674595
If you think you can do better, prove it
Thats the first trick of the marketing handbook lads, now he's forced to buy it to prove me wrong
>>
>>171674049
>>stop making fanart like a 13-year old deviant art faggot
>>your garbage
>>its still leagues ahead of that laughable shit you posted
that wasn't the person you replied to, that was me. i'm glad to see you're still shitting up the thread almost 2 hours later.

I do have strong opinions on your "art": its absolute shit and not worth critique. you literally just copied some sprites from other games and called it a day.

please fuck off because nobody wants you here. nobody is going to give you any feedback or advice until you stop being a deluded and annoying turbo-faggot and/or post something worthwhile
>>
>>171674049
I's 3 people now btw, excpluding me. I can tell.
Keep digging that hole and be glad the kind of shitposters who would literally just wholesale rape your posts just to see you suffer are gone somewhere right now.
>>
>>171674665
If you weren't a brainlet you might know how to implement encryption
>>
>>171674049
>post some mediocre fan art
>people shit on it
>switch into MAXIMUM DEFENSIVE AUTISMO OVERDRIVE MODE

You're not gonna make it as an artist if you act like this much of a hard-headed twat when 4chan criticizes your work. Regardless of the quality of the work in question.
>>
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Guys, I'm back after 6 month /agdg/ break.
Is the "I'm depressed and I have no motivation to work on my game" shitposter gone?
What about the "I have no experience at anything and I want to make a inconceivably large game how long would it take me" shitposter?
>>
>>171675269
they multiplied
>>
>>171675269
i'm still here
>>
>>171674629
when i posted it the last time without the shit by different artists people thought it was fine

that is what people are fucking whining about
>>171674646
>no, I also think it's a poor form to literally trace over something and claim "art stuff I did"
so you came in here?

what were you saying no to then
>>171674861
>you literally just copied some sprites from other games
i fucking didn't and i think you're the same autistic fuck who says this every time i post progress
>>171675086
>You're not gonna make it as an artist if you act like this much of a hard-headed twat when 4chan criticizes your work.
here are the criticism i've gotten in this thread
>stolen sprites
>it's shit
it is just not what i'm used to from these threads since the last times i've posted i've gotten well thought out and useful feedback i can use
>>171280806
>>
>>171675269
>how long would it take me
Thats the best kind you can ask for mate, its much worse when they ask how to do it
>>
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>>171674049
>i could have figured you were like 40
Did you just admit you're a 30 year old who behaves like a high schooler?
>>
>>171675501
i wanted to say 30 then i thought 40 sounded worse
>>
>>171674131
Exactly, GDScript still preforms better than GML. That's how bad Gamemaker is. And the problem that was causing the slowdowns in that test has been improved in Godot3, so it's going to preform better than that.
>>
>>171675685
30 is just as embarrassing. People with jobs and wives shouldn't be on 4chan.
>>
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Be nice to your fellow devs!
>>
>>171675269
No, the shitposter just got back from a 6 month break. Welcome back.
>>
>>171675771
i know but there seem to be a lot of them on the weirder 4chan boards

and 10 years ago sounds like something a 30yo would say
>>
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>>171675874
>be 27
>life still in shambles
>>
Remember you're here forever
>>
>>171675771
I have both nothing wrong with it
>>
>>171675771
Luckily, you are not an authority on that.
>>
>>171674131
Benchmarking in debug mode, that's a classic
>>
>>171676024
you should be getting your life in order and not on /agdg/ and gamedeving

Anon...
>>
>>171662031
Yes, it actually is.
>>
oh so are you done flaming me now that i've pointed out that "it's shit" and "those sprites are from pokemon" aren't actual criticisms? ok then
>>171675481
>>
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Is your game fun? be honest, anon.
>>
>>171676059
There are 6 r's and 8 e's in your post, congratulations!
>>
>>171676569
Blow me.
>>
>>171676569
I dunno.

It's multiplayer and I haven't played it with anyone else yet.
>>
>>171676515
it's no worse than the average game posted in the average AGDG thread

especially pixel art games
>>
>Learning OpenGL
>All this work I've had just to display a textured pink rectangle

It's like someone let go of my hand in the middle of the pacific ocean. I don't know how much I'll need to learn before I'm capable of making some 2D games using opengl the proper way.
>>
>>171676569
So far it's very meh, but I think it's fixable with better level design and adding content since the mechanics are solid
>>
>>171676569
Not yet but it will be once I polish it for 2 more years.
>>
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----[ Recap ]----
Game: Space Dementia
Dev: rez
Tools: SFML/C++
Web: rezydev.tumblr.com
Progress:
+ Skinned and tweaked boss animation
+ Refactored code to make later changes easier
+ Added interface for easy object management
+ Started making enemies for faster and engaging combat
+ Made a blog
>>
>>171676689
It's a lot worse than all the good stuff posted here.
>>
>>171676689
>it's no worse than the average game posted in the average AGDG thread
it's not a game for starters
>>
>>171676569
It's not a game yet
>>
>>171676523
I think they're done wasting their time with an annoying little faggot who isn't even making a game

/agdg/ is not the place to post your fan art
>>
>>171676772
i never said it was good

you're the ones who call actual bestselling indie games mediocre so w/e
>>171676925
never said it was
>>
>>171677143
>I think they're done wasting their time with an annoying little faggot who isn't even making a game
oh so now we've switched gears have we
>/agdg/ is not the place to post your fan art
don't post art guys, demos only
>>
am i allowed to google an outfit i want, trace it and convert it to pixelart ( and make a few adjustments)?

or is that frowned upon?
>>
>>171677283
this is how you get sued into oblivion
>>
>>171677283
NO STOLEN ART BRO STOLEN ART

IT'S GARBAGE IT'S SHIT
>>
>tfw your game makes less than minimum wage
>>
>>171677389
lol gogem
>>
>>171677283
use your common sense man

if you're copying someone's trademarked design they can sue you

if its just some random reference photo of people on the street, than no one will care unless you make it really obvious that you used that photo as reference, and even they most people wouldn't care
>>
>>171670434
The argument is that 3D games take longer and are 10x more work (which is why you'll literally never find a successful 1MA 3D game that doesn't use voxel cubes)

No one said 3D animation is harder.
>>
>>171677283
if someone creates an idea they own the idea, look up patent in the dictionary
>>
>>171677548
>if someone creates an idea they own the idea
far be it from me to imply that the intellects of AGDG may be wrong about something, but you have to apply for patents
>>
>>171677489
Banished
>>
>>171677756
Anon... we all have phds in shitposting and crap flipping economics
>>
>>171676569
It's not fun, no, but it's a skinner box so it's giving off the illusion of fun
>>
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>>171677283
Give me an example I'm confused
What exactly are you trying to do.
Literally just say what do you want to copy.
>>
>>171677347
>>171677383
>>171677484
>>171677548
so say i google something ubiquitous like " japanese schoolgirl outfit"

copy the image that has the perspective i'm looking for, reduce the size by 90%, trace the parts i like, add my own colors, my own face and trim some of the things that are no longer necessary with the reduced image size. is this against the rules?

what about if i just look at the image and copy it, which is basically the same thing i guess. isn't that just called a reference?

what if its a real world photograph and not a drawing i'm using?

i mean i have to animate it anyways right, which i cant copy. human shapes are really hard for me to do, and this method lets me get reasonable looking art.
>>
>>171676569
I think so but I need more levels content to be sure and I can't into level design. I never know how to start and where to go
>>
>>171674734
Oh shit, take my money
>>
>>171678173
actually didn't kubo draw bleach characters with designer clothes

find out what he did and use it as a guideline, if you change the logos enough it should be fine

just be careful not to post the results on AGDG otherwise they'll sperg out at you for "stealing"
>>
>>171678173
Just edit it slightly to cover your ass. It's not difficult
>>
>>171678193
>I can't into level design. I never know how to start and where to go
look at other successful games in your genre and what their levels have in common

download speedruns or w/e
>>
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----[ Recap ]----
Game: Heavy Frame AEGEUS
Dev: axlebox
Tools: GM:S
Web: none
Progress:
+ new interior tiles
+ new pilot animations
+ new enemy sprites
>>
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>>171678173
>japanese schoolgirl outfit
dude japanese school uniforms are literally government approved cuts of plain clothes
even private school shit is usually just vanilla uniform in different colors and sewn on school crest

what the fuck do you want to get sued for?
and with pixel art at that
>>
>>171678173
read my fucking post, it answers your question entire
>>171677484

if you're really that stupid about copyright infringement then just play it safe and make up your own clothes
>>
I bet all you gamedevs who have good looking games are all chads who gamedev a few hours a day and make a ton of progress

It's not fair!
>>
>>171678753
I'm also SJW
>>
>>171678457
I'm trying to but it's pretty difficult. There aren't that many fps games in which you move in all 3 axis. And I feel like I'm always missing little objets to fill in the empty spaces. I'd like those elements to be part of the gameplay instead of just being boxes.

I guess I'll go into a nostalgia trip and check Descent, might give me some ideas.
>>
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>>171678043
heres what i did

and honestly i would probably do my entire game like this if i can.
>>
>>171678753
stop being entitled
>>
>>171678935
this is how you get sued
>>
Japanese schoolgirl jam when?
>>
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>>171678753
>being called a Chad
If I'm a Chad I can't imagine what kind of a bottom -dweller you are
>>
>>171678935
these folds are gross
>>
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>>171678173
Nobody will notice that you ever copied something from the internet if it's in pixel format and the original design is not.
>>
>>171678935
those are fucking generic shrine maiden's clothes
you thinks that trademarked like Adidas or something?
>>
>>171678935
Lol I imagined you wouldn't be that stupid and trace a photo, not actual art that someone did. Of course you're not allowed to do that.
>>
>>171679062
fuck off Chad
>>
>>171679175
they can do fuckall to him for that
>>
>>171660323
Why did you drop it?
>>
>>171678935
This is probably 100% fine, unless you're doing blatant copyright violations of very easily recognizable stuff.

If I were you, I'd vary up the color, details/patterns, shape, whenever you're not sure about a potential violation. It'll help you practice too.

>>171679135
>>171679175
Probably also valid points.
>>
>>171678884
>There aren't that many fps games in which you move in all 3 axis.
bioshock infinite kinda does this? flight sims? arcade air combat games? space games like independence war 2
>And I feel like I'm always missing little objets to fill in the empty spaces. I'd like those elements to be part of the gameplay instead of just being boxes.
jedi starfighter had space stations, tugs, and asteroids or w/e that you can destroy
>>171678935
it's a completely different style and the sprite looks like ass anyway
>>
>>171679047
lmao those fucking arms
but I've actually known a chick who could do that with hers
>>
>>171679047
impressive anatomy
>>
>>171679047
When you make it
>>
>>171679318
Of course they can't since the chances of some guy who traces other people's art actually finishing a game are astronomically low.
>>
If you didn't make it or get permission to use it then you probably shouldn't.

It's that simple.
>>
>>171679714
the clothes aren't trademraked, they are a generic traditional outfit that's been in 500,000 chinese cartoons and games
the vector and sprite literally cannot be linked to each other by anything but general angle at this point, since cut and colors just copy a real world thing and that's way too little to press charges
>>
>>171678935
that's not a "reference photo" you fucktard that's someone else's art

your pixel art looks like shit anyway so why don't you just practice instead of being a lazy faggot and tracing other people's work?
>>
>>171679897
?????
Do you know how copyright works? Do you even know what copyright infringement is?
>>
>>171679897
Except he just admitted it.
>>
should you use your own appearance in your game?
>>
>>171680193
>??????
go ahead you spastic
tell me how do you even begin to prove he traced that picutre

>>171680235
that is the only way, yes
>>
>>171680329
for what purpose?
>>
Reset Xform is the bane of all skinning in 3Ds Max. Seriously don't use it unless you save everything and make backups first. It's not even possible to undo it.
>>
>>171680547
Why does 3D software have so many features that make you lose your work?
>>
>>171680487
So I don't have to hire more people to scan their likeness for my game
>>
>>171680704
Seems like it's some kind of crazy backwards compatibility in this case at least. Some dude on a forum mentioned how there are better options now but I can't even find them.
>>
>>171674581
Thanks anon
>>
>>171675269
Deppressed and lacking of motivation aggydagger aren't deppressed and lacking of motivation animore because we helped them.
>>
>tfw you are better than every single dev in this thread
>>
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>>171678935
>>
>>171681641
It's going to be a bitch to animate.
... you do plan to have your waifu animated right?
>>
>>171681718
I'm not >>171678935

Just fixed his shit.
>>
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>>171681718
>>
>>171675269
>tfw the "just got back from a 6 month hiatus" shitposter is back
>>
>>171681476
iktf
>>
>>171681476
>>171682095
hey i know that feeling as well my niggers
>>
>>171681476
>>171682095
You amateurs can never compete with the likes of us
>>
>>171676569
some anon that played my demo said it was fun
>>
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>got gamemaker studio in the humble monthly bundle a while back
>barely ever use it
>decide I want to make a simple android game
>only paid 1$ for GM because I thought you could just crack the modules
>you can't

any good alternatives for making android games? free or crackable.
>>
>>171682861
Godot.
>>
>>171682951
Go fuck yourself.
>>
i should be working on my game

but i'm a depressive loser with a shit life that won't amount to anything
>>
>>171682861
Unity can run or compile your current build directly to a hooked up android device.
>>
>>171683285
Sorry I meant to say
Unity™ is the only way to make a game!
>>
>>171683493
Can't they all?
>>
>>171682861
Libgdx is pretty good. The dev who made vampire of the sands used it.
>>
>>171682861
Buildbox

I remember there being a crack somewhere
>>
>>171660323
this looks great! nice work!
>>
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Here's a great idea to get rich quick: Make a mobile version of Catherine. You can even keep the anime styling and throw some lewd 2d girls in for extra money.
>>
>>171683474
Stop writing my posts for me

I'm not even competent enough to understand procedurally generated worlds
>>
>>171683881
Gonna need more info

What makes you think a Catherine clone with lewd 2D would be successful?
>>
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>>171684010
>try to make game
>cant even make a shit
>>
>>171684080
Anime and girls attract people in. Puzzles keep people there. Content can continue to be created for months after release. (very low work:content ratio, a puzzle can be shat out in 20 minutes)
>>
was going through my improv folder.

this sounds kind of video video gamey.

https://clyp.it/1rtcvypk
>>
What does hope feel like?
>>
>>171683881
this kind of game is difficult to make you would need a 2 man team to do it
>>
>>171685260
Dunno I had too muck coke so Im hyped as fuck
>>
>>171685079
>this sounds kind of video video gamey
I mean it's pretty good but I don't feel anything gamey about it
>>
>>171685079
I like it
>>
>>171685260
Hope is the day when your game is officially for sale on Steam

Despair is checking your sales figures every 10 minutes and not seeing it go up at all
>>
>>171685260
Like the thing you lose when you look at humanity
>>
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>>171685414
Whoa look at this bad boy we've got over here
did you happen to fuck some bitches too?
>>
>>171683682
Of course, but Unity shills will never admit that.
>>
>>171685368
>block puzzler
>difficult

I think the hardest part would be efficiently pathfinding hundreds of blocks so as to not kill a mobile frame-rate.
>>
>>171685608
how do you know he wasn't talking about soda?
>>
>>171685608
Lmao dude take a hike.
I can do whatever I want wile you cry about hope.
>>
>>171685814
the hardest part would be making all the art assets and art dialogue it is a ton of asset creation
>>
>>171685851
>wile you cry about hope
wasn't even me, brosky. I'm just trying to relate with my fellow chads
>>
>>171676569
from the little that i saw people playing i belive it is
>>
>>171685608
>buttblasted over response to shitpost question #194234
>>
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Zombie.
Furry.
Survival.
>>
>tfw the only way to learn gamedev is to endlessly watch tutorials
>>
>>171686009
>making assets
>hard
there are literaly hundred of assets to sell everywere

but you cant find expecific code for complicated stuff that doesnt suck
>>
>>171686009
You're just making the puzzle sections. The bar/cutscenes/etc can be left out.
>>
>>171686186
Most frightening zombies I've seen in a while.
>>
>>171686247
1 more watched tutorial is 1 less tutorial you need to watch

But yea, it's tedious a fuck
>>
>>171686284
the bar cutscenes etc made it interesting and appealing to normies

this is how you stay poor lol
>>
>>171686247
That's called having no problem solving skills.
>>
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>>171686247
>not learning the absolute basics of an engine and making stuff up as you go
>having retard-tier logical thinking and toddler programming skills
>being incapable of writing rudimentary game code
Boy, and I thought I was unfortunate.
>>
>>171686427
>>171686558
where did he mention coding?
>>
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blenderfags BTFO
>>
>>171686247
>>171686427
Watch tutorials to learn the language of the problem - and I'm not just talking about programming languages here, but things like common terms in animation, spriting, etc. After you're fluent in the problem space, you can improvise.

You have to mimic before you can improvise

>>171686558
This is fun but not nearly as efficient in terms of shipping something. If you have infinite time and are mostly devving for yourself, go for it.
>>
>>171686427
>>171686558
I would love to see both of you plebs model a good looking face in Blender with only knowing the basics of extruding loop cuts and other blender basics

Pro tip you won't be able to
>>
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>>171686698
>wanting to work for bioware
>>
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>>171686774
Here I just pulled this out of my garbage folder. Blender modelling is nothing but basics.
>>
>>171660768
I like your art, anon. Keep up the good work.
>>
>>171686698
you don't need Maya to get your proportions wrong

>>171686774
it's doable with good references, but time consuming if you don't know shortcuts.
>>
>>171687089
>t. guy who took the model file from somewhere
>>
>>171686774
>modeling a face by pulling polygons

You're stuck in the past. Either photoscan a head and retopo it or start with a zbrush base and sculpt it.
>>
>>171663042
>get ready for rush hour
>>
>>171686698
>EA
No thanks.
>>
>>171687424
>t. guy who can't conceive that not everyone is a loser like him
>>
Daily Daily Reminder

gamedeving is for manchildren you should invest your time in something more valuable
>>
>>171687445
Stop regurgitating this meme. You still need to know facial topology even with sculpting. You will need to retopologize before even finishing a good face sculpt. And no, zremesh will not give animation ready facial topology. "stuck in the past" my ass
>>
>>171686284
I'm going to have to agree with >>171686414
The puzzles and stuff were alright I guess? But they felt more like obstacles in the way of getting back to the relationship/bar stuff. I am a big fan of the ShinMegaTen universe and for Catherine I can honestly say the most appealing part for me was everything that wasn't the puzzle.
>>
>>171687901
Name 3 things more valuable
>>
>>171687901
>more valuable
guns or selling drugs?

cause that are the only 2 things that made more money than games

not even porn

NOT EVEN FUCKING PORN CAN STEP ON GAMING SHADOW
>>
>>171688005
Exactly why you shouldn't spend hours getting a base mesh that you're going to have to sculpt and retopo anyway.

You're skipping the most time consuming and pointless step.
>>
Having a weird issue. I've done 3 different tutorials on collisions and masks to apply a "pixel perfect" collision to prevent my character from dropping through or into walls/floors. My problem is, my character often, but not always, falls exactly 1 pixel through a floor or a wall. I can still move and have full functionality, but I can't seem to fix it.

Advice?

http://pastebin.com/v1pv9Pwj
>>
I am quitting gamedeving and going back to playing games instead it is too hard to gamedev
>>
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prototyping a new game

whats your initial reaction? does it have potential?
>>
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comrades, how do i motivate myself?

I'm making a project and learning as i go, i made some good progress, but i just get distracted all the time. I want to finish this, but i just can't focus. Help.
>>
>>171688404
my initial reaction is that you are trying to make a meme and not a game
>>
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>>171688108
>he isnt running drug cartel to fund his games
>>
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>>171688404
targeting the american demograph i see
>>
>>171688517
>I want to finish this, but i just can't focus. Help.
Aww, tell me about it.
>>
>>171688520
hmm good point
i guess its not 2003 anymore
>>
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>>171688608
>he isnt running a game company to fund his drug cartel
>>
>>171688517
it's hard to get motivated for something you don't feel like doing. even worse when you don't have something even remotely playable
>>
>>171689385
>have a big essay due tomorrow
>just want to dev
>>
>>171688517
Motivation isn't a learned skill.
>>
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>>171689385
It's not playable yet but i feel like i made huge progress. At the same time, i feel like i don't have enough skill to polish everything to release it, and i'm doing everything by myself.
>>
>>171688517
Careful schedule with cookies tactically spaced
>>
>>171688517
>>171689863
what are you making?
>>
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>>171689863
>I have made huge progress
>not a single screenshot of said progress
>>
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>>171690312
Something similar to TIS-100, but in isometric 3d.

I wanted to make an X-Com clone that was true to the original at first, but i realized i was way over my head after i started dabbling in terrain generation and pathfinding.
>>
>>171677280
>agdg - amateur GAME dev general

Art only belongs here if it's for a game. If you're not busy making or trying to collab on a game, why are you here? I'm genuinely curious
>>
>>171688517
>>171689863
>>171690534
what is this gay shit?
>>
>>171690534
Are you talking 3d models fully animated and textured from a topdown view? that's going to take you forever by yourself. Also:

>Ze super 1MA creating an RPG by himself
Why do people do this? There are so many genres to pick from that wouldn't take you nearly as long
>>
>>171691386
Since when was TiS an RPG?
>>
>>171691386
TIS-100 isn't an RPG. Making a game like TIS-100 doesn't take that much work on graphics.
>>
>>171691386
>Why do people do this? There are so many genres to pick from that wouldn't take you nearly as long

A lot of gamers have fallen in love with games because of RPG's, there isn't another genre that's as personal to a person as an RPG. So naturally people want to try and mimic stuff that's important to them.

Most people don't give a fuck about platformers or top down shooters because they're just super arcade-like games. They aren't human in any way, there's nothing to connect to or remember.
>>
>>171691665
>>171691797
my mistake. I assumed it was once he mentioned he wanted something similar but with top down 3D, pathfinding, and terrain generation. What's TiS?
>>
>>171692125
And platformers/top down shooters don't sell because every pleb has made one

>>171692189
It's a puzzle game based around peusdo-Assembly coding. Dunno if you've seen Shenzhen I/O but that game is a spiritual sequel to it
>>
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Did YoYoGames and HumbleBundle release a Gamemaker bundle in both 2015 and 2016, or just 2016? Is it likely that a third bundle will arrive this year?
>>
>>171692337
They did that sale because GM2 was close for release and they wanted to get 1 last surge of shekels for their product

Think it's safe to say it'll never happen again
>>
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>>171692447
I see. I should have purchased it when I could.

Thank you.
>>
>>171692310
>platformers and shooters don't sell
only those that have barely passable art
>>
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this is the best way to cut down trees
>>
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>>171692125
>A lot of gamers have fallen in love with games because of RPG's

>top 50 most proliferated video games of all time has literally TWO RPG titles and one of them is fucking Skyrim and other Diablo 3.
>>
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>>171691386
No animations, simple lowpoly models. I used to do some blender stuff, so i figured it'd be faster to do models than 2d sprites.

>Ze super 1MA creating an RPG by himself
What? It's a logic game, not an rpg. Unless you mean X-com, then yeah.

>>171691259
Dota characters visual stuff
>>
>>>/v/371304468
>>>/v/371304468
>>>/v/371304468
>>
>>171692815
That's really cool
>>
>>171693103
>loli sprites
I aint touching that shit
>>
>>171693103
google various hentai rpgs
>>
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[Dramatic showdown of anime punch arm girl & relenteless bonechucking skelet senpai

who will ocme out on toppe
only 1 shall survive?
>>
>>171692815
If you keep adding stupid shit like that you might be able to set your game apart from other Harvest Moon clones.
>>
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>>171693506
>cutting down trees with a tommygun
>stupid shit

never opine on anything ever again near me you nofun sour cunt
>>
>>171693785
It's stupid shit, that doesn't mean it's bad.
>>
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New enemy in. I took a note from placeholder dev, finishing up all the gameplay code before any of the art.
I feel good about this, got al the gameplay done in one day. Doesn't hurt that there's a great free lightning script in the asset store
>>
>>171693451
your game could use a Gashadokuro boss
>>
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>>171693785
it's stupid to cut trees with a weapon that costs four hundred thousand dollars to fire for twelve seconds when you could use an axe
>>
>>171692815
That's awesome. Also, I like all your art besides the player. All the rotation and shit is super smooth
>>
>>171694438
Stealing this
>>
>>171688347
bumping for help :(
Game Maker Studio, btw.
>>
>>171693124
Thanks!
>>171693506
Thanks?
>>171694757
What don't you like about the player? Just that it flips while everything else rotates?

Keeping the player sprites minimal allows me to make the player customizeable, with different clothing, skin colors, hair styles, etc.
>>
>>171688347
Did you double check the origin point on your sprites?
>>
>>171694997
just keep in mind Gashadokuro is supposed to be made up from normal-sized human bones, so don't go around just drawing a huge skeletoon, that's half-assing it
a dead guy made of 1000 dead guys is much more terrifying
>>
i love movie theatre popcorn i dont care what anyone says
>>
>>171695129
>What don't you like about the player?
I think I was getting caught up on the lack of rotation, and the simple smiley face. What you said makes perfect sense and I think it's a good idea now that you say the reason.

I also didn't love how bare it was, but I think with clothing the character will look good
>>
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>>171695890
Ah fair enough. Here's an example of the clothing "sets" - basically just a colored bottom half for different pants (since there's not much room for detail due to lack of legs) and then two sprites, front and back, for the torso. Makes it real easy to whip up additional costumes.
>>
>>171696365
That sounds like a great system. Is clothing cosmetic only? Because I love cosmetics but not when I have to balance them with abilities.

Also,
>Aseprite
nice
>>
>>171696505
Yeah, purely cosmetic. The only real customization is the guns have different attributes that can be randomly generated (Accuracy, damage, amount of projectiles, etc.) that get better with better loot/crafting.
>>
>>171695272
yea. I checked that, and the origin on the floor. My floor and character are 32 x 32. Origin is centered at 16 x 16 on each.

It also only happens sometimes. And I can't quite tell what is being interpreted because there doesn't seem to be a patter. IE, a block above, or close to this wall but not that one, etc.
>>
>>171696625
Awesome. Is there anywhere I can follow development besides here?
>>
>>171697135
Sure, I post most of the stuff I post here on my tumblr also

jasozz.tumblr.com/
>>
>>171697295
Thanks a lot, can't wait to see more stuff
>>
>>171696947
Sometimes it's just a drawing issue, so try putting a draw event in with "draw_sprite( sprite_index, image_index, floor(x), floor(y))"
>>
>>171695526
I think I like huge bones more
>>
File: RIPCubeSnowman.webm (785KB, 800x420px) Image search: [Google]
RIPCubeSnowman.webm
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>>
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What are the most essential things I need to learn about OpenGL before I can start making games?
>>
>>171697295
follow me back you bitch
>>
>>171698686
UB
>>
>>171698673

that volcano bird looks a little rigid, maybe give him some pecking/chirping animations or something. like kazooies idle animations.

https://www.youtube.com/watch?v=gXxjJYLstxc
>>
>>171698686
How to create an OpenGL context in your language of choice. How to draw triangles to the screen. How to texture those triangles.

That's about it really.
>>
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>>171698653
last time I gave away an idea for free I swear
>>
>>171697426
this
It may be that youre drawing at a different scale than the game logic is running at, so GM will be inconsistent with how it draws a sprite that has a y coordinate of 100.5 or something similar. I make sure to round x and y before every draw if there's any chance the variable can be non-integer
>>
>>171698673
Love the design of levels and the snowman looks great. Is it going to be really easy in the final game, or is it just that you already knew to use that spike block. Also, jesus christ how many levels do you already have made?
>>
>>171694190
lets all collab on this guys game

>>171696365
and this guys game


and then we can actually finish a game together /agdg/
>>
>>171698686

this ===>>171698984
you don't need much from opengl.
>>
>>171698673
This looks fantastic. Do you have an itch page?
>>
>>171699247
Well if you're looking to collab why don't you give me a simple design idea for a lightning wizard's appearance
>>
>>171699005
Got a good chuckle from this.
>>
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>>171689604
>not submitting procedurally generated essays
>>
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Nearly two fucking hours spent triple checking AI code to figure out why it updated its perception so fucking slowly and didn't execute everything like it should have, I checked everything, tweaked dozens of things back and forth.

IT WAS JUST PERFORMANCE BLRGLRGRLG
>>
File: raw.gif (2MB, 200x200px) Image search: [Google]
raw.gif
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>Intro to program class
>It's racket (functional programming class)
>show my code to my teacher
>IT's basically procedural code using global variables and shit
>He tells me I shouldn't use variables in FP
>Ask him how should I code without variables
>he tells me to use function returns
>Ask him if that doesn't have bad performance
>he tells me yeah, but that's the point of FP
>mfw
>>
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>>171700606
>mfw
>>
>>171676569
My game is not played for fun.
My game is played for anger.
>>
>>171700832

why is that guy assaulting that poor sea creature ?
>>
>>171700984
>man
>assaulting
>sea creature

Well, first of all, why are you assuming it's a man? And are you actually implying that you can assault a possibly dead thing?
And why do you think that it's a SEA creature? What if it's a lake-dwelling-octofuck?
>>
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>>171700832
WHAT THE FUCK IS THAT THING

>>171698965
That would require more work that would delay my content/MAKE GAME ability.

>>171699320
https://conceptiongames.itch.io/bokube-alpha-demo

here you go senpai.
>>
>>171697426
>>171699015
I'll give that a shot, thanks.
>>
File: 1489514433968.png (22KB, 485x443px) Image search: [Google]
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>tfw you don't even use game maker as a game development tool but its sprite editor is actually comfy as fuck and you're super used to it
>>
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>>171701437
>Anything but Aseprite
>Anything but GraphicsGale or Paint.net if you're a megapoor
>>
File: hands.png (17KB, 683x270px) Image search: [Google]
hands.png
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even more useless art
>>
>>171701630
Do you have any lewd?
>>
>>171701437
Really?
I always preferred paint.net
Whatever works for you
>>
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>>171701630
>rubbing pussiiieee on the sink
>iktfb
>>
>>171701124

> why are you assuming it's a man?

the size and musculature of the hands suggests that these hands belong to a man. also, the wedding band on his finger - a plain ring without any gemstones - is typical of the wedding bands commonly worn by the male counterpart in most western countries.

> are you actually implying that you can assault a possibly dead thing?

fair enough, i guess we can't tell for sure if the creature is indeed alive or dead and if dead, if the man was indeed responsible for the creatures state of being. maybe he was just a kindly stranger who found the beast washed ashore and decided to take it's measurements.

> What if it's a lake-dwelling-octofuck?

i'm not aware of the existence of any fresh water cephalopods.
>>
>>171701757
>>171701630
I came
>>
>>171701710
yes
>>171701982
>>171701757
doing old-school lesbian erotica is my plan B
>>
>>171701425
>>171699015
>>171697426
>>171696947
The draw event didn't work. I also put the draw code directly into the step event before and after collision. When i did the second, weird things started happening. It was occasionally flashing above and below the floor.
>>
File: 1471728940015.jpg (11KB, 270x285px) Image search: [Google]
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>>171701931
Presumptive of you to assume an (alleged) person's gender based on their hand musculature and size and their (alleged) wedding ring. Such presumptions are unneeded in this community.

>fair enough
Good. Next time you might find it better to not assume things that don't need to be assumptified on.

>i'm not aware of the existence of any fresh water cephalopods.
Well, you shouldn't be operating on the assumptions based on your limited world-view. Why don't you try accepting the fact that it could be a lake-dwelling-octofucker? Huh?
>>
File: quthesundiety.png (46KB, 1469x474px) Image search: [Google]
quthesundiety.png
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snippet of a sprite sheet for one of my boss level characters. supposed to be a sun god/diety that the player character fights.

making the game for a project but mostly exploring my hand at this kind of art for a future game i have planned.

am i any good or should i just neck myself already?
>>
>>171699419
alright sure how about the wizard's face appears above the lightning cloud you have each time a lightning bolt strikes down on the enemy
>>
>>171702201

> Such presumptions are unneeded in this community.

is that a fact ?

> be closed minded

> be more open minded

ok. gotcha.
>>
>>171702740
Yes, those kinds of presumptions are not needed. They might be wanted and welcomed, but not needed.

Glad you know your place now. It's right below sea-dwelling-octonuts.
>>
>>171670275
You can already convert Minecraft maps to models you absolute piece of trash.
>>
>>171702879

good day, sir.
>>
>>171703207
Likewise. apologies if I made you feel bad, I meant no harm, love
>>
File: crocotile3d.png (85KB, 667x267px) Image search: [Google]
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Can you do something similar to Crocotile 3d in blender, some other 3d modeling program, or inside of Unity 5?

https://youtu.be/iZaZt5BfW74
>>
>>171700606
help I'm going to reply
>>
>>171703319

I SAID GOOD DAY !

no worries, it's all in the spirit of funposting
>>
File: sentinels.png (293KB, 630x722px) Image search: [Google]
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Any suggestions on the coloring?
>>
>>171702298
good

>>171703583
needs more diff shades
>>
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>>
>>171702103
you're doing something very wrong here
draw_ functions only work in the draw event (unless you're using surfaces which you shouldn't be if you're this new)
The code here >>171697426 goes into the draw event of the object whose sprite you want to draw
>>
how do I import 3D models into gamemaker
>>
Is it really impossible to install Visual Studio on just one seperate drive? I don't have enough space on C, not nearly enough.
>>
>>171703847
Move some of your porn to D:\
>>
>>171692889
not him but whoever doesn't love Final Fantasy (old titles) has a shit taste and shouldn't have opinion on games
>>
Could you guys make a better game than ME:A?
>>
File: 2017-03-21 19-49-04.webm (2MB, 1280x720px) Image search: [Google]
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Progress: I've added in a 10 frame window after launching a punch wherein you cannot use another punch originating from the same side of the body. You can, however, launch a punch using your other hand.

I've also added a 10 frame buffer for punching to make it easier to alternate your punches.

...Setback: Doing so has somehow introduced a bug where if you hit the buffer window while entering the state to return to neutral after a dodge, you will instantly return to neutral and launch a punch without having to go through the vulnerable returning to neutral state.
>>
>>171703887
Not porn, windows is installed on C, my ssd, which is only 111 gb in total. When trying to instal Visual studio it says the total is 40 gigs or something so its impossible to install on there.
>>
>>171704190
>tfw no art friend to help make furry punchout with you
>>
>>171703775
Yea, I did that. It still didn't fix my pixel issue where my character is falling 1 pixel through floors and walls. This is making it impossible to make transient walls that allow the player to stand on top of, but can still jump into/through. It basically prevents it from working randomly.
>>
>>171704352
VS2017 enterprise is like 25gigs with a bunch of useless addons. installed yesterday so i remember.
could probably fit into 15gigs if you chose only the minimal tools you need or used the community edition/express shit.

delete some shit, nigga
>>
>>171704352

those tiny ssd drives are now turning out to be more of a curse than an improvement.

well, i guess they made *their* money.
>>
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>>171704654
>>
>>171704756
There is literally nothing wrong with being jewish
>>
File: 2324.png (38KB, 338x322px) Image search: [Google]
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>>171704927
>>
>>171704927

> posting an abstract pic with some vertical and horizontal lines

> it's annadah shoah !
>>
File: ety2.png (4KB, 250x250px) Image search: [Google]
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Been looking at this for too long - is it hard to figure out what's pictured?
>>
>>171705318
A woman wearing a scarf?
>>
File: IMG-20150902-WA0004.jpg (6KB, 220x250px) Image search: [Google]
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>>171704927
>>
>>171705318

it seems like a faceless person with long hair and a scarf around their neck.
>>
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>>171705318
A candle?
>>
>>171705441
>>171705483
>>171705484
2/3 seems good to me. Thanks.
>>
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>>171704927
>>
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>>171705318
>>
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Now all aspects of the UI have been changed and adjusted so that they scale properly with odd resolutions and preserve their aspect ratios in relation to the screen.

I could use your guys advice though - when building a RPG what is the usual way to store character stats? With just simple stats like armor or damage values its simple enough but with things like item enchants, chance on hit effects, custom equip effects etc. things like determining what to show on the tooltip and how to calculate damage become a bit more complicated.

I have a few solutions in mind, just curious if anyone has gone through the same problems that I have.
>>
>>171702298
>>171703728

thanks anon any criticisms tho? stuff to improve on etc
>>
>>171704190
Might as well change the punch animation to a blowjob motion if you want the furries.
>>
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>>171704927
>>
>>171705770
A lot of games just have a rough description and let the player figure it out
Depending on how autistic you want your game to be, stuff like "chance to ignite on hit", "chance to automatically block damage", etc works fine
>>
Does any one have that demographic about porn games where they show like the preferred settings and game play styles?
>>
File: sungod.png (9KB, 457x236px) Image search: [Google]
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>>171705904
Its not bad but there are areas you could consider with its design and pixel placement. Just as an example I had a go showing different things you could do but it really depends on how you will use it in your game.
>>
File: froggy.png (11KB, 249x249px) Image search: [Google]
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>>171705318
It's a frog
>>
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>>171705757
That near identical to what I had as my second to last iteration - decided that the sharp contours go against the 'feel' of the picture.
>>
File: gp 17-03-21 car.png (139KB, 944x587px) Image search: [Google]
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https://my.mixtape.moe/bcucbs.webm
reposting from yesterday
mainly added proper wall collision and other minor physics things. Next is a proper camera and starting on AI
I'm think I'll need to make custom navmesh because unity's navmesh objects don't really work how an f-zero game needs them too. The vehicles just need to know which direction they should be going on a given triangle, and regular pathfinding would be wasteful and pointless if they only need to go in one direction
>>
>>171702072
>yes
Too bad. That looked cool, but I am not interested in edgy lewd games
>>
>>171705915
I'll think about it.

In other news, bug fixed! Turns out I misplaced a bracket without noticing while plugging new code in and it fucked up everything by making another statement get read when it wasn't supposed to. Oops.
>>
>>171706339

thanks man, i feel like im learning loads from just looking at your edits. i never considered slimming him up and making the head different like that. gives off a more sinister vibe, something i really wanted.

re: the clothing, it's honestly supposed to be like whispy floaty draped cloth that keeps writhing, but fire is cool too.

thanks again for the help
>>
I'm trying to animate on flash.
whenever I make a tween, it doesn't work but actually seems like the symbol goes away flying.

any help would be appreciated.
>>
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>>171704927
>>
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>>171705229
videogames
>>
File: MemeJackInthebox.png (37KB, 444x406px) Image search: [Google]
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Hows my jack in the box agdg?
>>
>>171708084
here's a (you)
>>
I'm considering going to school to learn game development code. Would you recommend this why or why not? I've been trying to do it on my own for about 2 months now and I just can't grasp things properly. Following tutorials I understand. But when I do my own project file and stare at a blank code screen I am completely lost and don't know what to do. Even though I know what I want my game to look like.
>>
((am i still banned?))
>>
When is it better to use APIs and just do some pure scripting? What "game making" applications are worth it?

I've started by using GameMaker and already I'm running into some frustration with weird text rendering problems (some letters getting snipped off), and I've also heard horror stories about how broken it is. But strangely enough, a lot of notable games on Steam were developed using GameMaker.

I heard about Construct2, but I don't know much about it. I also sometimes hear things like "if you're making a 2d game, you might as well just program your own engine". How can I tell what tool/API/approach is right for me? There are so many.
>>
>>171706339
Just to add on here, the whelle shouldn't be too hard to animate, you realy only need 3 (maybe 4 if you're pushing it) because of the rotational symmetry. 2 would even work but you'd lose track of any specific direction of the spin.

One tip that I'm still really struggling with is to develop good habits for pixel clusters and staying away from noise. It all comes down to style in the end, but it adds a nice level of polish
>>
>>171709050
>some letters getting snipped off
Then you probably need to sort out your formatting.

I've never used GM but it sounds like you're considering dismissing an engine because of something you did which is likely easily fixable.
>>
Is the recap bot still a thing?
>>
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>my pixel art has bloom
>my game is originally RPG maker (dropped RPGM because I was too limited)
>my game is anime-styled
>much more dialogue and story than gameplay (a la catherine)
>mfw entire threads get dedicated to disparaging something that happens to be in my game but I just want to dev my shitty "game" and make friends anyways
>>
File: hey, what.png (2KB, 169x175px) Image search: [Google]
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>>171709359

Oh nah, I'm still barrelling forward with this one. I'm just kind of taken aback at how many options we have and I constantly fret over regretting something down the line.

And what sort of formatting issues could result in something like this? The snipping only seems to affect a few choice letters, but I'm using a pretty commonly used font (Silkscreen), turned off anti-aliasing, etc.
>>
>>171709050
gms isn't really that broken, especially not these days. Any "horror stories" are usually salty nodevs crying that the skill floor for gamedev is low these days. Issues like text getting snipped off are common in game dev and 9 /10 times it's just you're not doing it right, and your first response shouldn't be to blame the engine.
programming your own engine is a fast track to never completing a game. Unless there's some specific feature that an existing engine doesn't offer, there's no point to doing it if your goal is to make a game.
Generally, Gamemaker Studio is the best tool for 2d games. If you want to have 3d gameplay/art, then Unity or Unreal are better tools. Other engines tend to be too limited or have too small a userbase to be useful. GMS is widely used because it's a flexible toolset, has a fuckton of documentation, and probably the largest amateur userbase of all the current engines and forums to match, so any question you could have has been asked a hundred times already.
>>
>>171709730
there's literally nothing wrong with bloom on pixel art if it fits the style.

Before anyone gets triggered, I'm talking like Narita boy, not HLD.
>>
>>171709730
I don't understand anything that's being said here. What?
>>
>>171710069
Narita boy still looks shit, though
>>
>>171709798
Hard to tell with JUST that image, but it could be because you are using a resolution for your game window that is getting resized causing some chunks of pixels to get either elongated or in your case mashed.
>>
>>171710440
I'm listing off things that I've seen devs get their game torn apart over that are also in my game, and hence, why I feel like the >pic related
>>
>>171709798

>>171710596
What that anon said or maybe position of text is something like 150.3/130.6 (those are random number I've made up), so there is a problem for a text to be shown at fraction of a pixel.
>>
>>171711250
>>171710596

I'm not resizing the window, and I've verified that the coordinates at which the text is drawn are integers.

I also tracked down another possibility, where set_halign and set_valign might result in fractional positioning, but that doesn't seem to be it.
>>
>>171711527
is your font size the recommended one for the font? like, you're not using size 15 when it should be 16 or something like that?
>>
where do you download aesprite?
>>
>>171711797
itch.io
steam
or compiling it yourself via their github
>>
>>171711713

It works flawlessly at 6 pt. The letter anomalies occur when scaling up to 12, 18, 24, etc.
Which weirds me out. A lot.
>>
>>171711884
how do you compile it yourself on github?
>>
>>171711797
>not kneejerk googling every problem first
Anon you're not going to get far as a gamedev like this.
>>
>>171712080
1) download source from github
2) download the language/dev environment needed
3) download dependencies
4) link shit together
5) mash that motherfucking compile button and hope it fucking works
6) fix problems that inevitably come up
7) wtffffff
8) success!
>>
>>171712118
I'm too lazy to google and think
>>
>>171712239
Haha yeah okay bro I hope you get a good job as a trash man / gas station clerk.
>>
>>171709798
Here's what the problem seems like to me
If you've turned off antialiasing, then the letters will either be drawn perfectly at their true resolution, or warped any other. So if the font size you're using is incompatible with being pixel perfect, then you'll get warped pixel sizes. Does this cutting off happen in the font editor preview window?
>>
>>171712327
I work as a programmer and just copy and paste legacy code for $30 an hour feels good man
>>
>>171712327

Being a gas station clerk sucks ass.
Trash men get paid better than you'd think they would. It's not great, but it's not too bad.
>>
>>171712423
lmao
>>
>>171712451
>Trash men get paid better than you'd think they would. It's not great, but it's not too bad.
Actually why I suggested it lol.

Real talk: even better is crime scene cleaners. No one wants to do that shit so the pay is better.
>>
How long does it take before I get over the depression from realizing I'll never be good enough to make my dream game?
>>
>>171712561
How do I get jobs cleaning up bloody messes? I never see those job openings on Indeed or Monster.
>>
>>171712417

The cutting off doesn't happen in the font editor preview. I chose this font specifically because it's meant to be pixel perfect.
As expected, anti-aliasing (and the high-quality checkbox) result in no more clipping, but an unpleasant blurriness.
Maybe I should just look for a different pixel-style font (any recommendations?). Thanks for tall the suggestions so far. Apologies for spamming the thread with my likely trivial problem.
>>
>>171712820
What size are you making the font though? A font can only be pixel perfect at specific font sizes
>>
File: athena.gif (65KB, 640x480px) Image search: [Google]
athena.gif
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First animation since a long time ago.

pls rate.

would you play this rather than pixel art?
>>
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not gonna make it
>>
>>171713142
play what? the gif? yea i played it like 3 times
>>
File: athena.gif (65KB, 640x480px) Image search: [Google]
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>>171713142
wrong settings.
>>
>>171712905

I think I mentioned earlier that I was scaling up from 6 (which was the pixel-perfect, smallest size).
I've tried 12 and 18, both have anomalies. Peculiarly, 24 works just fine, but that's way too big.
>>
What are good places/resources to learn Unity programming?
I know the fundamentals of programming and C#, I just don't know how I'd apply that to Unity or game programming in general.
>>
>>171713314
You gotta draw, like,' a stick person animation before adding detail
>>
>>171713142
fuck off christian
>>
>>171713325
Is there any chance that this font is just really fucking big at it's base and that 24 is the actual base? Sorry, I would just try out a different font

>>171713314
That's pretty good, but I have no big animation experience
>>
File: runner018.webm (3MB, 640x360px) Image search: [Google]
runner018.webm
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Working on more of the level.
It's getting a little hectic in there.
Those placeholder robot guys will return, sprite-anon
>>
>>171713325
try 16? (on a hunch)
>>
>>171713578

Super warped. That was one of the first font sizes I attempted.

>>171713542

Maybe this font is just ass, yeah. There are other aspects I'm not overtly fond of, either.
You have any recommendations as far as retro, pixel-perfect fonts are concerned?
>>
>>171713531
triggered.
;^)
>>
>>171713719
>You have any recommendations
Unfortunately no free ones, I haven't done much font work in my game yet and might end up making one

I do use these for now, which I got in a bundle for much cheaper, so I wouldn't recommend paying full price https://somepx.itch.io/pixel-fonts
>>
>>171713851
Huh it's AGDGese for "hi"
>>
>>171713895

Aight, noted. Thanks a bunch for your patient assistance, mate.
>>
File: athena skirt.gif (197KB, 624x491px) Image search: [Google]
athena skirt.gif
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better settings.
>>
>>171712239
Then buy it. It's not expensive and it's a quality product.
>>
>>171714185
Too jerky. Thus is life for tards who attempt to waste their life making high res 2D.
>>
>>171714334
looks better than my pixel art, and much better than what I think of meme pixel art.
>>
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>>171714185
>>
>>171714510
Perhaps the more important part being that he's never going to fucking finish because of the ballooned scope.

And when he does finish, scathing "looks like a jerky piece of shit" reviews and no sales.

AGDG warned him before though, perhaps there's no stopping this train wreck.
>>
>>171707045
you should make the car a bit more slidey, right now it really doesn't look fun to go fast in
>>
>>171714565
>not so swoosh
lol

You could do the same stuff in 3D but devs never fucking do it. They can manage in 3D movies... dunno why the 3D game devs are always so shit about it.
>>
>>171714651
It took me two hours to make that shit animation.
>>
>>171714741
>but devs never fucking do it.
guilty gear xrd and overwatch both do stretch/sqaush pretty well
>>
Is it violation of single responsibility principle to declare draw methods inside entities? Is it necessarily a bad idea?
>>
>>171714185
Real talk: You should look into outsourcing your tweens to people poor countries.

Then you could focus on making the key frames good and actually get shit done in a sane timeline.
>>
>>171714859
idk about your three laws of OOP, but separating the simulation / logic from rendering is generally a good idea.
>>
>>171714000
Hey no worries. I love it when people help me with my problems, I hope it works out!
>>
>>171715006
at the same time, the actual rendering is being done separately by a draw event so idk

Mostly I'm unsure what kind of structure (is there a design pattern about this???) I might use to better decouple drawing from entities, though.
>>
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Idea:
>Schoolshooting roguelike
>>
>>171714912
I want to improve.
>>
>>171714654
fixing the camera should fix a lot of the feel of the game
right now the camera is straight up parented to the body so it doesn't look like it moves much, but if I give it some lag it'll feel like the car slides and moves a lot more nicely
>>
>can't code worth shit
>can't turn my art into pixel art worth shit
>can't animate worth shit
>can't compose music at all
>but i can spend half my fucking day writing a fuckhuge design sheet with concept art and everything
I'm completely doomed.
>>
>>171713562
This background makes it hard to read the player sprite, which is a shame because the action looks so cool
>>
>>171715235
Are you at least using a proper animating tool? Don't tell me you're using photoshop.
>>
>>171715251
now that i take a second look it's actually not too bad, lemme know when you release a playable version so i can record going around the lap as fast as possible
>>
>>171715328
trying flash and pencil2D.

going to download anime studio.

will try to redraw the frames on pen and paper and then scan them back.
>>
>>171662319
>>
>>171715302
give art pics
>>
>>171715302

> can't code worth shit
Some engines like Construct2 don't need you to code. Plus, there are free tutorials fucking everywhere now.

> can't turn my art into pixel art worth shit
You seem to be implying that you can actually draw, so you're one step ahead of the game. If you know how to draw, that should inform your pixel art. Most people who do "pixel art" don't have any sense of the fundamentals.

> can't animate worth shit
It's more patience than anything, and you've indicated you know how to draw.

> can't compose music at all
There is a lot of unlicensed music, and you can collaborate with someone who knows how to make music.

If you're great at drawing static images but struggle with animation and development, you can take on more static-type projects. For instance, point-and-click games like Phoenix Wright. Or a visual novel. Or a puzzle game. Or a resource management-style game. Or any turn-based strategy game.
>>
>>171715470
>will try to redraw the frames on pen and paper and then scan them back.
the fug, that's a horrible workflow

Do you not have a tablet?
>>
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Alright, I give up. Hopefully somebody here can solve this for me.

So let's say I have this sprite. I want to be able to rotate his blue arms up to 180 degrees such that they are over his head(see: fig 2). However, I ALSO want to freely stretch and skew the base sprite (Used mostly for makeshift character animations), but in doing so, the x and y coordinates of each arm need to be adjusted accordingly (see: fig 3). Is there an easy way to solve this? I've tried moving the sprite origin of each arm to the same (relative) position of the player sprite's origin, but then I'd have to solve the same problem (rotating an object around a point other than its own origin) in order to do the 180 degree arm rotation.

I think it's time I brush up on my linear algebra.
>>
>>171715545
what in the fuck is this
>>
>>171716019
AGDG game

https://steamcommunity.com/sharedfiles/filedetails/?id=861422389
>>
>>171667304
No you don't. Only for the new version you do.
>>
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>>171715326
Maybe it's just because I'm in control or I'm used to playing it so much but it looks fine for me. There's an option to dim backgrounds for people that need it though.
>>
>>171715967

Define the arms relative to the sprite. The sprite should have its own self-contained definition of where its body, arms and head are.
Then you can skew the whole sprite without worrying about re-arranging everything manually.
>>
>>171716114
thank you for giving me this information even if i already regret it
>>
>>171713562
The way the powerup moves looks kinda lame.
>>
>>171716237
>Then you can skew the whole sprite without worrying about re-arranging everything manually
That doesn't work since the arms have their own x and y locations. When transforming the player sprite, the origin does not change. However, points relative to the origin will. I'm trying to figure out the equation which will tell me where to move those points depending on the amount of stretching/rotation.
>>
>>171716235
It's not terrible, but it should be totally unambiguous.
In pretty much every great character design, their design has a main color that makes the character stick out

Maybe a little glow or some effect might help?
It's not terrible, and the option to dim the background is probably fine
>>
>>171716328
>Uh oh, better play it cool and pretend I didn't like it!

Your secret is safe with us, anon!
>>
>>171716832
i thought for a moment that maybe some furry was really ambitious and autistic and trying to make a shitty dating sim based off of chatbot tech but it turns out it's just standard vn shit so it's much less entertaining
>>
>>171714741
>You could do the same stuff in 3D but devs never fucking do it.
that would require a special kind of bone just to make the wosh, since making wind in a fighting game would be too heavy

and then all the costumes would need to have that dick part. to make the woosh
>>
>>171715202
I swear to god if you're implying """roguelike""" as in Nuclear Throne (aka real time action) I'm gonna be displeased with you.
>>
>>171713314
is she standing on a vent?
>>
>>171716235
Agree with the another anon, your art work is nice, but its very busy. Would suggest paying attention to how you use contrast and brightness. Take a screenie of your game and zero the saturation in photoshop: can you still tell foreground from background? Obviously this isn't a perfect test, but it's a simple way to gauge readability.

Would also recommend cranking up the juice. Your gameplay looks solid, but getting that sort of visual 'wow' factor can really take your game to the next level.
>>
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>>171717254
Not him, but do you know of a more in-depth guide to background vs foreground art? This is a concept I've always struggled with.
>>
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rate my paladin
>>
>>171715741
yes, a genius one.

but I'm much better at pen and paper, is really a diference, dunno how to explain it.

same diference as analogue and digital music.

I'm simply testing shit to see what works.
>>
>>171717548
Looks like a guy who skinned sonic and is now wearing his skin.
>>
>>171717524
Less contrast for background and more for foreground.
Don't forget atmospheric perspective.
With just these you can make your background look like it's actually in the background and not distract you from what's in the foreground.
>>
>>171715302
>>can't code worth shit
All you need to do is practice, have you even tried?
>>171715302
>>can't turn my art into pixel art worth shit
That doesn't make sense, pixel art is easier than regular art.
>>
>>171717254
Looks like plenty of juice to me. Or maybe they could add some destructible environments? That'd be neat. Those beams definitely need work. Maybe make them look more like a sideways waterfall or something.
>>
>>171717548
modified NES sprite/10
>>
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looks fine to me and much better than my meme low res ass pixel art.
>>
>>171718378
You realize it disappears for frame right?
>>
>>171718501
yeah, I'm still learning.

Looks much better than what I've done before still.
>>
>>171717548
I remember this sprite from earlier.
Unless you're specifically making a Final Fantasy fan game, I would strongly suggest redrawing the sprite from scratch, sans template. If you are making a Final Fantasy game then I'd still probably suggest redrawing it. It's a bit shit.
>>
>>171717548
way too complicated, sorry dude
>>
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>>171704927
>>
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>>171716631
>>171717254
It's a little late to completely re-do everything before the demo, but I'll mess with the saturation a bit to get it a little more visible by default.

>>171717961
There's the occasional destructible environmental piece, like you have to blow up an engine to get in there in the first place. The beams are kinda old and might get redone at some point.
>>
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How do I make an auto targeting system like Armored Core has?
The red square shows the area that can be targeted, it moves in front of the mech model, so it's not attached to the screen. And enemies within the square can be targeted.
I'm just not sure how to calculate the position and skewing of that rectangle, or how to determine which enemies are visible within that targeting square. Anyone know what kind of math I'm looking for to do this?

As for picking the target to shoot at I assume it's something like choosing whichever enemy is closest to the center of that square?
>>
>>171718920
30-40% dimming by default for sure
default is really tough. Color helps, but 30% would make a huge difference
>>
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>>171688404
You need one of these for the main character.
>>
>>171718920
Remember to look at contrast, too. You can get by with a lighter background if the individual colors used in the BG tiles don't have a ton of contrast between them.

Also don't worry too much about trying to redo things before any specific date. Just work at your own pace to get your game to a point you're satisfied with. In the words of Mr nintendo-man, a delayed game can still be good, but a rushed game is bad forever.
>>
>>171688404
Instead of burgers, make her eat babies
Unless you can get the burgers pregnant. I guess that would be weird.
>>
>>171719405
fuck these things
I work in a grocery store and these things run OK but they can just stop dead, they'll beep when they're low on battery or just for no reason, people complain about them being too slow all the time, and the basket is too big, people with these buy too much shit all the time
we don't even have any fat people using them at our store, just old people, and these things still crap out and get complained about
the only nice thing is driving them back in the store while whistling Slow Ride by Foghat
>>
>>171682861
You can crack the modules if its 1.4 desu.
>>
>>171718960
>Create a box collider in front of the mech.
>Shoot a ray at any enemy inside the box.
>Pick the closest enemy based on the length and angle of the raycast.

That's probably not the most efficient or accurate way of doing it, but it's definitely a way.
>>
>>171703826
You install unity or ue4.
>>
Did even more hats today, each one with a unique health

https://www.youtube.com/watch?v=Uj-4fidfT3E

also fixed the camera , hopefully for the last time.
>>
>>171688517
can anyone tell me what game or property those silhouettes are from?

they look prime af
>>
>>171721861
dota 2
>>
>>171721861
Dota 2.
>>
>>171721861
It's from Dota 2. The guy has posted some of the slides that Valve made available regarding their character design back when they opened the gates for user-created items to serve as a guideline.
>>
what does /agdg/ think about dota 2 from a gamedev's perspective?

I think it is a pretty well made game
>>
I finished the final unity asset I had planned and now I'm ready to make a game.

Time to start planning the implementation of the game I've been thinking about. Luckily I waited long enough for Unity to introduce a lot of the features I needed for the idea (navmesh related stuff)
>>
>>171722359
Pretty goddamn tight all around.

The worst part of Dota 2 is other players... but that can be fixed by playing with friends or at least a reliable crew.

Though that can be hard to come by especially if you're socially retarded
>>
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how can I make quick attacks look less boring?
>>
>>171722359
Taking the game alone, I'd say that the learning curve is way too steep and the game wouldn't be half as popular if the original hadn't achieved its player-base critical mass inside of a RTS community.
However, given its longevity and dedication of players, it's pretty much a perfect game.
>>
>>171721905
>>171721952
>>171721972

thanks guys. hope everyone had good progress today.
>>
>>171722953
I fixed one bug and got sad
Cheers
>>
>>171722871
>falling for the unreal meme
>>
>>171722871
I think it's from this talk

https://www.youtube.com/watch?v=_1j5Tf6ulII

but someone basically says that the best way to get 'pulpy' animations is just to think about newton's laws, like, from where will this character be getting the opposite force to propel object y or their own body like that?

it's a good video regardless.
>>
>>171722953
I implemented a feature, a bug, and a fix for the bug, so it was a good night.
>>
>>171722871
it's your animation in general that's boring - you have everything at a very consistent pace, it doesn't feel like he's actually stabbing but rather moving his arm out and bringing it back. Have buildup, then rapid payoff instead. Also that awkward return to standing pose looks like shit.
>>
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>>171722871
A flamboyant character like your harlequin could get away with doing a arabesque stance when they attack; maybe even arabesque with the core parallel to the floor.
>>
>>171722985
Better than nothing man. Knock off something else small if you have the time.
>>
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bird mode
>>
>>171723237
Nah I got work all day tomorrow
Good night AGDG
>>
>>171723229
brilliant
>>
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>>171722871
Pic related. Also buildup too if you want slower attacks.
>>
>>171723254
You really should stop working on that game. You're wasting your time.
>>
Can I get some help?
https://forum.yoyogames.com/index.php?threads/pixel-perfect-collision-not-pixel-perfect.22943/
>>
>>171723813
Translator's Note: This simply means "I don't like that genre "
>>
>>171723914
if you use just 32x32 blocks for everything, does it still get the same issue?
>>
>>171723927
Rectification : I don't care about the game a bit. I was just referring to the last discussion agdg had about it.

He's been on this game for more than a year, probably more, and your meme post excluded we all know how many people actually want to play that game.

It's exactly like that other guy with his pixel gore game.
>>
>>171723254
how much of the BG is rendered vs pixel art?
>>
Reminder that games may not take longer than 6 months to complete. Whether you are a hobbyist coding an hour per week or neeting it up and pushing 16 hours per day doesn't matter.
If your game is not finished and released 180 days after you wrote the first line of code you should just kill yourself.
>>
>>171724165
The stars and little eye dudes are sprites
>>
>>171724319
>you should just kill yourself.
Take your own piece of advice.
>>
>>171724319
I disagree.
>>
>>171724086
Yea, everything is 32 x 32. This is my first sort of test map so I tried to make everything as easy to figure out as possible so I can just test stuff. Even the animations are 32 x 32 with slight alpha to simulate a bob during walking directly above.
>>
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>when you find out how to get two objects to move
I think there's a simpler way to do it but I just wanted to share progress on the start of a new project.
>>
>>171724546
is the collision mask taking up the full 32x32?
>>
>>171723254
Neat.

The animation of the cross shaped lights in the background looks a bit awkward, though.
>>
>>171718501
L-Lewd
>>
What's the theory behind a parallax background?
>>
>>171724546
Throw either move_contact_solid or move_contact_all in your collision check (ie !place_free(x,y+vspeed) --> move_contact_...)
>>
Realistically, how long of an adventure game could a 1MA make? I think 5-10 hours is what I want to shoot for
>>
>>171725590
Start with one that's 5 to 10 minutes and then decide if you're prepared to 60 more of those
>>
>>171725590
Depends on your scoping man.

It's easy to shit out 5-10 hours of content.

Now making it good / having unique assets all over... that's a different story.
>>
>>171725590
What is an adventure game?
>>
>>171725923
Like Monkey Island or something
>>
>>171725923
ad·ven·ture
adˈven(t)SHər,ədˈven(t)SHər/
noun
noun: adventure; plural noun: adventures

1.
an unusual and exciting, typically hazardous, experience or activity.
"her recent adventures in Italy"
synonyms: exploit, escapade, deed, feat, experience
>>
are there security issues with detecting caps lock status or something? it seems the only way to do it with unity is to add some .dll or something to your project
>>
>>171725991
How good is your writing?
5 hours of story is longer than you'd think when on the authoring side of things. Do you think you can deliver this much content?
Can you create puzzles that avoid the tropes of the past that were responsible for the demise of the genre?
Do you have art skills?
How many different screens and environments do you want? That's a shitload of assets you have to create.
Do you plan on having voice-acting?

If you want some decent quality, be prepared to spend years on this, even if you already fulfill all requirements.
>>
>>171724771
Image and Sprite is 32 x 32 and the bounding box is set to Automatic. Grayed out boxes int he Bounding Box option reads Left 0, Right 31, Top 0, Bottom 31. Why would it read 31? Is that messed up? I've changed this to "Full Image" and have even manually changed it to Bottom 32. Putting it to 32 makes it work, but then I don't fit any of my map.
>>
>>171726251
Left 0 to Right 31 is 32 pixels long.
Left 0 to Right 32 is 33 pixels long. Doing that is bound to fuck things up.
>>
>>171725570
Sorry, I'm pretty new still to coding. Does this replace any part of the collision code?
>>
>>171726203
>Can you create puzzles that avoid the tropes of the past that were responsible for the demise of the genre?
Well, I don't even know what those puzzles are. Just bullshit hard puzzles?
I think I have 5 hours worth of story but I don't know. I also hardly have any idea how to incorporate puzzles.
I am serious about this project though. 2-3 years is fine although I am not sure I would be willing to go beyond that.
>>
>>171726441
>Well, I don't even know what those puzzles are. Just bullshit hard puzzles?
I suggest you pay a visit to http://tvtropes.org/pmwiki/pmwiki.php/Main/AdventureGame
There's so much that you can do wrong with adventure games it's not even funny.
>>
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slow progress on space lady
>>
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Fuck it, I'm actually doing this cease & desist simulator.

Does anyone know if there is a built-in function move the camera smoothly in GODOT? Or do I have to write my own script?
>>
General question. Why do people try to dev a genre they have never played before? No single person in particular I am just seeing it a lot recently in the threads.
>>
>>171726441
The point and click genre died because everyone who developed them was autistic and made puzzles that defied neurotypical logic in favor of whatever cracked-out dream logic made sense to them. Then they made the puzzles extremely long and obscure, often over multiple scenes with large amounts of wake-work travel time and backtracking between puzzle pieces.

http://www.oldmanmurray.com/features/77.html
>>
>>171726832
The first step in becoming a magician is learning magic isn't real.

It's more fun to think about deving something you know nothing about.
>>
>>171726819
>Does anyone know if there is a built-in function move the camera smoothly in GODOT?
Define smoothly.
Maybe tweens are what you are looking for if the camera node's settings aren't doing the thing for you.
>>
>>171726927
I'm just trying to re-center the camera on player, or move the camera during boss encounters and lock it.
>>
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>>171726993
And how is this not doing what you want?
>>
>>171726832
For the same reason that people are proud to have one character shooting projectiles after 5 days >>171726819 using Godot.
>>
How do I get an internship by Blizzard by next summer?
>>
>>171727134
play world of warcraft 8 hours a day and maybe you'll have a shot against us mythic raiders kiddo
>>
>>171727134
Ask Blizzard for an internship.
>>
>>171727179
How do I secure an internship from Blizzard?
>>
>>171727220
Ask Blizzard for an internship and provide a portfolio that shows your qualifications for working in the field you are interested in. The quality of your portfolio is directly proportional to your chances of getting that internship.
>>
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>>17172707
I'm already using those m8.

I wanna keep the drag margin but move the camera and recenter it on the player when he stops moving.

>>171727098
The last time I posted was 2 days ago when I was just using the ms sprites to see how the game would be like.

The reason it took this long to get the projectiles going was because of me not being sure if I wanted to actually do this, other work I was doing and the fact that I couldn't find the proper sprites for it. Manually ripping each off with photoshop and laying it to frames in graphicsgale took time too. The entire code for it was written in 15-20 minutes.
>>
>>171727685
If you want your camera to move to certain coordinates when certein stuff happens, you won't get around writing a script.
>>
>>171726736
teach me your Blender modeling ways
>>
>>171726736
looking good so far
>>
>>171727805
Ah well good to know. I thought there might've been a "move_to(coords)" type of function I've been missing.
>>
>>171726736
>>171727936
face seems slightly off though, might be the cheekbones?
>>
>>171727965
There is a move_to function for kinematic bodies. You can search for function names in the script editor's help system.
You could theoretically make your camera a child of an invisible kinematicbody and use those to change the camera's position.
Or look into Tweens.
>>
>>171728135
The camera is already attached to a kinematic body and I don't know if I wanna have two kinematic bodies nested into each other.

I'll probably look into tweens, which is probably what I'm looking for.
>>
>>171728387
I'm guessing you made the camera a child of the player?
If you decouple your camera from the player node and make it independent from that, you could script a small "anchoring" system. Meaning that you tell the camera what node it's supposed to follow, then in every process update set the camera's kinematicbody parent to move towards the anchor object.
This may make things easier when you want the camera to focus on something else than the player, for example in bossfights. The camera wouldn't be affected by the player jumping around and whatnot, so you could keep the camera controls out of the player's script.
>>
>>171688404
Needs a loud belch after every burger. Don't forget diet cokes.
>>
>>171727365
Do you have an idea of what the average quality of the portfolio of an accepted applicant looks like? Can you put it into words?
>>
New thread
>>171729073
>>
>>171728901
Hmm interesting, but I can probably eliminate the focus problems by re-setting the limit values of the camera. I'll keep that in mind if tweening doesn't work.
>>
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>>171729063
I have no affiliation with Blizzard.
Are you even sure that they will offer an internship for your field of interest? This year's offered positions were "Marketing" and "UX Design" for mobile. In Versailles.
>>
>>171726345
so the L0 and R31 is correct? It has been this way all this time.
>>
>>171730118
L0 R31 is correct if you want your sprite to be 32 pixels in size.
You said if you set it to B32 it works as intended?
Does this mean the actual object has the correct y-value or does it mean that the sprites don't clip?
>>
>>171726819
>cease & desist simulator
As long as you don't name it after an existing thing or try to sell it for money you'll be fine.
>>
>>171730376
If it is set to B32, I no longer fall 1 pixel into the ground. But I still hit 1 pixel into the wall. Probably because left and right is unchanged? So the sprites don't clip on the y value.
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