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/agdg/ - Amateur Game Development General

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Thread replies: 762
Thread images: 142

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To create is to suffer. Let's suffer together.


> Previous Thread
>>171659913

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

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

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

> Previous Demo Days
pastebin.com/rmiZV5yX

> Previous Jams
pastebin.com/LKEdLxdG

> Engines
tools.aggydaggy.com/engines

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

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

> How into .webm
OBS: obsproject.com
Webm for retards: gitgud.io/nixx/WebMConverter
>>
What's the first game you built?
>>
First for Java.
>>
Third for engine dev in Idris
>>
so who entered the Linux Game Jam?
>>
>>171729138
Completed? None.
My first attempt was a village builder. Made one bitchin' map-editor for it, because GM sucks ass. It all fell apart when I needed to make gameplay.
>>
One feature of your game is coded exactly how you want it to be by the next time you open your project.
Which feature is it?
>>
>>171729946
the feature where u stop shitposting and postgaem
>>
>>171729305
>distributing non-free software to free-as-in-freedom platforms
>>
>>171729946
The battle system.
>>
>>171730019
any self respecting lignux dev should make their game free software
>>
>>171729138
pong
>>
>>171729946
dialogue system
>>
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>>171678043
"Borrowing" this dog
Thanks
>>
>>171729946
art
>>
>>171729946

all of the art,
>>
>>171729946
Probably the online highscore stuff.
Everything else I have a solid idea how to approach even, if it might be difficult. In terms of uploading / hosting / displaying information, or literally any sort of non-client side functionality, haven't got a fucking clue.
>>
responding to last thread
>>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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some juice
>>
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so messing with some anti gravity, i kind of want to add force powers (push pull grip etc.).

is this the start of scope creep or should i go for it.
>>
>>171731982
i would say focus on making basic movement and shooting really enjoyable and intuitive, don't get too funky with nifty tricks to distract from the core gameplay
>>
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progress

I got half of my character's body done in Blender
>>
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Where do people respawn in "realistic" mmorpgs? When they die what happens? My game needs to be coherent the whole way through and im wondering if other games got lazy
>>
>>171733229
It depends on the MMO. Instanced stuff like the first GuildWars puts you back at the start of the zone, while WoW, an open world one, has multiple graveyards in every zone, and you have to walk back to your corpse as a ghost and pick up your body. I can not give you any other examples because I haven't played any other MMO.
>>
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Working on the shop, gonna update the background here shortly.
>>
>>171733229
i like the reviving at a church in town cliche.

this has a ton of problems though.
>if content is too hard, people will have huge runs back to the area
>if death isn't incredibly punishing in its own right through currency loss, xp loss or something else, it will be abused as fast travel
>doesn't promote people playing the game 24/7. when you die and get sent back to town, you probably will get up irl and do something else instead of continuing the grind

there are solutions to all these though depending on how your game goes. are you making an mmorpg?
>>
>>171733229
a realistic mmorpg would have permadeath but it does not work very well when you put a player on a hamster wheel for gear and xp

>>171733390 is the most sensible way of doing it
>>
>>171733663
yeah im working on an mmorpg
>>
>>171733583
What shop just sells a mushroom?
>>
>>171733886
This guys
>>
>>171731145
Position your floor on y=100 and your character with the 32x32 sprite above that so they would fall and collide with the floor. Somewhere on your screen, draw the character's y position constantly. T&B set to 0&31.
When the character stops falling and it looks like they clip into floor, what is the character's y-value?
>>
>>171733783
well I have a coherent idea for it but im wondering if players would like it because then it would need to be a primary element of the plot and i wonder what kind of immersion it would give the player. everything would be 100% coherent though. but thats the thing im just wondering if players would like the idea in the long run.
>>
>>171733583
The : seems a bit unnecessary.
>>
>>171733991
Yeah you are right!
>>
>>171731982
Have you thought about getting some of that sweet Star Citizen money?
>>
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rate muh pixel zelda for fun
>>
How do you think people would like the idea of being an android (humanoid robot) character? Would look almost completely human and you could even change appearance easily since it's a robot
>>
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>>171734328
You're a little late
>>
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Who here working on a Cease and Desist project?

Pic related (I only eaked out two more, the Splatoon dudes)
>>
>>171733813
So am I!
>>
>>171734652
Please just tell me, I'm wondering if the idea of playing an android would appeal the masses. I'm basing the death of your character and everything on this basis
>>
>>171734846
Nice, if you dont want to give too much details, what's the general concept of it? I say that because I dont want to reveal too much about my game

How much money do you think your mmorpg would require?
>>
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>>171734941
It depends on the quality of the rest of your game
Being an android as it currently stands sounds like 'you're a human but you can ~showracemenu during the game', which isn't enough to make any judgement on. I don't think it'll especially affect the appeal either way unless you give more details on what it'd actually mean to play an android.
>>
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does anyone else feel proud even of their most garbage digital children
>>
>>171733583
what happens if you buy your dogge grill 50 bones?
I'm keen for your game btw, it's got a nice charm to it
>>
>>171734941
He posted that pic because that character is from a game in which you play as an android and also appeals to the masses.
>>
>>171731540
spark life is too high and their velocity is too low, it looks like someone took a welder to a wall.
>>
>>171735020
nice alt+tab ya frickin guy
>>
>>171734328
Gameplay / settings / MC being some sort of attractive are more important than what exactly the MC is

That said, being an android could have some neat implications on the gameplay that I haven't really seen, especially if you really go into the deep end of sci-fi possibilities
>>
>>171735117
i need to start remembering to put >le wacky open windows in
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>>171735020
ayy
>>
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>>171735125
>>171735039
>>171735014
Alright cool thanks

And yes I dont think theres quite anything like what I want to do on the market currently, so it would be a neat surprise to most people I think.
>>
>>171735027
goat girl

And nothing except the despair that you bought 50 bones that heal 1HP
>>
>>171735489
you should make her say something special if you buy 50 bones, or make her say something after a while in the game too idk
>>
>>171735571
>>171735489
or a special animation
>>
>>171735571
Yeah something like that is planned, though this is mostly just filler text.
>>
>>171735604
>>171735571
>>171735489
it's the little details that make the game
>>
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>>171729946

>coded

Cheating, but I really fucking hate interface and the mass amounts of data associated with it.

So interface code.
>>
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>>171735020
Please don't call your first digital child garbage.
>>
>>171735737
cute
>>
>>171735737
>first
>>
>>171735737
>titties
>no hips
literally the exact opposite of good
>>
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>>171736204
>>
>>171736309
there is nothing gay about liking men with big thighs and fat asses
>>
>>171734982
I'm taking runescape and modifying the ideas of that. I started working on it a couple years ago after fiddling about with rs private servers. I realized that I wouldn't want to dedicate much time to my own private server because of the legal ramifications, so I tried to see how far I could get on my own. I've worked on it about 1 day out of every month when I get the fancy, so I've got nothing to show for it, except some engine work! It should cost me a couple tens of bucks a month for an Amazon AWS server when I release it on September 2021.
>>
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>>171736734
nice .. im working on a ... CYBERPUNK MMORPG. I really cant say more than that and I feel I said too much alreadu. But the idea is so big it will probably require millions of dollars to achieve. And really I wouldnt want my idea to be played around with a shittier team. mmorpgs like The Secret World arent even that great in design and costed 50M to make.
>>
>>171737052
sorry mate, yo've said too much. i'm nicking your idea and turning my mmorpg into cyberpunk. i'm gonna run you outta the market.
>>
>>171729138
bad platformer game in Alice when I was 14
>>
I have a 4 slot inventory that you can find extra slots for up to a max of 8. Currently the ways to navigate through it are either just clicking with the mouse or using the scroll wheel to cycle through. Since the mouse will be aiming at enemies most of the time, I'm unsure if just the scroll wheel is an adequate solution.

I'm considering trying something halflife style with 1-4 keys and double tapping a key to go down a row

what do you think. how large of a menu are you willing to use a scroll wheel for?
>>
>>171737338
>THE agdg joke
how clever
>>
>>171737747
my scroll wheel doesn't work
>>
>>171737747
>I'm unsure if just the scroll wheel is an adequate solution.
Why wouldn't it?
Most FPS do it that way.
But if its just a hotbar, then sure add the optional nth-nth
>>
>>171737747
my mouse doesn't have a scroll wheel so...
>>
>>171729138
A poorly conceived Ace Attorney clone in flash.
All I knew how to do was make buttons so I made a whole game out of buttons.
>>
>>171734732
lul
>>
>>171730760
HTTPS brah, you can probably get away with a free tier heroku or something like that for an indie game.
A high score table is little more than a database hello world.
The biggest problem is to filter out fake results and/or to limit requests.
The former probably requires validating replays, the latter can really be done well only if you can identify purchases.
>>
>>171735737
>>
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I like the idea of bad guys being "chatty" like in Fallout and River City Ransom so I'm trying that out.

Also listen to my tunez progress (i am not very good at this normally but I can't stop listening to this bit?) https://clyp.it/0ikkunet

Also I'm going to sleep it's 3 am I have to be at work in 5 hours .-.
>>
Can I just instantiate all of my prefabs at runtime in scripts in Unity? The way all of the tutorials do it feel like I'm putting together legos instead of learning to code.

I am on the fence of just making my own 2d engine but I feel like I wouldn't get to "making the actual game" for far too long.

I would love a Godot that is .net/c# scripting.
>>
>>171735020
>>171735737
I'm not sure if I like that torso or not.
At least it doesn't exactly look like a vase this time.
>>
>>171740794
>I would love a Godot that is .net/c# scripting.
Monogame?
>>
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>>171740804
>>171735020
>>171735737
fuck, I forgot to post my garbage
>>
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Now that there's a new separate camera that isn't parented to the vehicle, you can see the vehicle spasming around
I've been playing with speed, smoothing, rotation, etc values for everything and nothing seems to have an effect
>>
>>171740907
the vehicle is spasming because the hitbox it lies on is spasming, you probably have to work around it but I'm not quite sure about how you'd do that
>>
>>171740816
i was under the impression monogame support/development went to shit along with XNA, is this not the case?
>>
>>171740907
Are you using Unity? I made a long rant about that a long time ago.

It works that way because Unity can't into ghost vertices for collision. The official UnityTM answer is just a sugarcoated "deal with it".
>>
>>171740907
Looks like teddy bear riding a clothes horse

>>171741003
I've never used it myself so I can't speak for it. But it might be worth at least checking it out.
>>
>>171740991
I should have mentioned that the vehicle is controlled entirely through the hitbox already anyway

>>171741065
>Unity can't into ghost vertices for collision
I removed the rigidbody, raising it well above the track, and controlled it entirely through just changing the transform.position, and it's still happening. I'll pastebin the code after putting some comments in
>>
>>171740224
Do I hear Sinistar?
https://youtu.be/S-XEINagmaU
>>
>>171741223
>I removed the rigidbody
Then it's probably your camera tracking? Are you lerping correctly its movement?
>>
>>171740907

There's a difference between Update calls.

https://docs.unity3d.com/Manual/ExecutionOrder.html

>Fixed Update
Happens before physics calls (ex. rigidbody)

>Update
Happens after physics and input, but before animation

>LateUpdate
Happens after animations

It's entirely possible that the jitter from your camera is related to updating its values in the wrong update call.
>>
>>171741281
Somehow this still gives me goosebumps
>>
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Can someone suggest me a good damage formula system?

Right now an attack has DAM and PEN while characters have DT. If PEN does not equal or exceed DT, damage done is capped to DT.
>>
>>171741316
>>171741427
I'm 90% sure it's the vehicle since the jitter happens when the cam position is fixed.
Anyway, I accidentally fucked something up so I undid all my script and unity changes for this session and magically fixed the camera issue despite it happening before this session, and the new issue is still here. This is giving me a headache so I'm stopping until tomorrow.
>>
>>171729138
this thing
https://www.youtube.com/watch?v=g1UIVI5hNDA
>>
>>171742539
Welcome to 1-person amateur gamedev, its quarter past noon here and i've been sitting in fron of Blender all morning trying to figure out how one object should look like.
>>
>>171742356
Damage = Random(1,Attack)
If Damage < EnemyArmor {Damage = 0}
>>
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new level but i still need to tweak it a little bit
>>
>>171743079
Looks boring.
>>
>>171742846
>Random
damage.self
>>
>>171743493
He has posted progress.
Where is your progress?
>>
>>171743079
looks pretty decent
>>
>>171735020
I like her nips
>>
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>>171743609
>>
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rate my space gun
>>
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>>171743710

Back to your board lad.
>>
>>171743502
That's a good idea
If Random(1, Damage) < User.int {damage.self}
>>
>>171743493
you're right. there's no real danger in this level, the breakable walls vanish way too quickly. that's not exactly how i want this level to be
>>
>>171743893
This is MY board, YOU go.
>>
>>171743836
needs more details
it looks like a drill currently
>>
>>171743893
oh is there a philosophy board now? nope, there isnt
>>
>>171744286

You know full well which board I mean.
>>
>>171744384
/vg/?
>>
>>171744384
/phi/ - Philosophy ?
>>
>>171731982
Suggest starting to put together an actual game (i.e. objectives and such) so that you have an actual direction in place and can see a beginning that could lead to an end. Then you can add in whatever craziness tickles you as you continue to put together actual game content. If you just keep adding random things without any content you're going to have trouble tying them together. Your game has the potential to be a Mario Galaxy where every new "level" is an "oh damn" moment.
>>
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>>171744728
>mario galaxy
>oh damn
>>
>>171744802
>mario galaxy is bad and repetitive game mario sunshine is much better
dumb confusedniggerposter
>>
>>171744836
The only mario I ever enjoyed was mario 64 because speedrunning
>>
Post your game price.
>>
>>171729073
Why did you replace all the engine link with tools.aggydaggy.com/engines
But you didn't replace all the asset links with tools.aggydaggy.com/assets
Why did you add webm links instead of just linking to tools.aggydaggy.com/tools

Why even have all of those links at all when all of them are covered with just tools.aggydaggy.com
>>
>>171744952
5-10 dollars
>>
>>171744954
stop trying to make the op match your short dick
>>
>>171744952
$10

Any more and people will just pirate
>>
>>171745049
I don't care if the OP is short or long. But I think it's retarded that these people complain about a "bloated" OP, and instead of making it nice and short they just replace a couple of links and then add a few more unnecessary links, making it just as "bloated" as it was before.

Either remove all the "bloat", or leave the links as they were.
>>
>>171745192
i pirate 4 dollar games
>>
>>171744178
then rate my drill

I mean my space drill
>>
lolita in t minus 10 days
>>
>>171745216
you would pirate a $0.01 game as well so it doesn't really matter
>>
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>>171744286
>oh is there a philosophy board now
/his/ has been a thing for a while friend.
>>
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>>171735020
Absolutely I do
>>
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I still need some help here. See those two points for the blue arms? I need to figure out the equation that will translate those points based on the amount of rotation/stretching transformation on the main sprite.

So basically an equation where I can plug in the x and y offsets from the main sprite's origin, the angle of rotation, and the percent of horizontal scaling (from 0 to 1), and have it spit out the adjusted x and y coordinates.
>>
>>171729138
I never completed a game before in my life (this one is the one though!) but my first game was making a text based adventure in QBASIC on Win98 SE. It was probably 20min long and included text 'combat' which essentially let you pick an action and then rolled a dice to see if you succeeded. Since there were no stats you could pick or upgrade from the start it was a pure RNG cluster but I was having fun so I have no regrets.
>>
>>171744952
Range of 8.99-11.99 usd depending on how confident I get by the end of the journey.
>>
>>171729138
Shitty text adventure in some custom language
>>
>>171745457
you say horizontal scaling but it looks like you're skewing the image
if it's just scaling then it's fairly simple

save the x and y of the offsets
from there if you scale it horizontally then it's x offset * scaling amount
then deal with rotation, get the new angle offset from the new point which is player origin + (offset * scaling) and the y and it's basic trig, assuming this is all in world space you'd need to add the players rotation to the new offset rotations

I can explain it simpler but hopefully you understand that
>>
>>171744952
My Tycoon game was going to be $10... but I just saw SimAirport is selling for $20... in Early Access, and looks like absolute trash. It's sold 10k copies this month and I've no idea why
>>
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>>171745746
you seem pretty fucking confident already to start at nine dollars
>>
>>171744952
7.99 american dollaroos
>>
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Is 1MA even possible? Can anyone actually make that many art and sound assets before giving up?
>>
>>171744952
How much agency do game devs have over whether their game goes on sale? I've thought about releasing it for $10, but putting it on sale as often as possible down to $2.50.
>>
>>171746040
no anon, all those people who made games on their own were just a dream
it never happened
ever
>>
>>171745975
>looks like absolute trash
looks like it has tons of features implemented already, not sure what you're talking about
>>
>>171746040
Sure, but you need dedication and 4+ years.
Stardew Valley was made by 1 guy, all the art and music as well.
>>
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runnin out of ideas
any help appreciated
>>
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>>171745746
>>171746038
what's with the .99 bullshit?
>>
>>171745906
>you say horizontal scaling but it looks like you're skewing the image
Yeah, I just made it in paint.net, it's not what I'm actually using. The only transformations I'm performing on the main sprite is rotation and horizontal scaling.

That actually makes the problem a lot easier to understand, though! I appreciate it.
>>
>>171746040
True 1MA rarely happens, especially in regards to music/sounds.
>>
>>171744952
5 to 10
>>
>>171745994
Going by the genre standard pricing even shit games sell at the low end I listed and sell well enough to keep a 1MA afloat for a year+ so that is what I am basing it on. JLMG right?
>>
>>171746040
You choose a genre that doesn't require hundreds of assets

There's a reason most 1MA games took 5 years, and don't particularly look very good

It's why voxel cubes are a thing. They take barely any effort to create
>>
>>171746321
In America all prices are one penny lower. So something that's $10 is $9.99
This is because small brained Americans will see the "$9" and think that's a better deal than "$10", even though they're practically the exact same price.
>>
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I wrote a script for the next demo day video, can anyone actually use it?

>AGDG Game Dev:
>Let me have your attention for a moment!
>So you're talking about what? You're talking about... shitposting about that game you made, some son of a bitch that doesn't want to review it, somebody that doesn't want what you're selling, some broad you're trying to say hello to. Let's talk about something important.
>Are they all here?

>Mod:
>All but one.

>AGDG Game Dev:
>Well anyway. Let's talk about something important!
>Put that energy drink down!!

>Energy drinks are for developers only.
>Do you think I'm fucking with you?
>I am not fucking with you.
>I'm from the internet. I'm from AGDG. And I'm here on a mission of mercy.
>Your name's RotateDev?

>RotateDev:
>Yeah.

>AGDG Game Dev:
>You call yourself a developer, you son of a bitch?

>NoDev:
>I don't have to listen to this shit.

>AGDG Game Dev:
>You certainly don't pal. 'Cause the good news is -- you're banned. The bad news is you've got, all you got, just one month to regain your accounts, starting tonight. Starting with tonight's work.
>Oh, have I got your attention now? Good. 'Cause we're adding a little something to this months game jam.
>As you all know, first prize is a few hundred views on your itch.io page. Anyone want to see second prize? Second prize's a couple dozen views. Third prize is you're banned. You get the picture? Are you laughing now?
>You got ideas. Your parents paid good money. Get to work to ship them! If you can't ship the ideas you've got, if you can't ship shit, you ARE shit, hit the bricks pal and beat it 'cause you are going out!!!

>RotateDev:
>The ideas are weak.

>AGDG Game Dev:
>'The ideas are weak.' Fucking ideas are weak? You're weak.
>I've been in this business for two years.

>NoDev:
>What's your name?
>>
>>171746474
Whereas you're an intelligent and insightful person and are never at all duped by basic marketing manipulation.
>>
>>171743079
tweak those stomper speeds maaaate
>>
>>171746502
>rotatedev
i should've knew better and not unhide this post
>>
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>>171746502
>AGDG Game Dev:
>FUCK YOU, that's my name!!
>You know why, Mister? 'Cause you use an e-machine from Walmart to develop games, I use a twenty-six hundred dollar Alienware. That's my name!!
>And your name is "your destiny". If you can't play in the man's game, if you can't make progress, then you go home and tell your mother your troubles.
>Because only one thing counts in this life! Get them to click on the download button! You hear me, you fucking faggots?

>A-M-P. A-always, M-Make, P-Progress. Always make progress! ALWAYS make progress!!!
>A-I-D-A. Attention, interest, decision, action. Attention -- do I have your attention? Interest -- are you interested? I know you are because it's fuck or walk. You make progress or ou hit the bricks! Decision -- have you made your decision for Christ?!! And action.
>A-I-D-A; get out there!! You got the prospects comin' in; you think they came in because they're bored? Guy doesn't look at your game unless he wants to buy. They're sitting out there waiting to give you their money! Are you gonna take it?
>Are you man enough to take it?
>What's the problem pal? You. NoDev.

>NoDev:
>You're such a hero, you're so famous. Why you coming down here and wasting your time on a bunch of noobs?

>AGDG Game Dev:
>You see this cable? You see this cable?

>NoDev:
>Yeah.

>AGDG Game Dev:
>That cable cost more than your computer.
>I made $137 last year, how much did you make?
>You see, pal, that's who I am. And you're nothing. Nice guy? I don't give a shit. Good gamer? Fuck you -- go home and play with your toys!!
>You wanna be famous? Make progress!!
>>
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A quick edit before going to school.

learning to mix flash with photoshop.

flash is so fucking garbage.
>>
>>171744952
free
>>
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>>171746618
>AGDG Game Dev:
>You think this is abuse? You think this is abuse, you cocksucker? If you can't take this -- how can you take the abuse you get from a shit post?! You don't like it -- leave.
>I can go out there tonight with the ideas you got, get myself fifty facebook likes! Tonight! In two hours! Can you? Can you? Go and do likewise! A-I-D-A!! Get mad you sons of bitches get mad!!
>You know what it takes to develop video games?
>It takes giving up your life to develop video games.
>Go and do likewise, gents. The money's out there, you pick it up, it's yours. You don't, I have no sympathy for you. You wanna go out there and make progress, MAKE PROGRESS, it's yours. If not you're going to be stuck in your parents basement.
>And you know what you're going to be saying, bunch of losers posting on reddit. "Oh yeah, I used to be a game developer, it's a tough racket."

>These are the new ideas. These are the Idea Guy ideas; And to you they're gold, but you don't get them. Why? Because to give them to you is just throwing them away. They're for developers.

>I'd wish you good luck but you wouldn't know what to do with it if you got it. (to NoDev as he picks up his expensive cable) And to answer your question, pal: why am I here? I came here because your parents asked me to be here, they asked me for a favor. I said the real favor, follow my advice and dump your ass on the street because a loser is a loser.
>>
>>171746685
>still hasn't fixed the skirt
Just leave already.
>>
>>171746737
need to find a better software than fucking flash.
>>
>>171746706
>>171746502

I don't appreciate you using MAGA to shitpost senpai.
>>
>>171746685
You really need to work on the anatomy before trying to make it look passable. What the fuck is going on with the left hand?
>>
>>171746816
you need to learn to draw on computer and make things a lot smaller before you should do that kind of animation
>>
>>171746685
cristian, flash is not the problem here
>>
>>171746816
There's literally nothing wrong with flash for animating.
>>
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>>171743079
I made a thing for you, Anon.

I know the wire makes no goddamn sense but I did it anyhow!
>>
>>171746306
Bouncy hairy testicles
>>
>>171746685
>right boob is thrice the size of the left one
>left hand is thrice the size of the right one
>right leg is twice the size of the left one
>random floating right forearm
>>
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>>171729073
Would it be a good idea to mix Castlevania game style and mechanics with Playdead's Inside low-poly aesthetics?
>>
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>Buy scout to counter CT awpers
>Kill them so consistently one starts buying scout themselves
>One round they got 3 guys with awp
>I took them all out
Can't make this shit up
Prime Matchmaking is filled with shitters lol
>>
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barf
>>
>>171747257
Why not, you could pull off some interesting stuff that you can't with 2D.
>>
>>171747420
nice game
>>
>>171747420
Where's your game?
>>
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rate my Suzanne
>>
>>171747420
Nice plot but where's the game?
>>
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I'll just drop my now 4 month old demo here https://mega.nz/#!1o5ywLTA!c-AoAFziP3DikQzdVgvyqiK7_faWKLo6J-tdvGEOVJ4

This was a interesting week though, old programmer quit due to personal issues. He will make documentation and promised to help any programmer get into it. Great.
Day later a friend of mine was like "How's the game going? I'd love to help if I can see some documentation" Perfect timing.
So after this weekend probably have a new programmer. (and sure as shit I'll avoid programming as much as possible, already do that 9 to 5).

A good tip for everybody here, that I found out the hard way, only work with people you know where they live a physically can go. If people quit half way and you depend at least somewhat on them you can pull legal action or crowbar meets legs action.

Proggy I worked with 4 years ago on Hexa and Brothers' War/Tian Xia (if anyone remembers that shit) just straight up went up in smoke.

(gif of older splat but newer than demo splat)
>>
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Hey guys, I need some help with math. I want to make a automatic targeting system like Armored Core has. There is a square in front of the mech, that is rendered on the screen, anything within that square can be targeted. I don't know how to calculate what is within the square and what isn't.

I assume when choosing the enemy to actually shoot at it would be whichever enemy is closest to the middle of the square.
>>
>>171748156
What engine?
>>
So, I found this list of free/open source Unity assets, and I figured some people might find at least one of them useful:

http://www.procedural-worlds.com/blog/best-free-unity-assets-categorised-mega-list/
>>
>>171748001
cute!
>>
>>171748236
Godot. But the math should be the same regardless of engine.
>>
@171748001
who
>>
>>171748156
>thumbnail
>it's a chick bending over to pick something up
>>
>>171746263
>Stardew Valley
4 years to reach that 'quality'.
>>
>>171748323
>>
>>171748304
Thank you!
>>
>>171748001
Pretty nice! Remember to introduce a menu with "Start" and "Exit" options.
>>
>>171748348
Honestly it's still better than what most one man armies can do. And it sold very well.
>>
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Currently working on a Snake clone. Pretty basic, but I'm a newbie after all.
>>
>>171748323
Not from this board, been ages now though. Not going to name him.

>>171748459
Yea, we have that already this was made simply to block out shit like online functionality (that didn't work well enough back than) and the glitchy single player mode. Still need to fix a lot of the power-ups though.
Online now works mostly (although probably not going to include it due to server cost).
>>
>>171748310
I guess, it's just that in Unity you could just use rect.contains coupled with translating world coordinate to viewport coordinate of the object you want to test.
>>
>>171748686
>Not from this board
So you basically just came here to shill your demo.
>>
>>171748591
looks dope. 94% chance of deploying. consider yourself a dev.
>>
>>171748808
Came back after a few years after that fiasco. I was low poly plane space combat guy. Which is also why I trip as that is the same trip I used then,
Shilling just a side effect.
>>
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>>171746474

In Europe, healthcare, higher education, and so forth is subsidized by taxes. So something that in fact costs tax money to produce/serve is "free."

This is because small brained Europeans will see the "free" and think that's a better deal than +20% tax rate, even though they're practically the same exact price.
>>
>>171748737
Godot can do the same, I'll try it out, thanks.
>>
>>171748808
>>171748970
Stop being gaylords and fuck already
>>
>>171748808
Also why would I shill with an old demo? Rather than a new one?

>>171749003
You wanna join?
>>
>>171748810
Appreciate it! In fact I want to make a Castlevania-like game, but I must start somewhere.
>>
>>171748974
dont forget about the double tax for not going to college
>>
>>171747476
Id stay away from current ninty IPs
>>
>>171746474
This actually makes more sense today since we have online shopping with price sorting, and a difference of 1 cent can mean greater product visibility.
>>
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Prgoress update on yellow man best man:
Latest version:
https://scratch.mit.edu/projects/150692454/#player

Updated:
>Fixed gravity and jump height resulting in yellowman landing on different Y-axis coordinates
>Added a doublejump
>Added a dmc inspired enemy hop including beautifully handdrawn particle effect
>Added intro sequence with skip button
>Added title screen animations for yellowman and title letters, and stretched the background down to hide the white bar
>Added a background under the "how to" button. Yellowman peeks out from behind it.
>Added a pushback effect when running into enemy. Doesn't work when initiated from up close.
>Added a WIP version of hitstun/hit detection to the punch attack. Also works with the Metroid beamu. A red box is still being displayed because scratch resizes the sprite to 1 pixel if it doesn't contain pixels. I'm fucked, ayy caramba.
>What whistle sounds are picked during the idle animation are now "randomized"
>Increased ground and movement speed. Still can't seem to get rid of the delay before moving after pressing left/right
>General removal of some useless arguments and statements


Hope you guys get a giggle out of it, and are making good progress.
>>
>>171749632
>ninty
What did he mean by this?
>>
>>171749984
Sony
>>
>>171749072
>You wanna join?
Nah I'm good. You guys have fun.
>>
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I added some enemies

The reaction when they get shot is supposed to be randomly picked from 3 frames, no idea why it generates the first number 90% of the time.
>>
>>171750123
Buy new soap. Or wash hands with saliva after washing with soap.
>>
>>171750258
Looking good, it's about time an indie dev makes a game with this style of movement.

Post the code where you choose a random damage frame. Maybe you wrote something wrong.
>>
>>171750258
How did you program the randomization?
>>
>>171750258
Because it's random.
Use a variable to keep track of the last randomly picked frame and change it if it keeps repeating dude.
>>
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>>171750453
Thanks I just hope I don't get a C&D letter tomorrow

>>171750478
pic related

I use randomize() to regenerate the seed

>>171750550
That is actually my current plan. Was busy handling the death animation and timing the stuns.
>>
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>>171740907
Try force smoothing the vehicle's transform.postion. Heres what I use for my camera:

void FixedUpdate()
{
float posX = Mathf.SmoothDamp (transform.position.x, ollowedGameObject.transform.position.x, ref velocity.x, smoothTimeX);
float posY = Mathf.SmoothDamp (transform.position.y, followedGameObject.transform.position.y, ref velocity.y, smoothTimeY);
transform.position = new Vector3(posX, posY, transform.position.z);
}

Set SmoothTimeX & Y as public floats. You probably need a Z as well. Toy with the values. Tell me if this sparks any ideas. Also, I don't know If you saw in last thread, but how many tris does your vehicle have?
>>
>>171750661
Wait, I just changed it to randi()%3 + 3 instead and it started giving more random numbers.
>>
>>171750123
Are you sure it's not the hand towel?
>>
>>171750661
>>171750881
I tried both of those methods and they both are giving me about the same random numbers. But randi()%3 + 3 is the more common way of doing it in Godot.
>>
We're allowed to use ripped sprites now? >>171750258

Last time I did it agdg literally demonized me.
>>
>>171752278
people dont play video games here.
But placeholder rips are fine.
>>
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Are there any other RPG turbonerds in here who wanna talk shop sometime?

I have plenty of friends but curiously none of them are into the genre I've grown up with.

My game is pic related.
>>
>>171752278
No one cares as long as you don't pretend it's yours.
>>
>>171752341
sure mang, whats on your mind?
>>
>>171752278
I don't know, I'm literally making a game called Metal Slug vs Double Dragon. So I think using ripped sprites is kinda necessary?
>>
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>>171752406
Anything an everything, for untold hours on end, for months on top of months until the game is completed.

In private.
>>
>>171752409
Don't worry about it. The guy you're replying to is just butthurt that people didn't like his artwork.

But those fucking mixels, man. RREEEEEEE
>>
>>171752278
All my sprites are ripped and I have received nothing but praise
>>
>>171752565
>In private.
for what reason?
>>
>>171752616
Publicizing everything bleeds you dry, and injects a sort of this homogenesis into your brain.

It's demoralizing and silly. For what reason wouldn't you want to keep creative discussions private?

Forums are not for brainstorming, and I'm surprised so many people use them in such a way.
>>
>>171752795
>It's demoralizing and silly
Silly is looking for and idea whore and expecting her to devote herself entirely to you for what appears to be free.
>>
>>171752795
>For what reason wouldn't you want to keep creative discussions private?
Because crowds breed good ideas either directly or indirectly through adjusting bad ideas.


But sure, [email protected]
>>
>>171752914
I disagree with that in every possible regard.

Privacy is fantastic.

And that's to speak nothing of your tone. Whore? Stop that.

>>171753016
>Because crowds breed good ideas either directly or indirectly through adjusting bad ideas.
Ehhh.. I am sorta speaking through experience. I wouldn't say all these things had I not tried it at least 7 seperate times.

This clip is the issue incarnate.
https://www.youtube.com/watch?v=3DwMy1ZXJhI
>>
>>171753203
Nah, I understand wanting to preserve the integrity of your idea. Im the same way.

But theres only a committee if you let there be.

boku.

Anything else is up to you to take and think about or discard.
>>
>>171753203
The analogy makes no sense because you are in total control of your design, random people can just post suggestions and criticism but you can choose to ignore them unlike a committee which actually has power over your ideas.
>>
>>171746564
>>171747024

they are already 50% faster than before. i'll make it 100% then
>>
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>when you work hard and not smart
>>
>>171753585
Literally the last day and a half. Atleast i finally found the simple solution.
>>
What engine does everyone use?
>>
>>171753647
my own
>>
>>171753465
>but you can choose to ignore them
And in private, you don't have to seperate the wheat from the chaff.

Advantage: Private.

People tend to take it personally when you ignore them. Or, in this case, when you correct them. I feel like there's a long list of unpleasant things you'd rather do than admit I may have a point, and that's an issue with public & anonymous.
>>
>>171753759
I think you are a bit too easily swayed by people, I feel no pressure at all to take any suggestion seriously or even reply to them but crowdsourcing ideas is nice if you are stuck on something and it doesn't hurt anyone.
I'm willing to bet that you act like a cunt to everyone which makes them hate you if your posting style is any indicator.

There's also the fact that your game will never be known if you never show your face, having a social media presence is important if you don't have a marketing budget.
>>
>>171754178
>I'm willing to bet that you act like a cunt to everyone which makes them hate you if your posting style is any indicator.
Now, now. You set this tone. That's assuming you're the 'whore'-anon.

And let's not champion the false god of 'networking'. Not here.
>>
>>171754410
I'm not the whore-anon.

You are very naive if you think your game will be known simply by its own merits, to make people interested in your game they first need to know it exists.
I'm not telling you to keep some happy bubbly twitter account where you reply to every single shit comment you receive but it's a good idea to at least share cool and funny moments during your game's development to build interest.
>>
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https://clyp.it/ilixnvws
>>
>>171753757
What is it's name?
>>
>>171754992
When it hits 0:33, it gets pretty dissonant, then after it loses steam or you havent thought of a second part yet.
>>171755123
ENG_ATTEMPT_109504578349
>>
>tfw even gamedev can't fill the emptiness anymore
>>
>>171755472
dude suicide lmao
>>
>>171754621
Networking comes later. It has no place in discussions of development. And you don't have to define it for me. My opinions on these things are built around more experience than you're willing to give me credit. If I had to meter my experience, I'd say it was 'A Lot.'

Networking is a diseased charade. The more power it has, the weaker meritocracy gets. I want you to be upset at the sound of that. This issue is Clubber Lang, so get mad. https://www.youtube.com/watch?v=Z-ThyXkarFY

Otherwise, get ready for more of the same nepotism and identity politics. You may not think it, but video games are in far better shape for this stuff right now than film or comics are. I speak from experience.
>I'm not telling you to keep some happy bubbly twitter account where you reply to every single shit comment you receive
I am glad you say this.
>it's a good idea to at least share cool and funny moments during your game's development to build interest.
And this. But you mentioned twitter in the bit from before, implying that you should share your cool funny moments, and a twitter would be the way to do it.

Okay, I have to stop you though. I am a big fan of speaking plainly, and that's why I seem a little cunty. I want to make this next bit very clear:

The Sooner Twitter Dies, The Better.

Anything bad you can do to twitter, is a good thing. The fewer days twitter has alive, the happier everyone should be. Whatever fills the gulf twitter leaves behind, will inevitably be an improvement. The smiles that Gawker's death made would be a like a rehearsal. Twitter must never be used to prop up a positive example of anything. Twitter is anti-communication and anti-education.
>>
>>171745746
is it better to price a game at a round number of use .95/.99

what is the psychology of this
>>
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I honestly can't believe how good some the tracks are on some of the free audio sites. Almost makes me want to do a rip-off Guitar Hero with some anime girls sprinkled in for sex appeal or something.

Why aren't some of these musicians charging money for their work?
>>
>>171755679
... You think there's a brain behind that shit?

Yikes. What a postermodern nightmare.

I'd actually prefer it if people say $15 instead of $14.99.

These traditions are like vampires. They continue to live and no one knows why. Take the garlic and rosary to them sir.
>>
>>171755974
They probably are, but free stuff is a good way to get your name out there.
>>
>>171755670
How about you just fuck off and come back when you have a game, you pompous piece of shit
>>
@171755981
You can go back to Rddit now.
>>
>>171755974
It takes a lot of connections to get some work as a musician for making soundtracks. And it's worse if you don't speak english.
>>
>>171755670
I don't care about Twitter in particular and didn't mean to imply that you should use a Twitter to share stuff, you can use Reddit, Tumblr, your own blog or whatever you want.

Also it's pretty ironic how you talk about identity politics and then go on in an irrelevant rant about politics, I'm pretty certain that whatever bad experience you had with social networks was because of your own cuntiness and opinionated personality. This might score you some drama points in the marketing department, gogem is a master at this.

You aren't sounding smart or enlightened here, just cunty and anti-social. I'm vehemently against social networking replacing human interaction and "big-corp" behavior in general but I don't let that get in the way of making my game.
>>
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>>171756065
>>171756164
Fair enough, more free music for me to use.
>>
>>171750258
Finish the entire game using ripped sprites then replace them over time with original ones until you have a game you can sell
>>
>>171756287
I've had people complain at me for using free music that they recognise.
>>
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Slowly reimplementing what was already there.
>>
>>171755981
Tbh Famalam I've had this discussion more times than i could count -

Me: How much is it?
Buddy: Its like 5 bucks.
Me: That doesn't seem to bad. Why not. Get it, if you like it.
Come to cash register - It's $5.99.

People abbreviate, and the brain actually tells you "its not that epxensive bro, its just 5$". Theres actual science behind this bullshit.
>>
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>>171756482
>not rounding up
How fucking dumb can some people be?
>>
>>171756468
Hey neat. What do you mean "what was already there?"

Did you switch engines or something?
>>
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Playing around with things.
>>
>>171756468
Looks interesting, I like the color palette
>>
>>171755974
I knew a "one guy band" who made his first album for free. It turned out as a "great as fuck", he got famous, worked with other bands and yada yada... made all the connections that he needed. Then he realised he still wasn't making money out of it, made another great album but for a small price. Noone is buying it.
It's a mad industry.
>>
>>171752341
I'll keep my eye on your project. It looks FANTASTIC!
>>
>>171756173
Sir I am a big fan of speaking plainly.

The psycho analysis gets no more complex than that.

Tumblr is doing a little better now. It's good that it added private messaging. Before that, you couldn't respond to anonymous questions in private. And asking questions yourself, non-anonymously, you had to worry about them publicizing it. These were much bigger issues than they seem to be now. It's hard to explain the claustrophobic feeling of just wanting to whisper to someone and get a whisper right back without this sort of quasi-doxxing everyone was capable of.

Private messages removed a great deal of that, because society instantly recognizes that screencapping private messages and posting them is a cunty thing to do, and you'd have to do of your OWN efforts.

But tumblr still has these thousands of little issues bleeding it dry. The main, biggest one, goes like this: Everyone you follow seems to be getting the last word in, all the time. To suspect anything to the contrary, you'd actually have to put in more effort than the comfort of friendly insulation brings about. Like twitter, tumblr is anti-communication. Just.. nowhere near as bad. Twitter is supreme king of the anti-communication machiavellians.
>>
>>171756727
you have more than one thing?
>>
>>171752341
>>171756875

I would also like to follow this. Anywhere where we can see progress being posted?
>>
>>171756287
You won't use it. Because you're not going to finish your game.
>>
>>171756336
Fun Fact : This started out with me experimenting with isometric action shooters with ripped sprites to do exactly that. But then I decided to just rip off old games instead.
>>
>>171756629
Nigger, it's a psychological thing thousands of marketing experts and psycholoogists can confirm. People see a price with .99 and a shitload of them will see a lower number at the front and will associate it with a cheaper price, it was proven countless of times and it works. Same with putting specific products at specific aisle height, putting the bakery department at the front of the store, supermarket music, they're even triasling spreading specific fragrances to see how they affect spending habits.
>>
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Not sure if anybody is interested, but I'll put this here.
https://mega.nz/#!aRwyHaSD!oXUT5ONOfu16OBRUOjryhVWxzYsDiX4CEixPHoyIMmU

It's pretty basic, and full of bugs (full EA mode), but who cares...

Controls are W, A, S, and D.
>>
>>171756637
Sort of. The last one was built on the assumption that sequential animations are going to be instant, but I tried an adhoc solution just to see how it felt, which turned out to be great. However the adhoc solution ignored many assumptions the engine made, causing hard to detect bugs. So I started rewriting the game. Got around 7k of 24k loc done atm.
>>
>>171756875
>>171756951
This is the part I have trouble with. There's a few people who want to be kept updated on where it's going, but unless they're willing to ask me on skype or discord "How is the project going" there's no way to make it work.

I guess there could be like a mailing list or... something? If you give me throwaway emails which would then lead to real emails or skype/discord accounts, I could keep you posted that way.
>>
>>171757301
just make an anonymous blog
>>
>>171756629
My theory is that people are lazy and rounding requires you to read and process double the amount of digits truncating does
>>
Anyone here familiar with 'Learning C# with Unity 3D' by Alex Okita?

Is it any good?
>>
>>171756937
And nothing about this rant is relevant to your non-existing game's potential success, you are going off on stupid tangents either because you have a very scattered mind or you are trying to squeeze in the last word to make your "let's develop in secret" idea seem less idiotic.

This is making me doubt your claims that you have "a lot" of experience, once you dive in game development and actually try to market it all these silly worries and opinions will seem be insignificant in the bigger picture, you seem like a kid who just discovered how shit social networks are.
>>
>>171757301
Twitter/tumblr
>>
>>171757301
>mailing list
just fast forward a dozen years and use social networks
>>
I could really use some help with visual design guys:

If you were to make a logic circuit/processor/gate, but looking ancient(like aztec, for example), how would you make it look like? Assuming it could be electric, or optical or anything else.
>>
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>>171757078
Beat me!
>>
>>171757496
Little trails of lava flowing down grooves carved in rocks.
>>
>>171757567
I mean something you could pick up with your hand.
>>
>>171757624
TINY trails of lava flowing down grooves carved in rocks.

Cogs? Everyone loves cogs.
>>
>>171757039
Supermarkets are fucking evil. Every fucking time I'm there It feels like I'm waiting in a line to get butchered.

>>171757301
fine. jeez. im on discrod now. for you
>>
>>171757496
If it still needs to function as electronics, either lightbeams with mirrors or brass balls and links between them
>>
>>171750661
>I use randomize() to regenerate the seed
Why?
>>
>>171757723
What's the discord?
>>
>>171752278
>agdg is one person(ality)
Your fault posting stuff when shitposting has high tide.
>>
>>171757689
>>171757779
Thanks m8s, i've been sitting at it for the majority of today, gives me a fresh perspective
>>
>>171758107
Did you just blame me for posting progress?
>>
>>171758223
NOOOOOOOOOOOO REEEEEEEEEEEEEEEEE HOW DARE YOU LISTEN TO OTHER PEOPLE YOU ARE POISONING YOUR VISION WITH SOCIAL NETWORKS CAMELS ARE HORSES
>>
>>171758001
Then every single player would get the exact same order of "random" events. Like everyone would get the stun animations in the same order.
>>
>>171758531
no, i blamed you for being a biiiiiiiiitch
>>
>>171758610
Just set the seed once when the game starts. It probably seeds from the current time, so unless two players start the game at the exact same second, they won't see the same sequence animations.
>>
>>171758539
>CAMELS ARE HORSES
u wot m8

I'm gonna sit at it for the next day prolly, so might aswell listen to other people.
>>
>>171757301
what the fuck
>>
>>171758646
You ain't me.

>>171758531
I blame you for being upset. Expecting shitters not to shitpost on easy targets is just naive.
>>
>>171758531
Are you the Hyper Light Drifter clone guy?
Stop whining already, that's why you get bullied.
>>
>>171758539
>CAMELS ARE HORSES
You fine?

He now poisoned his vision of that thing he didn't have vision about
>>
>>171758929
>wanting to clone that abhorrent game
>>
>>171757301
Fine by me. I read linux maillist from 1998 yesterday. It is fun
[email protected]
>>
>>171758929
I still don't see why you're blaming me for posting progress when everyone else is shitposting.
This general is about amateur game development.
>>
>>171759502
This is exactly what that guy was talking about.
>>
>>171759502
I'm not the same guy, I'm telling you to stop being whiny with posts like >>171752278.

If you can't handle some shitposting then this website is not for you.
>>
>>171759606
Which guy?
>>
>>171759668
>>171758929
>>
>>171759502
Posting progress is fine. Your mistake was becoming extremely defensive and whiny when anons (and shitposters) criticized your progress.
>>
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Hi fellow amateur/indie gaming enthousiasts!

How about we share some of our best game ideas, am I right guys?

I'm totally not an intern working for an AAA studio which has commited creative seppuku by replacing all the older workforce with young employees straight out of college who have no experience or ability to negiotiate for their salary or worker's right HA-HA-HA!


So start telling me your best game idea.

Now.
>>
Just quit my job to go full time Indie Dev. How fucked am I?
>>
>>171760278
is this bioware man ?
>>
>>171760278
>replacing all the older workforce
Hrm? Have they?
>>
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>>171757301
Might be fun. Email on pic
>>
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>>171760278
A game about being an indie game dev and making a game in which you can do anything.
>>
>>171760278
Essentially it's Skyrim meets Family Guy, but online. I'm currently in the planning phase, it's going to be a big game so it might take three years or so to finish.
>>
>>171760278
It's an H-game with actual gameplay.
>>
>>171760441
you know anyone can open spoilers, right?
>>
>>171760685
Spambots can read text.
>>
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>>171760317
Depends. Do you already have experience with working on a game?

If not start begging your old boss to take you back you imbecille and start doing it parttime next to your job.
>>
>>171760317
Do you have any qualifications in gamedev?
Do you have a source of income?
How long will your savings last?
>>
>>171760317
I have a work-from-home job and i slack off at it to learn gamedev, so to outright quit you'd have to be amazing at gamedev, have a complete idea and be able to push something that will give you money before your savings run out.

So you tell me.
>>
>>171760769
Worked in a game dev company 7 years ago making flash games back when that was still profitable.

Also worked at a games publisher helping Indie Devs get there game localized

>>171760863
A CS degree and 8 years in the industry as a coder and Scrum Master

No

5 years if I live cheepish
>>
>>171760317
If you don't already have a well received half-finished game you're fucked and you might as well go looking for a job again.
>>
>>171761161
Not as fucked as you could have been / 10
>>
>>171752341
Come into the Discord. People are pretty chill. I really like your project and RPGs in general. I usually hang out in the voicechat. The text only posters actually have a different culture within the Discord, so be aware of some of the shitposter stuff that live in the Discord text chats.

I can completely understand not liking Discord or leaving 4chan account-less anonymous posting system. Unfortunately you'll eventually need to sign up for some kind of communication tool in order to form attachments to peers and have decent conversations.

Non-Discord option is making a Tumblr and/or Twitter and posting your progress or thoughts there.

Whatever you decide, I wish you luck on your project.
>>
>>171761309
>the Discord
Where is it?
>>
>>171761428
http://tools.aggydaggy.com/ and click 'discord'
>>
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>>171761309
>Come into the Discord. People are pretty chill.
Not really.
>>
>>171761428
It's on the tools page in the OP.
>>
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>>
>>171761265

Anon, that might be the nicest thing anyone has said about my plan.
>>
>>171761471
this is the place games go to die
>>
What exactly is the fucking point of a gamedev chatroom.

I come here for the criticism and funposting, not to feel good about myself.
>>
>tfw no you's on proud progress
>>
>>171762094
>there are people that are different from me? how can it be?
>>
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>you will NEVER have cute art drawn of your character
>>
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>>171762501
>>
>>171762758
that upskirt tho
>>
>>171762758
Post character
>>
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after failing multiple times and on my fifth attempt I finally completed a full body character model

what do you guys think
>>
>>171763063
>I finally completed a full body character model
it better be rigged, otherwise it's not complete for a game
what's up with the head though ?
>>
>>171763192
I don't know how to use the camera properly in Blender or how to render and I don't know what rigging is
>>
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>>171763302
>I don't know what rigging is
You're in for a surprise kid
>>
>>171763302
>I don't know what rigging is
>finally completed

I have some bad news for you
>>
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>>171763302
I've never even touched blender or any other 3D modeling tool, but you sir, you've just made me feel good about myself
>>
>>171763302
> I don't know what rigging is
Wait until you find out.
>>
>>171762758
Whoever drew that needs to hurry up and draw more agdg's
>>
>>171763365
>>171763387
>>171763642
adding bones to your model seems much easier than modeling the whole thing
>>
>Injured so I can no longer do manual labour as a job
>I need money
>I can program and have made some small games
>There are no IT employers where I live. Only for JS, SQS and .NET

What do?
>>
>>171763737
Weight painting though
>>
>>171763737
I don't know if it's easy, but I can say it's 1000 times more boring
>>
>>171763778
You have an internet connection. You don't have to find employment locally to do programming work.
>>
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>>171763737
>>
>>171763737
wewwwwwwwwwwwwwww lad
>>
>>171763778
Learn
>>
>>171763808
>>171763817
>>171763863
yeah i'm watching a rigging tutorial right now it is much easier and pretty boring doing the weight painting

what is the purpose of doing this rigging though
>>
>>171763853
I have no profile on freelace sites, and I wouldn't be able to make much money doing that.
>>
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>>171763778
porn games brah

lose your dignity already
>>
>>171763960
Rigging allows you to deform your mesh in specific ways with more ease, so you pose it differently or animate it.
>>
>>171763960
>what is the purpose of doing this rigging though

On one hand i appreciate your honesty, on the other i applaud your ignorance. How do you think models move their parts(arms, head... turrets) in games?
>>
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More testing.
>>
What % do publishers usually take?
>>
>>171764082
>>171764087

thanks so basically to animate the character in the game
>>
>>171764123
Do they ever wear clothes ?
>>
>>171733229
well if you're just looking for "coherent", I like the way Destiny does it-- it admits that it's magic but it gives you a mobile spawn point generator in the form of the Ghost and also places restrictions on respawning based on the difficulty of the activity-- sometimes you respawn yourself and that's it, sometimes you can have someone else respawn you or wait longer and do it yourself, sometimes you can only be respawned by someone else, and sometimes you can only be respawned after your allies have cleared the encounter
>>
>>171764152
In the AAA industry they usually take 100%.

They pay you to make the game.
>>
>>171764237
Nude version is done first then clothes are added later.
>>
>>171764163
Yes, pretty much.
>>
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how the fuck do I memorize this?

Simply do a lot of repetition each one until I get it?
>>
>>171734128
off-center mouth and shield/5
>>
>>171764152
30% to 50% to 100%
Depends on how much they do
At 100% they probably own your IP too
And steam gets their 30% on top of that too
>>
>>171763808
This is why I made my game only have mecha and robots. Because 99% of robots and mecha are rigid, either they completely follow the bone, or they don't follow it at all. Makes weight painting super easy.
>>
>>171764404
Why would you need to memorize a bunch of animation examples? Just learn the technical aspect of it and do whatever looks best for the situation.
>>
>>171762094
>I come here for the criticism and funposting, not to feel good about myself.
>shitposting
>not about feeling good about yourself
>>
I need help guys

what is the best sculpting tutorial for Blender?
>>
>>171764553
funposting =/= shitposting
>>
>>171764529
>why do you need to draw spheres and cubes
>why do you need to practice scales
never gonna make it
>>
>>171764404
You'll get better at animation the more you do it. Just always keep in mind that things almost never move perfectly linearly, so every time something moves do it in some kind of easing way.
>>
>>171764506
post your mecha and robots
>>
>>171764649
i've never seen "funpost" describing something that isn't meant to piss off the other party for keks
it's synonymous with shitposting
>>
>>171764335
>clothes are added
damnit

>>171764404
most of them seem like common sense to me
the key word is to not do things linearily. unless slow robots
>>
I just spent 20 minutes talking with a guy and I really just gotta know at a this point.

He said it was totally possible to take a voxel chunk and only render 3 faces toward the player instead of an entire cube.

I was pretty sure you were stuck rendering all faces of a chunk that were facing air desu.
>>
I haven't been here for some time, can somebody fill me in?
Any news I should know? Did we set our next Jam?
Any fresh memes?
>>
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>>171764959
>>
>>171764787
Funposting is stuff like Molyneuxposting, funny and related to the thread but not necessarily meant to be constructive or meant to annoy other people.
>>
>>171764959
>coming back
im so sorry
>>
>>171765015
>tfw I am the original guy who drew that in game maker studio
>>
Anyone looking for an artist?
>>
>>171763778
Fire out a quick js frontend project and start whoring yourself
enterprise shops aren't too picky so long as you're not braindead
>>
>>171729138
Attempted? shitty text adventure that never got past a few rooms, started shortly after learning basic I/O and branching in C++

Completed (ish)? Audiosurf/Guitar Hero clone.
>>
>>171765238
post art
>>
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>>171761471
>discord

please join us for quality discussion such as pic related from top tier nodevs
>>
>>171765360
I'd like to know a little about the project before I post any art
>>
>>171765389
go fuck yourself
>>
>>171764404
>How the fuck do I memorize 10 things
How have you made it this far in life
>>
>>171764905
What do you mean, like a cube? What prevents you from making a cube, and then deleting the faces you won't see in a 3d program?
>>
>>171765380
ITS SO COOL SONUVAABITCH
>>
>>171765238
Some things never change
I wish they did change but eh
>>
>>171765319
But JS is boring af, and your pay isn't very good /:
>>
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>>171737338
>>
>>171765389
this is not how it works you post your art then we discuss what game ideas we both would like and go on from there etc
>>
>>171765589
I'm sure it pays better than manual labor dude
>>
>>171765605
Ahh well I'd still like to hear a bit about a game first to decide if I'm interested or not, you know?
>>
>>171764905
>wanting to draw stuff that the player has no chance of seeing
This is why indiegames need i7s and GTX 9+
>>
>>171764016
>lewddevs have no dignitiy
I hate this meme
>>
>>171765480
procedurally generated voxel world chunking, he said he could hide the face of a cube that wouldn't be visible.

Like, the one facing straight down and not looking at air, but also the ones next to air.

I was pretty sure if a face was exposed to air you were outta luck.
>>
>>171765692
all devs should be forced to work on pentiums with integrated graphics
>>
>>171765680
throw out some game ideas or game types you are interested in

I am pretty much open to all game types and game ideas

I can do 2d art and I can also do 3d modeling and I can program well
>>
>>171765792
How is that not just occlusion culling
>>
Y = f => (x => x(x))(x => f(y => x(x)(y)))
>>
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i sure hope there's nothing scary behind this tree
>>
>>171765891
There's something wrong with your penis
>>
>>171765692
Then explain how to render half an object, scrub.A cube in the air, or example.

I told him to just render faces separately if he wanted that much optimization, but "nope"
>>
>>171753759
>And in private, you don't have to seperate the wheat from the chaff.
bullshit
people will still say dumb things in private, in fact they're usually more likely to say them in private
>>
>>171765935
I would love to collab with you
>>
>>171765980
There's gonna be consequences in private. Leading to quality control.
>>
>>171765789
One of the most polished games I've seen in here was a lewd game but that dev was only around for a short time.

It's a shame lewds can't be posted in here.
>>
>>171765882
I'm interested in finding a programmer since I already do art, what engine?
>>
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>>171765883
Same object. I got a screenshot actually from minecraft.

He said in this scenario you wouldn't be seeing any faces since they'd all be culled. Instead, I see cubes with faces that would really be hidden.

He wanted to occlusion cull half of an object.
>>
>>171765935
I thought it was someone hitting a tree with his fists
i'm dissapointed
>>
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look its a weird thing
>>
>>171765792
>I was pretty sure if a face was exposed to air you were outta luck.
How so?

And yeah, that's what the Z-culling iss for, you just don't draw stuff that's behind other stuff.
>>
>>171755670
fuck you man
Twitter at least gets people talking discourages them from fucking text walls like yours
there's a time and a place for text walls and there's a time and a place for conversation, and those are almost never the same time or place
>>
>>171752795
>For what reason wouldn't you want to keep creative discussions private?
why are you here if you don't want to talk about what you're creating?
>>
>>171765950
Jesus, this googling thing is hard!
https://en.wikipedia.org/wiki/Back-face_culling
>>
>>171766169
>Twitter at least gets people talking discourages them from fucking text walls like yours
Poor baby doesn't want to read words.
>>
>>171757301
dude you just post a GIF here and a short description, no one cares about every line of code and every pixel of art
>>
>>171760278
You're a young girl trying to climb up the ladder in the plumbing industry. If you add some RPG elements it has very much potential.
>>
>>171766152
Depth testing and backface culling isn't enough. You still suffer the cost of uploading all the hidden geometry to the GPU and at least vertex shading it. If you're not drawing the cubes front-to-back (or using early Z) then you will also pay for fragment shading.
>>
>>171765789
I have respect for people who make porn games because they enjoy it (like Zone) but people who cater or are only in it for the money are disgusting.
>>
>>171766268
>he needs paragraphs to explain himself and his point
Sad!
>>
>>171766128
pretty neat
>>
>>171763778
>There are no IT employers where I live. Only for JS, SQS and .NET
Are you such a dumb nigger that you can't fucking handle a Sql Server admin job?
>>
>>171764016
I bet this chad gets all the ladies and most importantly actually finishes games
>>
>>171766152
>you just don't draw stuff that's behind other stuff.
No, these would be the same objects.

He would draw half a chunk instead of a whole chunk.

Imagine six faces of a cube in the air, he would only render the 3 the player was looking at at the time, even though they were all the same cube with no divisions.

someone explain this magic.
>>
>>171766225
To find people who are.
>>
>>171760278
Snake but you are the ground
Tetris but you are the background
>>
>>171766415
>>171766259
>>
>>171766038
consequences? what are you, the police?
if someone has a dumb idea and thinks it's good you're probably not going to be able to convince them otherwise, and if you just stop talking to them people are going to think you're a dick
>>
>>171766403
>Are you such a dumb nigger that you can't fucking handle a Sql Server admin job?
White as snow
I don't want a boring af sqs job
>>
>>171766415
Well, the basic idea would be to generate the cube geometry in 6 parts - one per side direction. Then, each frame, you only draw the sides that are facing the player.
>>
>>171766365
I couldn't agree more
>>
>>171766259
moron, I meant front faces that the player is only half looking at.

If the player looks at a wall, only render half of that wall. Do not break it up, the back sides are also front facing.
>>
>>171766495
>consequences? what are you, the police?
What kind of complete bitch-master leaves all matters in life to the armed authorities?
>>
>>171766528
>waaah I injured myself and can't do manual labor
>waaaah I don't want to do a boring job
so apply for disability and waste away at the teat of the dying american empire like the rest of us, you cuck.
>>
>>171766345
Sorry m8, i'm not really well versed on the technicalities.
>>
>>171766061
sorry I dont work with engines
>>
>>171766597
Yes, that is exactly what you described in >>171766415 no doubt about it.

Kill yourself.
>>
>>171766495
>and if you just stop talking to them people are going to think you're a dick
And this is exclusive to private conversation how?
>>
>>171766573
>Then, each frame, you only draw the sides that are facing the player.
How do you do that?

And, how do you do that in unity.

I can only find examples of culling stuff behind other stuff
>>
>>171755670
>Networking is a diseased charade.
you're overblowing it but I understand the principle and it's sound
however, you're not going to fix that yourself
you need to either work within the broken culture or accept that no one's going to buy your game
>>
>>171766392
thanks i dont know how to make ART and im not gonna try
>>
File: 1488941138889.gif (1MB, 482x750px) Image search: [Google]
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What inspires you to make your game(s)?
>>
http://www.thegreatcourses.com/courses/the-mathematics-of-games-and-puzzles-from-cards-to-sudoku.html

rate this.
>>
>>171766726
That's cool but that means I'm not interested in working with you, sorry. Best of luck to you, and I really do mean that.
>>
>>171766415
>>171766573
>>171766741
Let me restate that. Conceptually, you generate 6 meshes for all the cubes (you'd probably want to split them into chunks of cubes), one per side. You'd also want to not generate geometry for faces that are internal. When rendering, you only draw the (up to) 3 meshes (per chunk) that the player can possibly see.
>>
>>171766743
You're what's wrong with the medium.

"Damn, what are my options!"
>Surrender
>Surrender, and cry
>Fight--PRFFFT just kidding; Surrender
>>
>>171766804
i forgot to add quotes around my last post
>>
>>171766772
Id like a surreal B&W world that wasn't pretentious.

I hate how tho right people have avoided it because of the shitty ones leaving the stigma.
>>
>>171766795
nothing
>>
>>171766379
Many such cases, though.
>>
>>171766795
Seeing your game, of course.
>>
>>171756937
>Tumblr is doing a little better now. It's good that it added private messaging. Before that, you couldn't respond to anonymous questions in private.
>you couldn't respond to anonymous questions in private
why would you do this? why would you provide information about your game that someone in the public wants to know, but not want to actually provide it to the public? I don't get it
>And asking questions yourself, non-anonymously, you had to worry about them publicizing it.
...so?
>>
>>171766842
>Conceptually, you generate 6 meshes for all the cubes
ok, we're good. This is logical.

>You'd also want to not generate geometry for faces that are internal

Still simple.

> you only draw the (up to) 3 meshes (per chunk) that the player can possibly see.

How?
>>
>>171766868
that's nice but when are you going to fix the weather?
>>
>>171766795
literally my dick
>>
Why is it so hard for artists to connect with programmers here? I just want to make art for someone's game.
>>
>>171766868
>I want people to know about my game
>I do not want to use any techniques that will help achieve that goal
>Anyone suggesting a working technique deserves to be gassed
10/10
>>
>>171767037
>How?
https://docs.unity3d.com/Manual/OcclusionCulling.html
>>
>>171767063
post portfolio
>>
>>171767063
they have PTSD from artists they've worked with before and you are unwilling to post anything on top of it
>>
>>171766905
honestly I was planning on adding splashes of color for really specific / rare moments but I dunno.
I just went for b&w because I think it looks rad
>>
>>171767049
Nepotism is not a planetary force beyond all conceivable control.
>>
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>>
>>171767234
>planning on adding splashes of color for really specific / rare moments
even better
>>
>>171767037
You take the camera's direction as a vector, and look at the components. Your six meshes correspond to X-, X+, Y-, Y+, Z-, and Z+. If the vector's X component is negative, you draw the X+ mesh. If it's positive, you draw the X- mesh, and so on.

>>171767143
This isn't occlusion culling.
>>
>>171766128
Some of the houses are too close to the edge of the island; they look unstable, like they'd be undermined by the water at the shoreline. If you want them that close you should add something that looks like a retaining wall or at least a pier going off from them.

I like the art style.
>>
>>171766795
Anime, movies, games.
>>
>>171767143
Yeah, i suggested this too. But he says all six sides of the cube are still rendered.


>Occlusion Culling is a feature that disables rendering of objects when they are not currently seen by the camera because they are obscured (occluded) by other objects.

The same object, man.
>>
>>171733928
What would the code be to draw the y position constantly? Is this the code?

draw_sprite (spr_character,1,x,y);

And is this inside a draw event or at the top of the step event? Should I go into the create event and turn image index off?
>>
>>171767063
It's not
>>
>>171767481
Back. Face. Culling.
The solution to your problem has already been posted. Stop being a retarded nigger.
>>
>>171767037
>How?
If the cross product of the view vector and the normal vector of the face is positive, that means the face is facing away from you. Do you have any cube on hand? Pick it up. try to rotate it such that the normal vector of a face is pointing away from your eyes but you can still see the face.
>>
>>171767581
>>171766345
>>
>>171767583
Dot product.
>>
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>>171767371
cool I gave em a little nudge how's this?
>>
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>>171767545
>turn image index off?
wat?

>What would the code be to draw the y position constantly?
draw_text(character.x, character.y, character.y)
>>
>>171767545
>>171733928
Well, with the draw event, it will drop onto the block fine. But if I jump, it falls 1 pixel into the ground again. I'm not sure how to get an exact coordinate during game play. Is there a way to find that?
>>
>>171767731
fuck, you're right.

Vector math has never been my strongest suit and that's probably why, despite my best efforts, I've never been particularly good at my attempts at 3d engines.

>>171767784
Looks way better. With cliff-style edges like that, so long as they're maybe 1/3rd of their size away from the edge, you're probably fine. And the top can come closer, obviously.
>>
>>171767394
And manga. And manhwa.
>>
>>171767481
>The same object, man.
Other anon said about splitting the cube faces as separate objects, surely it would work then?
>>
Is it just me or is agdg slower lately?
>>
>>171767863
>backface culling is not enough!
>dotproduct sounds great!
Am I being bamboozled right now?
>>
>>171767936
manhwa is weird
koreans are fucking psychos
>>
>>171767939
Not really. Because each mesh encompasses a lot of faces, if one is visible then the whole thing has to be drawn. Occlusion culling isn't what he's asking for. It could be useful for culling entire chunks, but it has nothing to do with culling the faces that are pointing away.
>>
>>171768008
A majority of agdg is slow in the head, but that's hardly news.
>>
>>171767076
I never said I wanted anyone to know about my game.

I don't care if only my close friends play it. My goal is to just make the best possible game it can be, and that's the only advice I'm interested in, or should be interested in.

But nepotism plainly helps no one but the person who gets the job. If they were the best applicant, they wouldn't need nepotism.
>>
>>171768018
Who are you quoting?
>>
>>171768018
I mean, if you ONLY backface cull and don't do any view clipping or occlusion, you may have performance issues depending on how many voxels you're trying to render and what your target machine is.

to be fair view frustum clipping is almost certainly the first optimization you should be thinking about.
>>
>>171768082
>Occlusion culling isn't what he's asking for. It could be useful for culling entire chunks, but it has nothing to do with culling the faces that are pointing away.
Backface culling has been suggested more than once. It is exactly what he asked for. Why are you assholes perpetuating this discussion?
>>
>>171768209

>>171767481
>>171767863


If you can't keep up, shut your gabber.
>>
>>171768262
Because it's not going to save much computation. Instead of sending a ton of extra geometry to the GPU, then vertex shading all of it, then determining that it's all invisible, it's incredibly easy to do this on the CPU and skip all of that.

>>171766842
>>171767365
>>
>>171767365
>If the vector's X component is negative,
what vector?

>>171767939
Pretty sure that was me too, it's somehow impossible.

>>171768082
object space man had it. that cross product thing would have a quick way to deal with it. But leads back to my main issue. Unity has no built in way to let people go at it.
>>
>>171768376
The guy recommend occlusion culling was mistaken; that's beyond the scope of your question.
>>
>>171768376
Where did he say back face culling? I'm the one saying that back face culling isn't good enough and I corrected him about the cross/dot product mixup.
>>
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>>171768380
>using the CPU for a task the GPU is literally designed to do
>>
>>171768082
Sorry, i meant splitting the cube to six different meshes.
>>
>>171768470
>You take the camera's direction as a vector

>>171768523
The GPU is doing it on a per-triangle level after you've gotten the data there and vertex shaded all of it. That's a lot of work for something that can be done with a single check on the CPU.

>>171768538
Yes, that is what I have been trying to say all along. But it's not one cube, it's all the cubes, or at least many cubes (e.g. split into chunks).
>>
>>171768538
I'm pretty sure a quick check of each chunk as depth would be best. But I donj't know where to stick that. Some sort of if in a shader will kill it, so do I manage each chunk and update based on that every few frames?
>>
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Tested out this mechanic with the placeholder fire.
Some enemies will throw their weapon at you and you can hit it.
>>
>>171767796
>>171767828
>>171767545
>>171733928
>>171731145

k, I tested it three ways now and same results each time. The draw code you (?) gave me causes the same 1 pixel issue.
>>
>>171768790
how does your game handle larger resolutions when the sprites are so small? does it scale?
>>
>>171762927
you will BULLY
>>
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>>171766795
My nightmares.

Or as I call them, my waking dreams.
>>
>>171768927
The game's rendered to a fixed resolution because of the art and scaled to whatever resolution you pick.
>>
>>171769078
Dear Hunter, your presence somehow soothes.
>>
>>171768790
Cute.

You made the art yourself?
>>
>>171768878
The code I am suggesting is not meant to be a solution to your problem, but a way to gain more information. I need to know whether your object is clipping into the floor or it's just your sprite being drawn incorrectly.
Consider the setup. Your floor at position y. When the bug occurs, is the coordinate of your object y or is it y+1?
The draw_text() is supposed to be a tool to read out that object's y coordinate.
>>
>>171769194
Yeah I do all the programming and art.
>>
>>171769123
does it look good when full screen or scaled large?

i have a problem with my game that the art isn't as sharp when big due to being drawn small. the only workaround to this seems to be to draw big but i don't like that
>>
>>171767564
bullshit
>>
>>171769295
Do you have a form of contact outside of here?
>>
>>171769078
https://www.youtube.com/watch?v=8BwQBjJvN5Y
>>
>>171769319
>does it look good when full screen or scaled large?
It's going to look like a blurry mess on high res monitors but I don't want to draw high res, it takes me more time.

If you're making a pixel art game this is a non-issue, use point filtering and integer scaling and it looks fine on any monitor.

If you hand draw your assets like I do, the only decent approach is what Skullgirls did and draw in really high resolution and downscale to the user's resolution at runtime so you always get sharp graphics.
I think their animations were drawn at 4x 720p.
>>
>>171769440
thanks for your interest, contact blackshellmedia for any inquiries
>>
>>171768790
How do you handle burning effect on mushroom guy? I want to do some ignited effects on enemies in my game too. Any protips?
>>
>>171769440
I do, but why?
>>
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>>171769604
interesting that you bring up skullgirls cause i was looking at that earlier, they have streams archived on their twitch channel where you can watch their animators draw assets.

they seem to draw at a pretty low resolution.. so it's a mystery to me how they got it scaled up so much. even during their cleanup pass the size of the sprites doesn't look that big. maybe it's something in the engine.
>>
By Azura by Azura it's you! The grand champion standing here next to me.
>>
>>171769943
ayy
>>
>>171769870
I'm very interested in this work of yours. And threads are temporary.
>>
>>171769865
Any particle system will do for that kind of effect anon, in the gif the effect is actually animated but I'll be replacing it. You can do this easily in any engine. I just spawn the fire particle while the status effect is active.

>>171769943
That's probably just the rough animations, when they move to the final art they probably scale up the canvas and draw over. High res art takes more resources after all so it's better do start low while you're sketching.

You can download the asset rips and see for yourself, the final art is huge.
>>
>>171769817
>not blocking them

>>171770169
My dev blog is: hexundev.tumblr.com
>>
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Working on dungeon related stuffs. Traps, additional puzzle elements, chests and whatnot up next methinks. Maybe dungeons will house stronger versions of regular enemies too.
>>
>>171770286
Well, thing is I tried to play with particles, but my attempts at making it good looking for all enemies were pretty shitty. Any idea how to make particle properly spread out through sprite of enemy?
>>
>>171770397
Should I block them? I mean, I would never accept any offer from them at all, but them reblogging my shit is basically free marketing for now.
>>
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Workin' on muh city
>>
>>171769943
>>171770286
skullgirls sprites are 700-800px tall

that's not that big for fairly shitty drawings
the real autism is number of frames in their animations
they got into fucking guiness book with that shit
something like 1500 frames per character
>>
>>171770685
theonian?
looks pretty cool
>>
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>>171769817
>>
>>171770682
>them reblogging my shit is basically free marketing for now
your earnestness is adorable, sweetheart
>>
>>171770737
Yup!

Thanks!
>>
>>171770762
How does a free reblog count as anything negative?
>>
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Gotta watch out for those spores, man.

It's a bad trip, man.

wait it just turns out I'm bad at shaders
>>
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>>171769195
k, I have

draw_text(60,60,obj_character);
draw_sprite(obj_character,1,obj_character.x,obj_character.y);

It isn't giving me coordinates, just "0" in the spot I placed it in. I've never done coordinates before so I'm not sure how to get it to register the coordinates of the character.

Attaching image of the "game" to see if that helps. You can see the ground and the wall are both being pushed into by 1 pixel.
>>
>>171770685
nice, looks like something in a PS1 or DS game
>>
anyone want to collab with a coder/shitty pixel artist?
>>
>>171770546
Post an example you did.
> Any idea how to make particle properly spread out through sprite of enemy?
I apply randomness to the spawn position so they don't all spawn at the same spot every time.
>>
>>171770910
Gee what an attractive posting.

I sure want my game to be shitty!
>>
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>>171769027
>>
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>>171770902
That's the goal - It's for the 3DS
>>
>>171770685
>>171771037
post gameplay
>>
>>171770682
I blocked them because they were liking/reblogging really old posts, I don't think they have that many followers either so it wasn't worth whatever publicity I got from them.
>>
>>171770873
DUDE

SHROOMS

LMAO
>>
>>171735020
Harlequin baby all grown up
>>
>>171771108
What does that even mean? Free notes are free notes.
>>
>>171771103
Kada actually sent me a playable demo yesterday, and it works pretty nicely. We even have networking and all.
It looks horrible, though. Seams between texture tiles, no vertex paint, placeholders everywhere.

Hold on, and I'll try to record a little gif
>>
>>171770890
>draw_text(60,60,obj_character);
>draw_sprite(obj_character,1,obj_character.x,obj_character.y);
draw_text() requires a string for its third argument. You are feeding it the character object; objects can not be converted to a string like that. obj_character.y gives you the y-coordinate.
If you are using this code in your player's draw event, you can omit the "obj_character."

Instead of using draw_sprite() like that you can use draw_self() by the way.

So you could change the lines above to
>draw_self()
>draw_text(60, 60, y)
>>
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>>171770972
going from nothing to something is an automatic improvement
>>
>>171770972
o-ok nvm
>>
>>171771217
>Hitler liked your post!
Not every free note is desirable.
>>
>>171770910
What are you coding in?
>>
>>171771410
are you a shitty coder as well?
>>
>>171766795
Childhood memories.
>>
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mixels
>>
>>171771465
sorry I don't work with [insert language here], good luck though!
>>
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>>171770919
Here it is. The way it looks as particle is something I don't care at the moment, cause I can make it look better later - the problem is on how to spread that shit over sprite. Checking for collision with sprite is good idea to set particle creation position?
>>
you are all fucking mental
>>
>>171771460
Attention is attention. If Hitler wanted to pay you 20 million dollars for your game are you saying you wouldn't take it?
>>
>>171771812
BSM doesn't want to pay me 20 million dollars.
Being liked by someone that your target demographic hates with a passion is not desirable.
>>
>>171771547
i love your game
>>
>>171771332
You have the patience of a saint, anon.
>>
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>>171771332
Ahhh, that makes much more sense now. For something else I was trying to figure out, too. Thanks.

K, here is a new picture. Block is set to X70, Y100. Character is set above at X70, Y40. Y value is definitely off.
>>
File: Gameplay.gif (4MB, 318x221px) Image search: [Google]
Gameplay.gif
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>>171771103
>>171771251
Here
>>
>>171772026
It is also worth noting that I had to jump and move to the side for that to occur.
>>
>>171770425
Maybe make it so you snap to a tile? Unless you're planning on making the game more dynamic later
>>
>>171771565
Actually I'm willing to work with any language as long as you teach me
>>
>>171771945
You're either still in school or retarded.
>>
>>171772095
>placeholder cubes when you spent months making dozens of models
makes me think
>>
>>171772230
Well, I still have a huge amount of animations and stuff do get done anyway.
I think it's good that Kada focuses on getting the mechanics and networking base working properly before we flesh out thing visually.
>>
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>>171771797
You don't need to do collision!
IMO make the particles bigger. If they get small like that you need to be more precise as to where you spawn them.

I just spawn it at
sprite's center position + random range depending on the size of the
The red cross is the center and the blue box is the area where you can spawn the particles, this is what I do.
Just make your blue box capture enough of the sprite and you're good to go.
>>
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>>171769027
Do it you fuccboi, I got some time to spare.
>>
>>171772530
Thanks, I will try your advice later, when I will be back on PC.

If the blue box is reaching outside of sprite, won't it look shitty if fire spawns on empty space?
>>
>>171772230
yeah, its almost as if the devs logically compartmentalize the work
>>
>>171772026
>>171772143
Is that the particular order to reproduce it?

From the default state, what happens when
- you only move left to right
- you only move right to left
- you only jump


Have you tried commenting out blocks of your code? You can do that with /*yourcodehere*/
Comment out everything but the code for jumping, test whether that produces the bug, if not proceed to the move code etc.

Also please post your draw event.
>>
>blocking blackshillmedia from liking your posts
how indulged in /agdg/ memes do you have to be to do this
i bet you also genuinely believe artists can't find anyone to cooperate with here and refuse to post portfolio
>>
>>171772687
>If the blue box is reaching outside of sprite, won't it look shitty if fire spawns on empty space?
Yes and no, it depends on how big your particle is.
If your particle is big it will still touch the sprite.
So do your best to make the blue box match the shape (I didn't do it in that picture).

If your sprite is more complex you can define several blue boxes to make it closer to the shape and spawn the particle in any of those boxes, but for the most part this is overkill.
>>
>>171772882
post art
>>
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You're hired edition

> Previous Thread
>>171659913 →

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

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

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

> Previous Demo Days
pastebin.com/rmiZV5yX

> Previous Jams
pastebin.com/LKEdLxdG

> Engines
tools.aggydaggy.com/engines

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

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

> How into .webm
OBS: obsproject.com
Webm for retards: gitgud.io/nixx/WebMConverter
>>
>>171772882
>i bet you also genuinely believe artists can't find anyone to cooperate with here and refuse to post portfolio
don't even get me fucking started
>>
>>171772970
What am I looking at?
>>
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muh elephant.png
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rate my first animal model
>>
>>171772970
good god man get it together
>>
>>171772918
Well, it kinda makes sense, if I actually make particles bigger. I will trust you, but still I will probably try that collision checking too - just out of curiosity. Thanks again!
>>
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>>171772970
First for Rin?
>>
>>171772970
How are you going to make a game when you can't even make a thread
>>
>>171773094
I know exactly which tutorial you followed.
>>
>>171773094
tank/5
>>
>>171772152
Snap to a tile as in you can only move in tile-wide steps or that you get glued on the block you're pushing or what?
>>
>>171772970
It's not even the bump limit?
>>
>>171773215
I want to have sex with Rin in the missionary position while holding hands with the lights off for the sole purpose of procreation
>>
File: ElderTart.png (75KB, 641x1315px) Image search: [Google]
ElderTart.png
75KB, 641x1315px
>>171772882
>>171770682
>>171771108
>>171771217
>>171771460
Free notes are free notes
This post now has 256 notes, 95% from granny-porn bots
>>
>>171773392
Is Granny Sexy?
>>
>>171773337
>>171773325
it's very difficult to get good at modeling when you first start guys
>>
>>171773094
I don't think you could possibly have done worse, to be honest.
Planes on top of planes, shit topology, bad shape, no joint for animation, N-gons everywhere... The list goes on.
>>
>>171773374
>while holding hands
Lewd.
>>
File: 796717767868.png (443KB, 663x556px) Image search: [Google]
796717767868.png
443KB, 663x556px
>>171773374
>while holding hands
>>
>>171773530
post your second model
>>
>>171769604
>but I don't want to draw high res, it takes me more time.
Literally zoom out.
>>
>>171773504
I'm not calling it bad, it just looks kind of like a tank
the basic block-out seems fine and the feet obviously need work
>>
File: 1490090018250.gif (1MB, 158x144px) Image search: [Google]
1490090018250.gif
1MB, 158x144px
>>171773754
>>
>>171773754
it's still more pixels to deal with
>>
>>171748156
You need matrix math
psuedo code: get frustum of your camera/gun/dick.
if vector is in the frustum
then target

to move the frustum is like how you move your view vector in the camera
>>
>>171773094
It looks like a headless rhino that's about to poop out shock troops ATAT style.
>>
>>171773681
Could post my first, as that was pretty good.
Not going to, though. I don't want a retarded autismo stalking me for his bitter failures. We have all seen the Sourceposter.
>>
File: Tonight, you..webm (3MB, 500x336px) Image search: [Google]
Tonight, you..webm
3MB, 500x336px
>>171744728

yea i guess i'll hold off on the force powers for now. as tempted as i am to see that working i'm already bogged down with half finished mechanics that i'm completely neglecting. i have an artist now and i would be doing him a disservice by not working what i should work on.
>>
File: teeny tiny tip top snek.jpg (8KB, 125x105px) Image search: [Google]
teeny tiny tip top snek.jpg
8KB, 125x105px
>>171773392
>>
>>171773926
It's not pixel art.
>>
>>171773754
I end up zooming in and detailing things you never see at normal zoom cause I'm dumb.
>>
>>171773754
Not him but I find it harder to keep my drawing clean at higher resolutions
>>
>>171773858
who are you ebin
>>
>>171774029
Why didn't you DOOOOOOOOODGE?
>>
File: ui mockup.png (296KB, 1280x720px) Image search: [Google]
ui mockup.png
296KB, 1280x720px
Guess who's backafter getting a master degreewith the ugliest mockup you've ever seen?
>>
>>171774302
i dodged the first one. the second one clipped my arm though.
>>
>>171774029
teach me to gamedev your type of game
>>
>>171774029
you should have normal animation that will go ragdoll when your character collides with something instead, physics based movement like that is weird
>>
File: FF_okaynotsobadtrip.webm (2MB, 1280x720px) Image search: [Google]
FF_okaynotsobadtrip.webm
2MB, 1280x720px
Okay so you don't go blind anymore but you should still take shrooms in moderation
>>
How do you guys make sound effects?
>>
pixel artist here

Taking requests to draw assets for your game or fan art for your game
>>
>>171774978
Public Domain/Attribution sound packs
>>
>>171775187
I don't need assets, but I'll take fanart anytime!

>>171774864
>>
File: beetle_revision86b.png (4KB, 375x125px) Image search: [Google]
beetle_revision86b.png
4KB, 375x125px
Blue Raspberry or Double Chocolate?
I have spent the last month of my life drawing beetles and I'm still not happy with the result
>>
File: hildegaard.png (715KB, 772x2062px) Image search: [Google]
hildegaard.png
715KB, 772x2062px
>>171775187
can you draw cute girls
>>
>>171774978
very carefully.
SFX are harder than music 2bqh
>>
File: 1489770627005.jpg (81KB, 400x400px) Image search: [Google]
1489770627005.jpg
81KB, 400x400px
>>171774864
I have epilepsy, by sending me an electonical weapon which endangered my life you have just committed attempted homicide according to the American High Jury.

Get ready to be SWATT'ed or Guantanamoo'd boyo

the effect looks really good and lasts just the right amount of time, any shorter and people barely notice it, any longer and it becomes annoying
>>
>>171775298
I like the blue guy
>>
>>171774978
sound synthesis
it's fucking hard
>>
>>171775298
Chocolate = "i roll balls of shit"
Raspberry = "i have titanium armor and not afraid of anything"
>>
>>171775298
Why not both? Both are nice.
>>
>>171774856
i'm doing it this way because its also a sword fighting game and you get the most organic reactions out of physics driven characters.
>>
>>171775310
what gaem
>>
>>171774719

ok. what kind of game would want to make.
>>
>>171775585
MMO
>>
>>171775632
no seriously.
>>
>>171775442
>those meaty backhand swings

now add samurai jack oil blood
>>
>>171775938
I'm sorry, I'm not the guy you asked that question from. I just wanted to joke.
>>
File: 14e.png (132KB, 399x287px) Image search: [Google]
14e.png
132KB, 399x287px
>>171775442
just make the sword twice bigger, swings more powerful and make an actually good Berserk game
>>
File: mushroom2.png (1KB, 154x154px) Image search: [Google]
mushroom2.png
1KB, 154x154px
>>171775295
>>
File: floaty.webm (1MB, 1280x720px) Image search: [Google]
floaty.webm
1MB, 1280x720px
Supposed to be a "2000 BC ancient-alien device tile". It's going to be zoomed out quite a bit. Pixelation is intentional.

On a scale of shit-to-passable?
>>
>>171776565
maybe its the bad colors, but it looks like a birds eye of a desert-y place mith a lake and river
>>
>>171776565
Sort of hard to read, but difficult to really say if its passable without seeing the rest of your tiles for comparison. Personally wouldve gone for more of a Nazca Lines vibe tho.
>>
>>171776565
why is there a lil camera on it lol
>>
>>171776565
I get that it's supposed to feel alien, but it visually tells nothing about what it does
>>
>>171776565
Holy shit, all those wasted polygons.
Just make a texture, dumdum.
>>
File: C7Jgw0IW4AAl_6M.jpg large.jpg (44KB, 640x462px) Image search: [Google]
C7Jgw0IW4AAl_6M.jpg large.jpg
44KB, 640x462px
>moving from C# to C++
>>
>>171776750
>>171776831
Thanks, might change the colors a bit with the blue energy, it's supposed to change colors based on what kind of a signal goes through it, but maybe the default blue is confusing. The exterior is supposed to be rocky.
>>171776913
Unity icons
>>
File: cutting the line.webm (2MB, 800x640px) Image search: [Google]
cutting the line.webm
2MB, 800x640px
>>171776089

i'm adding a selectable robot Guts knock off character that's pretty much that.

all STR no DEX.
>>
>>171777001
Okay, that's a valid point.
>>171777021
Yeah, work in progress, was just going for a specific look.
>>
>>171776565
You have 3 different styles going on here:
- traditional clean low poly (the rings, and the tiles to some extent)
- new bumpy low poly (the ground)
- pixellated water

They don't work together. New low poly works because everything is tris and it all has a similar texture, it involves a lot of wasted tris to make the texture. Old low poly works when everything is as simple as physically possible to model, it also requires some real skill.

The water could easily be done with a plane and vertex displacement.
>>
File: draw event.jpg (251KB, 924x1038px) Image search: [Google]
draw event.jpg
251KB, 924x1038px
>>171772765
As soon as game starts, the sprite drops to be the "Before" position. If I run around, it will occasionally drop. But almost always, if I jump and move to a direction, it will drop below, too. If I walk down slopes, it will drop below.

Draw event attached.

K, I blocked out my animation code, my ladder code, sprite direction facing code, and everything except my moving, check for ground, check for not moving, and collision code. If I block any of those out, the character can't move.
>>
File: 1455434781796.jpg (1MB, 2000x1613px) Image search: [Google]
1455434781796.jpg
1MB, 2000x1613px
>>171777059
>moving on from the (C++)esspool
>>
>>171776565
since it's going to be zoomed out I suppose it looks fine, but the level of detail you have with all those polygons is probably wasted
>>
>>171775585
the same kind of game you are making in your webdm to have things knock over all over the place
>>
>>171777115
[puts grasses on]

best wishes buddy
>>
>>171777269
Thanks. The energy is actually a plane with rolling offset, but i understand your criticism. The rings ar enot really finished, the ground tiles are a placeholder.
>>
>>171777723
some of this could be fixed by choosing quads or tris, i think
>>
>>171774864
fuck thats awesome
i wanted to do something like that to get the player drunk in my game but i have no idea how to do it on unity
>>
>>171777969
dm me on discord ill hook you up with some shaders
snek#9588
>>
>>171777804
Still working on it, but it's 10pm and i've been atshit like this since this morning because i'm not a creative type and can't create for shit. I went through 10 iterations of this device, every one worse than the last.
>>
>>171777721

noting will be wong.
>>
>>171777306
I agree with you, except the lolis.
>>
>>171778103
thanks but i dont have a discord, but i thinking about cuting the drunk mode anyway
game already has a terrible frame rate whitout any shit on the screen
>>
>>171778498
>except the lolis.
leave
>>
>>171778629
image shaders might not affect the framerate at all, if you're cpu bound instead of gpu.

anyway check this out for starters.
https://forum.unity3d.com/threads/release-aubergines-shader-pack.132505/
>>
give me some melodic weeb music, preferably a 24/7 stream
>>
>>171778791
gonna give it a look, thanks
>>
>>171773354
the former
>>
File: 538484.jpg (46KB, 1280x720px) Image search: [Google]
538484.jpg
46KB, 1280x720px
Hey guys it SCHLOMO-SLAYERxXx4-20 and I just wanted to tell you guy I managed to recreate Snake in GameMaker.

By my accounts I will probadly be the next Miyazaki/Kojima/Todd Howard of gaming within a few months.

Have fun with your little artsy-schmartsy games, EA, Ubisoft and Valve are already preparing their 600k yearly job offers for me.
>>
>>171774978
so far I've just been finding interesting sounds out in the world and recording them on my phone
>>
>>171775187
a person on crutches please
>>
>>171779140
You jest but attitude is 50% of the way to success.

Tom Schafer put it best: You gotta act like you're famous before you're famous.
>>
>>171776565
looks like if I was looking at it from above it would be an icon or logo for some Web 3.0 service
>>
>>171743079
this is a really noobish question but do those 2d pixel games have a particular name? I want to try building something like it and need to google streamlined guides.
>>
>>171778994
oh sorry, i had no idea that it was deleted
>>
File: explode.webm (3MB, 700x394px) Image search: [Google]
explode.webm
3MB, 700x394px
They explode now.
Placeholder explosion.
>>
>>171779582
I understand googum now
>>
>>171780181
that didnt work for him though
>>
Post music that captures the atmosphere/inspires your videogame
>>
>>171780170
that's looking pretty good.
>>
>>171776450
ggorgeous
>>
>>171780326
https://www.youtube.com/watch?v=kxopViU98Xo
>>
>>171780481
u making a game about saxohpones? lol
>>
>>171780326
Anything by Cryo Chamber and much from the dark ambient genre. Maybe one day I could commission someone ;_;
https://www.youtube.com/watch?v=MwToTZc9qOk1
>>
>>171780170
Your environments are shaping up quite nicely. I know you've had it implemented for awhile now, but the angled floor surfaces works really well.
>>
>>171780326
https://www.youtube.com/watch?v=g4mHPeMGTJM
>>
>>171780670
whats your game about?
>>
>>171780326
do NOT look at this gif
forgotten languages mind nepetwr bryddiba lineayn cyfgice ag änsekoka ak änsekeme
>>
>>171780338
Thanks anon

>>171780673
Thanks, still got a long way to go but it's definitely more interesting than what I originally had which was completely flat ground.
>>
>>171780481
Tbh I would play the shit out of a game where at the finishing blow this would play.
>>
>>171777274
Okay. I think I have a clearer idea now.

The problem must be inside the block of line 116 onwards. Right now my suggestion is to play around with
>while(!place_meeting(x, y + sign(vsp), pobj_floor))
y+sign(vsp) doesn't seem right to me. I suspect the bug also occurs when hitting your head on the ceiling, meaning the character will clip 1 pixel into the pobj_floor above it. One wouldn't notice probably, due to gravity pulling the player down again quickly.

What happens if you use y+2*sign(vsp)?
>>
heh even megadeth spread the thing

i guess androids wont be so bad then hehehehhehehehehehe
>>
>>171781498
How do you make those sprites, what is the workflow? I only ever do 3d becaause i can't draw aa circle, so i'm curious as to how this stuff is done.
>>
>>171780481
>this guy died last year
>>
>>171780670
Damn, I wanted to post Atrium Carceri first. At least I'm happy knowing that there are other fans here.
>>
>>171780481
I knew the meme before I looked up the real thing and I was shocked by how shitty the rest of the song is compared to this snippet.
>>
>>171781723
Bit more than 3 months ago
>>
>>171781845
The song is great in a post-ironic europoptrash way
>>
File: animthing.png (19KB, 585x424px) Image search: [Google]
animthing.png
19KB, 585x424px
>>171781710
It's a pain in the ass to say the least.
The workflow is:
-Draw and animate in clipstudio paint
-Export animation as individual images
-Use shoebox to make a spritesheet from those images.
-Import that spritesheet in my custom program to add hitboxes to animations and set the center point.
>>
>>171780673
The little pause before throwback after the explosion is cool but a tad bit long for my tastes.
(male maid when. plz)
>>
>>171782241
that sounds retardedly cumbersome
>>
whoops, wrong link
>>171780170
>>171782353
>>
File: 1468286777439.jpg (58KB, 500x500px) Image search: [Google]
1468286777439.jpg
58KB, 500x500px
>>171780326
https://www.youtube.com/watch?v=euHoHdpGOa0
>>
File: beetle2.png (3KB, 375x125px) Image search: [Google]
beetle2.png
3KB, 375x125px
>>171775298
Raspberry
>>
>>171782434
It is. If I could export spritesheets from clipstudio that'd be great but CSP doesn't support plugins.
Shoebox has a command line mode which I couldn't get working. TexturePacker also has command line features but you have to pay.
I might end up adding spritesheet generation in my program to get rid of that step at least.
>>
>>171782520
what even is your game
>>
File: we.webm (2MB, 1023x604px) Image search: [Google]
we.webm
2MB, 1023x604px
>>
>>171782520
That's some nice noise.
Are you the guy with Max "Pixelated" Payne in his horror game?
>>
>>171782815

physics box guy thing.
>>
>>171782856
this would make a good background for some kind of weirdo hipster beep boop music
>>
>>171782928

no this one, >>171774029
>>
>>171783039
It seems I completely misinterpreted your webbums.
>>
>>171782945
>hipster
>beep boop music
nice
>>
>tfw Blender is to hard
>tfw making pixel art is to hard
>tfw making game it to hard

this sucks
>>
>>171782945
this sounds fun actually, anyone have a weirdo hipster beep boop song that they want a looping gif for
>>
>>171780793
Not much yet :P I have a world without gameplay. Will post more of it in the future when there is actual content worth seeing.
>>171781789
Hah glad there's competition about posting this rather obscure music. Hopefully we can both have some sweet dark ambience in our games eventually.
>>
>>171783190
Sucking is the first step towards something else
>>
>>171783283
Are you a pimp?
>>
>>171783283
I thought first base was anal?
>>
>>171744952
Free with $10 DLC pass.
>>
>>171783256
whats the world?
>>
>>171744952
$5usd
>>
>>171777115
time to copy this game and game style but holy shit I hate your 3d art
>>
>>171780170
do you do your own art?
>>
File: gdx.png (23KB, 703x636px) Image search: [Google]
gdx.png
23KB, 703x636px
>>171782607
>>171782434
So it turns out libgdx has a texture packing tool that works from commandline.
Why did I only find this now?
Going to integrate it in my program and improve the workflow!
>>
File: buggo paintover.png (88KB, 912x648px) Image search: [Google]
buggo paintover.png
88KB, 912x648px
>>171782554
Sorry man, ran with the blue. Probably going to have to tone down the contrast a bit to get it to fit with older assets though.
At the same time, too far and it'll start to blend with the background..

Looking at this screenshot, It might also be time to redo my trees. Art is hard.
>>
I nearly finished my first game, an android app where players connect peer-to-peer but I have no idea how to make multiplayer work. Why did I try to make a multiplayer game as my first game?
>>
File: 53 - PlatformDecoration.png (817KB, 925x669px) Image search: [Google]
53 - PlatformDecoration.png
817KB, 925x669px
>>171783812
Some kind of procedurally generated staircase dungeon. The generation still needs work but the basics are complete.
>>
>>171784116
Yea, I've been learning how to do art over the years so I could make games by myself (except for music, someone's doing that for me).
>>
who here is really good at art and good at programming but they are scared of making it because then you become famous and that is pretty scary
>>
>>171783947

its placeholder art. i'm working on the physics system first.
>>
>>171784707
where is your real art tho?

post real models you made
>>
>>171782353
>>171782474
It is too long, it's not final though so I'll make that shorter.
>male maid
Sequelâ„¢
>>
>>171784706
Me tbqh, I could easily become a billionaire but I just don't feel like it's the right thing for me.
>>
>>171784706
>>171784883
>scared of making it
don't be so sure of yourself
>>
>>171743893
keked
>>
>>171784813

i don't have any real art or real models. i have a few artists that are asking to collab with me so ill see how that turns out.

i don't have have very high expectations so its not really a major concern for me right now.
>>
>>171784706
do you have a good idea? plenty of games with good art and good programming but oh so terrible design.
>>
File: unrelatedPictureOfJontron.gif (687KB, 300x168px) Image search: [Google]
unrelatedPictureOfJontron.gif
687KB, 300x168px
>>171784706
I'm scared of the stupid shit I might say in front of millions of people and the articles written on dozens of sites and the hundreds of people who don't even know me that now hate me.
>>
>>171784706
>>171784979
Fame is scary, if you somehow become successful just don't interact much on the internet like those jap indie devs and you won't be bothered.
>>
>>171785120
I want to see your art though bro
>>
>>171785175
why should you care, they dont understand they dont develop games, if anything theyll quote you for greatness
>>
New thread
>>171785389
>>
Someone recommend me a very lightweight 2D C++ game engine please

Not unreal or any drag and drop shit.
I just want to learn C++ whilst making a simple game.
>>
>>171785506
There's libraries and huge engines but nothing like that.
SFML is good to start though, just use that.
>>
>>171785593
I've started learning C++, OpenGL and SFML all at the same time, and I'm getting stuck with the C++.

I need to get comfortable with the basic C++ library and abstraction, but it's hard when I don't have the willpower to read a 1,000 page book.
>>
>>171785229

i would have to scan the 2D stuff, its not good. i'm not an artist.
>>
>>171781539
>>while(!place_meeting(x, y + sign(vsp), pobj_floor))

No good. Same bug.

For kicks, I did the same change for the x value on line 101, same problem also.
>>
>>171789187
Damn.
The y value you are drawing in the top left, how does that behave? Can you make a webm/gif that shows the default state, then jumping (which should result in the bug)?
Thread posts: 762
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