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/agdg/ - Aggy Daggy Doo

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 767
Thread images: 159

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Chunithm edition!

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

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

> Previous Thread
>>171785389 (Cross-thread)

> Previous Demo Days
pastebin.com/rmiZV5yX (embed)

> Previous Jams
pastebin.com/LKEdLxdG (embed)

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

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

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
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This is strangely hypnotic
>>
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Well this is something I've never seen before
>>
>>171919445
It's been a good run fellas
>>
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>>171919445
let
it
die
>>
how did the last one end so fast

i made a tiny progress on build system abnd thread gone


i have a nutribullet now so i spent the last 2 days blending vegs fruit nuts berries and doing house chores but now i do progress on making cmake copy SDL.dll into the project folder instead of having to do it manually, so that you click


"configure, generate, open project" and then hit the green arrow and it builds and runs

because before after building it would give a .dll error and you have to manually copy in the dll

so this means when i delete everything and reconfigure it goes faster
>>
>>171919978
also now I have a configure option to enable openmp, everything else the same, without it I get 300fps on benchmark, with it I get 1000fps on benchmark,

so openmp is approx 3x speedup on a graphics heavy loop for me
>>
So this is how /agdg/ dies
not with progress, but with two incredibly confusing technical posts
>>
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Made a box of coins.
>>
Anyone know how to get multiplayer working on android? There's hardly any tutorials and I'm so lost.
>>
>>171920904
Whoa, haven't seen your game before but I love the aesthetic and animations
>>
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Posting progress for survival
>>
>>171921610
>my_sides.png
>>
So.... this is the power ...of nodevs ........... woah.
>>
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>>171921610
huh...?
>>
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New game. Graphics are all made by me and going to change once the actual code is done. My working title is "Shambles 2", but that's probably going to change too. Shambles 2 because I worked on two text-based predecessors before starting this one, both of which I scrapped due to being shit. First time was because it wasn't modular at all, second time was because text adventures, especially like the one I was making, are pretty shit for [CURRENT YEAR].

It's a zombie-themed RPG. Right now I have only rudimentary combat done, but I have bigger plans for the future. You'll move around a randomly generated map (Basically just scattering some cities, towns, gas stations, etc around the map) with the ultimate goal of building an airplane so you and your friends can escape to safety. The characteristics of the zombie horde will also be randomly generated, with features like attack speed, health, etc, coming down to a coin toss. This is simply so that you'll still have to experiment and observe a little each playthrough. I think this would lend the game a little more of that sense of the unknown, though I'd like to know what you all think.

Base building will be fairly simple, just establish a base and build upgrades for better protection, workshops, storage, and of course, an airstrip for your plane. I plan on keeping the game fairly grounded in reality, with a little bit of a mad science twist. Since the game is set in the UK, firearms will be rare and ammo will be scarce, so you'll need to make use of improvised weapons. For instance, an early game laser SMG that's worse than any proper gun, but feeds from commonly available AA batteries. Grenades and other consumables would be used from the inventory, but I don't have that implemented yet. I'd also like to get a little console on the top left corner for a rolling feed of combat actions.

(Continued)
>>
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I keep flitting between 4 different projects, repeatedly deciding that each one is going nowhere but unsure where else to direct my energy.

Kill me.
>>
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>>171923985
With the stats system (NYI), you get seven stats, guns, medical, engineering, survival, melee, stealth, charm, and will. Guns, obviously, determines accuracy with firearms. Melee improves melee damage. Medical allows medical items to be more effective. Engineering unlocks new items you can build. Survival increases your health and carry capacity. Stealth reduces the number of zombies that will show up at any one point (Influenced by # of zombies in the area, party size, etc) as well as how likely you are to escape from a fight. Charm is basically Charisma. Buy things for cheaper, pass speech checks. Will is a more general stat and determines leadership potential. Stats are on a 20-point scale and you get 3 points to level up per level. Kill enemies and get loot to gain XP.

One big gimmick is player infection; all characters can become zombies, and gameplay as a zombie will be deeper than most other games. How you did as a human determines how you'll do as a zombie; Survival still directly translates into more health, Medical allows you to resist the infection for longer or spread the virus more potently, Melee lets you hit harder, Stealth lets you get the drop on humans (Effectively reducing the number that show up), Charm lets you "seduce" humans into simply surrendering, and Will determines how much control you have over your zombified character. The idea is that since you're going to be losing the game fairly often, losing the game might as well be a little bit of fun.

(Continued)
>>
Not only am I almost entirely done with the programming aspect of my game, but I'm also almost done with the assets, even though 60% of them aren't my best work. All I need now is another tension-wrench button for the skeumorphic assets.
>>
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>>171924167
Your party cannot level up, but you can take skills to improve their effectiveness. At the beginning they will be more than enough, but as the game progresses they will become less useful unless you take the skills to improve them, increasing their health, having them be more accurate, etc. though they will never be as effective as you if you put points into yourself. It's a question of quantity vs. quality. Having heavy lifters in your party simply improves your total capacity. Each individual would have their own randomly generated stats, which are static. Initially they'll be superior to yours, but you'll eventually surpass them.

Each class of weapon has its own upsides and downsides, and there will be plenty of choice between them. You will come into possession of better weapons through the course of the game, either through scavenging bandits, finding them, or making them yourself. Firearms are the best overall weapons, due to their decent damage and accuracy, but ammo can be scarce to come by (This is the UK, remember).

Energy weapons feed off of batteries, which are much more common than bullets, but deal less damage. The classes of energy weapon are "Laser" (Basic weapons, feed from AA-cells, poor damage, ok accuracy), "Gauss" (Poor accuracy, takes custom batteries, mostly shotguns), and "Pulse" (Upgraded lasers, similar but with infinite ammo and needs time for damage to ramp back up).

HE weapons deal mediocre damage to all enemies in the enemy party. AP launchers deal phenomenal damage to one enemy (e.g. Panzerfaust, M72, RPG-7) but have very expensive/rare ammo, or only fire once and cost a lot. They are your emergency use lifelines - use them to save yourself from an overwhelming individual, like armored bandits. Melee weapons depend on your stats for damage, meaning that they're poor early on but excellent later. They also usually have very high accuracy.

(Continued)
>>
the guy above me is an ideaguy. Do not fall for his lies.
>>
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>>171924306
Each weapon can have a "mod" attached to alter it (Actually just converting the gun into a different one), like in Battlefield 1. For instance, a Scoped hunting rifle would have more maximum accuracy, but worse accuracy recovery. A Burst Fire assault rifle would have only three shots rather than the standard five for automatics, but quicker accuracy recovery and better accuracy. A Suppressed gun would have worse damage, but improve player Stealth. Things like that.

The two main groups you'll fight are zombies and bandits. As the game progresses, bandits get better weapons and armor while zombies get better melee strength and more health. I'm using both Damage Threshold and Damage Resistance for armor, so the way you'll deal with both will be different. Bandits will also get armored vehicles - jeeps with HMGs, APCs, IFVs, and eventually MBTs. Deal with them using AP launchers, your own armored vehicles, or just by running away. Of course, running will usually have your player character safe, but your friends may not be as lucky. Escape rolls are calculated for each individual, and this applies to both facing zombies and bandits. A friendly may also come back later as a zombie.

I also would like to stress that I don't really have a lot of assets done, I'm mostly focusing on the actual programming side so that I can make or commission superior assets in the future that I can slot into my existing systems. The art style is mostly there because it looks acceptable and is easy and quick to design for.

So, yeah. What do you think about any of these mechanics? The game is made with Pygame, so I'll still need to optimize it pretty aggressively, but for now it works okay.
>>
>>171924398
Get back in your containment discord.
>>
>>171923985
>>171924167
>>171924306
Nobody gives a fuck about your nonexistent game. Fuck off and come back once you got a working build.
>>
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>>171924398
Man, fuck you. I have a working demo.
>>
>>171924437

>implying the thread isn't the containment zone
>>
>>171924575
>saying this every time
>implying you can't have multiple levels of containment
>>
>>171924751
reminder that it's very likely the current thread we are posting in is likely to be assaulted by the samefag in about 9 hours from now, googumposting will commence in a similar time and there will be someone who will post "artist here. looking for programmer to work with"
>>
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>>171924510
>>171924437
found the nodevs.
>>
>>171925097
Pretending to be retarded is so 2012.
>>
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>>171925136
why are you living in the past?
>>
>>171925136
>>171925182
BTFO
>>
>>171923504
While you are not wrong, the values between yellow (0.5?) and blue (0.1 or so) go towards the base color and becomes invisible. Really the face should be connected mouth to eyes.
>>
>>171925182
>>171925205
>His posts are almost exactly 45 seconds apart
You're not even good at samefagging.
>>
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>>171925467
>almost
>exactly
You're that type of retard, aren't you?
>>
>>171925551
You mad?
>>
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>>171925614
>m-mfw
Stay cucked, nodev
>>
>>171924169
Okay, tension wrench button is done.
My gayme is almost done. Have you ever just like make gayme, /vg/?
>>
>>171925768
>stutter typing
>so mad he can't even remember which picture in his mfw folder is the actual smug one
yeah, he mad
>>
so when did /agdg/ become about people REEing instead of making amateur games
>>
>>171926232
Somewhere between now and 4 years ago.
>>
>>171926269
So when people realized that making games is harder than shitposting?
>>
>>171926357
Exactly
>>
>>171925097
> /agdg/
> Amateur game dev general
> Amateur
No shit
>>
>>171926357
Don't forget that bait gets you more (you)s than actual progress, unless you're an artist and/or pretend to be a girl.
>>
>>171926460
>equating amateur with nodev
be out and stay out
>>
Seanposting should be bannable
>>
Is it difficult to animate 3d models? What is the best tool for this? Is Blender ok?
I feel a bit intimidated by this whole 3d modelling process.
>>
>>171927450
Depends on what you want to animate. Windmills, robots and what not are quite easy. People and animals are quite hard.
>>
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>>171925614
get kek'd by
>>171925768
>>171926052
, nodev.
>>
>>171927674
>referring to yourself in the third person
Yeah, you mad.
>>
>>171927450
>What is the best tool for this
That's a very unusual question, I've never heard of anything about programs for 3D animation in regards to what's good for it. I think it's fair to assume that none of them is clearly better than another, but I would suggest against listening any strong opinions on that from the people in here.
>>
Good morning /agdg/!
What are you going to work on today?
>>
>>171927450
what do the pro's use
>>
>>171928078
placeholder art
>>
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>>171927796
>still replying
Toppest of the keking keks.
Stay mad, nodev.
>>
>>171928084
Maya and 3DS max mostly.
>>
>>171928084
Anything but Blender
>>
>>171928078
Level design again and probably one new simple enemy
>>
>>171928148
You're not very good at this.
>>
Is Unity good enough to animate mechas?
>>
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>>171928416
>being this mad
>>
>>171928078
Getting my old programmer write documentation for my new programmer
>>
>>171928607
Don't animate in unity, don't let the rope win.
>>
>>171928728
But I already know how it works in Unity, more or less, and Blender seems pretty complicated.
>>
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>>171928147
>he uses placeholders at any given time
>>
>>171929040
>>
>>171929040
>he doesn't use placeholders until he's done programming, that way he can change the art to fit the code.
>>
I cannot stop thinking about the soundtrack. The music is so intentionally ugly that it becomes memorable. The sounds are aggressive and jarring, but there’s thought put into how aggressive and jarring it needs to be. It reflects what the game has to say about toxic masculine behaviors, and their inherent roots in male insecurity. These kinds of soundtrack metaphors are so god-damn resonant that it leaves me inspired to action.
>>
how to find someone to make music

i have money
>>
>>171928897
In my completely uneducated opinion: Isn't Blender made for animation while Unity only has it as some added on basic feature? Sounds like you'd want to use the program with more options in the long run.
>>
>>171929783
what money do you use?
>>
>>171929815
the kind that gets converted to any currency cause this is the internet
>>
>>171929783
What kind of music do you want? I usually write for Piano, but I know how to use a few software synths.
>>
>>171929786
The thing is, I don't want to animate humans or animals, just mechas and spaceships. And for this Unity could perhaps be good enough.
>>
>>171929867
it's a turn based RPG so you will need to be able to do the JRPG music meme, post soundcloud
>>
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>>171929735
>change the art to fit the code
what in the Satan's fiery dickhole does that even mean?
>>
>>171929735
>being so bad that you have to change art based on code
>>
>>171930124
It means your code needs to generate levels using 30x30 sprites and then you change your mind and desire 30x15 sprites because you need a bit more changeability for vertical heights of objects, you tech illiterate moron.
>>
>>171930124
If you don't use proper placeholders until late dev you'll find you're hard pressed to break out of the stupid assumptions you made (born from aforementioned lack of placeholders)
>>
>>171929980
I don't know what the JRPG music meme is. I don't play those. The examples I can find on YouTube are effectively just meh-tier music + default soundfonts. Is that what you want?
>>
>>171930276
>generate levels using [arbitrary size] sprites

say no more, you already deserve to have you fucking hands axed off
>>
>>171930360
meme as in they mostly sound the same, listen to stuff from any final fantasy or tales game

but it's ok, you should actually play many genres of games to get a feel for what kind of music they generally use. i find that a lot of people that try to make game music end up composing things that would never be put in a game (long ass build ups, doesn't loop, etc). it's frustrating.
>>
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>>171921610
>>
>>171928897
Because unity is cancer for animation. Blender and other 3D modeling programs have all those features for a reason.
>>
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>>171930681
>>
In a City builder / Strategy game similar to Banished or Anno 1404, would you guys find it annoying if Goods & Materials degrade over time while in storage?

Should it only be limited to some things like food or everything like rotting wood etc for added difficulty?
>>
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>>171924510
>python
>>
>>171931264
wood in proper storage doesn't fucking rot
>>
>>171931542
I never said anything about 'proper' storage.
>>
What happened to recap guy?
>>
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More updates to Gone Homeless.

I need actual end game ideas now, on what the main quest is.

This game is a homeless simulator, so just getting a job might be ok, as you can have things distract from that objective.

Any and every idea I'll check out.
>>
>>171931598
if your peasants leave the logs out in the rain, just because you desperately want to degrade the stockpile, just use the materials for periodic maintenance or some shit.
People knew how to preserve building materials 1000 years ago.
>>
>>171928078
Palettes
>>
>>171930681
>>171930843
Nah man, my art is bad but not that unhuman.
>>
>>171931732
Am I being memed? Recap dude regularly does the recap and yet someone asks this every week.
>>
>>171931435
What issue do you have with Python, faggot?
>>
>>171931264
>>171931598
You could have it so wood in proper storage last forever, and if there's no space left they stack it outside where it degrades. Similarly food in proper storage (salted and sealed) can last for quite a while.
I don't think material degradation would add much difficulty, unless winter is a part of your simulation in which case arranging sufficient food storage might add a bit of difficulty.
>>
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>>171932048
>he makes phyton games
>>
>>171932158
Only 5 more minutes until your next class period starts and you can't post anymore. ;^)
>>
>>171932082
>proper storage last (Close to) forever, and if there's no space left they stack it outside where it degrades. Similarly food in proper storage (salted and sealed)

That was the plan, along with winter so you have to prepare enough like in Banished.
>>
>>171932010
I thought he usually posted on Wednesdays so I was just curious as I haven't seen him this week.

I don't think it's a meme.
>>
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>>171932219
>he assumes Im american
>>
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Hi guys,

Its SCHLOMO-SLAYERxXx4-20 here.

I just wanted to tell you guys that I have managed to recreate Snake in Game Maker.

By my calculations I will be the next Konami/Miyazaki/Todd Howard of gaming within a few weeks.

Enjoy your little artsy-schmartsy games, EA, Ubisoft and Valve are already preparing their yearly 600k job offers for me.
>>
>>171932405
>admitting to being a non-American
>>
>>171932048
this >>171932158 wasn't me you nigger
but he's right tho, python is shit to make games
>>
>>171932352
I mean look, we haven't missed a Recap almost ever... Although that's across at least 3 different people actually creating them

http://homph.com/recap/
>>
>>171931807
Can I stab people who don't gibsme enough dats?
>>
>>171932534
It's Friday and still no recap
>>
>>171931807
>get welfare
>instantly blow it on a nice-ish rental car and as much junk food as you can afford
>>
>>171931807
Do I get to beg people for money and then proceed to get drunk as fuck with cheap booze?
>>
>>171932469
>being a non-american is bad
LoL
>>
>>171931807
>simulator
>having an end game
>>
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>>171932554
Yes, it's going to be part of the realism.

>>171932598
Added to the todo list.

>>171932674
Yes, and sit around the hobo sites pic related.

I'm still polishing all the landscapes up as it all looks unflattering.
>>
>>171932994
Noice, can I stab niggers too?
>>
>>171932912
Well in postal your objective was a "List" of things to get, with wacky things happening.

My summer car you have to build a car.

Homeless sim maybe you have to survive and build a shelter?

I had people say they want to "get a job" so I was thinking of that as one of the 'endings' but then you find out how free you're not from a job, because as a homeless person you were already free to do what you wanted, something like this anyway.
>>
>>171932994
Drug overdose?
>>
>>171931807
I better be able to sex a drug addled 50 year old prostitute
>>
>>171932493
>"he's right"
>provides no argument
>>
>>171933464
What if you are the drug addled 50 year old prostitute?
>>
> 10% amateur game dev
> 80% bait
>>
>>171933693
This is because no one responds to updates, they just eat obvious bait like a bunch of underaged fags
>>
>>171933552
It's a very slow interpreted language. Even basic shit slows it down to a crawl. Plus, it's a nightmare to get working properly and is incredibly rough around the edges. Took me a good two hours to get CXFreeze working properly.

Also, check the screenshot >>171923985
Here. The game is running at less than 20fps.

This is coming from the guy who's making this game. I like the project, but I don't think it'll be anywhere near marketable.
>>
watch this

https://www.youtube.com/watch?v=cRDPNtf2_mA
>>
I have a bit of a dilemma on my hands.

I have units in my game, and I believe all of them will have inventories and equipment containers.
Instead of putting those containers within the unit class, I moved them to their own adapter. I can't remember exactly why I did it. I THINK it was because I only want the adapter manipulating those containers and wanted to encapsulate the data (otherwise the unit class gets too cumbersome).
I want the adapter to be the only thing manipulating those containers (through events) and I've done that successfully.

However, now I want to have status effects that can afflict units. I'm torn between having them all the status effect containers in their own adapter, just like items and equipment, or to have them in the unit component, like I have health and other unit-based attributes.

I guess this is more a philosophical dilemma
>>
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>>171933693
>>
>>171933901
Should be more entertaining than this thread.
>>
>>171933901
>>171933965
https://www.youtube.com/watch?v=vMmFiQp3Q_4
this should be also
>>
>>171932994
can you scavenge for Krokodil ingredients and have to jam it in your legs till they rot off?
>>
>>171934224
> instruction not a request
>>
>>171934224
THIS! BumDev hire this ideaguy.
>>
>>171933901
Interesting.
Poland is where Good Old Games is located too, I believe.
I get the feeling that those Polish game distribution companies basically just crack games and then offer a percentage of their profits to the old game companies. Either that or game companies just agree because piracy is so rampant in Poland.

https://venturebeat.com/2014/11/22/the-birth-and-growth-of-the-polish-game-industry/
This is interesting. They tried to outsource console porting to France and the Frenchies were so lazy
>“We are good at hard work,” he told me. “People in Poland can work hard if they believe in something. I worked on The Witcher, previously. I’ve seen people pushing to the limits to finish the game and deliver the best game ever. At the very same time, the company that was working for us in France, they came to work, like, at 11 a.m., left at 4 p.m., and they were quite surprised that there were no results. They spent half the time drinking coffee.”
>>
>>171934795
Yes, the 360 version of first Witcher was handed to French company and got canned thanks to them.
>>
>>171933117
Yeah once I get more textures in you can do what you want really.

I want civilian involvement to be a main focus point.

>>171933184
Yes, drugs will have effects such as blurred vision for alcohol, taking other drugs can swap people to walking hotdogs .etc.

>>171933464
Not sure about sex and giving BJ's for crack yet.

>>171934224
That's a good idea, disable the use of limbs .etc.

>>171934538
I would but I'm just 1 man army for now.
>>
>>171934795
whoah dude sick polish digital distribution theeeriez

Game companies agree because getting their 20 year old game featured on GOG means going from making zero dollars because any enthusiast still playing it is smart enough not to pay money for 20 year old games to charging fucking ridiculous sums on GOG.
>>
>>171935041
NSA's gonna love ya, searching how to cook up all kinds of homemade drugs and what not.
>>
>>171934795
>deliver the best game ever
Witcher 3 is crap. It's a shitty movie game, nothing else.
>>
>>171935276
your opinion has been duly noted
>>
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>>171935068
GOG version of Arcanum vs scene crack
>>
>>171935041
>dumpster diving for tarps,
>breaking into the back of shop bins that the locked away for scraps
>BUMFIGHTS
>advanced shopping cart action with interactive aluminium can collecting/exchange action
>hyper extreme copper wire stealing from derelict houses
>acquire a dog friend
>learn an instrument or street performance thing for pennies
>contract Hep B and piss blood all day
>>
>>171935329
what exactly prevented them form hitting backspace a few times?
>>
>>171935329
A diff doesn't prove much if the only thing the crackers did was add their header, yeah?
>>
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>>171935041
>Polygon article shortly after the release of Gone Homeless
>The developer apparently people that they could "stab niggers"
>Boycott
>Steam removes your game
>>
>>171935424
Huh? Look at the file names in the image. It's basically saying GOG used the scene crack but removed the part that told people who did the cracking.

>>171935467
Except the scene crack was out before gog published it
>>
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>>171919279
procedural walk cycles are nearly working and looking about as natural as i will get them

still have some fixing to do (orientation and speed related issues)

but im slowly starting to like this :)

i might stick with it and see if i can make a full game out of it :)
>>
>>171935329
k, and?

Companies agreeing has nothing to do with piracy in poland (as if fucking poland is a significant portion of the market) and has everything to do with companies wanting that GOG dosh.
>>
>>171934795
>Poland is where Good Old Games is located too
Well yeah, The Witcher is made by CD Project. GoG and CD Project is the same company.
>>
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>>171935562
this was the wrong gif, this is the one in which i prevented the legs from crossing :)
>>
>>171935589
Oh my bad, I just wiki'd it. I didn't know they were a subsidiary of cd projekt. I legitimately knew GOG was poland based without looking it up though.
>>
>>171935557
the argument isn't that the crack comes from GOG, but that the crack didn't do anything to begin with
instead of it being
orig (orig)
orig+gog (gog ver)
orig+gog+crack (crack ver)
instead it's
orig (orig)
orig+crack (crack ver)
orig (gog ver)
>>
>>171935685
You're fucking stupid.
>>
>>171935264
I am australian, If I do like, not actual ingredients I should be fine because it's classed as business research I think, as I have an ABN so I'd imagine that would look better.

That's once I get to that stage of development.

I want a decent crafting system, because everything nowadays sucks.

>>171935406
I like it.

>>171935543
It's not specifically for stabbing niggers as you can stab anyone, there is every common colour of person there, so there's no racism, but I understand where you're coming from, I'm pretty sure if I just make this game for myself, and what I want to play and not care about this type of SJW crap, I should be fine.
>>
>>171935706
(You)
>>
>>171935683
I almost fell asleep, he walks WAY to slowly
>>
>>171935867
I doubt that's the speed the game normally moves at, anon.
>>
>>171935867
its just testing out the concept atm :)
>>
>>171935781
Vault7 mate, NSA's knows how tight your rectum is even when you're sleeping dreaming about drug addicted bums fighting. Which they also know.
>>
>>171935867
>>171936098
i do quite like the idea of it being a really slow-paced game though, to encourage you to use mounts and public transport :)
>>
>>171936116
Oh well, I'm not doing anything illegal any who.
>>
I made some sprite animations for my game while on my work computer.

Can I get into legal trouble? What if I did it in under 30 minutes can it be considered as a lunch break?
>>
>>171936116
oh no

the retarded government i hate know i hate them and think theyre retarded
>>
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>>171936343
epic story bro
just fucking epic
>>
>>171936343
They'll sue your ass and gain legal rights to your game in court
>>
>>171936343
https://www.google.com/search?q=what+if+I+make+software+on+company+time&ie=utf-8&oe=utf-8
>>
>>171936434
>retarded government i hate
Be careful not to suicide yourself in the back of your head 7 times.
>>
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The wife finished doing the first pass on one of the BGs for a visual novel.

Came out pretty alright.
>>
>>171936343
Uh...Why would you admit it anyways?
>>
>>171936697
Font seems like it's a little too stretched.
>>
>>171936697
Nice, I love the plant
>>
>>171936697
like the illustration
abhor the fake scan lines and late paleolithic font
>>
>>171936697
Bretty gud
>>
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>>171937238
How are my scanlines? I based them on my 1084S for my Amiga and did research on how CRT's work. Sadly only work decently on 1080p and above monitors.
>>
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>>171937781
Sorry mate, I'm too much of an uncultured swine, to understand the thought processes behind purposefully making the visuals shittier, for the sake of nostalgia.
>>
>>171937781
He probably doesn't like any scanline filter ever.
>>
>>171938013
So your opinion on the quality of a scanline filter is pretty fucking useless, then.
>>
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>>171936697
>lixels
>>
>>171938013
Makes pixel art look far better and far less sterile. Nostalgia is just bonus.
>>
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>>171938146
>>171938305

It's the video game equivalent of giving your music tracks fucking magnetic tape hiss or vinyl crackle.
What the fuck do you want to hear?

It's a shoddy attempt to emulate good old games, by reproducing their technical shortcomings, instead of their actual strong points.
>>
>>171929783
message me on soundcloud if you like https://soundcloud.com/cesque

same goes for anyone else who wants to commision a track or whatever, i guess
>>
>>171938492
Hook up any old console on a modern LCD, looks shitty. on a good CRT (not shitty no name stuff) with RGB immediately a lot better.

There is a good reason why retrogamers swear by CRT's (CRT's that are far better than their youth CRT's BTW) and it ain't nostalgia.
>>
>>171938492
I don't care about your opinions on scanlines. When you'd hate literally any scanline filter that anyone could post then there's no reason to present your opinion as being anything other than "I don't like scanlines". You're just being a histrionic cunt when you provoke the question "what could be done to make you like these scanlines" when your response will always be "nothing".
>>
https://www.youtube.com/watch?v=9VIjNTxI8-g

Do I really have to hire an orchestra if I want music like this?
>>
>>171938996
>you can see the d
>not spoiler image
enjoy your ban
>>
>>171939160
Opps.
>>
>>171938996
L-L-L-EWD
>>
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>>171938996
>>
>>171938996
MOOOOOOOOOOODS
>>
>>171938996
>homosexual furry shit
>wife
I'm guessing that's a "wife".
>>
>>171938996
i hope this finally gets you banned.
>>
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>>171939080
I don't know if you need an orchestra, but you definitely need to fuck off for bringing english version of the best track.
>>
>>171939676
>Best Track
That's not https://www.youtube.com/watch?v=R4MNkAptfcA
>>
>>171939443
P.much
>>171939556
┐(´ー`)┌
>>
>>171938981
>You're just being a histrionic cunt when you provoke the question "what could be done to make you like these scanlines"

I would much rather provoke the question "How can I get rid of them and instead do something else to increase the detail"
>>
http://www.itworld.com/article/2978142/development/why-john-carmack-thinks-racket-is-aces-for-beginning-programmers.html
>>
>>171939770
That's not really the point. Kadowaki Mai is the wonder of the world.
>>
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>>171939854
>it's a guy who hasn't made a video game in 13 years still thinks he's relevant episode
>>
>>171940067
Anon, let me tell you why I think megatextures are aces for my upcoming derivative FPS.
>>
>>171937781
Recreate the look of that cell replication computer model from 'The Thing'
>>
can someone give me a rundown of what its like to switch from Unity to UE4?

like how different is C# from C++, how different are the engine libraries, is it hard to get used to, are are they pretty similar?

I already started my project in Unity 5 but the shaders and lighting are so goddamn ugly no matter how I fiddle with the settings. and it doesn't support vertex painting without $100 asset packages either, which is really frustrating and makes need way more textures.
>>
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>>171940354
>cell replication computer
So a shitty CRT?
>>
>>171940621
They are pretty similar.

I'd never used C++ before it but the only major thing to learn was the UE4 specific stuff.
And pointers if you haven't done that before.

https://wiki.unrealengine.com/Entry_Level_Guide_to_UE4_C%2B%2B
This is useful too
>>
>>171938996
My mom just walked into the room when this was onscreen.
Now she thinks I'm a furry and just told me I can't keep the dog in my room anymore. I HATE YOU
>>
>>171940621
https://docs.unrealengine.com/latest/INT/GettingStarted/FromUnity/
https://wiki.unrealengine.com/Transitioning_from_Unity_to_UE4
>>
>>171939080
just pirate an orchestral vst
get a better one than this, these instruments dont even sound real
>>
>>171941189
>>171941189
>He thinks these are VSTs
Oh boy.
>>
how hard is to program a roguelike?
>>
>>171941906
not hard
it's hard to make it fun, though
>>
>>171940948
You shouldn't live with your mom you little faggot
>>
>>171941906
Not that much. Most effort will go into balancing the RNG.
>>
>>171941906
the coding is easy and straightforward

the hard part is design: writing all the formulas for battles and making sure they're balanced, having a good database of weapons, armour, enemies, spells, etc making sure its fun to play and each experience is varied but not too random, making sure there's good progression in dungeons, etc which is not only difficult but takes a LOT of playtasting and a LOT of time

source: spend 8 months programming a roguelike and gave up
>>
>>171941945
This so much. Anything you can do, there is a roguelike that has been in development for 10+ years that is probably better.
>>
>>171942275
I want to make one about lolis.
>>
>>171942345
not this shit again
where are your parents
I want to talk to them
>>
>>171942460
we need more loli breading simulator
>>171942345
don't forget the anal torsion factor in the health status of your lolis
>>
>tfw no Daily Gogem yesdev videos

why even live
>>
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>>171943317
>game was born too late for the Kickstarter craze
>game was born too late to be seen in Goog's Yesdev[] series
>game isn't lewd enough for Patreon shekels

A-at least there is Demo Day.
>>
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>>171943617
You have VR
>>
Does anyone know when the tide turned and this place was overrun with shitposts?
>>
>>171946376
about ~18 months ago. don't listen to people who say it was always like this, you can prove that wrong by looking at the occasional /v/ gamedev thread
>>
>>171946376
>>171946604
(((Coincidentally))), that's when GamerGate happened.
>>
>>171946376
gotta be more discriminating in which hours your choose to browse the thread

right now everyone who actually does shit and has a life is out doing it while the thread is left to all the people who do literally nothing but browse 4chan all day

wait until the people with the drive to actualize their desires come back home and get back to producing worthwhile things
>>
>>171946376
This place turns good during demo days
people post progress all day long fun games to try people discussing games
>>
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Spent the last week refactoring my entire project from the ground up, documenting the fuck out of everything, and unspaghetti-ing a lot of it. It works again.
>How I feel when I look at my code base now
>>
>>171946819
post your code I bet it's still spaghetti
>>
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>>171946819
>>
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left, right or something completely different?
>>
>>171947248
I don't understand the game explain
>>
>>171947298
there is no game for now, just squares to test collisions and shit
>>
>>171947248

Do you have to stop moving in order to talk to the NPCs? If so, right. Otherwise, left.
>>
>>171947248
Whichever you pick, reduce rounding on the text box' edges and use a thinner variant of the font for the message but not the name.
>>
>>171928078
Making auto-dust balanced but also more visible to be as easy to understand as possible
>>
>>171947248
What >>171947446 said. Also you should add padding to the text from the borders, reduce the rounded edges, and make the dialogue text thinner to separate it from the name font weight.
>>
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>>171947248
>>171947643
I took a moment to illustrate how wide the rounding ought to be.
>>
>>171942345
Hey that was my idea
>>
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>stay up late modeling a face with the mirror tool on
>wake up next morning
>only shave half my face
every time
>>
>>171938492
I think this sort of purism is stupid and useless
>>
What is bloom actually made from and why can you usually tell which engine a game uses just from it's bloom?
>>
>>171948573
>shaving
>>
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>been trying to work on art for game for the last 2 weeks
>every sprite I make looks like shit to me
Can we please have a jam? I don't want to work on this project for a while.
>>
>>171948893
Sure. Make the jam page
>>
>>171948893
post art RIGHT FUCKING NOW
>>
>>171948771
Bloom is just taking the bright portions of an image and blurring them so that they bleed a bit. Usually it's done as part of tone mapping for HDR rendering so that it appears as though some pixels are brighter than what the screen can actually display. I wasn't aware people were able to deduce the engine from how the bloom looks, though.
>>
>>171948705
You know what's real unnecessary purism? People who think games stopped being fun on December 31st 1999, and hold themselves and everyone else and entire medium back by desperately trying to revive the past, telling everyone around them about the 'good old days' and how retro is the only that can get them hard anymore.
>>
>>171949198
you've picked a really pathetic axe to grind
>>
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What are the coordinates in your game like, /agdg/?
>>
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>>171948893
your art is still probably better than mine

pic related
>>
>>171949775
Who cares?
>>
>>171949198
what's your point, none of that has anything to do with what I said and it doesn't resemble any opinion I actually hold
>>
>>171949863
I do.
>>
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Anyone have the attached font in a exportable sprite sheet? Using a new lappy and lost the old one I had, would save me a lot of time.
>>
>>171949903
Who that actually matters cares?
>>
>>171949775
x increases leftwards, y increases downwards
>>
>>171949809
Thumbs up dude.
>>
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Made another monster
>>
>>171949809
this is actually pleasant to look at up close. it succeeds even where some real pixel art fails by having interesting shapes
you didn't just apply a filter to an image, did you?
>>
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>>171950010
Me.
>>
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>>171949809
Trees are hard man. I spent too much time on this and I still hate it
>>
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>>171948950
I don't have an issue with making a Jam page.

Should I just pick a theme myself or put up a poll?
>>
>>171950191
I drew it in game maker studio sprite editor 32 by 32 pixel

I started by drawing a green blob of the general shape of the tree and then removed certain parts to make it have spaces and more tree like and then added few black outlines and then started with the shading techniques
>>
>>171950376
the theme is oats

oat jam
>>
>>171950376
Games about being a huckster, lying, and being lied to. Flim-flam jam
>>
>>171950350
yeah man your tree looks 1000 times better. I are horrible at art trying to get decent so I can put the art in my game I am already a good programmer but I find it pretty difficult to draw
>>
>>171950541
my idea was better, sorry
>>
>>171938492
this is so true
>>
>>171950410
here's some advice to take it further
- pillow shading, look it up and don't do it
- remove the stray 1 px trunk lines
- suggest leaf shapes with the lightest green color but don't fall in the trap of drawing every leaf, instead suggest leafs with the edge of your blocks of color

shape is good
>>
>>171950169
CONE HAND BEAR
>>
Is UE4 a meme engine? Why?
>>
>>171950705
Yeah, to be perfectly honest, it was 9AM in the morning (after having worked all night), and I just wanted to finish up.
>fuckit, he's got spikes/drills/whatever for hands - good night
>>
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>>171950580
Use references that other people have made and emulate steal


Here's something I refer back to constantly that has helped me alot.
>>
>>171950686
>>171950815
the problem I have as you guys can see is I have problem seeing to add greater detail like I can do the basic form and shape of the art but then have trouble seeing to add more finer detail which I find hard to do when you are not artistically inclined and I find it is difficult to see and do
>>
>>171936697
>testing font
>no lorem ipsum
plebian
>>
>>171951004
Dude, no one here is all that particularly talented. Most of what makes a sprite look good is a lot of tinkering and time, and following conventions on color distribution and palettes. Find palettes that look pleasing (as in the orbs above), use them, and try to emulate what they are doing and you can achieve a lot.
>>
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>want to game dev
>learn a ton of stuff
>have this great idea for a project
>spend half a year still learning stuff
>start working on the idea
>make a ton of progress
>realize the idea is way too big for 1ma
>drop it and move on to a smaller worse project
>make a ton more progress
>gameplay is just alright
>come up with a ton of ideas to make the project better
>the idea is way too big for 1ma again
Fuck game dev, this summer I'm becoming a normie wagecuck
>>
>>171950724
No, people use it.

Lumberyard is a meme engine.
>>
>>171951004

what I LIKE about your sprite is that you don't use hyper realistic detailed shading. I prefer your sprite to >>171950815 or >>171950350, for example. you have shape down which honestly a lot of people fail, see >>171950350. your art is simple enough that you could shit out like 5 variants of a tree quickly.

t. "you're good" anon
>>
>>171951296
>be 1ma
>game scope too big
>plan out minimally viable version
>release it
>make patreon
>get payed while you make game
>>
>>171951295
I saved the reference sheet to look at it closely and holy shit the shading technique on it looks difficult so many hidden different shades of color in the shades! How do the pixel artists do that?
>>
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>>171950350
Bashed together an improved version for you. I mostly just scaled the leaves up and got rid of the black lines on the bark.
>>
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>>171951795
>bicubic scaling
Or bilinear i can tell the difference
>>
>>171951795
Looks awful desu maybe even worse than before
>>
>>171951646
I'm not convinced this business model works for anything but porn games
>>
>>171951898
It's bicubic probably. It's just a mock-up.
>>
>>171951898
can't*
>>
>>171951630
I thought of making a game with just the simple pixel art style maybe I will
>>
>>171951276
>feeling so clever that you used lorem ipsum that you have to seek validation by criticizing other people for having failed to use it
Unironically unsarcastically real-life-for-real-not-just-a-remark-on-the-internet pathetic.
>>
>>171951276
What the fuck did you just say to me?
>>
>>171950786
I meant it as a compliment desu

sleep tight, anon
>>
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https://www.youtube.com/watch?v=AZ_m--EouYs
>>
>>171951795
Looks blurry as fuck. Did you scale up 2x with bilinear/bicubic before scaling the rest of the way? If not then you just have too many shades of green and too many smooth transitions/gradients between pieces.
>>
>want to make pixelmemegame
>hate the pixel style
>cant do realistic art
>too intelligent to steal others art
>others art sucks ass anyways and doesnt fit my game

how would anon progress from here?
>>
>>171952620
getting over yourself
>>
>>171952002
>minecraft
>>
>>171952240
>>feeling so clever that you used lorem ipsum
It really sounds like you think im >>171947248
hint: im not, I just happen to use it often.
>>171952421
"plebian"?
No idea mate we're anonymous.
>>
help
>>
>>171952556
Oh. Thanks, Anon.
I was about to try making some hands or maybe an arm canon.

I'm up again now - I made it last night, but didn't have energy left to post it, so I posted it now instead.
>>
>>171952797
what with?
>>
>>171952701
minecraft didn't use patreon and didn't use a business model similar to patreon

its business model was more like early access on steam
>>
>>171951795
all the green stuff looks like absolute fucking shit mate

>>171950350
looks fine as long as it fits with your other stuff

>>171948893
>sprites
>2017
>>
STALKER but good!
>>
>>171952776
I'll have you know there is a new lorem ipsum for the digital age
>>
>>171952565
That actually hurt my eyes there were so many jump cuts.

Sometimes it feels like devs intentionally make their game look bad, Quake Champions trailers have the same issue.
>>
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Working on a high poly so I can stop using other's people's content.
>>
>>171952905
No you won't have me know because I won't listen.
>>
>>171952885
So STALKER?

I think it already exists
>>
>>171952565
but why
>>
>>171952885
It's S.T.A.L.K.E.R. and it's already good.
>>
>>171920904
Ket collectibles die.
>>
>>171953098
sorry i just felt like offending your senses
>>
>>171952565
> Clip
REEEEEEEEE
>>
>>171932994
>District 9 The Game
Why hasn't this been done?
>>
>>171953194
well I meant "why are they making a bulletstorm remaster"
>>
>>171936697
That looks amazing.

Enjoy destroying your marriage over a videogame.
>>
>>171952002
>anything but porn games
it doesnt even work for them 2bh.
I mean they still make money but /eventually/ people are going to realize how flawed going through the same content every month to get to 1-2 new scenes/whatever. Atleast with VNs/trainers.

Open ended stuff like Rack2 is a little different.

But the KS bubble lasted for awhile so we have another 5 years atleast before Patreonbux dry up.
>>
>>171952565
>locking the DLC behind preorders
We're reaching new levels.
>>
>>171952565
>Krewella
Wow, just awful.
>>
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>>171949809
>>
>>171954214
I was gonna ignore the link but now you've said that and it sounds just bad enough to watch.
>>
>>171954042
>it doesnt even work for them 2bh.
Except it literally works for every single porngame with a following on Patreon.
>>
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>>171952973
>painstaking gun modeling
>>
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>>171950350
I did a thing.
Didn't change palette or leaves or anything, just shuffled the general shape.
>>
zombie survival game?
>>
anyone got a skilled multi-million dollar dev team they can lend me for a year or five?
>>
>>171954516
pm me
>>
>>171954284
Im not saying literally, just conceptually.
Of course shitters will still pledge for a 5 year alpha that will probably never get done.
Im just saying for a complete game patreon is flawed. But I also realize many people see it as more a service and less about getting a complete game.
Though 1-5/month for a few scenes is pretty terrible.
>>171954276
Her stuff is okay if you like the genre, but in the context of the trailer it just doesnt fit at all.
>>
>>171952565
>A Gameplay trailer
>Any actual gameplay is interrupted by jumpcuts, shaking my fucking screen, and screeching substep in Anno Domino 2017
>Its the same gameplay gimmick shown 40 times
Is this western AAA gamedev?
>>
>>171952565
I see they got a 15 year old to direct this video.
>>
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Farm recall is working properly now. I think I'm going to work on cooking next.
>>
So like, I know basic coding and design. I really want to make a game like Dark Fall or Cosmology of Kyoto, but I literally can't draw to save my life. What's the fastest, cheapest way to get graphics? Collaboration is out of the question, artists are flowers and snowflakes.
>>
>>171954662
It's western AAA marketing, at least, though the game's writing is basically on par with it.
>>
>>171954662
No just the Gearbox QUALITY™
>>
>>171954578
how do i pm on 4chan googlem senpai
>>
>>171954254
thanks a lot Anon this is greatly appreciated and helpful. Hopefully this will make me a better pixel artist
>>
>>171954751
The biggest appeal of Cosmology of Kyoto was the art. You want to make an art-centric game without making art or working with an artist? Can you prove you're not a shitposting retard?
>>
>>171954915
not gonna make it
>>
>>171954751
Andrew Price learned to draw pretty decently in 6 months on a bet. Definitely above release-quality.
>>
>his game uses pixels
>>
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>>171954921
>pixel artist
>>
>>171955063
>his game
>>
>>171954359
Guy who posted that tree. That looks so much better. Thanks! Do you mind if I use it? I have something like 8 of these trees I need to make for diversity in the background
>>
>>171955251
>game
>>
>>171955063
>2017
>there are people who don't build their own vector displays and make their game exclusively render on that display
>calls themselves gamedevs
>>
>>171954578
>skilled
>multi-million dollar
>dev
>team
>gogem
>>
>>171955181
pixel """"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""artist"""""""
>>
>>171955380
>he doesn't know
>>
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>>171955181
>104x125
>jpg
Stop saving thumbnails you retarded piece of shit
>>
>>171955510
she's so dreamy
>>
>>171955309
Would by too late to whine about you using it after I posted it.
I could shuffle it some more to get some variety if you want.
>>
>>171955619
I wouldn't use if it you asked out of principle, but I appreciate it a lot regardless as a reference. I knew I was close to having it look passable, but couldn't figure out what I was missing, and your changes brought a lot of that to life.

If you want to make more, by all means, go for it. Once again, thanks.
>>
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>>171954698
>another farming game
>>
>>171924051
feel ya b

we got dis
>>
openworld porcedurally generated farming zelda pokemon lewd roguelike
>>
>>171954698
work on your resident evil game
>>
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>>171924051
I know this feel bro.

Every day I come up with a new rationale for why I should work on a different project and every day I know its bullshit.
>>
>>171954698
>one day your axe starts insulting you and can only be placated by chopping down increasing numbers of trees until there are no trees left
>>
>>171954698
you guys should just make patreons you could be making $1000 a month for making your indie games
>>
>>171954698
having to walk back and pick up drops wastes player time

i know its a farming game but
>>
>>171956061
>He doesn't know about the LSD sneezing, giant mushroom men
Its like you dont even lurk
>>
>>171957040
Don't Starve is such a good game.
>>
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>>171955858
>>
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is this a new meme?
>>
So let's say I want to commission a modeler to work on my game, right? I know next to nothing about modeling/rigging/animating. Should there be some kind of specific thing that every model to be used for a game needs for it to work, in say, Unity? I have someone I'm potentially looking to get, but I have no idea if I should be asking them for specific aspects like scale or some specific format for animations or rigging.

Is there a standard format for modelers for games or something? Can any model that works in the engine just work if you have an animation for another? Should there be some uniform naming structure for bones/ the rig? If I have a shader would it just work for any model I apply it to?
>>
>>171957535
it's no meme, it's just a lazy faggot with 4chanx rushing to make a thread after old one died completely
>>
>>171957743
>lazy faggot
>did something no one else was willing to do
>>
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Its time.

http://poal.me/7wco45
http://poal.me/7wco45
http://poal.me/7wco45
>>
>>171957580
>Is there a standard format for modelers for games or something?
fbx? the formats are not engine specific

>Can any model that works in the engine just work if you have an animation for another?
>Should there be some uniform naming structure for bones/ the rig?
there is no industry standard rig and the animations are unique to a rig in most cases. that said, unity can retarget animations across humanoid rigs iirc

>If I have a shader would it just work for any model I apply it to?
yes


Tbh you should follow one of the dirt simple modeling and rigging tutorials just so you know the process.
>>
>>171957817
should've cut out the (embed)s and shit if you didn't want to be called a lazy faggot, op
>>
>>171957987
>chat not enabled
wooow
>>
>>171958001
I see, thank you very much for the tips, anon. I want to contract someone to start making models, but I don't want to get my ass blown out when I ask them and get them on board before they start asking me for exactly what I need.

>Tbh you should follow one of the dirt simple modeling and rigging tutorials just so you know the process.
I'm sure I can find some on my own, but do you have any recommendations?
>>
>>171958270
Chat breeds shitposts and meme themes.
>>
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>>171957987
>lolijam immediately rockets to the top
>nojam jam

fucking hell mate
>>
>http://poal.me/7wco45
>no cops
>no pirates
shit poll
>>
>>171958489
You realize you can add those in, right?
>>
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Goofy stance jam - your input device must be physically rotated at least 90* from the standard orientation in order to play
>>
>>171958373
https://www.youtube.com/playlist?list=PLFt_AvWsXl0djuNM22htmz3BUtHHtOh7v

I haven't watched this but his other tutorials are good. It leaves off texturing, but that should be ok for you. Your focus is learning how the whole process works so you can communicate with a modeler, not trying to actually make something good, which is why I recommend this simpler tutorial.
>>
>>171958571
>you can add answer
and it went from shit to useless
>>
>>171958745
Thank you so much, anon! You've been a big help!
>>
>>171958751
This is just a first round of polling. A new poll will be posted next thread with the top non-meme options from this one, and no option to add answers.
>>
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>>171957987
>>
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>>171950705
>>171950786
>>171952556
Okay, redid them.

I'm happy with the cannon, but the glove is a bit shit.
>>
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What do you guys think about playtonic removing JT from their game? Justified or not?

What about the backlash they're receiving from such a minor change?
>>
>>171959121
I have no idea what is playtronic or JT nor what they did and what happened to them
>>
>>171959121
>>>/v/
>>
>>171959121
"free speech but you can be blacklisted if you say the wrong thing" cuts both ways
>>
>>171959239
It's relevant. It could happen to your game.
>>
>>171958004
>>171957535
Ah, sorry. I'll keep it in mind next time I make a new thread.
>>
>>171959095
teach me to model like that in Blender
>>
>>171959121
not amateur game development
>>
>>171959276
I don't put unfunny overweight e-celebs in my game
>>
>>171958925
the first time cops,pirates and loli were neck to neck for hours,re-making the same poll over and over until you get the answer you like will not change that
>>
>>171959121
Its another example of a company ironically shooting themselves in the foot trying not to shoot themselves in the foot.

2bh though, JT was always really annoying.
>>
>>171958925
>non-meme
According to whom?
>>
>>171959121
They're free to do what they want with their game, but they shouldn't be being rude to their backers and especially not denying refunds
>>
>>171959408
According to me. You got a problem with that, faget?
>>
>>171959121
Another drip in the stream of the political pissing contest that modern culture has become.
>>
>>171959467
This is like thinking your vote matters in an election.
>>
>>171957482
You're the best, thanks man!
>>
>>171959329
Just take a box, make some edge-loops (ctrl-R) and (E)xtrude away.
Maybe (K)nife some lines here and there.

This is a good tutorial for starting out:
https://www.youtube.com/watch?v=DiIoWrOlIRw
>>
>>171959376
Alright, well then lets say that whatever theme is at the top of this poll when we hit 750 posts wins. How's that?
>>
>>171957213
>$1000 a month
ugh

still a good pay for babby's first pixelshit
>>
>>171959121
they tried pandering to "those people that shall not be named, that actualy dont buy shit" to protect their name

by one side i can see that if they did not, the media would eat their assholes. but they did shot thenselves in the balls by saying they were sorry

now anything bad, like the creepy purple thing not being a transexual gay plane of the third dimension will make "those people that shall not be named and dont actualy bull shit" whine even more
>>
>>171959567
I did that tutorial and made a basic shape of a human character guy. How did you do the coloring and design on the guy and the facial structure of your model
>>
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>>171959641
>scoffing at $1,000 a month
amerifat spotted and disregarded
>>
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>not voting for Clarent jam
It's the only way to save it.
>>
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I re-listened to my final boss theme and decided there wasn't enough instrumentation. So, I decided to remaster it. But the new version sounds a bit sloppy IMO. I'd like some feedback.

Old: https://soundcloud.com/iwilldevouryourkittens/conqueror
New:
https://soundcloud.com/iwilldevouryourkittens/conqueror-final-draft
>>
>>171938691
Pretty much this. Playing Champions of norrath on a HDtv is horrible.
>>
>>171959365
your name got be there anon
>>
>>171959731
companies are pretty slow but they'll catch on eventually. you don't apologize to these people under any circumstances. don't even acknowledge them
>>
>loli is winning
rly makes u think
>>
>>171959776
more like a commifornian where their rent is 2k min
1k month everywhere else is plenty
>>
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>>171957987
if you didn't click that demon hunting in japan you're a cunt
>>
>>171960104
Actually, Stock Art Assets is winning. Pretty handily, too.

Bunch of non-artfags itt.
>>
>>171960104
they just going to delete the poll and make another one
>>
>>171960104
not even the second option as i'm typing this right now
>>
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>>171959774
>How did you do the coloring
Here's the texture for the fleshy parts. I drew it over that doggo because I liked the facial features. It's a bit cheaty, but I usually draw stuff from scratch.
Other than that, I used vertex colours to draw in fake light and shadows (not recommended if you plan on using dynamic lighting, I guess).

>design on the guy
I just go with the flow, most of the time. I just looked at my texture and imagined what it could be used for, and made a shape that sort of fit that idea.

>the facial structure of your model
Just tried to make some dents and extrusions to fit the facial features of the texture.
>>
>making a poll instead of a jam page
Not gonna make it
>>
>>171959731
>by one side i can see that if they did not, the media would eat their assholes.
Not really. Maybe a little, but for the most part it's a problem that only exists because people acknowledge it (and I don't mean people talking about it online, I mean the companies who trip over themselves trying to impress people with their white-guilt self flagellation).
>>
>>171959553
np
do you actually post your game here?
I don't think I've seen such trees before
>>
>>171960306
I see I will have to watch texture tutorials for Blender everything else you mentioned I can do
thanks friend
>>
>>171960338
>>171960252
I'll make a Jam page for whatever theme is leading the poll at the moment this thread hits bump limit.

So campaign for the theme of your choice now, while you can.
>>
>>171959831
Why so extremely low quality?
Really rapes my ears when I'm wearing a headset
>>
>>171960345
they would use the company to hurt jon

the media doesnt give a shit. they just wanna hurt people
>>
>>171960581
That's exactly what I'm saying. I blame the program I'm using, and also my inability to mix for shit.
>>
>>171960643
>the media doesnt give a shit. they just wanna hurt people
Wrong. Like literally anything any human has ever done "intentionally", they act for their own gain or to minimize their own suffering (which is ultimately the same thing).
>>
how do you compile aseprite from their github?
>>
>>171960536
I made a tutorial on how to get decent detail from low resolution drawings a long time ago. Maybe it'll be helpful?

https://www.youtube.com/watch?v=8L7QIXIsrcc

Also, for the unwrapping I found this video very helpful:

https://www.youtube.com/watch?v=XiQOHSzyooc
>>
>link's boipussy jam
Seriously?
>>
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>voting for loli
>>
>>171960760
and for their own gain, they must hurt the people that are acting against the way they want people to act

they did it to pewdiepie, they did it to that faggot /pol/ loves, and they doing it to jon.
>>
>>171960573
I thought you were going to put the top choices up for vote?
>>
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>Tier-1 dev on suicide watch
>>
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>>171960906
>not voting for loli
>>
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>>171960536
>>171960817
Oh, and I also made this blog post with some pointers:

http://theonian.tumblr.com/post/157044277717/so-i-was-asked-what-my-work-flow-is-like-i-dont
>>
>>171960969
see >>171959640

Should there be a second round of voting, or just go with whatever wins this poll? I'd rather not drag this out for very long.
>>
>>171961095
how much does it cost to put something on the steam store?
>>
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>>171961095
this is all of our future btw

only 0.001% of games make their money back
>>
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>amateur gaming doesnt make any money
HAHAHA jokes on you
>>
>>171961165
$100 and tens of thousands of dollars worth of your time
>>
>wanting lolijam
>>
>>171961434
I don't want lolijam to happen because I would be forced to make a game
>>
A jam where we all use the same assets, making the same style of game, so we're all doing the same thing and we can help eachother because we'll all be making the same basic game.

Like if it were RTS, everyone would have to do pathfinding, so the thread could have tons of pathfinding discussion, and there would be 10 different approaches to it
>>
>>171961392
>$100
Has there been any news lately regarding the Direct fee? Last thing I know is "we asked people and they said 100-5000 bucks".
>>
>>171961510
the truth comes out
>>
>>171961510
>because I would be forced to make a game
uwotm8
>>
>>171961534
>making RTS with pathfinding
Conformist pig.
>>
>>171961534
How about a jam where we all use the same asset, but don't make the same game
>>
>loli
>>
>>171961534
But how we decide what we're making? If we go by the most common it's probably pixelated platformer
>>
>>171960353
Yeah, I have the tactics/football game. The trees are in the background some of the time that I post it. I haven't exactly figured out what I want to do with them, but I want them to indicate the borders of the map.
>>
>>171961276
>he has no marketing skills
>>
>>171961534
who makes the assets
>>
>>171961572
It's compulsive
>>
>he has no marketing lolis
>>
who makes the lolis
>>
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What the fuck is the point of Stock Art Jam?
What bars people from participating in ANY jam with shit pulled from opengameart and blender-models?
>>
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>not voting for History Jam
You have tens of thousands of years' worth of material to base a game off of, you fucking brainlets.
>>
>>171961548
Nothing new.
>>
>>171962016
The point is that you must not use art other than the free shit.
>>
>>171962016
A bunch of notalent devs ITT
>>
>>171962016
the point is we all use the SAME art
>>
>>171962093
I hate history it's lame
>>
Admin is back.
>>
>>171962093
>you can do anything but future theme
Wow, great limitation. Optimal jam coming through.
>>
>>171962148
Who compiles the art? Is it a vareity of perspectives, or just one like top down for example
>>
>>171962148
Don't we already have a jam like that in 2 days? Why do we need two?
>>
>>171962145
Post talent.
>>
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tried to make a fire dash like mega man x2 but it looks like a cheeto someone sucked on and spit out. it does work though
>>
Jam should take the top few results and revote, so actual votes aren't wasted on meme shit
>>
Anyone knows a good example od masking 3d objects with other invisible objects in unity?
>>
>>171962132
Are you telling me there are people who buy assets to use in a jam game? Sounds pretty fucking unlikely and even then, it's not like these jams are competitions. I've never seen people voting for the best looking game or anything like that.

>>171962148
How would you even do that?
>>
>>171962413
Getting (You)'s
>>
>>171935329
well I'm not paying for GoG games any more that's for damn sure.

the only reason I'm willing to pay some bucks for ancient games instead of downloading cracks is because I was under the impression it was sort of "pure" version without any scene nonsense or possible malware in the code.

summer sale just came early for me, off to scour usenet
>>
>>171949775
B
>>
Auto-dust(bomb) has a cooldown now to be balanced because the rate at which you can regain dust with Sana is extremely high for her other mechanics to be fun.

Normally your hitbox (soul) is blue but will go critical (red) when you either 1) used auto-dust and it is on cooldown or 2) you are out of dust entirely. It basically just means "be careful for now please". This is being shown with the 'hitbox always visible' new option turned on but even if it is off a red soul will always be visible until it is no longer critical for convenience.

And yes you can still manually use dust even in critical as long as you have charges to do so.
>>
>>171962623
>Are you telling me there are people who buy assets to use in a jam game?
The limitation is that you can only use the stuff provided. This means not making any assets yourself either.
>>
>NiohJam is catching up
Maybe there is a god
>>
>>171962640
I trust GoG over anything gotten from the free net.
There are also some games in my library that run on my modern computer, whose original files however do not.
>>
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Come on guys, I know you secretly want to make and especially play games about slaying and purging Oni and Yokai.
you can even sneak in cute Touhou ripoffs as supporting characters
>>
>>171962445
Dangerously Cheezy Dash
>>
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>>171962810
>>
Why are people voting for a jam again already? There is one in the works within the week and the options just keep getting shittier every poll. And it's giving shitposters more ammunition than they deserve.
>>
>>171961158
Second round if the leading choices are close together. No second round if the leading choice has a majority. In any other case just do whatever I don't care
>>
>>171963052
I'd rather make a chanbara game but my understanding of Japanese culture only sits at "weeb" level and I think it would come off as fake and insincere.
>>
>>171963052
I do but I don't want competition
>>
>>171962239
Admin
>>
>>171959239
I think you mean
>>>/pol/
>>
>>171938301

fuck that picture
>>
one more vote
>>
>Codemonkey Jam and Weeaboo Jam are tied for 1st
Polls were a mistake.
>>
>>171963436
Better get used to politics everywhere. Shit shows no signs of slowing down.
>>
>>171962445
Cheetos sponsorship when?
>>
>>171963436
it's the same audience nowadays really
>>
If I import a font into GM:S and have a spritesheet for the letters, is there a way to set how big a "space" is. Currently, its defaulting to the max size of a letter, and it's making the text really spaced out.
>>
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>>171963538
there is literally NOTHING wrong with appreciating exotic mythology
>>
>>171963550
politics are stupid they are a waste of time and the only thing that should matter here is gamedeving only
>>
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>"I'm going to make a video game and try to learn programming"
>three years later I have neither made a video game only got marginally better at programming

Also what a weird captcha.
>>
>>171963783
>exotic
>current year
Mariana Trench is the only thing left deserving that description.
>>
>>171963538
yeah man it shouldve been amine toddler jam
>>
>>171963936
bet you don't even know who are Gozu and Mezu and those two were in a pretty fucking great game fairly recently.
>>
>>171963895
"Politics" are comprised of opinions and policy on how your life should be governed.
>>
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>>171963931
>>
>freesounds now requires an account
WHEN DID THIS HAPPEN
>>
>>171964126
Politics are not the subject of this general
Go to places that are actually meant for such discussion
>>
>>171964175
God, the models for Nier were awful.
>>
>>171964210
I think it always did because I made an account for it and I don't usually make accounts unless I have to
>>
>>171964210
A long time ago
>>
>>171964175
>It's was too late to STOP!
Great quality.
>>
>>171963931
I got one where I was suppose to click on squares that contain roads. it was of a grassy field. no roads anywhere.

If it says Skip at the bottom you should just Skip it. Those are like ReCaptcha. It's using you to learn.

Or you could just fuck with like Operation ReNigger of old, and do the opposite of what it requests.
>>
>>171964360
Thats not what it says, phoneposter
>>
>tfw learn pixel art and learn 3d modeling and realize how much ridiculous amount of effort and time it will take to make even a small game with 0 payoff

Just...
>>
>>171964252
I concur. Regardless, "politics are stupid and a waste of time" is itself a remarkably stupid and naive thing to say. You are an idiot. That's my only point.
>>
4chan needs an e-celeb containment board. /v hates e-celeb shit. /pol hates e-celeb shit, errbody hates e-celeb shit except the shills posting e-celeb shit.
>>
>>171964280
How does bugmenot keep people from changing the password?
>>
>>171964574
It doesn't
>>
>>171964567
>implying it's not /pol/ and /v/'s general populace vehemently defending their hero with a couple dozen falseflaggers helping them
>>
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>>171964508
>tfw learn pixel art and learn 3d modeling

and then you wake up

by the time you master either let alone both, you can roll in dosh making asset packs ON THE SIDE
>>
>>171964567
>except the shills
They literally are shills, too. I was watching a stream where the person talked about how they made a thread about themselves saying how much they sucked/how bad they were, and said if you can get used to what 4chan says about you, nothing someone says in the chat will bother you

eceleb shilling on 4chan is real.
>>
>>171964456
>STOP!
Does twice though.
>>
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>>171953172
>Ket collectibles die.
What the fuck
>>
>>171964781
you don't make that much from selling assets
>>
UE4.16 when?
>>
>large "community" is target for advertising
Stop the fucking presses!
>>
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>>171964508
>tfw you don't have a clue as to how normal maps work
I just wanted to make a tree
>>
>>171964784
>I was watching a stream
HAHAHAHA
>>
>>171964784
It was Justin Roiland, no need to hide that.
>>
>>171964927
4.15 just came out bruh, reeellaaaaaaaaaaaax
>>
>>171964919
*you don't make that much from selling garbage assets

Yandere dev's poster girl costed 40 bucks on asset store
there are people in this thread who could whip something like her during a lunch break
>>
>>171961836
Doesnt Unity have a bunch of premade "First Person Shooter asset pack" type things
>>
>>171964784
4chan eats it up too
>>
>>171965095
and how many guys are going to buy that? maybe one guy and his dog with all that time you could of made way more money doing something else
>>
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Rebindable controls via ingame console command, menu and controller support coming soon
>>
>>171965097
It comes with a first-person rig and a third-person rig.
>>
>>171965185
>with all that time you could of made way more money doing something else

like what?
stroking my cock?
dude I make $60 a day
If I can make a $40 model in 2 hours I'm fucking game
>>
>>171965243
That's one sweet looking console you got there.
>>
>>171964998
sage for blogposting but once a streamer looks into the camera and warmly says "welcome, man :)" then you understand what streamers is about
(t. shut-in)
>>
>>171957318
show us
>>
>>171965397
It horrifies me that this post might not be ironic.
>>
>>171965397
i'm a complete shut-in and this is literal autism
>>
>>171965368
post your model that makes you $60 a day. Also, I don't believe you are having different customers buy your model each day for $60
>>
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>>171965243
>value goes from 65 to 69 for no reason
>>
>>171965526
>>171965541
normies GTFO
>>
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Are you a game developer?
>>
>>171965548
No, I physically make $60 a day.
That is my salary.
>>
>>171965548
You can put multiple assets up on the store.
>>
>>171965638
>MirrorFish
Clearly someone parodying Phil and consorts.
>>
>>171965638
Is supporting diversity a requirement?
>>
>>171965743
Damn, counterfeiting sounds really inefficient these days.
>>
>>171965817
You only need to act like you do. Hence the quotation marks.
>>
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>>171959121

its just a shit situation all around. a game like yooka laylee should have no political leaning and if i were the ceo i absolutely would cut jon out.

jon shit the bed by revealing his power level in the most retarded way possible. as a company trying to make a profit they don't need that kind of attention. i've been a jon fan for a while and im glad he's finally picked the right side but playtonic is completely in the right here.
>>
>>171965638
I am against racism, misogyny, homophobia and transphobia.

I also don't support diversity for the sake of diversity and I believe in reducing immigration.
>>
>>171965638
I'm from eastern europe though, do i have to be progressive?
>>
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>>171962445

looks like orange ice. needs more glow, movement, and particle effects.

i'm liking your game a lot by the way. fucking neato protaganist. getting really tired of anime girl protags.
>>
>>171965929
And here's where society has completely fucking faltered and fractured.

Appearing in proximity to someone or featuring them in some way does not necessarily equate to endorsing all or even any of their political opinions. Acting as though this is the case and acquiescing to anyone who does the same is what's gotten us into this mess.

Fuck you.
>>
>>171966113
a reply is also more likely to be read.
>>
>>171966206
I "like" shit when people post it, to show solidarity, but then unlike it later so people can't go through my history to cherry pick things
>>
>>171966206
John Boehner sat behind Obama, he clearly is a democrat wanting to take away my guns.
>>
>>171966206

you really don't understand how sjw's and numales operate do you. even a whif of anything slightly left of all the way left of center makes them boycott. i said yooka laylee should have no political leaning. in something like witcher 3 or grand theft auto it would be a different story.

yookas entire audience is aging leftist man children.
>>
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does anybody have any experience with skeletal animation in gamemaker:studio? i don't feel like purchasing spine nor i want to pirate it and i thought i'd ask if anybody has fucked around such thing before i'd jump and start working on one from scratch
>>
>>171966475
#GodotDoesWhatGameMakerDont
>>
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>multiple people are still clinging to their meme themes with their own one vote
>>
For those of you who published your game, did you create an LLC or did you publish under your name?
>>
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Odd progress to start, but it's proven useful: procedural eye textures.

Because facial features in Dixie are based on the old N64 method of planes with textures, and "expressions" are just unanimated texture swaps, I wasn't going to do this, but it's proven to be quite useful in avoiding same-face-syndrome.

Eyes now have two independent components: a retina and a shape. These can be swapped procedurally (right now this is done manually; soon, there will be an "expression editor" which will do different preset combos of eye, brows, and mouth shape). Retinas also have a two-layer mask, one of which is colorized to give the eye a color (the other part is always white, to create a specular highlight). The retina is the inserted into the eye shape, and positioned using UV offsets to look left/right and up/down. It took some tweaking to make this work, as the eyes are mirrored images of each other and cross-eyed faces were the only possible appearance, but a second UV set not only fixes this issue, it makes the retinas have the same side gleam (which is more in keeping with the anime eye style).

Also, tweaked Dixie's design. Her face is chubbier to make her appear younger, and I gave her freckles.
>>
>>171966439
SJWs are to equality what /v/ is to videogames

They like to kick and scream and take shit out of context so they can CANT EVEN and go berserk if literally any minor thing is wrong. Its not about equality or videogames, its about feeling powerful, except /v/ does it for laughs but SJWs legitimately believe they're part of some #resistance holy war
>>
>>171966695
that was a genuine question
>>
>>171966475
my fucking eyes what is this picture
>>
>>171966863
You need to hire a modeler, man.
>>
>>171965572
http://www.asciitable.com/
>>
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>>171967021
Why? So I can spend a bunch of time and/or money making the art look "better" instead of focusing on gameplay and embracing that the whole thing will look like pic related?
>>
>Consult the Modeling section for how to model a highly detailed model using the Mesh tools.
getting a little sassy there Blender
>>
>>171967189
When nobody plays your game because it looks unappealing, you'll learn, I guess.
>>
>>171956654
Later

>>171957213
What would the appeal of a game like this even be on Patreon? I sincerely doubt anyone would pay money to see essentially what I post here - periodic progress updates. Without a lewdgame or having an existing following, that seems like it'd be a waste of time.
>>
>>171966863
jesus christ holy fuck

I have never seen an art style that hideously ugly and bad and cringe-inducing

honestly I'm impressed that something you made was so bad that it got that much of a reaction out of me. like I feel physically nauseated looking at that.
>>
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>>171966863

everything is great except her face. she looks like a playmobile character.

i think the face is way too round and she's lacking sharp features like a nose.
>>
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>>171965638
If the game I want make involves a white guy turning into a Muslim woman would that count as diversity?
>>
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>>171967409
>I have never seen an art style that hideously ugly and bad and cringe-inducing

hooo boy you havent seen much
>>
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>>171967298
I'm not doing this for money or publicity, I'm doing it to make this game. I like the look of old N64 games, I decided on purpose to make one.

The game wasn't any more fun when it looked like this instead. It just took ten times as long to develop assets for. And the longer it takes to develop assets, the fewer you have the ability to do, meaning the more your game suffers content-wise.
>>
>>171967189
your game does not look like mario 64
>>
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Oh, jeez. I did that thing again where I didn't post progress for months.
>>
>>171966113
I appreciate it and yeah, I wanted quirky and Japanese-esque but not an anime girl.
>>
>>171966863
I've seen your webms, so I know your game looks cool, but please don't settle with these models. Why would you spend so much time building a great game only to have the art turn people off?
>>171967456
>Putting on your mother's pearls
The fag knew what he was getting into
>>
>>171967456
no it would be fetish pandering
>>
>>171967189
The difference is that Mario 64 is a classic game with a style from an era where it was rare for anyone to do anything better than that. You are in the modern era with a game that has 0% of the Nintendo charm and doesn't even look like what you're trying(?) to emulate.

If you're fine with it, I suppose it doesn't matter. But those models and artstyle do not look good. Hopefully you at least fix your colors and get a better shader if you want a N64 style.
>>
>>171967021
>amateur game development
>hiring
>>
>>171966863
In your webms she looks pretty. Never show her face and you are good.
>>
>>171967572
Wow, that game looks way better visually.
>>
>>171967559
his art is much worse than that honestly

the characters just remind of really really awful edgy 13-year old anime-esque characters that would show up on deviant art, but somehow being 3D makes them disturbingly more disgusting
>>
>>171967572
You've proven that you have modeling and animation skills, yet you're still handicapping your game like that? Low poly models dont need to be ugly. You can make a simple looking game that isnt outright hideous
>>
>>171967784
You don't need to be a AAA game studio to hire someone to do work.
>>
>>171967572
but neither the old art nor the new art looks anything like an N64 game, what are you talking about
>>
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>>171967189
3d modeler here

I can help you out for free I like those kind of games
>>
>>171967572
>And the longer it takes to develop assets, the fewer you have the ability to do, meaning the more your game suffers content-wise.
I don't think there are any actual gamedevs that follow this logic, my man.
>>
>>171967298
>>171967572

what makes her face so frustrating is how good the game itself looks. that's why you're getting this reaction. the better something is the worse a reaction people will have to things that stand out. make her look like at least bland.
>>
>>171966863
the high amount of polygons elevates this from "retro look" to "bargain bin look"
you should definitely at least consider tweaking the artstyle without multiplying the amount of work
>>
>>171967719
The shader does need work, it's too muted and that's a consequence of how UE4 handles light. It needs to be more saturated when fully lit, rather than washed out.

>Mario 64 is a classic game with a style from an era where it was rare for anyone to do anything better than that
Couldn't you apply that exact same argument to every single pixel art game on /agdg/, which is like 98% of them? Why do people get away with picking up vidya art from the SNES era but not the N64 era? Genuine question.

>>171967659
>Why would you spend so much time building a great game only to have the art turn people off?
"Good art" involves major overhauls to not only the modeling and texturing process but also the rigging and animating process and it leads to an exponential increase in development time for every single asset. I can bang out an NPC in a day or two, I'm not giving that up because someone thinks "Banjo Kazooie doesn't look good enough for 2017".
>>
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>>171967872
>anything ever
>looking worse than Revolution 60

that's something you shouldn't say to your mortal enemy anon
apologize to him
>>
>>171967584
nice Crysis clone
>>
>>171967584
I love it, really nice work. It kinda seems like what Doom would've been if they had made it in the Wolfenstein-3D engine. (Also I like the rake as a melee weapon.) My only criticism is that I think your spites need another art pass. Gameplay looks nice and hectic, though, just how an old-school fps should be.
>>
>>171968267
The difference is that bad pixel art looks much better than bad 3Dart.
>>
>>171967872
No bullying pls
>>
>>171967872

you're completely exagerating. his art is completely passable. his character has a but face yes, but his animation is great and the character design apart from the face is good.
>>
>>171968404
Ehhh, I wouldn't agree about the character design, but his animations are definitely good.
>>
Whatever happened to that dev who making the spectacle fighter with animu models in UE4?
>>
>>171966863
Most of the graphics are fine, but I find those faces really off-putting.
>>
>>171968404
>>171968284
I am not exaggerating, holy shit

I mean just look at this

it literally looks like an autist or a 13-year old made it, like if chris-chan somehow got into 3d modelling

I don't feel bad criticizing this because the dev who made is clearly good at modelling as you can tell by >>171967572

its just so cringy
>>
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>>171968629
its like the 3D version of this
>>
>>171968624
>>171968404
>>171967791
I'm gonna be honest, I don't get the hate for the face. I think she's adorable. I'll agree that the overall model quality is pretty bad, with the stump feet and the disconnected heads/hands and the ultra-discount hair, but I don't see what's not to like about the face.
>>
>>171967572
just make a smaller part of your game with higher quality assets, then go for kickstarter/patreon bucks
>>
>>171968926
The eyes are way too close. Eyes, especially "anime" eyes, should be at least one eye width apart.
>>
>>171967584
How do you go from gardening to this?
>>
>>171969086
>inb4 its Stardew Valley but a doomclone
>>
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>>171966863
I think the thing that stands out to me the most about your art, and what makes it looked like "Bad 3D" rather than minimal or low-poly, are the textures. It seems so strange to me to use photo-esque textures. If you're aiming for a Banjo/Mario 64 look, why not use illustrated textures for everything? Having the farmer's shoes be a flat color with a bit of detail drawn on is a good look, but it looks really weird when the overalls just above it have a denim texture thrown on them. Whatever artstyle you're going for, having elements that don't mesh together will destroy your style.

Pic is of my first attempt at 3D modelling. I can't texture for shit, so I opted for flat colors with some hand-drawn details, and then a toon shader. This allowed low-poly models to look pretty decent, and saved me time because I wasn't having to spend a ton of time perfecting my models or textures, which still wouldn't have looked great because I'm just a beginner at 3D stuff.
>>
>>171969192
What shader did you use? I've been looking for a Toon/Cel-Shader for a while.
>>
>>171969321
Toony Colors Pro 2. I tried the free version of it and really liked it, so I shelled out to get the full version. I've enjoyed it and found it super easy to use for someone as inexperienced in 3D as I.
>>
>>171969458
I see, I was just looking at that earlier today, perhaps I'll try the free version out then. Thanks, dude!
>>
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>>171969065
Well shit, that's an easy enough change to make.
>>
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>>171968267
We've seen the limits of pixel art already, anon. The difference between bad pixel art and good pixel art is noticeable, but it's usually pretty negligible in the grand scheme of things. When you make a 3D game, your art will always be compared to the Industry standard, and 3D art quality is continually and rapidly increasing. Heck, your game seems Zelda esque, so let's compare your art to Wind Waker's art. It's still much uglier and noticeably low rent. I only say this because I'd actually play your game, I put serious hours into those mid 2000s Zelda games.
>>
>>171969770
>inb4 nintendo sues you for making your main character a Mii
>>
>>171969770
That looks much better.
>>
>>171969770
>Cartoony face
>Photorealistic textures
whatrudoin.jpg
>>
Minor experience with programming and a decent bit of experience with game SDKs (Source, idtech, Unreal)
If I wanted to make a 2D Zeldalike Roguelite should I use Unity 2D or Gamemaker Studio? I sprung for the GM humble bundle but haven't done much besides fiddle around with it. I have no idea what Unity's 2D features are like.
Or should I use it as an opportunity to learn more programming?
>>
>>171969770
>he thinks this looks good

this is the new source graphics guy
>>
>>171969997
use monogame

you'll have to learn a little bit more programming but it will be much easier in the longrun
>>
>>171958745
Holy fuck this tutorial is way better than the other one I've been using. Straightforward and easy, I get it now.
>>
>>171969770
I think the main problems are a) the textures and b) the lighting. Photorealistic textures just aren't working for you. If you process them to be more vibrant and cartoony, it might be okay. The lighting is too black and white and looks very dull.
>>
>>171969770
-Skin color(including the outlines) isn't a realistic tone.
-Hair has no definition but looks fine from your webms, can be improved
-Realistic textures need to go, either for drawn textures, more cartoony textures or no textures at all and using solid colors.
>>
>>171969997
Can't fathom programming a complex level generator in an engine like that. They take too many decisions about architecture out of the programmer's hands.
>>
>>171968578
What happened to REM Project guy?
>>
>>171970010
will you shut the fuck up already?
his game looks wonky and unfinished at worst, yet you put it below Revolution 60, a $400,000 game with 1992 CGI models where you punch spacebar and type the word of the action instead of QTE as gameplay
he has great looking gameplay, yet you compare him to fucking sourcefaggot

you've officially crossed the fucking line and all your subsequent posts will be discarded without a shred of consideration
>>
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>>171970217
>>171969930
This is the actual diffuse map for Dixie's skirt.

It can be changed if it's bad, but "photorealistic" is not the correct word to describe it.
>>
>>171970423
In either of them or Game Maker Studio specifically? I guess even from my limited knowledge I could see that sort of thing being an issue in GMS.
>>
>>171970665
>but "photorealistic" is not the correct word to describe it

its quite literally a photograph of denim
>>
>>171970665
It looks like you took a photo of a pair of jeans and used it as a texture, which, considering the other textures in said game don't all mesh with it, causes it to look jarring/bad.
>>
>>171970423
>>171970750
You're kidding, right? You think it would be difficult to make a level generator for a Zelda roguelite in GM?
>>
>>171970665
This looks like a photo of jeans. I know Im a brainlet but this has to be a photo of jeans, right?
>>
>>171970750
Both. >>171970150 has the right idea here. It doesn't have to be MonoGame (though it is good) but you want something of that nature that just deals with the nitty gritty stuff for you while not being intrusive.
>>
>>171970974
it does look like denim yes
>>
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>>171970665
>but "photorealistic" is not the correct word to describe it
>>
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BlueSkirt.png
579KB, 501x767px
>>171970789
That's not how I would use that word, but I take your point.

I don't know if I really like the look of the skirt in flat tone, though.
>>
File: colorvstexture.jpg (152KB, 800x493px) Image search: [Google]
colorvstexture.jpg
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>>171970750
>>171970578
How complex a generator are you talking about? You've got plenty of games made in GM that have level generators. I've made several different kinds of level generators myself in GM.

>>171970665
You've literally got what appears to be a photographed texture of denim/cloth on there. With how simple/minimal everything is, this looks crazy out of place. If you want to emulate N64, again, you've got to look at how they did textures.
>>
File: defvdrd.jpg (42KB, 385x395px) Image search: [Google]
defvdrd.jpg
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>>171970665
>but "photorealistic" is not the correct word to describe it.
>>
>>171969997
love2d or godot
>>
>>171969770
Do painted textures PLEASE
>>
>>171971235
Add some realstic texture to his shirt and hat too because her shirt is also strangely textured.
>>
>>171971120
>>171970974
Yes, but
>Photorealism is a genre of art that encompasses painting, drawing and other graphic media, in which an artist studies a photograph and then attempts to reproduce the image as realistically as possible in another medium.

Photorealistic texturing implies trying to make the thing you're texturing look as close to the real thing as possible. A wildly-stretched 256x256 denim texture with yellow lines painted on by hand is not, in any sense of the word, a photorealistic denim skirt, or even in the same neighborhood.

Witcher 3 is photorealistic. Using a photo as the base for a low-res texture is how every face was done in Goldeneye and that game is not "photorealistic".
>>
>>171970948
Yes, far more difficult than it needs to be. I don't even want to think about manipulating graphs in GML.

>>171971182
There's a wide gulf of possibilities between "cropped photo" and "solid colour".
>>
>>171971182
LOOKS A MILLION TIMES BETTER
>>
>>171971182
Looks more N64 already.
>>
>>171971323
I think it looks worse that way, I tried it here
>>171971182
>>
>>171971574
It's the shader you have to look into. As other anons said it looks better.
>>
File: BlueSkirt2.png (539KB, 501x767px) Image search: [Google]
BlueSkirt2.png
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>>171971398
>There's a wide gulf of possibilities between "cropped photo" and "solid colour".
I'm taking the lazy way out on this and lerping in the denim texture gently to suggest the bumps of denim but keep the uniform shade.

I think it looks okay.
>>
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its good.gif
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>>171965638
no, i am a toymaker
>>
>>171971837
THAT is more like it.
>>
>>171971837
This looks significantly better. Still not a fan of the shirt, but at least you've taken this bullying in stride.
>>
>>171967559
not even that meme fighting game that one anon keeps shilling here looks so bad
>>
>>171966863
I disagree with everyone, I think it looks pretty good. Can you post the old Dixie for comparison?

(the one on the right looks strangely bulbuous and there isn't enough differentiation)
>>
>>171971837
her hair makes her look like she just woke up from a dumpster in the back alley. i'm imagining what she smells like and its not pleasant.
>>
Alright you silent majority ideaguys, stop lurking and give me some advice:

I am caught between two ideas: a regular action-adventure RPG in the same vein as Zelda (specifically Link's Awakening), or a Harvest Moon sim game that blends Zelda mechanics into the gameplay with little impact on the world or story (i.e. you get items like the Roc's Feather but it's main purpose is to unlock a new area of the map, rather than any specific use for combat).

Since I am too attached to both of these ideas emotionally, I need a third party to weigh in, ESPECIALLY if my enjoyment of these ideas is blinding me from their shittiness (which is entirely possible).
>>
File: LetsTryThisAgain.png (1MB, 1050x834px) Image search: [Google]
LetsTryThisAgain.png
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>>171972013
Mayhem League wouldn't have gotten past modeling the first weapon if I didn't listen to /agdg/ when they were mean to me. "Mean" is not the opposite of "right".

Recommendations on the shirt? It's actually a plaid pattern pulled off the internet but it lines up perfectly with the pixel grid and I think it looks significantly hand-drawn that way.

Also, let's try >>171966863 again with a redone photo.
>>
>>171972703
ever played rune factory?

desu both are good genres, lots of room for creativity.
>>
File: skirt.png (24KB, 256x256px) Image search: [Google]
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>>171970665
>>171971182

anon put this one on, I just want to know hot it looks like inside your game so I can finally kill myself
>>
>>171972703
emotionally detach yourself from fucking zelda and harvestmoon and draw from somewhere else that hasn't been creatively mined to death
>>
File: 36b.jpg (96KB, 640x428px) Image search: [Google]
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>>171971837
It's better, but why is the denim texture necessary? There are plenty of other things you could do to establish that it's a denim skirt. Focus on shading and details - frayed areas, wear, etc. With the way it looks now it's like you just threw the texture on - it doesn't conform to the character or anything.

Pulled this image from google. It's a pretty simple, cartoonish design, and most of the texture of the clothing is just a single color, but with some shading and detail, it looks fine.
>>
File: ByRequest.png (442KB, 381x829px) Image search: [Google]
ByRequest.png
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>>171973032
I don't really think it turned out. The white is too prominent.
>>
really good artist here

I wish there was an easy way to put my drawing on paper to the computer then I would make all your assets easily for fun i love to draw
>>
>>171972643
Thanks, but to be honest I think the critiques I've received have improved it quite a bit
>>171972981

That bit about the eyes was bang on the money. It doesn't really change what she looks like, it just makes her look more human.
>>
>>171973451
>really good artist here
evidently not
>>
>>171973451
its 2017 m8, there is more to "really good artist" than paper drawing
>>
>>171972981
Hard to say, since doing work for that would probably require way more drawing/work to make it look better.
>>
#171973451
>I wish there was an easy way to put my drawing on paper to the computer
I hope youre just shitposting
>>
Progress, maybe. It feels like it needs more tweaking and it would probably benefit a lot from good sound effects.

But hey, I didn't even know how to use a particle system 2 days ago so I'm still happy.
>>
File: skirt.png (24KB, 256x256px) Image search: [Google]
skirt.png
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>>171973305
maybe like this?
I've never made a texture in my life, so sorry to bother you mate
>>
>>171973908
Pretty good

I feel like you need lots of tiny ones going inwards too
>>
>>171973908
I'm with this guy
>>171974104
>>
File: SmallManStats.png (243KB, 1883x788px) Image search: [Google]
SmallManStats.png
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This is my first honest attempt at low-poly shit. I don't have much experience in 3D in general, but I made sure the joints were good and everything, I probably screwed up something but right now I'm pretty satisfied.

Only took me 5 hours without breaks :^)
>>
>>171973908
The blast should be bigger. I want a Proton Cannon.
>>
>>171974187
those stripes on the balaclava could probably use some zigzag
>>
Giving up on graphics and working on the minimum features necessary for my game like I should have been all along.
>>
>>171973113
I know, I know, they're done to death, it's just Zelda and Harvest Moon are literally the best options I've come to for a Redwall-style fantasy adventure and a monster girl dating sim, respectively.
>>
>>171974413
well if you don't have at least a barebones gameplay, doing graphics is just silly

only I can do that
>>
>>171973451
Should've went to art school
>>
>>171974446
2d Sidescroller and VN mix? Like that MaidGame anon.
>>
>>171974349
Yeah I have a list of things I still have to get done
>fix balaclava texture to not created diamonds all over the place
>do something to give the skin more detail, somehow
>raise the belt-level so he actually has a crotch and isn't some freak without a pelvis
>completely re-do boot texture
I'll get on it when I regain some energy.
>>
File: someskirtshit.jpg (65KB, 300x253px) Image search: [Google]
someskirtshit.jpg
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>>171973305
I can't tell from your texture what is what, but I threw this together from a picture of jeans on the internet, with a filter and some mirroring. See how something like this would look on your character. No high-res denim texture, but lots of details.
>>
>>171974187
Also the tools were just Blender, GIMP and a mouse for drawing the texture.
>>
>>171974187
I really like this. I'd agree that a cross-hatch or maybe horizontal texture would look better on the balaclava, but overall it's pretty neat.
>>
>>171974187
It isn't ugly, but the textures dont fully match up, and the actual character model isn't to my liking. But I have a personal distatse for these ps1 era throwbacks, so feel free to disregard my opinion.
>>
>>171974702
That texture is way too low-res my man.
>>
>>171974104
>>171974179
Pretty good idea, I didn't even think about it.

>>171974279
I think I'd have to make the cannon bigger if I want to scale the beam up. Should be doable though.


Thanks for the feedback
>>
>>171975342
If you haven't already this is probably a good time to learn about the difference between CPU and GPU particles.
>>
File: DixieRecolor.png (702KB, 540x773px) Image search: [Google]
DixieRecolor.png
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>>171973918
The whites are still too stark, but 50/50 with the current skirt texture (to bring the whole thing in a blue direction)

Also redid the shirt a little bit to make the plaid more obvious and the colors simpler (which looks better at a distance).

I almost went full red/white monochrome plaid but it invokes Mario WAAAY too strongly.
>>
>>171975650
she just needs a makeover 2bh.
Especially with her nanobot boots.
>>
Give me one idea for an android game.
>>
>>171975650
I agree with the above anon. Youre moslty on the right track as far as textures go, but that black sludge effect just clashes with everything.
>>
File: wall hc big.png (4KB, 192x192px) Image search: [Google]
wall hc big.png
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i redraw wall tiles and floors for House Cleaner -( Progress )-

very relaxing to draw pixels even though i have no talent. post progress.
>>
>>171975592
Yeah I did learn a bit about them and their specific features in ue4 but I don't know much about optimization and how exactly they affect performance. I'm guessing making GPU particles most of the time is the way to go
>>
is unity pixel perfect camera?
>>
>>171975972
looks good bucko
>>
File: 1273225053fun.gif (736KB, 372x291px) Image search: [Google]
1273225053fun.gif
736KB, 372x291px
>spent half an hour looking for what was wrong in my bump map when it turned out it's an unticked box that's not mentioned in the wiki
blender hurts
>>
>>171976537
thx anon!
>>
>>171976291
>I'm guessing making GPU particles most of the time is the way to go.
Yeah, if you can.

Though there are some useful modules that they don't support.
>>
>>171975925
AR game where you score points by taking pictures of people from under bathroom stalls.
>>
>>171975929
Well that's 100% not going away, it's a key component of the whole game's design.
>>
>>171976830
Not suggesting that it should, it's just gonna be harder to design around that aesthetic. Basically never stop posting senpai
>>
>>171976718
And when you get caught

https://www.youtube.com/watch?v=xzpndHtdl9A
>>
>>171933552
>there's no syntaxial difference between defining a variable and accessing it
this alone is enough.
>>
>>171954698
fucking how do you inventory in gms?
teach me your secret gamedev ways senpai.
>>
>>171976957
I know it's a cop-out to say this, but it really SHOULD look kind of jarring on her. There's only two characters in the whole game who have the shard effect, they ought to look disfigured a little bit since, story-wise, they're basically land-mine victims. It should be an eye-catching, silhouette-defining feature of Dixie that she's got this cloud of obsidian stuff clinging to her extremities and jutting out of her face.
>>
File: HG2D_Discarding.webm (1MB, 1280x720px) Image search: [Google]
HG2D_Discarding.webm
1MB, 1280x720px
>>171977060
In this game, it's just a ds_grid, stacked vertically, where the x-values are item values, and the y values are the items themselves

So the cells along the x-axis are ID, name, description, damage, value, etc.

and the first cell of each row (y-axis) is the actual inventory slot.

In Hemoglobin, it's just an array, and then there's a separate ds_grid that stores the inventory's physical layout. This way it's easy to sort through the array checking for free slots, ammo, etc. without having to scan through a grid of varying item sizes.
>>
>>171976551
Blender is easy
>>
File: 200_s.gif (62KB, 466x200px) Image search: [Google]
200_s.gif
62KB, 466x200px
>>171977160
Does she dance
>>
>>171977060
I say data you say structures
DATA


DATA
>>
>>171975972
Looks good, glad to see you doing some visual progress on this
>>
>popularity of some old, fairly broken demo has exploded for no obvious reason
>contractually obliged not to update/fix it
It's a complex kind of feel
>>
>>171977396
>this is how GM users have to organize data
>>
>>171977396
what is a ds grid
>>
>>171977443
Once you know what you're doing yeah.
>>
>>171977762
Oh, you're pretending to be retarded.

Nicely done, got em.
>>
>>171977160
Were just trying to say her current outfit looks bad and theres really no salvaging it.

Stop being dense mayhem-dev.
>>
File: just kill me already.jpg (5KB, 174x132px) Image search: [Google]
just kill me already.jpg
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i fix one fucking problem and another 3 rise on its place
>>
got any link to any video explaining the popularity of games like flappy bird?
>>
>>171978004
If there's no salvaging it then it stays. I'll tweak stuff here and there but I'm not redoing the design.
>>
>>171978219
uh... people like simple games on their phone that their friends have.
>>
>>171978219
>What is luck
>What is the normie habit to latch onto things that everyone else is doing
>What is "This is so terrible hahaha, lets play it for hours
>What is the happy medium between frustrating, but not hard enough to turn the masses off.
>Dopamine
>>
>>171978287
Youre really just going to settle on the first design instead of trying to iterate to a much better one?

I get you hate making assets, but having a sub-par main character is kind of off-putting
>>
>>171978510
I like the design, though. Little tweaks to things like textures or proportions are fine, but the overall design I'm quite happy with. Plaid shirt, denim skirt, messy strawberry-blonde hair, one green eye... That's what I envisioned at the outset and I intend to stick with it.
>>
>>171977396
thanks anon, appreciated.
>>
>>171978816
Well I get the country vibe, but just maybe try some other things sometime. Getting attached to one idea can really delude you.
>>
>come up with manageable 2D game concept that I might want to work on
>any further thought regarding how I might implement the concept always ends on the conclusion that it'd work better and be easier to produce if the visuals were 3D
>anything more complex than a platformer seems to fall into "Drawing a billion things all with unique frames of animation in four to eight different angles" territory that would only end up being worth the effort for aesthetic purposes over just modeling a thing and having a renderer do the heavy lifting involved in fitting the graphics to the gameplay
>>
>>171979118
I mean, yeah, but I'm doing this for a reason. I have An Idea here and I want to do it. I'm willing to do things that help me get closer to what I'm envisioning, but I'm not gonna change the end target.
>>
>>171979285
simple 3d isn't that hard these days. give blender and unity a try
>>
>>171980304
Does Unity still paywall features? I haven't paid any attention to it since roughly 2012.
>>
>>171979285
Just do one level in 2d and one level in 3d, then decide which one you like better
It's what I'm currently doing too.
>>
Btw, is Unity really that bad for 2d? I already have so much code for it, which I probably easily could translate to 2d.
>>
File: 8dbz52ewqcky.jpg (49KB, 900x900px) Image search: [Google]
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>>171955181
>1489625612380s.jpg
>s.jpg
>s
>>
>tfw you talked to a fan of your game and he gave you lots of feedback and chatted for a while and now you are less lonely and suicidal
>>
File: 2017-03-24-1611-31.webm (445KB, 640x384px) Image search: [Google]
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I'm working on this tool so that users can make their own custom animations
Sorry for the low quality webm. I messed up my OBS settings but I'll fix them next time.
>>
here's a new graphic style for you fags:


https://www.youtube.com/watch?v=97vYf9t3GU8
>>
File: NewMenus.webm (40KB, 1600x900px) Image search: [Google]
NewMenus.webm
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Numerous people had told me my menus needed work, and the text for the game didn't fit it's style at all. So I put this together today.

It will dynamically readjust it's size based on the number of and size of strings put into it. This should allow me to easily build out all the menus in the game.

Just need to create some kind of highlight to indicate which option you are looking at
>>
>>171982336
That's old now.
>>
>>171954698
>pistol
lol
>>
>>171956061
Why do "I don't like that genre" people keep chiming in? Who gives a shit lol
>>
Thoughts on LOVE versus Gamemaker? I've got a license for the latter from a humble bundle, wondering if there's any strong reasons to stick with LOVE outside of just the fun of doing it all in source code.
>>
File: 2017-03-24 17-11-11.webm (912KB, 1120x700px) Image search: [Google]
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Does your game have advanced enemy reactions?
>>
>>171959072
beautiful
>>
>>171982772
He was obviously commenting on the saturation of the genre.
>>
>>171982895
>1 game on PC
>oversaturation
okay
>>
>>171982801
That just looks like a death animation. Also that bloodsplatter better be placeholder.
>>
what's a genre that isnt saturated
>>
>>171983154
character action
>>
>>171983154
black and white games
>>
File: french-man[1].jpg (27KB, 283x424px) Image search: [Google]
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>want to get serious about dev
>purchase giant math textbook from thrift store that covers all math subjects for $5
>get home and realize it's in metric

I'm european now. WEE WEE HO HO HO HO
>>
>>171983228
whats that
>>
>>171983154
Pixel art platform erst with a deep story that isn't just Pretentious paradise lost shit
>>
>>171983154
lewd anything
>>
>>171983154
RTS are pretty underrepresented I think.
>>
>>171983154
Anything 3D which isn't horror
>>
>>171980750
There's basically no question that 3D would be better for anything that I have in mind: all of it is birds-eye view (at least 4 angles for everything) and involves giving the player equipment in some way (additional 4 graphics for every bit of equipment and every frame of animation). That's a lot of drawing or editing sprites just to implement a single piece of equipment. More if I give the player any sort of action that involves an animation. Then I'd be making feature decisions based on how many graphics I'd have to draw to implement them and that wouldn't be good.
I'm also a 3D modeler already, I've just only ever dealt with 2D dev before.
>>
>>171983271
just go to khan academy
>>
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>>171983616
I like textbooks.
>>
>no new thread
>>
>>171977567
Thanks anon! I'm happy with the gameplay for now, polishing everything else.
>>
>>171983557
Then just do pre-rendered graphics. It's a mix between 3d and 2d, and would solve all your problems. Model in 3d, dev in 2d.
>>
>using video tutorials to learn programming
>10 Signs You Might be Retarded
>>
>>171983519
wasnt sc2 the last big rts that came out? talk about a dead genre.
>>
>>171983154
RTS
3d platformers
Super Smash Bros-esq games
Old horror games like Resident Evil/Silent Hill
Sailing games
Flying games
>>
here we go lads
>>171984160
>>171984160
>>171984160
>>
>>171984002
Being dead would also mean that you don't have to compete with big studios. Many people still like these games, regardless.
>>
>>171983271
uhhh metric gets used in US math books all the time too though
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