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Amateur Game Development General /agdg/

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Thread replies: 836
Thread images: 172

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Just like make game edition

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

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

> Previous Thread
>>172042862

> Previous Demo Days
pastebin.com/rmiZV5yX

> Previous Jams
pastebin.com/LKEdLxdG

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

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

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
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Added a sliding animation tonight and it kinda looks like a game now
Goal for next week is a successful net test and new character sets
>>
This is a good thread!
Let's see the progress, agdg!
>>
>>172096458
oops oops oops
>>172096491
:(
>>
>>172096848
tools.aggydaggy.com
If you aren't able to navigate this website and find the webm links, you may not be smart enough for gamedev.
The webm links have been there for several months, at least.
>>
>>172096905
>tools.aggydaggy.com
but theres nothing about webms on there
even if there were, if something as specific as blender models gets its own mention, certainly something that applies to EVERYONE like webm-making should get a section in the OP
>>
>shitposts about OP containing webm info
>shitposts about OP not containing webm info
There is just no winning with you guys.
>>
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>>172097014
Are you just a handicapped shitposter?
tools.aggydaggy.com/tools
>>
Game dev
>>
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ATTENTION
Respond to this post with:
• A screenshot of what you're currently working on
• A link to what you're currently listening too
>>
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>>172097264
https://www.youtube.com/watch?v=_CbFAZ2ztlE
>>
>>172097264
don't really have anything to show
https://www.youtube.com/watch?v=daB9QRwVQH4
>>
https://www.youtube.com/watch?v=kyQiKi87CX4#t=34m15s

>tfw you're not blessed with waifu autistic gook genetics
>>
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>>172097264
>1
A top down tutorial thing. Pls no bully
>https://www.youtube.com/watch?v=3CS93CdMv_E
>>
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>>172097264
https://soundcloud.com/dawnoflight/arcade-disc

Currently getting rid of ssh accounts and converting it to use the os user accounts, which I think is how it is irl? The end goal of tonight being a screenshotcaturday clip of an NPC logging into your machine, uploading a hacking tool, and running it remotely
>>
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>>172097497
>xml
>>
>>172097604
Blame Dwarf Fortress and tutorials tbhfam
>>
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>>172097264
some fishgirl random idles since shes going to wait around until you solve the puzzle

https://www.youtube.com/watch?v=261HhJ_R_r8
>>
This is amazing.

https://youtu.be/uELAA3Yn2qc
>>
>>172097497
Use .tscn for scene files, not .xml
.xml is being deprecated as a scene format in Godot 3.
>>
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>>172097709
Thanks,the tutorials are kind of outdated I guess.
>>
So, I want to make my first actual game (actual being not fucking around making asteroids clones and shitty arena shooters in various engines), and I wanted to make it having Rocket Jumping as it's main mechanic (like Quake or Team Fortress). What engine should I use for this, and how should I go about making the game?
>>
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>>172097852
>how should I go about making the game
>>
>>172097690
>let me show you my desktop
>listen to my voice in terribad quality
>i'll make sure to play some super annoying music at unnecessarily high volume
I have lost all interest in knowing about this tool.
>>
>>172097852
Any engine that supports 3D. There's so many ways to go about it it's hard to really say, what specifically would you want to know?
>>
>>172097852
You have made asteroid clones and shit and still don't know what engine you like? nigga....
>>
>>172098014
IDK, I just fuck about with an engine until I get bored. I think I made a top down Zelda clone in GameMaker Studio with like 3 rooms and basic AI once.
>>
>>172097483

those Japs are weird as fuck.
>>
>>172097690

i bet you could do that shit in blender
>>
>>172097985
I wanted to make the main combat mechanic like Market Gardening in TF2, where you Rocket Jump and then hit people while you're landing. I was wondering what 3D engine would be the easiest for doing this, and maybe what other things could be added to the game on top of it to make it more interesting, because literally all of the thought I've put into the game idea was "huh market garden is fun. what if I made game about funny meme shovel."
>>
>>172097264

No screenshot, but I'm trying to implement a proper ledge grab in GM.

https://www.youtube.com/watch?v=E_8IXx4tsus
>>
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>>172097264
Modeling the player character and trying to think of a hairstyle for him.
https://www.youtube.com/watch?v=dYKpFdxK-F8
>>
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aaaaaaaaaaaaaaaaaaaaa
>>
hey /agdg/ I recently run into a bunch of free time and I am starting to make models in Blender. is this some where I can post my stuff for people to use/critique? my primary focus is making models for video games.
>>
>>172098810
There is a CG board, but if its game making related then you're posting higher quality content than 80% of what we get here.
>>
>>172098889
ah ok. for being such a small board /3/ can be pretty rude to their newcomers.
>>
>>172097690
what is this?

sounds interesting.

can I pirate it?
>>
>>172098548
UE4, Godot, and Unity. Those are engines that are beginner friendly, mostly. Godot is probably the easiest, but Unity is more popular, and UE4 looks the best. So look at or play with them all and choose one.

Making a first person character, making a rocket, and making melee are all pretty simple, there's likely tutorials for all those things.

As for other gameplay, I'm not sure. You can make a few different enemies that have different patterns and might need to be approached different ways.
>>
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>>172098707
needs more curves
>>
>>172099236
I want traposters to leave
>>
>>172099285
> sees dicks where they don't exist
:thinking:
>>
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>>172099236
His partner has enough for the both of them
She's not as far along as the male though
>>
>>172099404
post topology?
>>
>>172098707
>>172099236
>>172099404
What is this /agdg/ Blender night hour?
>>
>>172099143
Good enough to get started, I guess. I'll try unity again since it's been a while since I've used it. Thanks Anon :)
>>
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>>172097264
Doing menu things

https://www.youtube.com/watch?v=acSqCGuLmDw
>>
>>172099657
Post Maya then.
Or Poser
>>
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>>172099495
Using subdivision modifier to give a temporary smoother look.
>>
>http://dragonbones.com/en/animation.html

put this in the OP
>>
>>172100150
its the maga wolf
>>
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We chamber and new hands now

>The blackness those finger textures
>How pale the skin is
Fucking clients
>>
Is there such a thing as having too many elements in your game?

I'm trying to think of some concept art but I'm wondering if many architectural style would kill the vibe of the game a bit. Because everything you add, you must also add/change/remove something almost.
>>
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>skeletal 2D animation
>>
>>172100239
oh my god it's like he's been working on a car all his life but also has never seen the sun
>>
>>172100325
>anon discovers minimalism
>>
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>>172100332
>my preferences are the only preferences
>>
>>172100372
>he thinks skeletal 2D looks even good
>>
>>172100369
I mean I'm working on an mmorpg so it needs to be wholesome
>>
>>172099385
Yes, many games cram way too much into the game and end up ruining the game.

https://www.youtube.com/watch?v=AmSBIyT0ih0
>>
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>>172100428
>he assumes that one example is indicative of the whole

I assumed this was amateur game dev general, not pixelated elitist platformer fuckface cult
>>
>>172100549
interesting quote
>>
>>172100428
>he thinks skeletar 2D looks bad

You and what proof?
>>
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>>172097264
Making bug levels.
Pretty sure they're wayy too saturated compared to everything else

https://www.youtube.com/watch?v=ioOp1rUvLNM
>>
>>172100601
>he wants the stiffness of bad 3D with the limitations of 2D
lmao

>>172100616
I've never seen good 2D skeletal animation, and I've looked at the software showreels.
>>
>>172100694
darkest dungeon tho
>>
>>172100694
what about vanillaware games (idk if that's skeletal so correct me if wrong)
>>
>>172100761
has that lazy tween look.

It could look good if the method wasn't used to literally make lazy animations,
>>
>>172100613
h-ha oops

This >>172100549
is meant for >>172100325
>>
how come I never seen any of the devs here making a fighting game

Are they too hard to make?
>>
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Made a defensive flak cannon for the capital ship's two manned turrets. Doesn't do any damage against other capitals, but it's meant as a deterrent for bombers. Now I need to decide what to do for this ship's main (pilot) gun.
>>
>>172102162
>Thousands of animations
>Years of playtesting to ensure balance
>Colorful cast of characters with unique movesets
>Gen Pop has been playing the same fighting games for a decade now
Good luck mane
>>
>>172102162
>Are they too hard to make?
Fighting games bring the collective troubles of both sides of the spectrum.
>large amount of good art + animations
> High degree of tedium in making the engine and fine-tuning

The indie fighting game market is wide open because all we have are meme shit.
>>
>>172102162
theyre pretty overdone, how can you make your unique
>>
>>172102162
I want to make a beat em up just because no noe will play a fighting game other then sf
>>
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accio ak47
>>
>>172102162
>>172102327
this plus you need a community for a fighting game, which indie devs have to be insanely lucky to get.

lethal league was from here at some point, so it is possible
>>
Fellow engine devs is there any benefit in creating a command buffer for my opengl calls or should I just directly call the functions as needed?

The only benefit I can think of is if I process my scene and I want to execute the commands multiple times with slightly different settings maybe?
>>
>>172102552
i am going to make a better version of this game with 3d triangles instead because they are superior to cubes
>>
>>172102736
>3d
>triangle
>>
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https://github.com/BoomR59/Blender_Webm_Exp

Now I can rest
>>
>>172100852
thats what i thought. but making an mmo i feel it needs a lot of things and appeal to a lot of players since it's so expensive and large
>>
>>172103459
>3d
>not triangles
>>
How do people who are no game designers even think it's a good idea to work on a shitty idea? Is it because of the money or they're so fucking stupid they think the game will be good?
>>
does anyone here even finish games? All I see are cool demo game concepts or cool models or nice artwork but no finished games
>>
>>172104195
no
>>
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>>172097264
https://www.youtube.com/watch?v=zIK1Vn6Va3w
>>
>>172098750
engine?
>>
>>172104241
>that bass
>those drums
whoa
>>
>>172104241
Some funky slaps, anon
>>
>>172102552
teach me your modeling ways
>>
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>>172097264
A boss. He's really tricky.
https://www.youtube.com/watch?v=uroBFhFt830
>>
>>172105037
Whats your Spider boss look like, anon?
>>
>>172102873
Sorry, meant *cube
>>
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>>172105184
It's actually not a spider right now, I'm just testing individual attacks. Probably going to sneak this guy into the demo somehow though.

The webm is WAY too big to squeze into 3mb, so
https://my.mixtape.moe/zxzlun.webm
>>
>>172097681
So you don't play as the fish?
>>
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if I made an entire game of cubes do you think people would enjoy playing it?
>>
>>172106348
Do you think Notch asked himself the same thing?
>>
>>172106348
depends how much you sell it for
>>
>>172106452
>>172106653
I was thinking cubefu a fighting cubeman game
>>
how hard is it to draw furry art and make maximum furry bait to make a lot of money off of your game about furry memes
>>
>>172106994
Will it, or will it not have porn?

Because someone else here already tried this and failed because he would deliver only tease and no actual porn.
>>
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>>172102552
>>
>>172108221

pretty much. i'm working on a weapon switching system and i thought i would mess with the values a bit.
>>
>>172102552

what happens if you pull the gun towards you and your behind something?
>>
>>172102552
>>172108575
lol, I thought it was in reverse at first
>>
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still trying to decide how these guys should move
>>
What does /agdg/ think of GAME DEVELOPMENT?
>>
>>172110726
wat
>>
Trying out Godot
So far I'm really enjoying the lightweight editor. Unlike unity that is 2 fucking GiB
>>
>>172110982
>saying GiB instead of just gb like a normal person
I didn't know my agdg was this autistic...
>>
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>Do art on game
>Dev gives up on project after a week
>Can't even be mad because I know what a pain it is to start from scratch

Every bloody time
>>
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>>172111529
>he fell for the cooperation meme
lmao @ you

we warned you dogg
>>
>>172111145
>not using the proper words when talking about something
no wonder games/softwares are shit these days
>>
>>172110982
but Unity supports 3D and all that gay shit
>>172111145
gibibyte =/= gigabyte
but no one fucking cares so wathever
>>
>>172111579
I know man but I don't know what to do with my life anymore.
>>
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Couldn't decide what the main gun of this destroyer should be so I gave it this dinky little armor piercing missile. Maybe a missile salvo weapon could be cool, but I need to implement weapon spread for that first.

I'll think of something in the morning.
>>
>>172111696
why don't you try doing something in Contruct2 or other engines where you don't need that much programming knowledge?
you could at least put your art to use
>>
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>>172111145
>gamedev is all about attention to detail
>AGDG, naturally, shames people with such
wow!
>>
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Dang my Johnny Bravo looks like a manlet
>>
>>172111650
So does Godot apparently but I don't really know that's why I'm testing it out
>>
>>172111770
Looks weak as fuck, also, missiles in space should accelerate, not have a constant speed. If you cant to push it further, make it loose some mass after in burned some fuel, it'll accelerate at an even faster rate.
>>
>>172111831
>>172111595
>>172111650
Autism, everyone.
>>
>>172112051
t. nodev who has literally zero clue why his gamedev endeavors keep going south
>>
>>172112031
Yeah, it's hilariously tiny compared to the ship. I'm probably not keeping it as a missile, so it will likely end up just being a sort of armor piercing round. Accelerating projectiles would be a lot of trouble to do due to netcode technicalities though. Once I do bullet spread I'll have it firing a burst of around 20 of them as a low-accuracy short-range brawling kind of weapon, which should look more appropriate.
>>
>>172111934
the first one is fucked up
>>
>>172112298
Yeah I figured accelerating the projectiles wouldn't be easy, what engine, if any, are you using?
>>
Do you guys know any alternatives for OpenGameArt? I'm looking for chiptune/8-bit music but the ones on that site are shit.
>>
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>>172111934
When the autismo kicks in
>>
>>172112379
Unity, but only barely. Essentially just for graphics. The physics, netcode, socket library, and all of the game logic are my own code and separate from Unity, since the server itself isn't a Unity executable.
>>
>>172112524
I see, did you write your own physics code or are you using a library?
>>
>>172112607
Wrote my own, since I couldn't find any that met my needs for networking. My only two code dependencies are Unity (client-only) and a JSON library.
>>
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exciting new tooltip progress
i'll probably move the detailed descriptions to a more menuey screen eventually
>>
So why are you "game devs" helping out each other? Aren't you supposed to be against each other so your game will rise above the other?
>>
>>172112703
Noice, do you have any other webms to share?
>>
>>172112714
Very nice!
>>
>>172112818
thanks!
>>
>>172112725
Most will fail (this isn't even being pessimistic at this point).

Often enough we're not even competing with each other because we're making games for completely different genres.

Also a fair amount of us have expressed that they don't define success as "making lots of money", which is probably part of it too.

There's no need to be so cut throat here.
>>
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>>172112808
Here's an older one from my last playtest in February, before I had capital ships. Gives a better picture of how the game plays. Capital ships are now feature complete, but I have a few other things I want to get in before I do another full test like this, mostly UI stuff.
>>
>>172112925
Oh, also this earlier in the thread shows the flak cannon turrets on the destroyer: >>172102227
>>
>>172112925
It looks very nice
>>
>>172113053
Thanks! It's a lot of fun to work on. I'm behind most of the hard technical stuff for now and just working on features.
>>
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>>172097264
Gonna do a proper leaves and bark texture, probably some smaller foliage like bushes and grass too.
The music I'm listening to does not fit the mood at all but it gets me hyped.
https://www.youtube.com/watch?v=EHhNu8Jg_IM
>>
So you're telling me if the android looks and feel human enough with actual facial animations, people wont mind playing an android.

I was looking at 2B from Nier:Automata and I guess that's how you make an android. Although I'm not sure if such an android is realistic enough. Because I aim for possibility and not fantasy.
>>
>>172111529
>>172111579
>>172111696
you know exactly what to do
either travel down the holy path of 1MA https://www.youtube.com/playlist?list=PLaW5cpjBPpWrO1dRq4PAERAnoX2h2QldR
or if you have no intention to expand your skillset you can leave this cursed place and do something more suited to the skills you already have
>>
>>172114189
Make it funny, like C3PO
>>
>>172114189
>So you're telling me if the android looks and feel human enough with actual facial animations, people wont mind playing an android.
That's pretty much how an android is supposed to be though. "Humans" that actually are machines. Depending on how far from now your game takes place, they're more or less human looking, and feeling.
I don't think players would mind playing even as a simple robot to be honest.
>>
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wew lad
>>
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>>172097264
Melee combat, probably have to redo the hit animation in blender.

https://www.youtube.com/watch?v=iYFz4pKclyA
>>
>>172114189
>>172114784
since when do people have problem playing as androids?
>>
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>>172114125
>>
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>>172115543
How does it look like in motion ?

>>172115972
I love you /agdg/.
>>
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progress:

fixed over 400 compile-time errors, now only 600 left to go
>>
>>172116814
Someone forgot to put -Wall and -Wextra right from the beginning
>>
>>172116947
You are right, I have /W3 /WX now though
>>
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So it turns out coming up with rules for growth/death that have interesting outcomes is not that easy, it's always basically either inflating, slow amoeba-like and quite boring, epilepsy-inducing flickering lines, or scurrying about like in Conway's rules. Even accounting for three layers of neighbours and doing shit like checking only the diagonals or any arbitrary pattern only does underwhelming, unsatisfying shit (although directional growth might not be too bad once I start using my blob-recognition to apply different rules to different areas instead of the whole world at once). I'll probably have to force spatial heterogeneity with randomness or something if I want fun tree-like or snake-like stuff...
>>
Hello, /agdg/!
Can someone nudge me to some good cItybuilding ideas? Or opensource cbgames, so i can ripoff engine?
>>
question for the computer science type folks since I'm a brainlet

so I've implemented a tree-searching algorithm (increasing depth search) and it works great except when the depth gets really big (around 15 branches deep) there are noticeable framerate drops. My plan is to make the search 'smarter' by designating centralized 'hubs' (any branch with lots of children becomes designated as a 'hub') then storing each 'hub' in all subsequent children so that even the deepest branch has a link to the hub.

Then I separate the pathfinding by saying
find the path from current location to hub
find the path from current hub to goal hub
find the path from goal hub to goal location

Intuitively this sounds like it should be faster but when I think about it I'm not sure what's the difference between this and just brute forcing a location>goal location search. If there's something else I should be using lemme know what to google.
>>
>just browsed under 10 min the last 3 threads
>saw a total of 30~ progress posts
It's amazing how fast you can read the threads once you realized how shitty the place went because of shitposting.
You really just have to take a look at agdg once every 2 days, you're not missing out anything.
>>
>>172117543
What is your tree used for? If it's branches to children represent distances, you should take a look at the A* algorithm
>>
>>172117620
There are a lot of new people thinking that edgy is the way these things work.
>>
>>172117543
yes I have heard of this before w.r.t video games

but it was an article on some other site, my memory is fuzzy

it might have been an RTS game

they would manually place point-of-interest nodes around the maps, and their tool would pre-gen an optimal travel plan from each point to each other point, and the units would path find to/from the nearest point of their start and the destination, and in between it would be travelling the predetermined point network

is that like it
>>
>models
>textures
>animations
I just wanted to make games :/
>>
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Probably won't use it as is due to the pixel distortion, but should be ok for quick transitions.
>>
>>172117543
If depth first search isn't fast, you can try and see if your performance is better with breadth first search. It'll be faster for stuff thats closer and slower for things that are further away.

Those algorithms are usually really slow. You almost always want to have some kind of binary search since the speed is so much better.
>>
>>172118551
models and animation don't really bother me that much but holy shit fuck textures. I can't even find pleasing references.

>>172118726
In a game that doesn't try to be pixel perfect, this would be an interesting idea for a confusion effect.
>>
>>172118726
anti-alias test.gif
>>
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>>172118726
Nevermind, with linear filtering of the FBO it's passable.
>>
I want to make a 2d game, but I don't wanna use Love and want to use an engine that uses an actual programming language and not a proprietary scripting language.

Any suggestions?
>>
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Do you really think anyone will play your low quality game(s)? Nobody's gonna even bother pirating them. Most of the games posted daily in /agdg/ suck ass. Literally meme games and pandering fetishit. Time to let it go. You're still a nodev if nobody considers your game as something not worth looking into.
>>
>>172119006
>if nobody considers your game as something not worth looking into

that's encouraging
>>
>>172118968
beautiful
>>
>>172117683
it's for pathfinding but without distances so I can't have a heuristic that determines if a path is 'closer' or not. At least I don't think I can.

I basically have a bunch of 'cities' that are connected by a bunch of 'roads', and they all exist purely as objects (so they aren't on a grid or anything). Travel only occurs on roads but a single city might be connected to between 1 or 12 roads. To pathfind I'm doing an iterative deepening search (so search for the cities that are 1 road away, if that fails try 2 roads, then 3 etc). All in all the system works exactly like it's supposed to. It's just when I scale up from 10 cities to 100 the whole game locks up while the pathfinding code runs. Once it finishes the paths are good though. It's just the searching that's taking too much time (arguably just 5 to 6 seconds isn't a 'lot' of time but it certainly feels like it for what should be pretty simple code)
>>
>>172119006
>Nobody's gonna even bother pirating them.
This is quite true,there are million indie titles daily on pc-games and I cant even be bothered to download and play them for free.
>>
>>172119006
>You're still a nodev if nobody considers your game as something not worth looking into.
wut?
>>
>>172119129
Well you can use A* and set a distance of 1 between every city, will work fine
>>
hit me with your edgy story ideas similar to firewatch
>>
>>172119129
>>172119180

If its a path finding algorithm, A* is the best general purpose one.
>>
>>172119210
Your newly aquired friend is the 2nd final boss. You can choose to end him or let him alive. This will affect how the Actual FINAL boss will behave.
>>
>>172119210
>you and some people are assigned to investigate an SOS signal from a remote research facility in some frozen wasteland
>facilities show signs of usage but nobody in the premises
>you find some camcorder tapes labeled with dates
>insert the first one
>game makes you relive the life of the guy holding the camcorder in first person view, although this part is shown through the TV that the tape is being watched on
>this lets you find out what happened to the people previously here
>they were investigating the insides of some cave
>when you die in these parts of the game, another member of the team picks up the camcorder and continues
>if all teammates (in the recording) die, you lose
>each tape "viewed" is like one chapter
>in-between each tape you play, you (the actual you in the game) take some breaks: you talk with your comrades remarking about what happened in the video recording, if you look intently outside the window, you may occassionally see some figure in the distance that moves away once you see it, etc.
>>
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Looks like the effects don't play along though.

Ok, I'll stop posting.
>>
>>172119210
Church is the good guys
>>
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Ok ideas man of /agdg/, hit me with some original ideas/"never-been-tried-before" stuff for a text based game.Will give back free (you)'s if interesting concepts.
>>
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>tfw only games I've ever made are agdg jam ones

When's next one? I'm feeling urge to dev right now, but I don't have any theme nor deadline to rely onto...
>>
>>172119560
fuck, that's really good m8, although a bit outside of my scope
>>
>>172119769
gimme girl model pls
>>
>>172119569

How about if Church isn't strictly good or bad?
>>
>>172119710
>opens up torrents to check for ideas
sports game
>>
>>172120003
What are you going to do with her?
>>
>>172096458
I am learning to code in Java for college.
But I also want to code some games with it.
What would be the limitations for it, to speak in normie terms?
>>
>>172120201
Limitations for what? Java? Only decent framework I know is LibGdx. It supports both 2D and 3D so you will be fine as long as you want to make something simple which I recommend to start from.

Otherwise go with C# & Unity or C++ & Unreal.
>>
>>172100150
It's Liru, from Pokan. There's also a vr porn game of her.
>>
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>>172097264
https://www.youtube.com/watch?v=ET6657PH9gQ
>>
Reminder there is still time to join underwater jam https://itch.io/jam/agdggj01
>>
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>>172097264
Fixing up a bunch of bone errors for new Condensation particles.

https://www.youtube.com/watch?v=oQT_LwV2qwM
>>
>>172121379
post some webbums I like your work
>>
>>172121279
What is this?
>>
If you need art for your game, let's talk
>>
I need a programmer for my game
>>
>>172120184
Finish her game. What do YOU think I'd do with her?
>>
>>172121785
>one post from this id
>>
>>172121785
fuck off
>>
>>172121785
fuck off
>>
>>172121661
Searching for an art style identity. Implemented anime shading and thought it would be interesting to see it in Unreal's realistic rendering example level. The idea is waifu sim/pron? with next-gen graphics
>>
>>172100654
You should post more webm
>>
Friends if I want to be successful do I:

>Put my heart and soul into a game that may or not be successful
>shit out a mobile indie-tier game to try and get some sales numbers and profits incoming

I'm seriously on the fence. I really want to make my "dream" game but at the same time, I feel like it's better to just shit out a few shit games for some profits and then try and make the good one.
>>
>>172121785

I'm actually looking for idea guys. Know anyone who's interested?
>>
>>172122152
Do you
>have any skill

Is the most important question of all
>>
>>172121279
can u show us the backside pls
>>
>>172122152
First, look at the numbers. "may or may not be successful" is extremely generous. The same goes for mobile games.

Just make the game you think is right, because there's an enormous, overwhelmingly near-certain probability that no one but a few friends will play it, even if it's really good and you did everything right.
>>
>>172122152
>average mobile game
>profits
>>
>>172121869
Dunno, that's why I'm asking.
>>
>>172122171
I'm trying to find someone who is actively working on a game. The ideas come from the existing structure and assets.
>>
>>172121982
It looks bretty gud, didn't know unreal could look that good actually, especially that couch.
>>172122171
Idea-guy-currently-trying-to-not-be-an-idea guy reporting in.
>>
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>>172121576
Thanks anon.
>>
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>>172122404
We should hook up
>>
>>172122152
>make shitty mobile game
>release on iOS and Android
>put the ad slider on maximum overdrive cancerous edition
>???
>enjoy shekels
>>
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>>172122243
Here you go.

>>172122391
Don't know man. The backgrounds are amazing, that's for sure. There is a reason why it's used for ArchViz nowadays. But this clash with 2D feels like something alien was spawned upon this world.
>>
>successful
>gamedev
pick one
>>
>>172122701
Everything but the model has textures, the model is way too shiny, I think if you toned down the flat colors and shine it would look fine, but then again I don't use unreal, i don't know what you can do.
>>
>>172122404
functional airbrakes are quite unusual sight in arcade air combat
>>
>>172122404
looks marvelous anon, you should post moar updates and webms
>>
>>172122895
>Everything but the model has textures, the model is way too shiny,
dude that's literally a Unreal 4 demo showroom
>>
>>172122404
Your game gets me hard, it's both arcade and sim right ?
>>
>>172122989
Yeah I know, that's the fucking problem, the contrast looks horrid.
>>
How many of you are working on a game with the childish notion that it will somehow make you money? Just wondering
>>
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How do I get good?
>>
>>172122391
>didn't know unreal could look that good actually, especially that couch.
that picture doesn't even do it justice
it looks absolutely sick in real time
>>
>there are people on /agdg/ who regurgitate the same meme a dozen times during the weekend
you should either just put an end to your pathetic lives or find something better to do, like for example making fucking video games
>>
>>172121982
fuck you I've got the same idea but not as much waifumaking talent
>>
>>172123405
What if I actually am an artist who's hoping to find a game to work on?
>>
>>172123405
>making fucking video games
video game breeding simulator when?
>>
>>172123224
Practice.
>>
>>172122171
Idea guy here. Willling to provide ideas for a SFW hentai fan fighting game
>>
>>172122342
Just give her to me already.
>>
Do you ever feel like, well, like you're kind of in a relationship with your game?
>>
>>172123405
>during the weekend
It has been going for over 2 years now, or probably more since I've left agdg for around one year at that time.
>>
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>>172097264
been working on an xml based item database, which has been a pain since xml does not work well with interfaces.

<iframe width="560" height="315" src="https://www.youtube.com/embed/nYRmTf4r5u0" frameborder="0" allowfullscreen></iframe>
>>
>>172123205
I still think I will somehow be a big success and won't have to get a real job and nothing anyone says can change my mind
>>
>>172123976
Why are you getting so nervous?
>>
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>>172122895
It was just a test to see how it would look like with realistic backgrounds.

I would really like to just go for 3D. But getting it right is a tedious work which requires money and real models for textures. Otherwise it will look like plastic. Here is a fast setup of default skin shaders and base materials without post-processing.

I think I will just stick to 2D and just make backgrounds accommodate characters so they don't stick out as much as this sample content does.
>>
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>>172124414
GOOD LUCK
>>
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daily reminder.
>>
>>172124520
I don't even need luck. It's fate.
>>
>>172121982
>>172121279
Dayum, did you also make the model and implemented the shader from scratch?

You could give Monster Girl Island dev a run for his money.
>>
>>172124363
This guy did a pretty good series on getting a JSON database working with a drag and drop interface in unity.

https://www.youtube.com/watch?v=ZW6RCKVnqT4&t=209s
>>
>>172124574
>with 4 hours of focused practice a day (don't check your smartphone every 30 seconds) this training will last a whole year and probably a bit more.
>Don't forget to attend life drawing sessions in your town regularly.
>lol bro just b urself git gud at art, its not that hard!
>>
>>172124574
>dude just spend 1 year, 4 hours per day, several hundreds of dollar worth of stuff
no
>>
>>172124592
You and fate should run those numbers again friendo. The likelihood of any random dev "making it" in any way is vanishingly small.
>>
I'm having issues with Game Maker not clearing surfaces properly.

I want to clear the surface and draw something else on it on the same frame, but it's not working as intended.

I'm doing

surface_set_target(surface_name);
draw_clear_alpha(c_black,0);
surface_reset_target();
surface_free(surface_name);

And then draw all over again on it, but the renders are overlapping. Anyone had something similar happen?
>>
>>172124574
But I don't want to go to life drawing it's full of humans there and I hate humans
>>
>>172124592
Dude. I'm pretty much you, but you have to think realisticly. You will likely not be a big success, but you might be a small success. I started a game studio a couple years back. We did release a game and earned some money off of it, but the studio died pretty much right after release, since we had no clue on how to do things.

If you want to make games for a living, make sure you know what you're doing or work together with people who do.

Otherwise, go for it man.
>>
>>172124505
So did you make that model or not?
>>
>>172124896
I am the living exception to the rule. I can feel it in my guts.
>>
>>172124804
>>172124851
>pirate books
>ask your friends to pose for you
>go around your neightborhood sketching people you see on the street
>baaaahh why isn't art easy
>>
>>172124997
In other words, it becomes a "real job"

>>172125032
wow actually I can feel your passion and determination from here. I actually think you are going to make it afterall
>>
>>172125058
>approximately 1424 hours of focused training
>lmao sweetie learning art is easy i've been doing this for only 14 years and see how good i am :)!
>>
>>172124607
Model is not mine. I have experience in this area but not to the same degree. I see no problem though as everything nowadays is outsourceable.

That's the plan.
>>
>>172125105
>In other words, it becomes a "real job"
Excactly.
>>
https://www.youtube.com/watch?v=of7LXoom3dk&list=PLGYoE903Nir5I5A8IBNVV0euTUuKcpq7Y

Opinions on this course?

>>172125138
>he thinks there's some shit like genetic talent for drawing and painting
>>
>>172124574
Is this a new meme that I missed out on or something? How the fuck is learning classical illustration useful to the average 1MA amateur dev?
>>
>>172125194
i'm only aping people who act like art is easy and there is no excuse to have a butt-ugly game
>>
>>172125226
Most game features human characters
>>
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>>172124574
so if you can afford only 1 hour instead of 4,, sometimes not even that, you look at 4-5 years of not making a game

You are also going to buy (or pirate, whatever) 11 books, buy a "good" PC, whateverfuck that means, could be anything from $600 to excess of $1,000 machine a $500 tablet and a bunch of other shit

sound like a sweet deal
>>
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>>172124574
>tfw you can't get AGDG to even complete looking at that image, let alone do the contents say
ha
>>
>>172125058
>>pirate books
hold up, let me just quickly pirate that intuos
>>ask your friends to pose for you
>implying anyone wants to stand in the same position for more than an hour for free
>>go around your neightborhood sketching people you see on the street
>get your drawings fucked by the weather and act like some creepy dude
>>baaaahh why isn't art easy
I'm not going to become fucking picasso just for a video game.
>>
>>172125226
>how is learning to do ART traditionally will help me to make art that isn't ugly as fuck
>muh pixel art

>>172125312
well, is not gonna be easy fagget.
>>
>>172125058
>ask your friends to pose for you
>ask your friends
>your friends
>>
>>172125326
>>172125349
>instead of getting gud agdg uses more excuses
>>
>>172125312
With careful planning you might be able to use your game as art practice
>>
>>172125451
Hey I'm well on my quest to getting good. Just some observations about the basic bitches who frequent AGDG
>>
Okay, I'm gonna get gud. Starting tomorrow. I have a plan.
>>
>>172125581
Yesterday you said tomorrow
>>
>>172125451
oh yes bro hold up i'm going to get gud, just give me an hour a day so in 4 years i might or might not make a game that still won't look too good because as a 1ma i can't spend another 7 years making all the assets and by the time i can finish my game the whole indie market might or might not be extinct after gabe ramps up the steam direct price to a modest 10k dollarydoos
>>
>>172125581
>a plan
In other words, an idea? Would you say that you're a guy with an idea?
>>
>>172125581
>>172125672
It doesn't take more than two years of concentrated effort and smart practice, with an ACTUAL PLAN to get gud in a skill.
>>
>>172125194
Skimming through it right now, the particular video seems good enough to get the basic UI of FL.
Spending 20 minutes on the piano roll seems weid though, but maybe I'm biased from being an musician and already having experience with ableton live.

>>172125381
>>172125451
I don't mean that you don't need a certain skill to make art, but you shouldn't spend a year, focusing all your time and ressources on just that if you're doing a game by yourself, because then you'll do the same for programming, the same for music, and so on.
And video game assets are more forgiving than traditional formats. Proportions on a model are wrong ? Click on a handle and you can deal with that problem.
>>
>>172125294
>>172125381
Classical illustration isn't a relevant skillset for the sort of art styles that are feasible for a 1MA. Nobody has time to send hundreds of hours on self taught life drawing when the only useful skills they will gain from it could have been picked up from a basic animation or cartooning text.
>>
>>172125581
Start getting good RIGHT NOW bitch
>>
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If you can't accept this shit is is literally a second job that usually doesn't pay until you've sunk thousands of hours into it, you should just quit.
>>
Convince me to give up my 2D indie platformer and make a shitty Adult game instead.
>>
Been away for some time
When's the next jam and what's the theme?
I haven't devved in a while so I'd like to get back by making something small.
>>
>>172125928
don't
>>
>>172125928
>2D indie platformer
you lost before you started
>>
>>172125928
No, I don't want that
>>
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>>172125828
A form of this should be permanently in the OP to be honest
>>
>>172125630
>>172125810
I gotta follow the plan. The plan is scheduled to start tomorrow. I guess I could do a bit of a warmup preparation today but I can't START today.
>>172125695
No I have more than simply an idea. I have installed an mobile app and scheduled 2 hours of programming and 2 hours of art scheduled every day. Now I just have to define what exactly I will be programming or drawing each day and then follow the plan.
>>172125721
I hope so
>>
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>>172125828
You don't know me, you haven't faced me in battle
>>
>>172125828
>literally a second job
can't be a second job when I don't have a job
>>
>>172125928
Your game is the next Braid, you're so special anon, it will magically generate tons of interest even though you never leave your house because your choices of game mechanics, artstyle and themes are just so unique, fun and innovative. It will stand out from the rest like a shining beacon of creativity.
>>
>>172126054
By the way if anyone is interested the app is TimeTune. There are no ads.
>>
>>172125803
If you want your game to look good you must have good art in it. Any kind of illustration will help you to create better art, no matter if you draw apples or whatever.
>>
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What are the odds of making a successful mobile game?
>>
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Does my game's menu look okay /agdg/?
I'm making it for mobile, and there's also an 8-bit techno music playing in the background in beat with the color and size changing of the menu.
Is there something I can add to it or modify that can make it look better?
>>
>>172124424
So you're either not the creator or you don't want to. Fine then, let's move on.
>>
>>172126309
Well pocketgamer says there are 770,000 games on the app store.

How many do you know about?
>>
>>172119769
See
>>172121339
>>
>>172126364
Feels like you need a logo or something. A background + text is a liiiiiiiiittle too plain.
>>
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>>172097264
https://www.youtube.com/watch?v=ookGv44MMd4

yeah you got me
>>
Does anyone have an idea how to rotate your screen for the game through code in Unity?
For a vertical shooter I want to have it so that the player also can use the whole screen space if he wants to rotate his monitor.
>>
>>172126572
Hmmm okay. I'm not good at making a logo (or any art for that matter) so I just wrote the title in text and made it as the logo. I guess I'll just try to find someone who can make it for me.
>>
>>172125952
See
>>172126614
>>
>>172126273
The title isn't really readable and looks bland. Having it bounce to the rhythm is a good idea though.

Also,
>mobile
RIP in peace, my brother.
>>
>>172125451
I think what my colleagues are trying to say is that this isn't /ic/. Not everyone here wants to be a full-fledged artist.

4 hours every single day for practice is a huge amount of time for an adult. Assuming you work 8 hours and sleep 8 hours, added with those 4 hours you end up with only 4 hours left to spend on eating, hygiene, transport , recreation and actual game deving. I'm sure you can realize just how big of a time-sink it would be.

The books are definitely good, as is the regime, but that's something you'd recommend to someone who wants to make art his job. You don't need advanced perspective, photorealistic rendering techniques, masterful usage of composition and light, detailed anatomy, etc for an indie game. You need those for AAA games where you're just one artist among many. Do you really think the devs behind Terraria, FTL, Minecraft, and other games with small teams, spent that much time on art?
>>
>>172126761
Art is literally the most important aspect of a game. If you are not good at art, then just stop.
>>
>>172125803
What is "feasible for a 1MA" depends on the game.
>>
>>172126809
>t. mad artfag who thinks his "skill" is important to gamedev XDDD
>>
>>172126809
>When the shitposter is shitposting so hard that he doesn't even read the post before posting his canned reply.
>>
>>172126897
>>172126925
Amusingly enough he posted a good argument while you too could only reply with greentext memeing.

Art is the most important skill in gamedev. Deal with it.
>>
>>172126708
Rotating the monitor is just changing the aspect ratio, as long as you set up your UI elements correctly it should just werk.
>>
>>172127056
That's why, as an artist, I am not going to agree to start working on some codemonkey's game until I know a bit about whether he's an actual Programmer or uses GM or the such.
>>
>>172127124
That's why you're an idiot.

Hopoo became a millionaire with GM.
>>
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>a-artists are game devs too... right?!?!?!?! i-i can draw!!!
>>
>itch.io is down

i'm panicing
>>
>>172127197
I also won't get involved with idiots who can't into basic math and statistics.

Do you realize how many GM users are not that single isolated incident? If you're supposed to be the programmer, you sure as fuck better be at least as good at math as I am.
>>
>>172127197
Don't talk to the shitposter.
>>
>>172127201
Why do you think so many devs can just recycle their games? The code for all the Souls games is not that much different from each other. It's basically just recycled code. The reason they still sell well is because it always has fresh art in it.
>>
>>172125952
pls respond
>>
>>172127469
lolijam
>>
>>172127429
>Souls
>fresh art
OH I'M LAFFIN
>>
>>172127508
when is that
>>
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>>172097264
Random dungeon generation then building a 3D map from it.
https://www.youtube.com/watch?v=D5-_4VbzF_A&t=1812s
>>
>>172127124
Exactly. This is why I reject people who use Love2D and make their own engines.
>>
Not only is it possible to make money at gamedev
It's practically certain
>>
>>172119562
>entering_the_twilight_zone.webm
>>
>>172127737
I don't know, sometime in april.
>>
>>172127215
Fuck, it's all over. Gone are the days of uploading a game for free and selling it. We're all gonna be forced to pay Steam for a chance to get our game there.
>>
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>>172127201
Why yes, this might come as a surprise to some, but VIDEO games, happen to be a visual medium first, as normal, non-disabled humans happen to rely on their eyesight the most of all of their senses.

In the bygone era of monochrome displays, and 640KB RAM, you could go away with basic geometric shapes instead of complex objects. Now?
Not a fucking snowball chance in hell, unless your gameplay is just shitting over all competition and hooks people up like heroin.
>>
I'm not like other gamedevs
>>
>>172128309
In what way? have you actually made a game?
>>
>>172128309
You're like other nodevs.
>>
If I wanted to use someone's likeness in my game do I need to get permission?

Just like, a couple of e-celebs. It would be more of a nod rather than explicit "LOL ITS THIS GUY"
>>
>>172128783
As long as you can argue it's a parody, it's fine.
>>
>>172102552
Is that like a force-pull for weapons? Damn that will be cool if you can just vacuum grab weapons lying around like that in the middle of action segments.
>>
>>172128783
No, you don't need it.
>>
Well I learned something today while replaying the 1st and 2nd paper marios /agdg/.

Although TTYD had better graphics and better battle-play, the level design and story are worse in comparison.
The level design in TTYD is so much worse because it makes you continuously go back-and-forth on the same "maps" and battle the same enemies in the same positions, whereas in the first paper mario there is much less of that.
It's not even like the maps have to be incredibly different to make the level design less awful. Just feeling like there are a lot of different maps in a chapter that you have to traverse through instead of 6 that you have to go back and forth through 5 times is important.
The story in TTYD is also worse because acquiring inanimate stars feels like a scavanger hunt, whereas the animate ones felt more like a hostage rescue operation. Working to defeat bowser in the first one is also much more motivating (i.e. the villain is really important). Also the whole computer-loves-peach romance thing makes me cringe every time. Oh and I hated how they changed it from peach communicating with mario with a star spirit to peach communicating with mario through a computer. How boring as hell.

So yeah...gona apply these lessons to my RPG. It's been nice to finally take a break.
>>
>>172128946
those kind of "parodies" can't be for profit
>>
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Is this good enough? Or do I really need to hire an artist for the logo?
>>
>>172129226
>can't be for profit
thats where you're wrong kiddo
>>
>>172129226
Yes they can mate.

That said it has to be literal parody of the featured people/characters themselves. You can't just include them as part of a thing that's funny.
>>
>>172129335
It's better.
>>
>>172128783
Provided that you modify it enough so that it can't be claimed to be a direct likeness e.g. if you wanted to have rambo in your game you can get away with having his likeness and calling him "Jean rumbo" or something like that.
>>
>>172129205
I have been saying this for years. TTYD has better graphics and mechanics but the chapter scenarios are atrocious in comparison.
>>
>>172129335
Thanks doc.
>>
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New environment generation and animation blending things. I probably need to generate more lights in these scenes as a base. You could always use a torch though
>>
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>>172129547
>>
>>172129547
What sort of creature do you play as?

That walk animation is... interesting.
>>
>>172129547
>when you want to take a shit but are stuck in a pyramid full of egyptians
>>
>>172129547
https://www.youtube.com/watch?v=tvVoY-PTf6s
>>
>>172129205
on the subject of "going back and forth", I was thinking about how this could be better accomplished by traversing it differently each time given some new ability/item you've found.

1st time through, just mosey through. 2nd time, you find a sewer entrance, so you travel below that first area, and maybe overhear things you recognized from the first time through. 3rd time, hitch a ride on a wagon and see the area from the window while talking with people inside or doing shit with items.
>>
>>172129335
In a contextless vaccuum, sure it looks alright.

Next to 770,000 mobile games? Hire an artist or consider this a hobby to save yourself from despair.
>>
>>172129205
Doesn't the first Paper Mario take a fraction of the time to complete? It's been so long since I played it but I remember feeling like it didn't offer much of a challenge. I imagine it's easier to make a 10 or 15 hour adventure full of memorable moments than a 40+ hour one.
>>
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HELP, I CAN'T STOP MAKING ALL THIS PROGRESS. IT KEEPS HAPPENING.

-Implemented enemy health, which can be tweaked on a per-enemy basis.
-Hitting enemy weak points now damages the enemy's health pool
-The amount that they're actually damaged by the player punches is determined on a per-hitbox basis. If you pay close attention to the webm, the counter punches to the bottom-right while the enemy has their arm up deal 3x the damage of a normal blow, while a punch to him in his vulnerable state after he punches is worth 2x damage.
>>
>>172129672
Metroidvanias are great at this. I guess Paper Mario can act like a bit of a metroidvania since you do access more abilities that aren't just tied to battles. In lieu of such abilities though you can also just use power scaling to make it easier to breeze through lower level areas. As I recall Paper Mario let you just smack enemies that were low enough level without even entering the battle screen.
>>
>>172129547
Nice haunted Egyptian tomb simulator
>>
>>172129764
I guess I could release it on itch.io as well. The only reason I decided to put it on mobile is because it's just a short game, or at least I think it's gonna be a short game.

I've made and released multiple games on mobile before though so I know what to expect.
>>
>>172129363
What constitutes a literal parody?
Give me an example.
Characters turned on their head, like Mr. Bean acting like a normal person?

I know Hot Shots was a Top Gun parody and Hot Shots 2 was a Rambo parody, But those two movies had their own (stupid as fuck) plotlines apart from iconic stuff and character ripoffs were utterly exaggerated for comedy purpose.

Would having Trump actually building a brickwall on the Mexican border with his own hands, then climbing into a bomber and personally bombing the shit out of ISIS pass ass parody?
>>
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got bored working on the final boss, casually replaced half the weapon icons, redrew the fireball, nerfed some stuff, fixed some text, tweaked some explosions and hooked up some enemies with some sfx/hardmode bullet limiters.
>>
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Hello AGDG, 10 worthless internet points if you can guess who this is
>>
>>172130725
Kamina's mom
>>
>>172130725
the one from cow and chicken
>>
>>172130725
need to see that backside
>>
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>>172130793
>>
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working on new new tutorial
wondering if that mouse icon is too small, i can easily make it larger
>>
>>172130390
For legal purposes, a parody doesn't have to be funny. It just has to be clear that you're somehow making fun of the subject of the parody, as opposed to using them in a joke that isn't about them specifically. If you're highlighting the absurdity of Trump's policies by exaggerating the (already massive) amount of work involved in building a border wall, then yes, that's sufficient grounds to argue in court that your work is specifically a parody of Trump instead of a satire, ie. a more general joke that could have used any character. There have been court cases about this.
>pass ass parody
I'm sure it does, anon.
>>
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>>172129585
>>172129603
>>172129614
>>172129645
>>
>>172130907
NICE MISLABELED SHIFT BUTTON
>>
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>>172097264
Sticking some new key character art into the game for status screen and setting up lock-on/enemy details to have an enemy status display during battle depending on who's locked onto.

https://www.youtube.com/watch?v=OpIQNxiKJoE
>>
>>172130725
Jo Brand

She looks familiar
>>
>>172130725
Dexter's Mom had a better ass.
>>
>>172130793
lol
>>172130794
>>172131068
No.
>>172130825
Indeed.
>>
>>172131030
Cute
>>
>>172130964
>tfw your head is so far up your ass it lights on fire
>>
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>>172130725
ITS BUNNY BRAVO
HOW CAN YOU NOT KNOW THIS
>>
>>172131273
Bingo
>>
>>172130725
You need scooby's crew
>>
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>>172131273
>normalfags
>not watching Cartoon Network back when it was good
you are not making sense
>>
>>172131273
>watching american cartoons
>>
>>172131030
Give me your tumblr.
>>
>>172131642
You would be disappointed anon, sorry. Maybe when there's something good to show.
>>
>>172131717
B-but that cloth design is just magnificent.
>>
>>172129868
where is the charge bar meter that builds up and then you can release your super punch combo?

>pleb / 10
>>
>>172131886
http://www.pixiv.net/member.php?id=500023

Enjoy, the artist who's doing the art.
>>
>>172131030
Stolen hair speculars. Thanks for giving me the idea of controlling their value with fresnel.
>>
>>172131897
It's not in da gaame yet, relax. It's coming.
It may actually be the thing I plan on working on next
>>
Do you use Class Diagrams for planning your code?
>there's only one correct answer
>>
>>172132023
Thief.
>>
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>patreon lewd devs have turned the gamedev process into a business
>>
>>172131585
I'm from a former socialist country and I've spent my teens watching both american cartoons and anime on jacked RTL signal, back when you could do that with just a dish and any fucking STB you could get your hands on
>>
>>172132065
this is what made that game fun and then you have to make your ai more complex doing weird dodges and catching you off guard punching you at random times inbetween blocks
>>
>>172132023
Post them for me when you're done, faggot.
>>
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>>172132020
>Artist from Colombia
>has a pixiv account
>>
>>172132020
>the artist who's doing the art
Thanks! You are a lucky man!
>>
>>172132195
Two things:
1)Right now the AI is manually-controlled because the only enemy punch I have animations and hitboxes done for is their jab. I'll be giving them proper AI.
2)This enemy is supposed to be the glass-joe analogue, so he's not going to be doing any kinds of fancy shit. He exists purely to get his shit kicked in. When we start talking about the more complex enemies though, I've got plenty of ideas of how to keep the players on their toes.
>>
>>172132332
>female
!!!
>>
Really looking forward to playing your game!
You... do have a game, don't you?
>>
>>172132332
Pixiv is for everyone, silly!
>>
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I am the guy who asked for blender advice in the last thread. How do pic related looks? It's my first model ever.

It is supposed to be an elephant.
>>
Good morning /agdg/!

Today's 24 hr art/asset/idea jam theme is:

Boat-Castle
>>
>>172132478
Pixiv is objectively for elevens.
Half of the site's structure isn't even translated to English.
>>
>>172132527
nice tutorial following skills / 10

https://www.youtube.com/watch?v=JjW6r10Mlqs

Caught ya!
>>
>>172132578
>Pixiv is objectively for elevens.
No shit, that's the main userbase. But they've made accommodations for worldwide interactions to help for people that don't know enough Japanese to navigate the website. Pixiv has been expanding for years, with the whole point to get as many people as possible, regardless of whether or not they're Japanese.

For people who know even a bit Japanese, it's even less of an issue, because it doesn't matter at all.
>>
>>172132527
I was gonna say good job but I saw >>172132639
Do something else from reference instead of following a tutorial 1 to 1
>>
tfw I can't find a comfy youtube series on storydev anymore.

I know it's a long shot, but does anyone know it? I've got some clues:

-the guy lived in Boston, did a bunch of Fallout 4 videos about it

-did a video on FF7's story how characters were interlinked

-did a video on hub worlds

-did a video on writing games like a tv show. e.g. episodic.
>>
>>172132818
>>172132639
kek. I'll do something else, don't worry. Blender controls are tricky as fuck for a beginner, that's why I decided to start with a tutorial.
>>
>>172132818
this

follow the tutorial for the basic idea then modify it differently even in the tutorial it says to do so lol

>t. guy who has done this tutorial also
>>
>>172132882
Read books.
>>
>>172132882
I watch programming conference talks.
Theyre pretty comfy.
>>
what's with the suddent burst of posts.
just a few minutes ago people were barely posting
>>
>>172133050
My internet was malfunctioning I called the tech support they sent a guy turns out a part of the cable was rusty it's fixed now
>>
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>>172132527
Fix the normals.

smooth the faces

add an edge split
>>
>>172132923
>Blender controls are tricky as fuck for a beginner
The key is the spacebar, you can ask for anything you want with it
Also start doing textures and everything shading related asap.
>>
>>172133050
it's late sunday morning in country which makes up half of the userbase

take a wild fucking guess
>>
>>172133229
>8:40
>late
>>
>>172133229
dude kill yourself not joking
>>
>>172133289
your coast is not the only one fagtron
>>
>>172133338
FUCK OFF EASTCOASTIES REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
>>
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>>172125828
So what's the difference between "regular hobbies" and "this shit"? What exactly makes aggydaggying "a secong job"?
>>
>>172133289
I'm sorry, dude, but you can't spell best without "EST".
>>
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>>172132527
here's muh elephant attempt
>>
Does your language support higher order functions, or are you just tinkering about on a hobby?
>>
Centered or 0,0 origin sprites?
>>
>>172133683
centered or your rotations will be weird without translating first.
>>
>>172132882
>I know it's a long shot, but does anyone know it?
I think I do. I just spent a whole minute on Google.

I'm rooting for you to do the same, anon!
>>
>>172133448
It's good that you tried!
>>
http://www.adotas.com/2014/07/what-is-mobile-ad-mediation-and-how-does-it-work/

opinions on this?
>>
>>172132882
I'd watch that. Have you checked your history did you like any of them?
>>
>>172133878
you're a bad person
>>
Will your game have cool combos /agdg/?

https://www.youtube.com/watch?v=Go7h3pBR-UY
>>
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>>172133878
>unironically putting ads in your game
More like AIDS.
>>
>>172133878
Ads shouldn't be in games at all.
>>
>>172133878
Ads are cancer, if a game has ads I simply will not play it.
>>
>>172133826
I've been looking for this intermittently for weeks now.

>>172133935
It's too long ago, probably longer than a year.

>>172132882
I also forgot to mention that the guy basically drew everything in the videos.
>>
>>172133864
I wanted a tanky strong elephant for my battle arena game
>>
>>172133398
Paper crafting is a hobby.
Collecting limited editions of Monster Energy cans is a hobby.
Taking long walks in nature is a hobby.

Sweating blood trying to perfect yourself in multiple creative fields, so that you can meet some semblance of standards, to actually entertain other human beings with a medium ,which combines several other mediums to create a complex, rewarding experience, is not a fucking hobby. It often require dedication and concentration beyond any mundane 9 to 5 job.
>>
>>172134112
>It's too long ago, probably longer than a year.
Game Array?
>>
>>172134294
You can take any hobby as seriously or casually as you like.

Gamedev is a hobby, unless you are delusional or ignorant of the economic realities at play.
>>
>>172134398
>>172132882
Nope, isn't it. It was more explicitly about storytelling and was (mostly) handdrawn. Thanks though.
>>
>>172134112
>forgot to mention that the guy basically drew everything in the videos
Sounds like it should be really easy to find then,

>>172134294
I once met a girl who said her hobby was shopping. To her, hobbies were about spending money. She was distressed when I said that my hobbies are wallclimbing and programming, where very little money is spent. (Your ideas about hobbies are equally fucked up as hers, anon.)
>>
>>172133987
>tfw my game will never have a MC that cute
>>
>>172134947
Get gud.
>>
>>172134992
O-Ok
>>
>>172134294
You assume everyone wants to make high quality games and make money from it. Which isn't true. There are people who don't care about making money from gamedev, and even for people that do want to make money, it's possible without making a high quality game (although I admit it is harder to sell something low quality).

And as the other anon said, any hobby can be taken as seriously or casually as someone wants. Some people make extremely detailed paper craft, and that shit isn't easy. People go on hikes in deep forests, on trails that are seldom used, that shit isn't easy. Collecting cans means you probably have a mental disability, that shit isn't easy.
>>
>>172134294
if you enjoy it and do it only in your leisure time it falls within the definition of hobby
also ponies
>>
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>>172134525
>>
>>172135115
what if you do it but you don't enjoy it
>>
>>172135115
gogem is the hero we all need

I look forward to your yesdev how to make a game fun video next
>>
>>172135216
if you didnt enjoy it and it provides no value to you you wouldnt keep doing it
masochism is also enjoyment
>>
>>172134053
Then how do I just like make money on my free mobile game?
>>
>>172135216
You are in denial, retarded, or both.
>>
>>172135352
You don't
>>
Ubisoft very briefly experimented with releasing free versions of their games with some textures replaced with advertisements, I wonder what happened to that idea

Prince of Persia: SoT was one if I remember correctly
>>
>>172135090
>Collecting cans means you probably have a mental disability
cunt
they look nice
>>
>>172135443
but I want to, it's not fair!!!!
>>
>>172135352
You make it a gatcha with super limited features that make people WANT to pay.
>>
>>172135776
life isn't fair unless you are a Chad
>>
how hard is to make 100 bucks each month from a mobile ad?
>>
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>>172132227
Delivered. Needs more polish but it works.
>>
>>172136201
Now let's see it on a qt anime grill model.
>>
>>172136201
How can I do this
>>
>>172135587
Same thing that happened to Quake trying to run ads in games.
Turns out people really fucking hate ads (for good reason).
>>
>>172136298
Underage if possible.
>>
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>>172136201
you had to steal THAT?
>>
>>172136201
what am i looking at?
>>
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First vehicle done!

Will also make multi-seat vehicles later (Kada has set up a system for multiple seats working in multiplayer)
>>
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>>172136531
What will the jews think of next ?
>>
>>172136673
Seems were going down the road of micro-features packaged out as DLC.
Even though Ubi and EA are on the down swing, thank god.
>>
>>172136531
>>172136673
There is nothing wrong with making a profit off of ads or making games just to make money like flappy birds
>>
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>>172136673
Jesus Fucking Christ
>>
If I make a page for loli jam, will you enter it and make games for it? I don't want to host a dead jam again
>>
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>>172136636
Looks a bit sharper without the upscaling filter
>>
>>172136915
No
>>
>>172136907
That's not a real patent
>>
>>172136636
You're dogmonster guy, right? What is this game even about?
>>
>>172136825
mobile shit arent games, so sure.
>>
>>172136941
That looks too big for the size human that would fit in that seat.
>>
>>172136995
>>172136907
wait, it is real. kek what the fuck
>>
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>>172137003
This monster?

It's an FPS for 3DS (also PC port).
It will have MP deathmatch, but the SP campaign is about talking to people at a bar, and then going home to have nightmares were you shoot aliens/monsters/stuff.

>>172137115
Might have to do some size adjustment, but I think it'll work
>>
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>>172136298
Hm.. Doesn't give me the result I wanted since hair is not a fucking sphere.

>>172136421
All done in UE4's material system. Both mesh and post-processing materials are used with lots of hacking (like providing a light vector from a parameter collection) to give the final result.
>>
>>172137276
but it still does look nice
>>
How much do top-tier LPers cost?
>>
>>172136915
Explain this, please.
>>
>>172137735
you want to pay someone who's making money off playing your game already?
>>
>>172137868
b-but lets players lounge
>>
>>172137735
>He thinks let's plays actually drive sales
>>
>>172137735
as low as 50 and ive seen as high as 13000 (that was an extreme circumstance)

one big reviewer (won't say who, theyre british though) did say that id need to give them 5% of all profits made for the next month, didn't seem worth it though
>>
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>>172135967
>>
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>>172137220
so this is what you meant when you said you're borrowing this picture?
you're pretty good
>>
>>172132527
It looked like the black cerulean at a glance at the thumbnail and I got excited
>>
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>>172138193
>feel want
>>
>>172136915
I promise I will try but I can't promise I will finnish anything
>>
>>172138298
>black cerulean
Explain this, please.
>>
A game made by a fin domme where you just keep buying the game over and over because she knows how much of a filthy paypig you are
>>
>>172138495
It's a thing from the Kemono Friends anime
>>
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>>172138572
>>
A game where everything is black and white. The Red, Green, and Blue colors are each separate DLCs that must be bought for the game to be in full colors.
>>
>>172138843
Mirror's Edge could do it quite easily
>>
>>172138843
Don't give EA any ideas.
>>
>>172138151
>did say that id need to give them 5% of all profits made for the next month, didn't seem worth it though
Its not TB is it?
That sounds like something hed call out, but you never know

Devs really need to stop feeding the LP mafia though.
>>
>>172139039
>Devs really need to stop feeding the LP mafia though.
Seriously. I paid them off when they approached me after my game had reached a certain level of popularity (not much, but some). I regret it but I didn't want my game trashed, either.
>>
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>>172097264
fixing up menu code
not listening to anything right now, just my family arguing, the hum of a freezer, and the rain
>>
In case you're worried, this is just one guy having an imaginary conversation with himself.
>>
>>172137276
Looks exactly how I paint hair
>>
>>172139543
>NP++
you madman
>>
>>172139543
actually let's get a random song I listen to and find it on YouTube
https://www.youtube.com/watch?v=OiTrKoeILLM
>>172139698
you know it
>>
is Blender the least intuitive / user friendly common software or is it just me?

I'm finally starting to get it
>>
>>172140336
Coming from someone who's used to using Maya and 3DS Max in a professional setting, yes blender has a shitty UI
>>
>>172140336
I love that Blender is the only piece of software people ever bitch about with binds.
>>
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>>172138209
Yup.
Thanks!
>>
>>172140446
everything FOSS is shit.
>>
>>172140336
It isn't just you, but it gets easier.
>>
>>172140336
3D programs are always going to be complex but the blender UI is needlessly shit
>>
Can anyone tell me why this line of code works?

transform.eulerAngles = Vector3.up * Mathf.Atan2 (inputDir.x, inputDir.y) * Mathf.Rad2Deg;

I'm thinking that transform.eulerAngles needs a vector3 but I'm wondering how the math on the side works.

If Vector3.up is (0,1,0) how does Mathf.Atan2(x ,y ) get multiplied into it?
>>
>>172140774
Just use quaternions
>>
>>172140527
dont you talk shit about Freebsd.
Ill fight you.
>>
>>172140527
FUCK you Godot is the tits
>>
>>172141175
post your godot game
>>
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ass effect andromeda is still triggering me big time

it's not just the face animations, the way they walk etc is just terrible

please show some examples from other games of hand-made animations done right

or do you need mocap to get high quality animations?
>>
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>>172140336
>Freetards in charge of UI design
>>
>>172140336
I love blender UI
>>
Godot is one hell of a meme. Quickly surpassing polycode and vulkan.
>>
I need to turn some models into sprites, is there a quick way to do it?
I have a lot of models so I was hoping for some kind of batch method but after looking around it looks like that's not an option.

I need them as icons, so I'm not asking how to make a Sprite sheet or anything.
>>
>>172140446
gimp is shit too

openoffice is probably shit too but thankfully i haven't had to use it in almost a decade (the first cheaparse high school i went to used it instead of ms office and it was bug-ridden trash at least at the time)
>>
>>172141450
take a screenshot
>>
>>172141291
I dislike GIMP UI
>>
>>172141538
Libreoffice is alright tbqh
>>
>>172136673
Would you get off the couch to say "McDonald's"?
>>
>>172141291
Windows -> Single-window mode
but yes, it should be default
>>
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>>172140336
it sucks in that regards but once you know it, the problem goes away

>>172140446
bindings aren't really the issue imo, I'm more angry about the fact you can't touch anything like vertex group/modifiers/textures when you're also editing a UV.
also being unable to lock the 3D cursor is annoying

>>172141285
Guilty gear XRD probably has one of my favourite overall style of all time, and the animations definitely aren't motion capped
https://www.youtube.com/watch?v=j8N-c8H0pgw

>>172141291
Not only Gimp's flying boxes of bullshit suck ass, but some other stuff makes me fucking angry about it. Like not being able to zoom in when using the iWarp filter.

Also here's another shitty attempt at foliage, but this time it's even worse.
Fuck realism, I'm gonna make the bushiest trees I can.
>>
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>>172140336
No, of course not. Blender is the most intuitive.

Zbrush is the least intuitive, least user friendly, most anti-normal workflow program in the world.
>>
>>172141896
>$800 to play with clay
>>
>>172141896
Zbrush is actually doing things in a completely different way from other 3d programs though and it has significant advantages. Whereas blender is just Maya lite
>>
>>172141896
>Zbrush is the least intuitive
We've had this discussion before.
Zbrush is intuitive and easy as all fuck.

Blender is a set of powerful tools, and pretty darn good, but it's UI is a bit clumsy and you need to learn the hotkeys to be effective.
>>
>>172141285
>do you need mocap to get high quality animations?
>>
>>172141896
You've got that backwards
>>
>>172142368
those hotkeys are powerful, though. I found myself missing them when moving and scaling things in unity
>>
>>172142368
/g/ here, UI is for plebians
>>
Daily Reminder

you are all plebs at gamedev
>>
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>>172122972
Thanks anon.
I'll try.

>>172123028
Calling it a sim would be a lie. But you do fly planes.
>>
>>172142240
While Zbrush has the ability to create great art, its workflow and its unintiutive design gets in its way.

its as if it was designed by aliens. There is no user experience design present.

For example, want to save something in Zbrush? Gotta export an OBJ, there is no way to save a Zbrush project, reopen it and have a live object ready to manipulate (ala Blender, 3dsmax, Maya, etc).

Otherwise you'll get a 2d image of what you were working on and lost the work you had.

You want to switch between the objects you are working on? Great, but there's no "edit" mode like blender so even though you are selected on one object, you can chose the other quickly even though you may need it be present for doing shit.

Also, Blender is Maya lite? Maya is a 3d animation suite with minor (and crappy) 3d modelling features.
>>172142368
>hotkeys

Okay grandpa,

>>172142538
Nah, blender is easy to use, intuitive and follows the basic flow of artists and designers.

3DS max okay too

Maya is less intiuitve (extruding being behind a menu and not hotkeyed by default)

Zbrush is horrible.

if Zbrush had Blender's UI, I'd drop Blender for modelling (still use it to animate and Render) in a heartbeat.

However, if someone could make some hardsurface tools that work like 4r7's for Blender, i'd never look at Zbrush again.
>>
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>>172142568
Same.
I love Blender now.

Is Maya very different?
I have to learn Maya for the animation school I'm going to from Autumn.
>>
>>172139612
Post art
>>
>>172142732
>>hotkeys

>Okay grandpa
What did (you) mean by this?
I seriously hope you do use hotkeys in Blender.
>>
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>>172142389
i honestly don't know. if you're going for realism, is it sufficient to move characters by hand as if they're puppets, or will they end up looking like creepy ass puppets instead of people?
>>
>>172142959
Wasn't ME:A mocapped ?
>>
>>172142735
Maya is even more customizable than blender. And yes I am aware blender is very customizable. I even copied some of the hotkeys I like from blender within maya using scripts (like Z transparency toggle and A to toggle all selection)
>>
>>172142732
>Nah, blender is easy to use, intuitive and follows the basic flow of artists and designers.
I beg to differ, coming from someone who does this professionally. Blender isn't intuitive and requires a lot of time getting used to its confusing interface and memorizing hotkeys.
>>172142735
Maya sucks mostly because it was bought out by Autodesk and integrated into their own software, 3DS Max, then more or less dumped.
3DS Max might be the best just because it's been around for so long and has pretty much established all the industry standards, but its lack of decent scripting sucks.
>>
>>172143257
How is memoriziing hotkeys for blender any different than any other program? Is G for grab and E for extrude hard?

And what do you mean confusing interface?

Zbrush is far more confusing as to where important things are than blender. Blender only ever shows you what you need to see.
>>
>>172143051
Parts of it was. But for sidequest type shit they generated animations from the voice recordings. IIRC Half-Life 2 did something similar.
>>
>>172143382
>Zbrush is far more confusing as to where important things are than blender
Not that guy, but you're full of shit.
Zbrush has everything up front. It's easy and accessible.
What is wrong with you?
>>
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>want to (F)ocus selection
>press period
>>
Idea: Basically a skynner box game about waifus.
>>
>>172143257
They put all the good tools from Max into Maya then dumped Max in a ditch. Are you mixed up?
>>
>>172143568
google "10 billion wives"
>>
>>172143382
More hotkeys than you really need, and are different from standard ones (which coming from somebody experienced in standard stuff, is a pain).
>only ever shows you what you need to see.
means you can't ever find shit if/when you need it.
I don't use zbrush as much, but while the software is harder to use, the interface is fine.

>>172143592
Might be. Both software are okay to use, I just remember one of them got fucked over after being bought by Autodesk and I know that Max was their original software.
>>
>>172143519
If only there were a way to rebind keys.
>>
>>172143943
no! all software must work exactly how I want it to right out of the box!
>>
>>172143912
>just remember one of them got fucked over after being bought by Autodesk
That was Softimage
>>
>>172143912
>means you can't ever find shit if/when you need it.
100x this

blender is a giant pain in the ass to learn and i still haven't fully learned it. and i've learned the eclipse IDE which can be a pain but not nearly as much as blender
>>
>>172141638
You will with a Microsoft™ Kinect™ pointing at you.
>>
>>172143943
>>172144039
Why are blender users so defensive, it was just banter.
>>
just spent a few hours at a park with my game. met some nice people! now we're going to watch a movie :)
>>
>>172144140
he was making fun of people who bitch about blender you weapon
>>
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>>172143519
>want to (G)move
>large chunks of the model disappear with (H)ide
>>
>>172144263
>try to (K)ill myself
>now i just have ngons in my model
>>
>>172143493
>Zbrush has everything up front

Exactly, its not intuitive. Contextual design is better design than just fucking everything.

If you are modelling, you shouldn't have painting and material options as visible as the modelling tools.
>>
I just finished learning C++, I completely understand it and I feel like I can take on the fucking world. I have never felt like this before, I have always felt like I was just slumping along the programming path knowing the bare-minimum of programming, enough to game dev with Unreal 4 using blueprints for the rest of the way. I can completely make a fucking game with nothing but C++. What language made YOU feel this way, /agdg/?
>>
>>172144140
They all seem to be obsessed with protecting the name of their free software over industry standardized software. Most of them probably never had much experience with 3ds or maya, and are refusing to realize that if they ever do professional modeling, they won't use something as shitty as blender
>>
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>>172144413
Oh, I'm talking to a retard.
>>
>>172144121
>>172143912

If you aren't in sculpt mode, you don't need to see the sculpt tool settings, so why would you need to "find" it. Plus, it pops up when you use it, as an example. What do you mean can't find anything?
>>
>>172144416
>nothing but C++
The second you see win32 code youll change your mind
>>
>>172144416
do you even
>enum class
>inline namespace
>user-defined literals
>>
>>172144493
What's shitty about Blender?
Can't it literally do anything Maya/Max can?
And more?
>>
>>172144416
>I just finished learning C++, I completely understand it

lol not even Bjarne completely understands it
>>
>>172137276
That looks pretty nice though.
>>
>>172144546
I know other languages. I used to be in the market of web design, I am great with HTML, PHP and CSS. I decided it wasn't enough and went into game dev 2 months ago, have been on /agdg/ from the start. I also know JavaScript and have known if for years, but don't really use it because it is only good for handling basic math and strings, something C++ does better and more advanced. I can completely make a game in C++ and JavaScript if I wanted to.
>>
>>172144625
>namespaces
hey gramps
>>
>>172137276
Post material link, fagget.
>>
>>172144523
Basic graphic and user experience design is that the user/viewer shouldn't see things that do not pertain to what they currently want.

I.E. if you are ordering a pizza, the pizza ordering menu shouldn't have the current job postings in it, and vice versa.
>>
>>172144790
love this new meme
>>
>>172140336
I took half and hour to look up a blender tutorial and now it's simple as fuck.
>>
>>172144698
I meant that I completely understand what I learned, not a thought out of place.

>>172144625
I know about enum class, but none of the other things. The other things really aren't needed for game dev. Especially in-line namespaces.
>>
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>>172132527
>>172132639
>>172132818
>>172133154
>>172133448
What about this? I'm having some problems with the ears. It is supposed to be a Czechoslovakian Wolfdog.
>>
>>172144753
>I can completely make a game in C++ and JavaScript if I wanted to.
Ditch web shit and learn vulkan.
>>
>>172144975
I heard Vulkan is really useless, but hey, like I said, that's what I heard, care to prove them wrong? I wanna know why I should learn it.
>>
>>172141285
No, their stuff looks like mostly RAW mocap which is why it looks awkward. When you mocap stuff, the actors usually have to overexaggerate their movements to make it come through properly on the capture software. If you just use RAW data it'll look weird as fuck like with Andromeda.

What you can do, to make it easy taking mocap data and manually animating certain parts to make it look smooth and cleaner. Post processing on mocap is what makes a lot of mocapped games look much better and more smooth when it comes out.
>>
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>>172145059
>I heard Vulkan is really useless

wew la
>>
>>172144631
lol
>>
>>172144960
ears should be set wider, look at the skull of a dog or a wolf and you'll understand better how they're inserted on the head
topology looks weird though, but I'm not that good with it.
The head is also too small
>>
>>172144834
having a language with a proper module system eliminates the need for abstraction bloat like namespaces
>>172145059
>I heard Vulkan is really useless
On the contrary, more power than OGL without all the legacy hindrances.
People just avoid it because theres very little abstractions. Just please dont pick D3D.
>>
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>>172144960
What the fuck is that, that isn't a Czechoslovakian Wolfdog.
>>
>>172144960
>It is supposed to be a Czechoslovakian Wolfdog
It's just a dog-shaped blob of polygons, Anon.

The shape is OK, but the topology seems a bit random.
>>
>>172144416
how do I learn C++?
>>
>>172144960
You have the same problem most beginners do. Learn where to place poles to redirect topology flow.
>>
i want to use vulkan but there is almost no support for it in mobile devices ;_;
>>
>>172145357
same way you learn javascript
>>
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>>172144960
A noble steed for a noble king
>>
>>172145418
>mobile devices
wew
But UE4 can export to galaxy and nexus
>>
>>172145514
where is the knot
>>
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>>172145357
https://notepad-plus-plus.org
https://www.youtube.com/watch?v=Rub-JsjMhWY

Download Notepad++, open a new file, set the language to C++, and closely follow along with the video. I suggest you take notes using "// *your note*" so you can memorize exactly what he says and can review it. The way I took notes was as-if I was making my-own guide. It may look hard but it ends up being really goddamn easy when you take notes.
>>
>>172133878
Adding an ad before you quit or enter a game is something i can live with, what is not acceptable is intrusive ads while i'm playing/middle of the game.
>>
>>172145514
Oh my god, the return of donglord.
>>
>>172144879
I use custom literals in my game
>>
>>172145657
He's held hostage by the evil wizard.
Sir Cum-Sized
>>
>>172145189
>tufte-disgusted.gif
>>
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>>172145357
Read this
>>
>>172145730
also you'll want to learn C's I/O, no one likes or even really uses C++'s I/O
>>
>>172146057
what
>>
I "get" programming. I just dont understand how you make a game with it and there's very few resources in the way of that.
>>
>>172146019
Why programming books always have random covers? It's like someone always takes a random stock photo and slaps it on the cover.
>>
>>172146345
I think its an inside joke.
>>
>>172145730
>myIQ = 3
Did you mean ==?
>>
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>>172145919
>I use custom literals in my game
Wew, lad. That's a mighty-funny joke you got there.

>I use custom literals in my game
>my game
>game
Still calling it a game with custom literals, WEW.

>I use custom literals in my game
HAHAHAHAHAAHA. That'll never get old, you have brought me to tears, man.
>>
>>172146289
What do you mean by "get" programming?
>>
>>172146019
>reading programming books to learn programming.
>>
>>172146578
I can manipulate data and text.

I don't get how I move graphics on a screen and how to create a game from that
>>
>>172146445
Did they change it? That's the way it was presented to me. I don't know what C++ version they were using though.
>>
>>172146612
Its the best way but tough if you have ADHD and are too lazy to do the exercises at the end of each chapter
>>
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>>172146345
I really like the O'Reilly covers desu.
>>
How is a community based around a difficult, complicated interest so full of complete idiots? like 2/3rds of the people here are entirely retarded.
>>
>>172109472
Honestly, I love your game and get so excited when there's progress <3
>>
>>172146715
How much do you want to know vs calling something like draw_a_circle(center, radius)?
>>
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Is it worth it to learn C++ and Unreal simutaneously?

I know Javascript from my web design job and picked unity because of it but it seems that Unreal is the more powerful engine for what I'd like to accomplish.

Also

>Blender

numpads control the camera in an intuitive way

>Zbrush

3 different keys on the keyboard in combination with 3 seperate keys on the mouse to manipulate the camera.

Thanks Zbrush.
>>
>>172146729
It's always been == for comparison, = for assignment, in all versions of C++.
>>
>>172146817
kids.

>>172146734
if you have ADHD, language/api specs are all you need.
>>
>>172146924
Shit, I think I am retarded and/or don't pay attention.
>>
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>>172146782
>>
>>172128964

yea pretty much. i was thinking of having force powers in general but balancing them seems like an enourmous pain in the ass.
>>
>>172146908
I mean even something like rendering animated sprites on a screen and then changing them based on character status
>>
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>>172146345
>>172146782
>>
>>172147065
>>172146782
Covers like these is part of the reason why artists never want to touch programming.
I don't think I've ever seen uglier books.
>>
>>172146924
Well, I fixed it in the code and the notes. I'll review the notes again so I can stick it in my brain forever and i'll no longer be retarded.
>>
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>>172146782
>with His Therapist

mfw
>>
>>172147208
That's by design. There's a strong elitism in the programming community.
>>
>>172147213
So youve never actually compiled anything?
PLEASE tell me you have.
>>
>>172146917
Blender is better than Zbrush

gamemaker is better than godot

Unity is better than UE4

Java is better than C++

deal with reality and pick the best tool for the job to make game
>>
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>>172129547
>>172130964

so....um

wat
>>
>>172146516
Have I finally ascended into memedom? I have waited for this moment for my whole mortal stay
>>
>>172147309


>java

you were doing so well
>>
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>>172147309
>>
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>>172147208
>>
>>172146057
I don't mind C++'s I/O. I probably won't learn C's because a lot of people say C++ is better in EVERY way, especially when it comes to strings because C didn't have strings, you had to make arrays on letters, C++ actually has strings.
>>
>>172146345
He actually comments on that
>"Why birds? Just because I like that photo; I was looking for a calm image. Sometimes a bird is just a bird. They are swans, by the way. "
>>
>>172147540
What a badass.
>>
>>172147297
I did, it worked fine and how it should, so I don't know if you are actually right, but I will still do one equal sign for assignment and two for comparison.
>>
>>172145380
Could you explain this a bit more, please? I heard about it before, but I never understood why is this so important.
>>
>>172147141
Just add restrictions later. Focus on making fun things and save balancing for when you have something feature complete.
>>
>>172147707
Look at Jonathan Williamson's blender vids. He has a huge focus on topology and it really helped me learn 3d. I use Maya now but I still have his fundamentals in the back of my mind.
>>
>>172147618
God C++ in such trash.
Yeah it works, but it really shouldnt.
== is for equality checks
= is for assignment.

You try that with a string and itll throw an error.
>>
>>172098750
Nice juice
>>
>>172148319
Where is your programming language?
>>
>>172148520
In the works.
As soon as I can live worry free with money ill start.
>>
>>172146715
you manipulate data and text through APIs like opengl which let you interface with the graphics card and the operating system. or you use a game engine/framework which has more built-in functionality to simplify things and get more things done with less work/less learning required
>>
>>172148639
what type system?
>>
Anyone use UNet?

I'm making an FPS and trying to make my firerate network-side to avoid cheating, but while the server is firing normally, the clients keep shooting three bullets at a time. How can I make sure my variable is synchronised instantly?
>>
>>172148319
I just compiled it and it isn't working now, what the fuck. I had to fix it a-bit and it works now. C++ is not trash, I am loving the language so far, it's just, you can't get much variation before you get an error which you have to fix to get your variation to work. It's so structured that it hurts.
>>
>>172145730
>those ponyfags in the video bitching about details

anyone watching that video is likely smart enough to do double checking on their own, you can't explain an entire language in an hour.

christ i hate people like that.
>>
>>172148865
Basically my version of Idris with more a focus on dependent structuring
>>
>>172149225
First, a correction, an hour and 10 minutes. Second, he only teaches all you need to know about the language to do stuff and he explains that in the video.
>>
>>172149375
that video is clearly meant for people that already know how to program in another language, so no it doesn't only teach that.
>>
>>172149278
Well hurry up, I will write the first HelloWorld
>>
>>172149278
>with more a focus on dependent structuring
What did he mean by this?
>>
>>172149587
I know JavaScript, which is so different from C++, yet I easily learned C++ from this video.
>>
>using gimp
>have to make a grid to stroke a circular path
>can't stroke with the brush facing away from the center
whoever designed gimp should be shot.
>>
>>172149867
Quit your complaining and do that in your engine.
>>
>>172149754
I'd guess that the way Idris implemented dependent types isn't to his liking? I haven't played with Idris, but I liked haskell and have been meaning to dive deeper into type theory, linear types, homotopy type theory, cubical type theory, category theory, ...

so I hope he hurries up, and also posts more about his langdev
>>
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>>172150228
>make a texture in engine
>>
>>172149624
too much to do lad, but ill try.
>>172149754
A language thats expressive enough to not depend on names or scope. But what those names actually are.
>>
>>172150352
Procedural textures are the future
>>
I'm having second thoughts
>>
>>172150310
Well I'm also working on a language with dependent and substructural types that incorporates some cubical type theory.
>>
>>172150532
Wow, /agdg/'s own cuck
We've truly come so far
>>
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Feeling re motivated today did some things.
>>
>>172151109
what are you talking about?
>>
>>172150902
Neat. I'm not sure where to start with all of that, but I'm not afraid of theory. Should I start with category theory in that case? Do you happen to have any recommendations?
>>
What happened to recap shit?
>>
>>172151445
Recap Monday is tomorrow.
>>
>>172151397
Not anything in particular, I kind of absorbed everything I could get my hands on.
>>
>>172151583
yeah but this weeks recap pic didnt come?
>>
>>172151694
Its a mostly thankless job
but also should be automated
>>
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>>172148319
>>
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So speaking of androids again, how would a player feel if he knew his actual body (ingame) was stuck in a chair from where he controls androids from a distance like movie in pic?
>>
>>172152381
That wasnt the point.
The point was it doesnt throw with int assignment ops in if statements.
also you could just do if (baka)
And nice endl, nerd
>>
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>>172152381
>slowing down your compiler with all that whitespace
>>
>>172152586
>>>SUPERHOT
>>
>>172152797
hmmm
>>
>>172152791
>What is minify
>>
>>172152586
I thought that movie was called Surrogate
>>
>>172152959
oh yeah but i couldnt find an english poster
>>
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>>172152629
An endl; is not needed if that's the end up the script, it's not like it's gonna print anything else out, that's the exact point i'm trying to make, you're a fucking dipshit.
>>
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making a jam game with jofer
>>
>>172153278
>no break
Retard.
>>
>>172152959
>>172152989
That's not really the point.
They were just mind controlled drones, not actual human clones.
Funny that the movie came out same year as Avatar.
Guess Surrogates wasn't nearly as much of a blockbuster, even though IMO it has actually a better story.
>>
r>>172153278
Thats not the same thing m8.
Switches check for equality not assignment.
You can stop now.
>>
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>>172142880
Okay maybe "exactly" was too strong a word but it's kind of similar to how the brushstrokes look
>>
>>172153354
>Discord Jam
>People actually make game
>aggydaggy jam
>Lol, how bout Lolis? xD
>No one make game
>>
>>172150524
>>172152381
>if (booleanVariable == true)
Ew.
>>
>>172153416
so how you would like that in a game?
>>
>>172152791
Code is for reading
>>
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>>172153375
Oh, i'm sorry I didn't use a break in a script that i'm never gonna execute. The funny part is, you didn't catch that I forgot to put the integer name in the parenthesis which would've caused it not to ever execute. Fucking retard. Pays attention to the fact that I forgot a break for each case in a function which wouldn't have executed.
>>
>>172153517
can't unsee the happy pink guy with hairy armpits
>>
>>172153580
Didn't mean to quote >>172150524
>>
>>172153624
kek
>>
>>172153476
>acting like the code still wouldn't execute the same way an if statement of the same parameters would
I know it does, but using another if statement would totally kill the joke.
>>
explain to me how do I make level transitions using code.
>>
>>172153872
Engine?
>>
>>172153872
Easily, program a screen-fade and unload the level, then load the next level and fade-in the screen.
>>
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>>172153591
I think the idea of breaking the 4th wall and actually telling the player that he's the operator of a remote controlled robot on a dangerous mission is pretty fucking smart and immersive.
Because frankly, it's just a matter of time before that shit is reality, and it will be and stay that way loooooooooooooooong before we have robots who can handle themselves in a firefight.
>>
>>172153938
libgdx.

>>172153939
yeah, but how do I make others types of transitions?

do I need to study trigonometry?
>>
>>172153786
Its a semantics issue. A good language enforces it. C++ does not.

Also refrain from debating because I can smell the first week on you.
>>
>>172153872
>not using data streaming to avoid gameplay breaks
>(int) floorf(current_year+0.5f)
>>
>>172154112
nice, thank you very much for your input
>>
>>172153519
really joggin my noggin
>>
>>172154131
Is it just the transition you need help with? You could use shaders to do all sorts of things.
Here's a video, it's Unity, but you'll get the idea.
https://www.youtube.com/watch?v=LnAoD7hgDxw
>>
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I recreated the unity roll a ball example in Godot
Progress!
>>
>>172154112
isn't that kind of the plot of Soma where the player discovers that their body isn't necessarily theirs and is entirely expendable as copies of their consciousness can be made.
>>
>>172154710
yesdev.png
>>
>>172154112
but what if the player (in the android body) could actually could go visit his actual human body on the chair SUPERHOT style? would that be weird?
>>
>>172154710
And I've got on question, how do I setup collision boxes for my imported 3D meshes?
Because here I just used squares and spheres but what about a more complex model? I can't set the whole mesh as shape so what do I do?

>>172154834
Nigger I need to start somewhere
>>
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>google for half a day how to make an energy beam with a black core, like a black glowing lightning
>no solutions whatsoever, nobody even tried to do anything like that
>try doing it by myself, can't figure out how to set it up no matter how hard i try
>leave it for a day
>come back, make a black-blue-transparent gradient png
>place it as an emission map, crank emission up with bloom
>it works

Fucking
>>
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Anyone ever played the Oddworld series? Specifically Abe's Exoddus? Anyone wondering how the Mudokon mood system was done? Here, take a look, it's a small way to do basic Mudokon moods. You can set HasMudokonBeenSlapped to true when you have Abe slap him and then set it back to false right afterwards to make sure it doesn't trigger another mood change. Same with apologize.
>>
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>>172154992
I spent all day trying to do textures and haven't done a single one.
I understand your frustration.
>>
>>172154893
Dunno, what did people who played SUPERHOT thought of it?
For me it would ruin the immersion, because up to that point I can pretend I'm actually piloting the thing from behind my desk IRL.
But I can hardly speak for, you know everyone else in the world.
>>
>>172155242
Hello Yanderedev.
>>
>>172155242
Hmm, interesting, wouldn't it automatically set back to 1 since it has become false? A better system would be to increment and decrement it each time so it stays, it'll work too since each emotion goes up like a ladder.
>>
>>172097264
>All this easy to find progress
Thank you spaghetti cat
>>
>>172155242
ever heard of incrementing senpai?
>>
>>172155601
Nah, Yanderedev would evaluate strings instead.
>>
>>172155601
Don't you dare call me Yanderedev. Yanderedev is a weeaboo peice a fucking trash who needs to fucking die. He is too retarded to even figure out cout in C++.

>>172155719
That is what he said: >>172155623
It'll definitely work better.
>>
where is all the game progress guys?
>>
>>172155824
In the next thread
>>
>>172155349
and so my fears are not unfounded. what if you cant see the body? like if your body is stuck in some sort of coffin or something
>>
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put on some Bear McCreary first
>>
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>>172155719
>>172155623
That'll work way better.
>>
>>172156101
>MudokonMood-- 4 times
Just set it to 1 no?
>>
>>172155242
Don't you have enums or some shit in C++?

Magic numbers give me PTSD.
>>
>>172156101
spaghetti code learn 2 program
>>
>>172156101
>MudokonMood--;
>MudokonMood--;
>MudokonMood--;
>MudokonMood--;
why?
>>
>>172153519
The fact that you see the two as separate communities probably means that you discordfags should stop posting here all together.
>>
>>172156101
what is modular arithmetic?
>>
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Made an animation delay indicator.
>>
>>172156279
Can you control how fast they play?
>>
You know, I've tried to learn some programming by watching YouTube videos before, but every time I've had the thought "if this person could actually do anything worth doing with this, they wouldn't be making YouTube tutorials". Am I justified in this thinking?
>>
>>172156172
>>172156238
No, the moment it becomes false it'll default to one. We have to increment and decrement as many times as it requires to make sure it sets. So that will require 4 decrements from mood 5 to mood 1.

>>172156216
Show me what you can do. How would you do Mudokon code?
>>
>>172156320
Hi, I make youtube tutorials

It's one step worse than that

It's actually that we have no idea what the fuck we're doing, we just did something someone else did, and spread the solution
>>
>>172156101
if (HasMudokonBeenSlapped)
{
___if (MudokonMood <= 3)
______MudokonMood++;
___else if (MudokonMood == 5)
______MudokonMood -= 4;
}
>>
>>172156101
Anon I'm sorry but that's even worse, also you're setting MudokonMood in two of the ifs

if (HasMudokonBeenSlapped) {
if (MudokonMood < 4)
MudokonMood++;
else if (MudokonMood == 5)
MudokonMood = 1;
}
>>
>>172156372
>>MudokonMood-= 4;
>>
>>172156493
Hey, I am not Lorne fucking Lanning, I don't know how he coded it, it's just my understanding of how a basic mood system would be done.
>>
>>172156372
>No, the moment it becomes false it'll default to one.
what
>>
>>172156310
Planning to have extensive controls for that:
-Animation type
--Continuous - all take same amount of time
--Identical - animates in constant time, regardless of number of animations
--Instant - everyone moves right away
--Instant Instant - everything teleports

It's mostly the main reason for the rewrite after all.
>>
>>172156320
videos are a terrible way to learn programming
books are a terrible way to learn programming
learn all this and more in my YESDEV video series!
>>
>>172156320
I don't know if that's fair.

I've made a couple of tutorials because people asked me how I did something and because I'd like there to be tutorials for interesting stuff, I guess people might also want to make more general ones.
>>
>>172156640
>what
Look at the if statement. That means IF it is true, it'll set to 2. Due to the fact that I used an IF statement, it'll only be IF slap is true. It'll default back to 1 when it becomes false.
>>
should I make a haskell game?
>>
This is why you care about the quality of code you write.
>>
>>172155873
>>172155873
>>172155873
>>172155873
pls respond
>>
>>172156962
That's like asking if you wanna rip your hair out because you wanted to make a painting in a really unused method just because it'll make you stand out. So, no.
>>
>>172157031
It bothers me how certain people are like "EEH, EEEH, EEEEEEEH, UR COED IES MEZZY, IETEL NEEVAR WIRK." or "EEEH, SHOUWLEVE YOOSED THES MEWTHED OOF COEDING ENSTID OOF THET WON.". Shut the fuck up, as long as it works, it's fine. If you use one method instead of the other and the outcome literally is the EXACT SAME THING it doesn't fucking matter.
>>
>>172155916
>Bear McCreary
https://www.youtube.com/watch?v=O93DyZ0-ptE

...it just works. Good stuff, anon!
>>
>>172157068
haskell has SFML bindings
https://github.com/SFML-haskell/SFML/blob/master/demos/hello/main.hs
>>
>>172146782
These are great.
>>
>>172157414
I know, but it's still a hard-to-work-with language.
>>
>>172157314
>If you use one method instead of the other and the outcome literally is the EXACT SAME THING it doesn't fucking matter.
That's true if you're making a small program. If you're making a large program it's not a bad idea to try to make your code at least a little bit neatly organized so you can actually understand it later.
>>
>>172157314
Are you a special snowflake who needs a programming language to be E X P R E S S I V E or you start to feel like your creativity is being stifled?

Like it or not, there is good code and there is bad code.
>>
>>172156856
Oh, I see what you're thinking.

What is inside an if statement will be executed all at once. So what you really want is a loop, instead.
You'll also want to put your switch(MudokonMood) instead a function so you can call it again without copy-pasting your code. Let's call it PrintMood(int mood);


It'll be something like:
if (HasMudokonBeenSlapped && MudokonMood=5)
{
for (MudokonMood; MudokonMood > 0; MudokonMood--) {
PrintMood(MudokonMood);
}
}
>>
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>>172155873
Doesn't really change the reception that much.
As I've said, the one thing that sells this concept to me is the idea that I as a player accept looking at and doing things by proxy and not actually being present in the game's location at all.

There was an interesting short film about people playing an VR MMOFPS where they had to fight some weird aliens and one of the player did something to cause the game to glitch out and reveal that the "game" was just putting a sort of augmented reality dressing on actual IRL (I guess a civil) war, and the "aliens" were just some raggedy civilians. Then the player freaks the fuck out, puts down his headset and there is a robot aiming a rifle at him and they cut to another player seeing an alien instead of a guy again.

I hope you see where I'm going with this.
You don't necessarily have to be INSIDE the game for this to work.
>>
>>172157314
>Shut the fuck up, as long as it works, it's fine.
Except it doesn't work.
>>
>>172157314
>I've never worked with other coders
I pity the poor fucks that have to read your shit.
>>
>>172157575
It really needs its own library from the ground up.
But most of haskell arent games programmers so youre on your own.
>>
>>172157760
>MudokonMood=5
Meant ==
>>
>>172157760
STOP ENCOURAGING MAGIC NUMBERS
USE A FUCKING SWITCH
>>
>>172158136
You mean an enum? Yeah I agree, but since he needed an explanation as to why if statements aren't loops, enums might be a little too much already.
>>
>>172157660
It's true all the way around. If I used a convoluted if statement list instead of a switch (why-ever the fuck I would ever do that) and the outcome is the exact same, THE OUTCOME IS THE EXACT SAME, it's fine. Having the convoluted if-statement list will allow me even more freedom in the long-run due to the fact that I can add more exceptions to it so it does more things in more situations.

>>172157757
>i'm talking about wanting to as messy as I want and using whatever method I want without people complaining
>you are calling me the special snowflake
You are the real special snowflake. You fucking shill, preaching that one method of coding is better than one method coding where the outcome is the EXACT SAME is fucking retarded. If I have one script to move a character and another to move a character and the movement is the EXACT SAME, SAME SPEED, EXECUTES AT THE SAME TIME, NO DELAY FOR EITHER, one is not better than the other.
>>
>>172157314
>>172157660
>>172157947
The best way for new programmers to learn what not to do is to do it in their own projects and get burned by having to change it a month later.
>>
>>172157314
>Shut the fuck up, as long as it works, it's fine
I mean to quite a large extent, I agree with you. But if you're pulling shit like >>172156101 then maaayyybe it's time to rethink some decisions.
If even your smaller interactions are sloppy work arounds, then once your game starts to grow into an actually complicated system, your code is going to become something akin to some text based Rube Goldberg machine. And again, if it works, it works. But debugging something like that is going to be an absolute nightmare.
>>
>>172157813
Yeah I know where you're going, but I dont know if I could put an actual plot to a concept like that especially in the direction im going ... but ill keep that in mind, who knows.

but i think for some other people, the fact that they know theyre not controlling an actual robot might exactly be what is unimmersive, and maybe trying too hard.

if it's in a game perhaps with the MC being in the game of some sort maybe people would be more immersed in the game than if they make themselves believe they control an actual robot. well I know that would be the case for me. but Ill keep that in mind though, it's an interesting idea.
>>
>>172158302
Your code is just fucking shit m8.
>>
>>172158339
>tfw my current job is a million lines of spaghetti code
>It didn't even compile when I got there
>The guy working on it debugged everything by dumping text files instead of using Visual Studio's debugger, as all projects were separate and he got references by pointing to dlls instead of projects
kill me
>>
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>>172158374
https://www.youtube.com/watch?v=UXX0TRtg5Vk
found the film
didn't remember everything exactly as it plays out, but I got most of it right
it's worth a watch IMO
>>
>>172158339
Yeah, like the statement I just presented: >>172158302, the convoluted if-statement list instead of the better alternative, a switch. It still works, one is not better than the other, but having a convoluted if-statement instead of a fucking switch is just fucking retarded and more work for you.
>>
>>172158302
Code is made for reading.
Because you'll and your teammates if you have any will need to reread it 6 months from now on so you can add that one feature.
So while you shouldn't pull your hair out trying to make The Most Aesthetic code, readibility is important. Perhaps more than optimization in many cases (less so in games since they're more demanding than most software, but still).

In fact, coding "badly" is a recipe for hard to find errors. Case in point: >>172155242 and >>172156101 set MudokonMood in some cases, and the latter does something completely different than what he expected.
>>
>>172158705
thank you
>>
>>172129868
What is this, furry punch out?
>>
>>172158302
>one is not better than the other.

while (world == 1 && mc == 1 && level_load == 1)
{
if (MOVE.DIRECTION1)
{
MC.dir1
}
if (MOVE.DIRECTION2)
{
MC.dir2
}
if (MOVE.DIRECTIO3)
{
MC.dir3
}
if (MOVE.DIRECTIO4)
{
MC.dir4
}
}

vs

MC.Input();

Tell me you would use the top one.
>>
>>172158326
>a month later
more like a few days later
>>
>>172158934
Something like that, yeah.
>>
>>172158973
It has the same outcome, one isn't better than the other. It's just one if less work.
>>
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I want to make game, I have the skills

But I have no inspiration

Help
>>
what's a good C# library that doesn't require to install third party shit?
>>
>>172159194
>one isn't better than the other
You are truly lost.
>>
File: AGDG makes a game.png (115KB, 1162x984px) Image search: [Google]
AGDG makes a game.png
115KB, 1162x984px
>>172156101
>>172156101
>>
File: notepad++_2017-03-26_13-53-18.png (3KB, 291x112px) Image search: [Google]
notepad++_2017-03-26_13-53-18.png
3KB, 291x112px
This is all I hear out of everyone in this thread.
>>
>>172159168
>Literally exactly that, yeah.
>>
>>172159342
10/10
>>
>>172159251
I want to be you
>>
>>172159342
spectacular
>>
WHEN IS THE NEXT JAM
FUCK
>>
File: 1232432154132.png (454KB, 488x532px) Image search: [Google]
1232432154132.png
454KB, 488x532px
>>172159342
that's about right
>>
blueprints
>>
>>172159409
Good job, you learned how to add a newline!
>>
File: i'm ready dad.png (491KB, 719x538px) Image search: [Google]
i'm ready dad.png
491KB, 719x538px
>>172159557
In my asshole.
>>
>>172159608
are great
>>
>>172159557
habbening right now if you're part of the discord kool kids klub
>>
>>172159608
There is nothing wrong with blueprints, a UE4 blueprint is C++ code made by people who don't know C++. It's fine, it works. There is C++ going on in the background, and due to the fact that it's simplified for people who don't know C++, it ends up being great C++ code since the blocks are physical representations of C++ code, great code by Epic Games.
>>
File: agdg classic.jpg (310KB, 1500x873px) Image search: [Google]
agdg classic.jpg
310KB, 1500x873px
>>172159342
Another classic for the folder.
>>
NEW THREAT
>>
File: 1452101621339.gif (2MB, 320x179px) Image search: [Google]
1452101621339.gif
2MB, 320x179px
RIP Recapguy
F
>>
>>172159832
>a UE4 blueprint is C++ code made by people who don't know C++
Even people who know C++ should use them to some degree, you'd be silly not to.
>>
>>172159807
What does discord have to do with agdg? I don't understand.
>>
>>172159409
>unironically using iostreams
>>
>>172159807
>literally just a channel named gamejam
>no announcements in the threads, nothing
very epic and inclusive, discord is totally not a fucking gay circlejerk completely unrelated to /agdg/
>>
File: Screenshot_2017-03-26_23-03-47.png (8KB, 275x206px) Image search: [Google]
Screenshot_2017-03-26_23-03-47.png
8KB, 275x206px
>>172159342
>>172156101
fucking pleb
>>
I'll make a thread
>>
>>172160185
Good luck, anon
>>
>>172160185
BEST OF LUCK SOLDIER
>>
>>172160035
at some point agdg splintered into the thread and a steamchat group. now the steamchat is the discord. there is a clique of devs who just post to the discord as well a quite a few who crosspost

>>172160093
we considered posting it here
>>
>>172160151
You can do
>case1: case2: case3:
>>
>>172155242
>>172156101
This is spaghetti code, definitely. What you assholes fail to realize is that the creator of this is clearly:>>172144416. That code will work, but it is so un-organized that he will have trouble finding errors. The fact-of-the-matter is, he probably did better with this code than you guys would've on your first day of knowing the language. So compared to what you guys could've done, this is great code. From an actually-good-code point of view, it's shit, but he still probably did better than most of you could've.
>>
>>172160294
Not the same thing.
>>
>>172160336
>>172160294
Actually I fucked my code he's right
>>
>>172160287
But you didn't, which means this jam has nothing to do with /agdg/, now frick off.
>>
File: hmm.gif (278KB, 616x398px) Image search: [Google]
hmm.gif
278KB, 616x398px
>>172159875
jesus christ
>>
>>172159409
/agdg/ talking about programming is almost worse than /v/.
>>
>>172160287
There aren't many crossposters left. Nobody who spends a lot of time on Discord posts here during the week. Recap-only posters don't count.
>>
>>172160554
>>172160554
>>
>>172160287
fuck off back to discord and stay there
>>
>>172160519
let's be honest, why would you post here?
>>
>>172160472
Worse than /v/ talking about games or worse than /v/ in general? What a shit board.
>>
>>172160330
>on your first day of knowing the language
On my first day of learning the language I certainly wouldn't have claimed that I "completely understood it". Especially not if I was confusing decrementation and loops.
>>
>>172160602
>telling one of the last crossposters to fuck off
wither and die, agdg
>>
>>172160760
sure, now fuck off back to discord and stay there
>>
>>172160093
it literally got announced 3 hours before it began
>>
do html5 and mobile publishers buy the rights of your games?

in the sense that you can make money selling them your first game?
>>
File: GimpDefault.jpg (62KB, 1193x842px) Image search: [Google]
GimpDefault.jpg
62KB, 1193x842px
>>172141291
I mean yeah, the default gimp layout is garbage, but by the very nature of it being free open source software means that (you) or anyone can make edits to the code to customize it to your liking.

I spent 35 minutes once to alter my gimp default set up and now it's pretty darn close to the experience I had with photoshop cs4 out of the box.

pic related is what I see when I open gimp.
>>
File: Screenshot_20160409_212649.png (1MB, 1920x1080px) Image search: [Google]
Screenshot_20160409_212649.png
1MB, 1920x1080px
>>172162118
GIMP is deprecated.
>>
>>172161769
http://www.gamesbrief.com/2014/08/go-html5-or-die-how-to-make-up-to-50-000-usd-from-a-html5-game/

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