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/agdg/ - Amateur Game Dev General

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Thread replies: 774
Thread images: 163

File: literally perfection.jpg (121KB, 1280x720px) Image search: [Google]
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Perfect 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
>>172160554

> 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
>>
Remember that there is no GAME without GAY.
>>
Anime is cute. CUTE
>>
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Progress

Any composers wanna bear mccreary my shit up?
>>
>>172218258
looking at how perspective looks

also thinking about removing camera lock for some rooms and only using it in combat areas
>>
Why isn't there any good games made with Godot?
>>
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>>
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>>172218373
forgot pic because i'm dehydrated
>>
>>172218436
Look forward to My Game made by Anon.
>>
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>>172218320
Anime is cute.

The "thing" in the OP is the ugliest Keyon though. Have some taste for once people.
>>
>>172218532
Kill yourself, Mugi is the cutest and most perfect Keion
>>
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>>172218532
maybe OP is black
>>172218569
ritsu is the patrician's choice because she's basically a boy with tits
>>
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Made the main input and output objects in the same style as other objects and did a simple visual effect when they transfer signals + some subtle AO and the connection energy stuff, which i guess is a bit too flashy.

Opinions?
>>
>>172218532
I like azunyan
>>
>>172218258
Been awhile since we had a pedophile OP. Thanks!
>>
>>172218606
https://steamcommunity.com/groups/ritsusforehead
>>
Loli jam in 5 days
>>
>>172218258
>>172218320
>>172218532
>>172218569
>>172218606
>>172218623
literally who
>>
>>172218797
keion
>>
>>172218717
>>172218258
ah the OP is in honor of loli/pedo jam, got it
carry on
>>
>>172218870
ok thank s
>>
>>172218619
It's kinda hard to see the black donuts with all the flashy stuff going on, maybe make them glow when connected?
>>
>>172218717
Loli jam is not happening
>>
>>172219676
Yes it is, I'm looking for the right image to use as a banner on the itch.io page
>>
I'm in development of a game right now and I kind of wanted to make a multi-party system where the player can control multiple characters, split them up, and have them travel around the map. Certain puzzles would require the characters to be split up among multiple rooms.

However, how big can I make the map before being able to split up the characters become less of a gimmick and more of a chore.
>>
>>172219797
If you automate off-teams it could be less of a chore.

Like, if you give players the option to have them auto explore/grind/go back to town/whatever, it would take a lot of the "chore" feeling away. Power gamers could still control 1:1 if they wanted.

If it's puzzle heavy though, I imagine maps would have to be relatively small (or perhaps you just keep your team whole 99% of the time)
>>
>>172219797
Well, remember that when you're dealing with multi-room characters, eventually those characters are going to have to meet up again, and all the fun of doing the puzzles is marred by the constant trudging back and forth just to assemble your party.

However, if you have elements to mitigate this effect, like a warping crystal that brings the party together or the puzzles that are solved create new paths in each room that lead to a central "hub" area where the party can meet back up without having to retread existing ground, you can extend your spread of party members.
>>
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>>172218942
Something like this?
>>
>>172220227
>>172218619
Your thumbnails look like AMAZING pixel art.

... just thought I'd mention that.
>>
>>172220227
I think a continuous glow would work better since I assume it's a continuous connection.
>>
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>>172220428
We can go pixel, man.
>>
Good morning /agdg/! It's a beautiful morning, what progress are you planning to make today?
>>
>>172220705
lol, that's neat
>>
>>172220737
I paused my progress to learn Godot.

Am I a nodev now?
>>
>>172198597
https://twitter.com/sy0sa/status/845932073181339648
>>
>>172220775
Learning to use a game engine is the work of yesdevs, even if you aren't producing anything right now.
>>
I want to make a top view rpg like all this rpgmaker shit with smt combat and pop-up text, maybe combining skills into new stuff.
I want to also include weapon wear and some sort of social links. Should i use gamemaker studio or some sort of RPGmaker?
>>
>>172220982
Depends on how much game development means to you.
If you just want something quick and dirty then RPG Maker is enough, but if you want to learn programming concepts that you can carry on to future projects then GameMaker is the way.
>>
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>trying to find a solution online
>>
>>172220982
RPG Maker (at least the older ones?) is quite restrictive. Most games have a strong fucking RPG-Maker feel.

If you go with RPG Maker you'll be able to make your game 1000x faster, though. You should do your best to break out of that feeling with scripts and whatnot.
>>
>>172221113
lmao
>>
>>172221113
i bore witness to the very best
>"i figured it out myself, you do X Y Z"
>all the replies telling him his solution is wrong and stupid
>he was absolutely correct and im one of the few who will ever know
>>
>>172215475
Yes, there will be all ethnics in the game.
>>
Where can i find tutorials on Game Maker 2? It seems that most of them are about the older version and im having some difficulty moving beyond yoyogame`s tutorial series
>>
>>172221497
Can't wait to try it out
>>
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testing out the new speech boxes
>>
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>>172221113

This is actually accurate if from the perspective of the person posting the problem.
>Not intelligent; having it answered for you
>Intelligent; having the thread closed because nobody could answer or had to find answers elsewhere
>Really intelligent; an expert user has to send special information to fix the issue, possibly too technical or personal to show publically
>Most intelligent; figuring out the problem yourself and posting it online that you no longer need help
>>
>>172221690
What exactly are you having trouble with? It shouldn't be too hard to follow old tutorials since the engine is still basically the same.
>>
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>>172221113
>>
>>172221942
>hyper intelligent answer: Figuring out the problem yourself but responding to your own original query with a fake profile and incorrect response so that anyone that finds your question is further confused and misled so as to put you one above the pleb-programmer competition
>>
>>172221962
I have been transitioning between Game Maker 2 and Stencyl to see which i liked better.

I found Stencyl much easier to learn but everyone keeps telling me to go back to GM2

So i watched yoyogames tutorial but still feel really lost in how to go from there on.

Also, i dont know how to "translate" GM 1.4 to GM2, by that i mean if the dude in the tutorial is doing something that i cant in the engine i get lost and cant proceed
>>
>>172218258
Are there any guides how to create your concept? What I mean is that I have some ideas floating in my head and I wan't to make them into something more ordered.
>>
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wtf i cant believe someone actually made these
>>
>>172221347
Where is your game?
>>
is making progress monadic?

Provide a proof or counterexample
>>
>>172222324
Looks better than most sprites posted here.
>>
>>172217641
>>172217692
Ok, so, this is my brainstorming so far:

You're at school when it gets invaded by werewolves.

So then you gotta sneak and kungfu werewolves.

BUT the werewolves are actually really cute kemonogirlwolves!
...So you get a boner.

So now you gotta sneak and do kungfu WHILE trying to hide your boner, if anyone sees it, everyone will laugh at you and the whole school will think that you are a furry!

Mechanics:
The more you see and touch the werewolves(and especially the more they touch you) the larger your boner becomes.
The larger your boner, the harder it is to hide and the more awkward your movement and combat gets as you try to hide it.
Breaking the line of sight makes the boner smaller but the game's ranking will rely heavily on continuous and fluid action, speed bonuses and dick stealth.
SHAMELESS desperation mode gives you a temporary power boost but it is a high risk move that momentarily leaves you with no cover for your swinging chubby.
Different kinds of gear you find could affect the boner mechanics: tighter pants could make it swing around less but make it more pronounced, baggy pants hide a small one really well but a larger one will swing around almost freely, some weapons would take less hands to use, and etc...
>>
My game is going to have hundreds of items. Is there any disadvantage to just having a c# file with all of them listed, rather than just using something like xml?
>>
>>172222438
There are significant disadvantages to using c#, yes
>>
>>172222421
>So you get a boner.
urgh
>Mechanics
>The larger your boner, the harder it is to hide and the more awkward your movement and combat gets as you try to hide it.
so the more you play the game the more the game punishes you?
terrible idea
>>
>>172222438
>Is there any disadvantage to just having a c# file with all of them listed, rather than just using something like xml?
It's quite stupid and you need to rebuild your game any time you make changes.
It's like storing all your images in binary arrays and compiling them with your game.
Don't hardcode, keep your data outside of your code ffs.
>>
>>172222542
In combat the growth would be there but on a manageable level, it would mainly punish you if you were being too slow and getting hit would be the larger punishment.
>>
>>172222324
are you saying that because you think all pixel art is shit regardless of quality

No question mark because that's what you're doing lol.
>>
>>172222185
You could download the old version just for learning and it shouldn't be too hard to find your bearings once you migrate, the free version of GMS2 has some pretty strict limits too like only 15 objects max which would probably kill any attempts at following tutorials that aren't super basic.
>>
>>172222763
>getting hit would be the larger punishment.
we have a system that punishes you for getting hit, it's called health
>it would mainly punish you if you were being too slow
so damage over time? terrible idea
>In combat the growth would be there but on a manageable level
if it's already managable ie. it doesn't matter why put it in at all?
>>
>>172222598
xml it is then, thanks!
>>
>>172220982
Will weapon wear make your game more fun anon?
>>
>>172222438
At that point you should be making a quick tool to edit/load/save item data. You shouldn't be touching the data file directly, so it doesn't matter as much what the format is.
>>
>>172222870
>fun
ahahah come back when you've gotten past your delusions that that word is useful for gamedevs
>>
sent you the solution :-)
>>
>>172222861
Manageable if you're gud.
>>
>>172218441
you need to tighten your hitboxes, the more low res the art, the more precision people expect from the game.
>>
>>172222997
>Manageable if you're gud.
shitty mechanic for a shitty game idea
>>
>>172223087
:(
>>
>>172221113
you forget "no, don't do it, I don't like this idea", a local specialty at stackoverflow.
>>
>>172223087
>shitty
I'd say it was a bit dorky of a game idea.
>>
>>172223385
it's pornographic and not even fun

do you people even know what fun videogames are like
>>
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My first human head model and it's fucking creepy looking. Not sure if this is a good thing or bad thing, since it's meant to be a horror game anyway.
>>
>>172223531
>fun
>>
>>172222421
Sounds like a health reskin.

I'm not saying it's bad, it actually sounds pretty hot and funny.
>>
>>172223719
SUCC
>>
>>172224006
>>172223719
how many layers of fear are you on
>>
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>>172223927
>it actually sounds pretty hot and funny.
>>
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>>172224006
>>172224073
Heh, oh you guys.
>>
>>172224209
Don't hate the player.
>>
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>>172218441
>>
>>172220705
Just like the good old days playing dungeon keeper.
>>
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>>172224372
it's not a game so it doesn't have players
>>172224407
looks suspiciously like this
>>
>>172224521
Memes will live as long as humankind.
>>
>>172224521
Name your least favorite memes and I will do my best to not use them anymore.
>>
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>>172224450
You mean this guy?
>>
>>172224521
Meme-scientists have calculated the death of the internet meme culture to be around 2025
>>
I suddenly wrote a 2.5D sdl/opengl/c++ engine. What should I make on it faam
>>
>>172218258
Just wandered in from /v/, I don't get it, what does fucking children have to do with game development?
>>
>>172224945
What does shitposting have to do with game development?
>>
>>172224945
most of us don't know either
>>
>>172224945
>not the first post from this IP
Are you bored?
>>
i just solved typing in vr

what have YOU done today?
>>
What engine does /agdg/ recommend for card games?
>>
>>172226334
singleplayer card games? use whatever
multiplayer? just don't make multiplayer games
>>
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i really liked this new level
>>
>>172226334
Desperate gods

https://www.youtube.com/watch?v=8WD0gMu0LDU
>>
>>172226334
I wouldn't know a specific engine but YGOPro uses Lua for programming the cards
https://github.com/Fluorohydride/ygopro-scripts/blob/937e833a299591a46c339695a4c62e0b2af1694a/c1224927.lua
>>
>>172226334
Not unity.
>>
>>172226715
Hearthstone is made in Unity.
>>
>>172226754
You just proved his point
>>
>>172226220
Jerked off to poju
>>
>>172226334
you can use unity for every genre
>>
>>172226525
Are you not the dev? Anyhow I'm gonna drop this on you:

The warning markers for the mines are confusing. They should probably always show the max range. As is it looks like you can dodge them when the indicator is shorter... but you can't, you always have to be further away.

Either that or the ping effect should be faster.
>>
>>172226884
You can also use brainfuck for any genre, doesn't mean you should.
Unity for 2D is the worst meme.
>>
>>172226995
unity being bad for 2d being the worst meme is actually the worst meme

unity is the best meme, only contrarian children would argue otherwise
>>
>>172227034
My main character is the player
I can think of a couple NPCs who might go for that though
>>
>>172227034
Funny you said that because I was about to model feet.

>4 fingers
Gross.
>>
>>172227363
>no pixel perfection
>literally just 3D with a fixed camera
LOL
>>
>>172227363
>>172226995
Unity seems like the most versatile engine to me. Everytime I finish a game it has that "made with Unity" shit in the credits and I never see it coming
>>
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>>172227487
>fingers
>>
>>172227487
Toes I mean. But four fingers are equally disugusting.
>>
>>172226995
Unity works fine for 2D.
mixing 2D and 3D for oldschool result is kinda muddy though.
Also it's terrible for composite sprites where you'd need to change the weapons and armor of a large number of units. The sprite animator itself isn't rich enough to work well on pixel precise stuff.
My biggest complaint overall is the UI, because working with fractions to put things in place is tedious when you work with photoshop mockups for the design. Not having an implicit way to tell it to fucking resize depending on the resolution is also really annoying and time consuming.
>>
>>172227564
Really?

I don't think I've ever played a Unity game without knowing it's Unity
>>
>>172218450
So you are making Journey ripoff
Nice
>>
>>172227495
>>literally just 3D with a fixed camera
been the standard for 2D games for nearly 20 years, the fuck are you on son.
"pixel perfect" is a fucking meme in HD era. Only emulator fags too busy taking screenshot of mario 1-1 world to compare instead of playing care about that shit.
>>
>>172227605
I did mean toes but if you count the fingers in the picture I'm refering to you will see it's not a incorrect deliberation either.
>>
>>172227846
Uh, no.
The standard for 2D games has been GameMaker which is true 2D.

Name one good "fake 2D" game.
>>
>>172227820
Maybe it's just cos I'm relatively new to devving and haven't really looked for Unity's tells. But it always got me
>>
>>172227840
it's 2D you shit how can it be a ripoff

btw minecraft is an infiniminer clone, undertale is an earthbound clone, etc.
>>
>>172228109
Almost nothing is truly original these days. Y'all gotta embrace inspiration like >>172227840
>>
>>172228196
Whoops, swap those post numbers around
>>
>>172228109
>it's 2D you shit how can it be a ripoff

So I hitted the right spot I see ;^)
Maybe someone who played original would feel nostalgia and would came across your tottally not ripoff game and would think that it remind him of Journey just by accident and would buy itor pirate ;^)
>>
>>172228196
Nevermind that AGDG is a buncha salty cunts who have no mind for nuance. Just vaguely looking like something doesn't make your game a clone
>>
>>172228323
are you a fucking slav or something because i read this in a russian accent
>>
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>>172228323
>he replied
pic related, it's you
>>
>>172228392
>Just vaguely looking
>>172218450
>same character design
>same color scheme
Nah, brah
>>
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>>172228323
>>
>>172228525
so first it's a hyper light drifter ripoff and now it's a journey ripoff?

just admit that characters wearing large red cloaks are common in videogames
>>
>>172228450
>are you a fucking slav
pretty close but No
>>
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Going with the popular opinion, I'm reworking the trailer to match the new song
https://streamable.com/iz0sd
>>
>>172228607
Nah man it's a Risk of Rain ripoff

You see, it has pixels.
>>
>>172228607
>just admit that characters wearing large red cloaks are common in videogames
More like characters from game A with artstyle of Game B
>>
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>>172228743
please point out the similarities between this and my sprite
>>
>>172228901

>red cloacked muslim person with glowing eyes is not enough

lmao
>>
>>172228901
I'm not even the shitposter but the similarities are obvious.
>cloak
>color
>black face with white eyes
>no arms
>pointy legs
>desert setting
>>
>>172226950
you're right

i'll make the ping effect faster
>>
>>172229057
the colour and proportions are completely different
>>172224450
>>
>>172228607
Protip: Ignore em
>>
>>172224450
Protip: AGDG will sperg on you less if you don't include the goddamn references in your art posts
>>
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>>172229057
I think you'll find its a shameless rip off of this classic character
>>
>>172229182
> proportions are completely different
That's because proportions rip offed from Hyper Light Drifter
Lmao
>the color is different
It is just a different shade
>>
>>172229284
I already told him that but he's either just a falseflagging troll or just plain stubborn and easily baitable.
>>
how do I make a melee attack in unity?
>>
>>172227956
>The standard for 2D games has been GameMaker
fuck off, retard
>>
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>>172229341
>you don't include the goddamn references in your art posts
there are no assets ripped from or inspired by journey in those posts

i got the sand from an actual picture of sandstone
>>172229369
no they are ripped off from starbot
>>172229383
i'm bored
>>
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https://www.youtube.com/watch?v=b7dmM-QMkmg
>>
>>172228634
Anon, you always say "I only use MSPaint", but to be honest, I have hard time believing that. Don't you think some sort of live streaming of a drawing session, or a speedpaint video could serve as a form of promotional material, while also being a short tutorial on how to git gud in Paint?
>>
>>172229657
Holy shit you're so fucking annoying. Please just fuck off already. You're not getting anything out of pretending that your graphics don't look exactly like Journey and/or Hyper Light Drifter. Your """game""" looks like shit. You're a fucking prick. Just leave.
>>
>>172229805
>low effort "trolling"
hey at least i put some effort into my posts you fuck
>>
>>172229657
>there are no assets ripped from or inspired by journey in those posts
how about Hyper Light Drifter from the goddam post I quoted
>>
>>172228634
I think you should really consider if that scrolling text is necessary at all. Show, don't tell.
>>
>>172229943
and you can see they look entirely different so what's the issue
>>
>>172229657
From now on You will be known as RipOff dev
Apply your new name to the right field
>>
>>172230008
I personally don't care but it's pretty dumb to include them when posting to AGDG
>>
>>172228634
Way too much going on and way too soon, I don't know if I should be looking at the text or the pics scrolling everywhere.
It also doesn't help that the text blends with the background making it hard to see if it changed unless I keep my eyes on it (thus missing all the pics).
>>
>>172230081
but when it proves my point that they look entirely different it's not dumb at all
>>
>>172230198
Nah. But please do continue to be completely baffled when people reply to you in this way!
>>
can someone answer me this:

Is the key to make a melee attack in unity to make the attacks a trigger?
>>
>>172230718
Multiple traces are generally the best way
>>
>>172230867
what's that?
>>
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>>172230881
Firing traces/raycasts along the path of the weapon to check if it hits something
>>
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Made some more sprites.
>>
>>172231021
yeah, but I want to make a version with hitboxes, like a fighting game.
>>
>>172231057
but where's the gameplay
>>
>>172231057
Niec
>>
>>172231057
What for?
>>
>>172228607
just realized my game has a mc wearing a large red cloak, whelp, guess I'm making a journey/hyper light drifter clone now
>>
>>172231123
>>172231184
There's literally zero gameplay coded. I've got 3 games on Steam so I'm not to worried about seeing it through!

It's going to be a roguelike where you have to use tools and lewd skills to make your opponents cum first.
>>
>>172231123
Post you're gameplay
>>
>>172222438
There's a disadvantage to doing it in a regular source file which is that you need to recompile and rerun to see any changes. There's a disadvantage to doing it in XML because XML is shit. A much better solution is to do it in C# but with hot loading. At least during development, you can either interpret the file using a library that lets you load C# code at run time, or you put it in a separate project and load the compiled assembly from your game project at run time.
>>
>>172231261
google 'gone home'
>>
>>172231250
>It's going to be a roguelike
urgh
>lewd skills to make your opponents cum first
sometimes i forget these threads are on 4chan

first the guy who made vtech massacre now this
>>
>>172231362
Retard that's your game's gameplay POST YOU ARE GAMEPLAY
>>
>>172231057
Are you the guy that made osama bin bobben
>>
>>172231250
Will there be lewd sprites too?
>>
>>172231112
I never made anything like that, but assuming you want anything like skyrim/for honor/whatever, i'd just slap a collider on a weapon, OnTriggerEnter check what you hit and if you're bool attacking and go from there.
>>
>>172227820
dumb liar detected

what gave hearthstone and pokemon go away
>>
>>172231434
No but that was mildly funny. Enjoyed the shitposts that always went along with his progress posts. Shame he was underage/retarded and didn't see the project through.

>>172231446
I dunno, maybe. That's a lot of goddamn drawing. Probably stupid to make the game without lewd stuff, though...
>>
>>172231520
I didn't play them
>>
>>172231520
The terrible performance.
>>
>>172231518
yeah, but let me see if I understood.

I simply have a rigidbody with a collider, right?

Then the attack simply has a trigger on some frames, right?

Then you code the reaction when the trigger enters the colision with the collider?
>>
>>172231112
>>172231518
Note that you'll probably want to set the flag for activating the hit box using animation triggers.
>>
>>172231518
The trouble with this is that it can skip through objects if they are thin, the framerate is low, or the animation is very fast, that's generally why people use traces.

You can probably improve a collider with CCD, not sure to what extent that would fix the issues.
>>
question

How do you make 3d environments in Blender like the background for your game?
>>
>>172231921
for fast slashes you'll want to spawn a box that's as big as the entire slash area for the duration of the slash animation
>>
How do I get started in music composition?

I'm working towards a demo and want to have a "finished" level.
>>
>>172218352
That's fucking amazing
>>
>>172233202
I wish I knew
My music never comes out sounding how I imagine it and anyone can tell I'm not a musician
>>
>>172233202
read the following:

TL:DR musician (it's a noob introduction to music)
Composing music a new approach (a composition book filled with exercises to noobs).

If you want a complete musician book about college education, get the Complete musician.

there's a subreddit about music theory with a FAQ for begginers.
>>
>>172233673
>subreddit
Please learn to love yourself. You will have a better life.
>>
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progress.
>>
>>172227956
Enter the Gungeon

Yes, it's fake 2d
And yes, it's made with unity.
>>
>>172233202
find free audio and loop it
>>172233827
make him look more like popeye
>>
>>172233202
music is kinda tough to break into making. imagine as if you had never drawn an image in your life and you wanted to be an animator. but i can line out some basic steps i guess:

1. learn about music composition (writing a song). You can youtube this or youtube any video about "basic theory" theoretical concepts kinda go down the path of rhythm>melody>bass>harmony. if that sounds like gibberish, just youtube how to make a song. also it is best to maybe have a piano, guitar, any instrument in which you can just trial and error and experiment for a couple hours.

2. find a music making software. Most ppl around here recommend FL studio because it's easy to torrent and cheap if you wanna buy it. THere is a different kind of software called Famitracker though which essentially gives you NES sounds to play with.

If you end up wanting chiptunes in your game you should really just download Famitracker and look up tutorials on how to use it. If you have never done music before it is probably the easiest way to get to do music.
>>
>>172233960
I have a Novation Impulse keyboard. I also have Ableton Live.
>>
>>172233960
you need to have a basic understanding of at least scales, keys, how a chord progression works and basic four voices harmony.

music isn't as hard to make, but musicians spend too much time making it seem like vodoo shit when a pop song is the most generic shit to write.
>>
>>172234118
agreed

music, art, programming, math, level design, and everything else is easy as fuck to learn all you gotta do is learn the basics and practice anyone can do it
>>
>>172234318
what most people don't tell you is that learning the basics is really fucking hard
>>
>>172233445
>>
>>172234804
no it's not wtf lol

the hard part is practicing everyday
>>
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can someone explain what are these gray arrows?
what do they mean?
>>
>>172234118
i agree, but if you wanna shit out something quick (like the way ppl do at coding bootcamps) at least u have something u have made. ppl often learn better when they make a shitty/makeshift thing and then learn the strong basics after. plus if he youtubes "how to make a song" a good tutorial will illustrate basics of scales, harmony, etc. stuff like four part harm can come later out of necessity/desire.

>>172234028
nice, all u gotta do is look up tutorials on how to write song/use theory and use ableton. a fun way to play around is to put on a drum loop or any kind of loop (if they are available) and just play with a cool instrument sound like a piano or synth.
>>
>>172234909
You wont learn the basics unless you practice the basics every day for a long time and it's hard and it sucks. That's why you see pros doing basic mistakes all the time.
>>
>>172234909
only retards who don't have any discipline can't practice everyday. Didn't your parents teach you good work ethics?
>>
>>172233960
>>172234118
music theory is overrated.
music when it comes down to is just sounds forming a sequence that you enjoy. if you know how to enjoy music, fumbling your way through the feeling of slapping sounds together into music is probably the best way to get into it.... not best as in most efficient but as in not losing interest and coming up with cool stuff.
i'd point someone towards music programs and vsts long before music theory.
>>
>>172235256
>automatically associating the "hard part" to something that can't be done
Not gonna make it
>>
>>172235386
practice is more important than music theory, but learning about the basics is important.

just like you can draw, even while your fundamentals suck and you're stuck in your style for ever.

bad advice.
>>
>>172235256
surprise most people don't have discipline what are you some kind of pleb not knjowing this

>>172235252
you can learn the basics of programming within a month and then be able to write decent code not doing it everyday and of course you will mess up

>>172235386
what music programs do you recommend
>>
>>172235536
practice doesnt matter that much if youre not playing an instrument, i mean you pick up rote things but theyre not that helpful because...
experimentation is the most important aspect of making original music

>>172235654
for the general DAT it doesnt matter too much, i use Sony Acid FL is popular, etc
but for specific instrumentation/sounds/effects, depends what you're going for.... i use a fuckton of shit - Reason does alot, tons of different VSTs for orchestra and synths, musagi for chiptunes, paulstretch, izotope and waves have the best effects.
>>
>>172236168
Damn, where did you get the money to buy all this stuff?
>>
>>172236168
Improving in art is basically:

>Learning from masters, copying their work
>Practicing your fundamentals
>Doing original work

There's not secret.
>>
>>172236238
>buy
>>
>>172236339
Surely gogem isn't selling games made with stolen software?
>>
>>172236238
from all his successful gamedeving and yesdev videos of course
>>
>>172236238
youre a funny goy

>>172236274
music composition is so basic it isnt worth learning the fundamentals, most popular musicians of our time never learned how to read notation.
>>
>>172236501
well, we disagree.

my goal is to be a professional, not just some amateur.
>>
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>>172236501
>most popular musicians of our time never learned how to read notation.
Not this shit again
>>
Hey goog, I think you will like to know that Godot has a pretty nifty keyframe-based animation system.

Maybe you can finally ditch Flash and learn a decent engine, I say this as an old Flash user.
>>
>>172236501
I agree the most popular musicians play by ear and are naturally talented at the gift of music
>>
Last Monday's recap is kill?
>>
>>172236963
>naturally talented
just jump off a bridge already
>>
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Sorry I vanished again. It was a weird week.

-------- AGDG WEEKLY RECAP --------
Fill out the form to be a part of the weekly progress recap. Be sure to check out the "read me" link for important information on scoring and formatting.
Submissions will be accepted for at least the next 36 hours.

-------- FORMAT
----[ Recap ]----
Game:
Dev:
Tools:
Web:
Progress:
+ ...
- ...

-------- LINKS
Read me: pastebin.com/QA047M2e
Recap archive: dropbox.com/sh/icm5ng2zs8p24uh/AACC61OsXzCgl6-9Vdwb4sRAa
Scores archive: pastebin.com/AmFmLeAy
>>
>>172237074

it's true some people are more talented than others and you cannot deny this
>>
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>>172237112
----[ Recap ]----
Game: NipNip
Dev: Cilerba
Tools: Unity
Web: https://cilerba.tumblr.com/, https://twitter.com/cilerbaa
Progress:
+ Tomatoes finished
+ Some new UI sprites
- Contemplating cutting the game short so I can just finish it and move on after release
>>
>>172237112
haven't seen half of them in over a month
>>
>>172218258
getting nostaligic about games i made in the past <3
>>
>>172237620
I remember this
>>
>>172237680
it was jolly, but a bit too demanding for its time for a mobile game
i should of just used an engine
>>
How is your underwater game coming along?
>>
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>>172237112
----[ Recap ]----
Game: Cybervania
Dev: Discmach
Tools: PS, C2
Web: http://dissociativemachine.tumblr.com/
Progress:
+ implementing feedback from demoday
+ working on background art for new areas
- day cannot come soon enough that I hire an artist for this shit.
>>
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>>172237112
----[ Recap ]----
Game: 23/Prometheus
Dev: GrandFaker
Tools: GM:S, GIMP, FL Studio
Web: 22verse.tumblr.com, twitter.com/GrandFaker, grandfaker.itch.io

Progress:
+ Added two new skills
+ Minor fixes and updates
- Did not much
>>
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Daily reminder to not do this.
>>
>>172237112
>All this pixel shit
Nobody is gonna make it
>>
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>>172238207
ANON
>>
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>>172237112
----[ Recap ]----
Game: Ironmash!
Dev: Norby
Tools: Unity, Paint.net, Inkscape
Web:
Progress:
+ More units
+ More skills
+ Animations when damage is dealt
+ About to figure out multiplayer
- Animation events can't be implemented in the way i made the animations
- Dreading the time when I can't postpone making the actual art and music anymore
>>
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>>172237112
----[ Recap ]----
Game: Monolith
Dev: Team D-13
Tools: GM: Studio, Paint.net, pxTone
Web: https://monolithdevs.itch.io/monolith, https://twitter.com/MonolithDevs, http://monolithdevs.tumblr.com/, http://steamcommunity.com/sharedfiles/filedetails/?id=803820311
Progress:
+ ALL FLOOR 5 ROOMS DONE
+ a thing happens when you finish floor 5
+ final boss, mid-work
+ some item and item pool reworks - rooms can reward 1 hp, small ammo gives money if you hold no weapon
+ game is theoretically playable in TATE mode, also switched windowed mode to borderless
+ bunch of enemies have been nerfed
+ tutorial now supplies you with bombs, acts as a pick-up tutorial too i guess, pickups themselves visibly shatter on room leave
+ large overhaulf of weapon UI, new weapon icons, basic/vulcan no longer share icons, switching weapons notifies you that you salvage the old weapon, which grants health and also debris based on how much ammo was left
+ ammo now displays a line under the number, to imply the total of ammo you currently have
+ bunch of map icons patched up to be less transparent
+ razors and shrapnel made darker to distract less
+ stealth nerfed
+ fixed some of the (now) erroneous of kleines' advices, tweaked a bunch of enemies and fixed some more things
>>
>>172238313
I have the same problem in my game. How do I fix this? GameMakerS
>>
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>>172237112
----[ Recap ]----
Game: Space Dementia
Dev: rez
Tools: SFML/C++
Web: rezydev.tumblr.com
Progress:
+ Made zoomed minimap screen
+ Added blur and glow effects
+ Jumping now pushes down object under you
+ Added arbitrary constraints to physics movement
+ Lasers now shoot out of your visor and have recoil to work like a jetpack
+ Fixed some bugs
>>
>>172238708
you mixed up Game and Dev
>>
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>>172237112
----[ Recap ]----
Game: MoGiSho (Moth Girl Shooter)
Dev: WRIT
Tools: GM:S
Web: http://thirdkeyofsun.tumblr.com/, https://twitter.com/thirdkeyofsun
Progress:
+ Finished implementing Sana's basic gameplay and Burst mechanics
+ Added Sana to all current stage dialogue switches
+ Redid character select stats to be easier to read and more informative
+ Added 'quality of life' Hitbox always visible option
- Need to adjust powerup/item drops from enemies to be beneficial to Sana
- Help me I am about to add a third (and final) moth to play as for shot type and mechanics/gameplay variety
>>
>>172238278
Do what?
>>
>>172238313
screenshot from photoshop, she's in it as a guide for size reference.
>>
>>172238834
Thank you, anon
>>
>>172238994
Release shit games. Specially EA.
>>
>>172238834
>tfw you become your game
>>
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>>172237112
----[ Recap ]----
Game: Infraction
Dev: foxar
Tools: SFML/C++
Web: https://foxar.itch.io/
Progress:
+ Life and Sprint warning signs.
+ AI sound detection
+ Sound system
+ Ambience
+ Increased difficulty, Alert Phase length and AI distance for pathfinding.
>>
i'm thinking about removing all combat in my "game" and going full walking simulator

what does /agdg/ think of this?
>>
>>172239703
Sunset/10
>>
>>172239703
Good luck competing with all the other walking simulators. Good luck making a worthwhile "experience game". Good luck making money. Good luck making people care. Good luck giving up on learning to program actual game mechanics.
>>
>>172238312
Ain't called amateur for nothing.

>>172239084
Just a little payback for being a nice dude.

>>172239172
A good reason to try your best.

>>172239703
I read wanking at first and I'm disappointed. I advise against it, unless you can make some puzzle, racing, rhythm, platforming or any kind of actual gameplay to replace the combat.
>>
>>172238337
this is the only game so far that looks like it is going to make it

when is it going to be finished?
>>
>>172237112
Hey there recap guy. I was worried about you. Good to have you back.
>>
>>172239857
>Sunset
>My game sold poorly 'cause white peeple be racis' yo
>>
>>172240063
dev 2 has a friend who hooked us up with some guys who are gonna help us release it. they already had sone game that was gonna release mid-may, so we've been pushed to start of juny.

guess the feature creep starts here.
>>
>>172239703
i like walking sims but they have to do something interesting. also i only play free ones
>>
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>>172237112
----[ Recap ]----
Game: Project M
Dev: Adam
Tools: Unity, Blender
Web:
Progress:
+ finally have time to work on this again
+ reworked the movement system
+ replaced lots of old shitty code
+ made progress with melee combat
- animating is hard
- have to come up with a coherent melee system
>>
>>172239907
>unless you can make some puzzle, racing, rhythm, platforming or any kind of actual gameplay to replace the combat.
that's the problem i recognised too

right now i'm thinking about just making it like riven and dark souls 1 as in the areas have lots of hidden routes to discover
>>172240443
>i only play free ones
what games do you buy
>>
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>>172239703
Gameplay consists of opportunities for choices. A game becomes a walking simulator when the only choice you can make is where to walk. Not every game offers you the choice to kill things. That's fine. However, you should give the player the opportunity to do something fun.
>>
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>>172240505
>mecha-lance
Sweet.
>>
>>172240552
Not that anon, but I buy games with gameplay. not glorified movies where I have to do the work of discovering the plot.
>>
>>172240552
not many. i pirate aaa games and buy indie games from devs i follow. you know how people like social proof before they buy things? for some reason i need that. 3 diiferent sources need to mention something before i buy it
>>
What if I made a walking simulator with actual THINGS happening instead of just being a static world like all other walking simulators.
>>
>>172240505
>dat green health bar tho
>>
>>172240606
>>172240641
well what i'm thinking about doing now is keeping in the combat but reducing the amount of it in the game and keeping it confined to a few areas
>>
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>>172237112
----[ Recap ]----
Game: Skylarks
Dev: Mako
Tools: Rust, Blender, Logic, SDL2
Web: -
Progress:
+ Made the render system selectively skip layers based on the current scene, so the ship HUD, stars, etc. will no longer appear in VN mode
+ Fleshed out a bunch of lore for different factions and certain planets
+ Wasted some time storyboarding an overly complicated title screen animation that will take ages to make
+ Added several new leitmotifs to the title music just to make absolutely sure that I'm in way over my head with this bullshit
- Remembered that I have no idea what I'm doing
>>
>>172240505
>- have to come up with a coherent melee system
Zone of the Enders's system was simple but effective. Hit enemies, some enemies can hit you too, you can block or grab an enemy and throw him.

>>172240552
harsh words but unless you make some incredible atmosphere, graphics and design, no one's gonna give a shit.
And even if you did those, people would care a lot more if you had gameplay.
>>
>>172240776
Wow man those sure are some great criteria for determining a purchase and your explanation of why you apply them leads me to believe you are likely a smart (and also probably handsome) individual.
>>
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>>172240776
>social proof
>>
Anybody need art for their game? Last project fell through when the programmer ghosted.
>>
>>172241016
sure post art friend
>>
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>>172240853
>unless you make some incredible atmosphere, graphics and design, no one's gonna give a shit.
say no more
>>
>>172241102
>but [meme excuse]
There we go, exchange concluded.
>>
>>172241016
If I had four artists working under me for a couple years I could get my game >>172240809 done before I die
Do you feel like doing character designs for now
>>
>>172241148
no memes post your art if you are serious if not that is cool
>>
>>172241016
Love this meme
>>
>>172241149
Sounds p cool. What's your toolset look like?
>>
>>172240776
So... if tree sources said you should suck cocks for a living, you might feel compelled to oblige, intredasting...
>>
>>172241468
yes - infiltrate my twitter and post traps
>>
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What are some mini-games for disgusting little paypigs who buy Mistress's game?

Uploading pictures of them in their sissy bitch panties? Setting up an auto-donate for some kind of winning/losing trigger?
>>
>>172240853
Not even harsh words. Unless your game is highly memeable then no one will give a shit about your indie project. Look at Hollow Knight. That's a gorgeous game with deep gameplay and a large amount of content, but no one outside of hardcore gaming circles gives a shit.
>>
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>>172241460
It looks like this language I made and I don't care if I'm being memed
>>
>>172241650
I want to venture into the realm of DSLs and whatnot so this greatly interests me!
>>
>>172241650
I'm sorry, but I'm not interested in working with custom engines, but your game sounds great, good luck!
>>
>>172241801
what engines do you even like?
>>
Reminder, do not respond to obvious bait.

If you really do need art, let's talk
>>
>>172241616
>Hollow Knight
>Deep gameplay
Outline some of the depth of its mechanics for me, if you please.
>>
>>172241907
He's a memeing shitposter. Ignore him.
>>
>>172241616
The game's amazing but
>deep gameplay
Come on now.
>>
>>172241926
Well uh. I guess there are a lot of mechanics. >>172242003
Tbph, I'm just mad about the game not doing particularly well. It's a 15 dollar game that I've put 20 hours into. Im just regurgitating its praises at this point.
TL;DR nobody's gonna make it
>>
>>172241780
Rad
Were you here the other day when I posted these
http://eli.thegreenplace.net/2017/adventures-in-jit-compilation-part-1-an-interpreter/
http://www.craftinginterpreters.com/contents.html
Also if you want you can download my DD13 build and mess around with the files in data/scripts

>>172241917
>If you really do need art, let's talk
OK
>>
where is that frogdev guy?

I want him to post progress daily!
>>
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>>172237112
----[ Recap ]----
Game: shitgame
Dev: shitdev
Tools: GM:S, GIMP
Web: n/a
Progress:
+ The dialogue system is in and working.
+ All kinds of dungeon related stuff (different puzzle blocks, locks, traps etc.) have been added.
+ Could probably build the game world with all the current features.
- Still no idea what, why and where.
- Placeholders, man.
>>
>>172242152
>art
Ahh, that's awkward but I meant in general. I'm not interested in enginedev at this time, but I have only the highest hopes for you and your game.
>>
>>172242346
All right, this time I actually laughed
Well played, anon
>>
>>172241917
I can't wait for the day when this shitposter registers a dummy email, tumblr, and discord account and actually takes the shitposting routine out of the thread
>>
>>172242148
>I'm just mad about the game not doing particularly well.
It's not? I've only heard good things about it and the game is great
/v/ loves it too
>>
>>172242148
its not doing particularly well because it chose to release itself post-dark souls ennui which combined with its metroidvania choices means that it will struggle against a myriad of similar games
>>
>>172242436
And finds himself making original art
>>
>>172242436
I honestly thought he was serious because some of the posters here are serious in collabing and usually post their art if they are serious or leave contact info etc
>>
I just decided I will not be having Jontron as a voice actor for my game.
>>
>>172242659
shocker
>>
>>172242542
skylarks dev please stop embarrassing yourself
>>
>>172242659
I just decided that I will be hiring jon tron for my game
>>
>>172242497
Yeah, gaming and niche communities love it because it's a great game. But it's not getting the buzz that other Indie GOTY candidates do. It's not even a blip on the radar of the Gen pop. >>172242517
Lot of dumb decsions on the marketing side of things, yeah.
>>
>>172242542
>I honestly thought he was serious
You have to had seen the meme by now.
>>
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>>172242325
Why don't you post progress then frogdev?
>>
this sucks I have to either make a meme game with retarded physics or a lewd game if I want to make any serious money and then market it everywhere related to those toxic communities if you want to be successful in making money where as I just want to make a good unique game but it won't get noticed at all

why is gamedev suffering?
>>
What other 3D programs should I know about other than SpeedTree and Substance Designer/Painter/Etc?
>>
>>172243039
free idea: make a meme physics game with EXTENSIVE jiggle but technically sfw, sell it on steam
>>
>>172243039
Gamedev is not supposed to be fun if you're looking for monetary gain. It's a job, not a hobby.
>>
>>172243039
>not making your dream game
Why are doing it to yourself
>>
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rate my AI.
>>
>>172243404
clean easy to read code that I understand it

10/10 code
>>
>>172243356
>tfw no dream game
>>
>>172243356
>Quit Job
>Make a cool demo for your dream game
>Create a moderately succesful crowdfunding campaign.
>Release your dream game to the masses
>Sell 500 copies max
>Hang yourself midway through the development of your next project
>>
>>172243356
>>172243552
>tfw my dream game IS a porn game
>>
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Progress: Headlook put in, as well as joysticks that are based on your input.
>>
>>172243648
same collab?
>>
so i think i've finished this off mostly, accepting last minute advice for mixing and whatever.

also please come up with a good name for it because i suck at that.

https://clyp.it/fmueqx3v
>>
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Lets try that again without quotes

>>172237112
----[ Recap ]----
Game: BLOODRUSH
Dev: Liar-bird
Tools: gamemaker, paint
Web: no
Progress:
+ Did some sprite work and animation for my beetle jump pads, also made a little introductory level for them
+ Overwrote Gamemaker's view movement code to better work with the screen rotation caused by World-Lines
+ Rewrote some surface drawing stuff to better work with the aforementioned screen rotation
+ Levels now have to be unlocked: game starts with 12 playable, every 4 beaten makes another 4 available.
- No idle animation or sounds for the bugs
>>
>>172243581
>Hang yourself midway through the development of your next project
You basically reach happiness here, because each path is a suffering
>>
>>172243712
what engine are you using (v:
>>
>>172243795
i was serious oh well,next
>>
>>172243689
Are those custom assets? What is this game?
>>
A game that's df + homm3 + maniac mansion
>>
>>172243863
So am I. I need to know if our workflow is compatible
>>
>>172243863
i actually am making a porn game but i want to wait until i have something to show to potentially collab

it's 3d and monstergirl if that cuts down your interest.
>>
>>172243712
Not that shitposter but what kind of porn?
>>
>>172243902
They're made by https://www.cgtrader.com/msgamedevelopment

But the used models are exclusive for my 'game'.

My 'game' will be a "Space Combat Kit" for Unreal 4 - a package to get started making your own space game, but it will work as a full game in it's own right (launching from capital ships as fighters and trying to destroy the opposing teams turrets and capitals)
>>
whats a good sound effect for you picking up a item?
>>
>>172244151
Brrrrrraaapp
>>
>>172244151
A 15 second theme that freezes your character in some gay pose.
>>
>>172244062
>monstergirl
Interesting. Is this something you personally like or are you just looking at it from a business angle? What kind of monstergirls?
>>
Why hasn't the next jam been decided yet?
>>
>>172243717
great wide world

can i steal this song btw
>>172244151
wahoo
girl orgasming
>>
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>>172244151
that should depend on the item, no?
>pick up a bandage
>it clanks like a fucking bucket of gears
I cringe every time
>>
>>172244279
I am too busy learning Blender and Unity sorry
>>
>>172244279
Its lolis for fuck's sake how many times must you people ask.
>>
>>172244262
both perspnal and business to some extent. monstergirl is huge (it's nearly mainstream desu) and it's not completely disgusting like full furry. i personally still fap to like 90% real 3d tho.

every kind of monstergirl at once
>>
>>172244403
you shut your whore mouth
>>
>>172244313
yeah sure
>>
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How do I get into UE4 with C++? Is there any good tutorials on the engine? I feel like everything I find is about blueprints.
>>
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>>172242737
Not that it matters but I'm over here
That guy was some other anon
>>
>>172244529
That's really great, I'm not really interested in someone who faps to real 3d, sorry.

Sounds like a great project though, best wishes
>>
>>172244640
10/10
>>
decide to check out the reddit gamedev holy shit it is even worse than here all it is mostly people shilling their own games or random useless questions about gamedev that aren't helpful at all
>>
what happened to that bunny idol dev?
>>
>>172244062
>3d and monstergirl
yeah i was aiming at something like that so leave an email/discord/whatever so we can talk
>>172244064
i basically like any kind of straight porn except kemono
>>
>>172245129
CNM;GL
>>
>>172244773
Reddit gamedev is completely useless. People get no actual feedback of substance, promoting your game is a useless venture, the subreddit has no culture, and nodevs shamelessly post their original ideas as if that means something.
>Here's a game I've been working on!
.30 upvotes, zero comments, nobody clicks the link
>Hey guys is gamedev hrd
>80 comments
>Hey guys is unity shit
>450 comments, 0 upvotes
>WOAH. HERES SOME FREEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE ASSETS you wont use
>650 upvotes, no comments, no downloads.
>>
Reminder that you're incredibly lucky to be a game dev. You get to make games - games are fun, that must be so exciting!
>>
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repost, should this sprint be fixed right away or is it atleast passable looking.

i have a lot of stuff to do and not a lot of time.
>>
>>172245307
>no comments
>no downloads
>650 upvotes
for what purpose?
>>
>>172245307
honestly I thought maybe I could find some useful info for gamedev or good resources all I got was shit and I was pretty disappointed

Here I actually get good recommendations for resources or tutorials useful feedback and useful info for gamedev
>>
Reminder that literally millions have come before you. How many gamedevs can you name? You really think you're gonna """make it"""? Actually delusional.
>>
>>172245423
i'd say it could use some work, one thing i'd recommend is that nobody really sprints standing perfectly upright
>>
>>172245423
Doesn't really look like much of a sprint. Maybe have his chest lean in a bit?
>>
>>172245546
I don't want to be famous, I just want to make game.
>>
>>172245423
The sprint animation doesn't look right mate he has to run much faster and legs further apart not that weird slow speed walk animation

Also, how do you make the 3d environment and background for your game?
>>
>>172242152
This is pretty cool. Quite a bit beyond where I'm at but hitting things I'm finding myself interested in lately. Thanks for writing it up, bookmarked
>>
>tfw you've been here for so long every other shitpost looks like it was written by the exact same person
>>
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>>172245546
I bet your dads real proud of you kiddo
>>
>>172245423
why did you get rid of the drunk movement
>>
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>>
>>172245546
All those who came before me are just premature ejaculators.
>>
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I think the quick combat can work in this game after all. First enemy I made to test out the new approach and it's already kinda fun.
I didn't even notice until rewatch, that I actually managed to land an uppercut on a flying enemy, which is pretty hard.
Also added better woosh for melee
>>
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>>172245546
>Reminder that literally millions have come before you
Are you fucking stupid?
>>
>>172245932
do you want pixel art for your shooting game? What kind of characters do you want?
>>
Let B := number of attempted gamedevs in the past 10 years
Let A := number of gamedevs who successfully finished a decent game in the past 10 years

Estimate A/B /agdg/, order of magnitude is fine
>>
>>172246015
teach me your gamedev ways I want to make a castlevania type game like that
>>
>>172246015
neato
>>
>>172246065
I'm not sure. I might just do everything myself. It's too early for any final designs anyways seeing as I started this literally 2 days ago. I'd be interested to see your art though.
>>
>>172241616
RPS says it's an inferior version of ori and the blind forest
>>
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>>172245546
>tfw actually making money on game dev now

I understand your frustration and desire to project onto others, though, anon. Have a sexy space pirate female to make you feel better.
>>
>>172246192
I don't know what I'm doing myself for most of the time, so the only advice would be: prototype a lot.
Are you making a classicvania or metroidvania?
>>
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>>172245782
>Thanks for writing it up
I didn't write those myself, but I hope they help
Cheers anon
>>
>>172246449
>slap a bunch of fossils on it for no reason
what is this, paleo-punk ? I fucking hate it.
>>
>>172246634
Think of all the space monsters she's sexily killed, anon
>>
>>172245546
Tens of millions have thought " I want to make vidyagames".
Millions have downloaded unity or gamemaker or whatever
Hundreds of thousands have released something to itch or gamejolt or newgrounds.
Tens of thousands have made money off their games, released something on steam.
Thousands have made a living off their games
Hundreds have "made it" (these are the ones you have heard of.
Tens have become mega-successes.


Where are you on the scale above? I know many of you have passed the first few hurdles and actually finished something, you are among the hundreds of thousands at least.
>>
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>>172246449
You really are behind the times senpai. This is what's hot these days.
>>
>>172246421
>inferior version of a shit game
dag yo

>rps
>>
>>172243039
if all you want is money do furry bara

really though who gets into gamedev if they want money?
>>
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>>172246697
The laser pointer's in the way of the sights
Stop making me look at it anon.
>>
>all these fags that think gamedev is supposed to be fun

Yeah bro, sitting there drawing 50 variations of a sprite for one characters animations sure does sound fun.

Anything worth doing is going to be a struggle.
>>
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heyo good mmorning time for progress
>>
>>172246562
I'd like to know more about your game, strictly text-based? Seems really cozy, building a text adventure from the engine up. Cozy even if it's not strictly text. Any other plans on where it's headed? Map mechanics? multiplayer?
>>
>>172246868
>implying the scope isn't digital and based off vision from pointer's cameras, allowing infra-red, heat, etc
>>
>>172246750
what I find surprising is that they rigged/boned her tits to move/jiggle.
Bit off when its bioware, pretty sjw, don't like overt sexual objectification. etc
I don't remember see tit jiggle/sway ingame.Or any of the games.
Wouldn't that armour prevent such jiggling?
>>
>>172246525
I am currently learning and practicing art everyday so I can make assets for my game and also I am learning 3d modeling practicing that also I am getting better at each almost enough to have passable art for a game
>>
>>172246940
Why are these always so good?
>>
>>172246984
more like a pectoral thing
>>
>>172220227
Looks real cool, anon. Whats it about?
>>
>>172246940
Nice Alex Kidd clone.
>>
>>172237112
----[ Recap ]----
Game: House Cleaner
Dev: Shotgun Anaconda
Tools: Clickteam Fusion 2.5
Web: https://twitter.com/ShotgunAnaconda
Progress:
+Drew new tiles wall and floor tiles
+Fixed bugs in movement
+Fixed other bugs related to AI
>>
>>172247108
no conventional rig i've seen has had bones for the pecs.
Boobs only if they intend to jiggle them.
>>
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>solving merge conflicts
>>
>>172247487
control j in Blender or turn on the snap on vertex button literally that easy
>>
>>172247220
I wouldn't be surprised if riggers added bones for boobie physics simulation because they wanted the game to sell but then sjw lead said no and froze those bones.
>>
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>>172246927
>He thinks spriting is real gamedev

I know that feel though.
>>
>>172245928

its still there, its just an injury state. it only happens when you get concussed. i might add a drunk button for the demo though.
>>
>>172247591
could well be
>>
>>172245658

it is leaning but it looked kind of dumb leaning too much so i toned it down. the more i mess with the poses the harder it is for the character to balance. i could probably increase the balance just for sprinting but then it wouldn't look right.
>>
>>172247487
>what is git rebase
>>
>>172246634
It's concept art. They bash stuff together to get an idea/feeling across with minimal work time.
>>
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>>172246961
>strictly text-based
Nope, there's spaceships
You can currently fly around, shoot helpless asteroids, and land on a couple of planets
NPC ships are disabled for now until I get some more language features implemented
When I bring them back they will be chatty and annoying

Also the VN scenes are supposed to have art for characters and scenery but I haven't made any of that yet
>>
>>172245672

they're just big ass cubes. unity has really easy to use scaling tools.
>>
In all seriousness, I'm beginning to really struggle with coming up with game ideas, a style, etc.

What would you guys recommend? I'm efficient in Unity, GameMaker, Blender, Photoshop, etc. I just can't seem to get any ideas in my head.
>>
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>>172247970
Shrooms. They do wonders. Also dreams.
>>
>>172247970
>I just can't seem to get any ideas in my head.
look at playthroughs of games you like
what do they share?
>>
>>172247783
[spoilers] I honestly don't know what that does [/spoilers]
>>
>>172247854
Okay, sounding more and more neat. What about world-building and things like that? Handcrafted? Huge sandbox stuff, small controlled narrative stuff? Procedural generation? Less detailed than http://orteil.dashnet.org/nested I imagine?
>>
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>>172247059
>>172247189
thanks :)
>>
how do you decide what project to stick to? I have one project that is basically "game genre but with a twist" but I actually know what I'm doing with it and another project that has a much more unique identity that people seem to like a lot more but no real game plan for it
>>
>>172247970

starting with genres and specific games you really enjoy works because those are the mechanics you're most familier with. make a game in your favorite go to genre, and if that's too big most people start with 2d platformers.
>>
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I have one problem.

When the AI calls the punch animation, it triggers the colision that hurts itself.

how do I fix this?

basically I have a trigger, but it's gets invoqued when it hits the P1 collider.
>>
>>172248121
https://onlywei.github.io/explain-git-with-d3/
>>
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>>172247970
>People exist who have the capacity/ability to create games, but don't because they don't have ideas
I have a hard time believing people like this exist.
>>
>>172248225

you should have attack reach upgrades. like a sword or something, the attacks look they contact way too close to the enemies.
>>
>>172248121
Highlight text, ctrl + s
>>
>>172248340
>>172248415
thanks friendly anons
>>
>>172246163
Your b variable is too broad, you can get at least 5 differents attempts daily just in here which give us almost 11k attempts just in 6 years of /agdg/.
Following what you want, we would see something like 500/999,999,999,999 or 5.0e-10 probably even more but i don't even wanna go there because it's pointless when you're taking into consideration snake/tetris tutorials.

A is even more of a clusterfuck, you're asking to quantify subjective qualities like 'decent' or 'successful' without giving parameters to measure it. How do you measure success? Money or Sales? Media attention? Fanbase? How to you measure a decent game? 'Gayming reviews'? Popularity? Complexity?

Nice demotivation tactic, shoo shoo dev goblin!
>>
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>>172248353
I can't think of a story for my horror game and i've been wasting months fixing engine bugs because I can't move forward without a setting at least.
>>
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>>172248251
>sticking with projects

And this is just 2017 and stuff that I've kept on my SSD, which means it's recent and/or active

send help any time

at least im devving
>>
>>172247890
so you just make your environment cubes and scale them in Unity? I thought you had to make backgrounds and level designs in Blender
>>
>>172248725
I'm not saying there's a correct answer that I'm trying to get at. I'm asking everyone to answer these questions for themeslves!

If you are finding it demotivating, well, that says something about your personal findings, despite your shoo shooing.
>>
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I need some hot opinions.
I'm planning on having majority of combat being melee, but the player will also have access to several really powerful guns, literally one shot one kill stuff.
The catch is, you have limited ammo, no boxes of .500 S&W Magnum under fucking bushes in the middle of nowhere. The enemies also don't use firearms at all so you really only have what you start with.

Is it too unfun?
>>
>>172249262
I don't know, I don't have a game to play and tell you

Why don't you make a prototype and see if it's fun?
>>
>>172249262
Ever played Condemned?
>>
>>172249262
Depends on the context of the game.

If you make it clear that you're not getting more ammo, then it's probably fine.

You may also run into the Mega-Elixer conundrum where you have situations where players will just not use it, as they have the perceived notion that they'll need it later.
>>
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>>172249262
>He's gonna let me experience a more fun game within his own game and then take it from me
>>
>>172249506
Really stupid argument befitting a reaction image post.
>>
>>172249262
>The catch is, you have limited ammo
urrrrrrrrrrrrrrgh survival horror shit

this had better be a survival horror thing otherwise the game will just be boring
>>
>>172249262
ranged combat should interact with the core mechanism (melee) somehow. knockback is pretty common
>>
>>172247627
well it's part of gamedev, and if you're 1MA you gotta do it
>>
>>172249262
The majority of replies to you have been from dumb "you must follow x y z design formula" motherfuckers. Having limited ranged attacks of extreme lethality in otherwise melee-oriented games is fairly common and totally acceptable practice.
>>
>>172249262
I can tell you that I will hoard that shit and never use it. Many others too. That's a more general problem that needs inspection in gamedev though.
>>
>>172244062
Seriously though are you using unity or unreal? What type of game are planning to make, just a gropping simulator? I don't want to collab with you just curious
>>
>>172218352
twitter/website/dumblr?
>>
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>>172248139
Handcrafted, less detailed, and less huge in scope, yeah
I have a rough timeline of the historical events most relevant to the game, and I'm figuring things out in more detail as I go along
For example, I know that there are twelve hospitable planets down from about fifteen in the past but I don't know all their names or where they are on the galaxy map relative to each other
I'm relying on procedural generation to create assets (pic related) but I think it'll all be pre-rendered, not dynamically generated in the game

I started out with a bunch of lore, and then moved on to creating a shitton of characters with different personalities
I write a couple scenes, then try to figure out where they might have taken place, and invent cultures and environments as necessary to make that work
And then I add stuff that contrasts with whatever else I have, and see if I can connect that to other things that are already in there

Also, I have this huge graveyard of story ideas that I never really fleshed out, and I'm finding that I can do a lot by plundering all that stuff to fill in some missing pieces
>>
>>172249680
You must be braindead if you can't see how ranged combat inherently interacts with melee without needing additional provisions.

>>172249909
>That's a more general problem that needs inspection in gamedev though.
That's a more general problem that needs more introspection from bad players.
>>
>>172248734
You don't need a story all you need is atmosphere
>>
>tfw no progress in over a month
>>
>>172248091
>them to describe one person
Awful
>>
>>172250157
you do need a setting though
>>
>>172250190
I'd take a they/them for fun.
>>
>>172250113
Seems like a really fun project! I really think using procedural generation but having handcrafting in the final rounds is a great way to go. Really looking forward to seeing more.
>>
>>172249917
>asking what engine i use

unreal. i don't know the core gameplay yet. need to decide where on the spectrum of full sex sim - merely cute to land. definitely nudity, but i have to decide where to allocate animation resources. if i go full sex sim all the animation is in the sex scenes and i can't add in centaurs and other weird bodytypes.

i have a gimmick that will be much of the appeal of the game, and it has a sort of collectible hook with it.
>>
>tfw theres so much work
>>
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>>172250314
Thanks anon
Cheers
>>
>>172250319
good programmer here I would be willing to help ya
>>
https://www.youtube.com/watch?v=QBH7pMCNWss

I decided to add a small gameplay mechanic - books and bookshelves - to my game dev sim game

books provide boosts to experience gain in skills
the boosts are provided regardless of where the bookshelf is, as long as it is reachable

each bookshelf can contain a maximum of 3 books, each book increases experience gain of a skill by 5%, there are a total of 3 books for each skill

that translates to a maximum of a 15% skill experience gain boost if all books are placed in bookshelves
>>
>>172250446
i am the programmer
>>
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>>172237112
----[ Recap ]----
Game: Project K2
Dev: Anon
Tools: Unity, Maya, Photoshop
Web: n/a
Progress:
+ Game starts to take shape
+ Collectibles are halfway done
+ Started working on environment
- Animations are still placeholders
>>
>>172250571
lol well well well friend looks like we are in the same problem no art friend to help us
>>
>>172250647
if only there was an artist looking for a programmer...
>>
>>172250319
I see. I suppose monster girls are always a lot of work since they have all those different forms. Good luck on your devving.
>>
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>>172250647
>>172250571
You guys looking for an artist?
>>
>>172250715
I swear this /agdg/ is 99% programmers 1% artists
>>
>>172250902
That must be why they're so picky with what engines they're willing to work with
>>
>>172250902
There are a few artists who also program like GOOGLE
>>
>>172250902
i'd post my art but my game got too lewd

blame this place for being sfw
>>
>>172250902
Think you need to take a healthy chunk out of that programmers percentage and relabel it as 'nodevs'
>>
>>172249707
That's why I said I know that feel.

For me the real pain is dedicating a billion lines to adding in all the images your game uses.
>>
>>172251130
you should probably have an ingame way to easily censor desu
>>
>>172251130
>upload somewhere else
>post links
>???????
>99% indie games operate on a loss
>>
>>172251217
i plan on making a dlsite version when it's done and they need you to mosaic any pussy or dick, so eventually
>>172251229
pretty sure you can still get banned, last time i posted my game i got banned.
>>
>>172250190
"them", denoting a single entity is grammatically correct m8.
>>
>>172251379
I've been linking porn for years I doubt you can get banned for it. Remember that spoilered porn is not OK though.
>>
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>>172249445
ok
>>172249464
nope
I guess I will
>>172249472
>If you make it clear that you're not getting more ammo
I will
>>172249506
no, you will take it from yourself
it will be up to you if you run around blowing up heads of little shits you could otherwise kill with a mean stare, or save it for actually dangerous guys who will rape you if you let them close and don't know how to handle yourself in melee

>>172249675
>urrrrrrrrrrrrrrgh survival horror shit
survival horror and horror in general should be about people being helpless fags whose main objective is to run away from danger, not fight it, e.g. survive, not fucking conquer
you are perfectly capable of roflstomping most things in melee as well, if you know what you're doing
at least that's the plan
>>172249680
>ranged combat should interact with the core mechanism (melee) somehow
I think this is self explanatory
>>172249889
haven't seen that much of it
must have been playing the wrong kind of games
>>172249909
>I can tell you that I will hoard that shit and never use it. Many others too.
Relax, you won't get a single loaded 6 shot revolver and that's it.
You will carry a decent amount of ammunition, just not nearly enough to sterilize whole level with it.
How you use it will be ultimately up to you though.

thanks to all of you
>>
>>172251443
oh are we doing this?

"them" as a pronoun referring to a single person is not grammatically correct, but nice equivocation
>>
>>172250497
That's some comfy looking graphics with the lighting like that.
But why would you upload a video with a desynced cursor?
>>
>>172251217
Why would anyone play a censored lewd game
>>
>>172251663
ackchually singular they/them is correct if you can't tell the person's gender when it's an unseen individual or entity, but it becomes wrong once you can see if the subject is male or female

calling an anonymous user they/them is correct
calling a confirmed male user they/them is incorrect, snowflake status nonwithstanding
>>
>>172247970
https://youtu.be/OO_d3fwTNPo
This might help.
>>
>>172251770
I have a censoring fetish
>>
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>>172251895
>confirmed male user
w-what is he using those males for?
>>
>>172251770
if you're a true weeb
>>
>>172252084
Manual labor.
>>
>>172251770
the better question is, how much censor is needed to get away with showing an actual sex scene without getting M rated
>>
>you don't live in the gamedev era where programmer art was the norm
>>
guys my new idea is GREAT

hiring concept artist

nah just kidding

maybe later
>>
>>172252504
Thank god
>>
>>172252504
back in those days the only people that made games were really smart enginedevs

so it makes no difference for anyone in here.
>>
>>172251663
It's okay that English isn't your first language. Now is a time to learn.
https://en.wikipedia.org/wiki/Singular_they
>>
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>>172252504
>you don't live in an era when writing software was orders of magnitude harder than today and people had to juggle with KILOBYTES of memory
>you don't live in an era when your potential market was literally 100 times smaller than now

THANK FUCK
>>
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>>
>>172252504
Programmer art was still usually garbage even back then. You could tell when a game had art made by an artist vs some random codemonkey.
>>
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----[ Recap ]----
Game: Less Click
Dev: awkgamedev
Tools: GameMaker
Web: awkgamedev.tumblr.com
Progress:
+ Played around with 3D models
+ Planning to remake it in Godot as a real-time strategy game
- Nothing done this week
>>
>>172253330
10/10, would climb ladder.
>>
>be a kid
>think they/them is more polite
>view self as they/them since "males" look down on geeks (this was the 90s)
>be the current year
>can't they/them without inherently being SJW
This is like how the gays stole rainbows from the rest of us

Videogames related, how do you stop yourself from randomly refactoring something that already works, just because it rustles youre johnsons that its not the right way to do it with your current design pattern tastes?
>>
>>172248329
Two ideas:
Use collisions layers, p1 hitboxes dont collide w/ p1 hurtbox, but do collide w/ p2 hurtboxes.
Hitboxes keep track of who created them and ignore their creators.
>>
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>>172253476
I already solved it, duplicating a child object.
>>
>>172253472
They didn't steal anything. You can still use rainbows wherever you want all you have to do is stop being homophobic.
>>
>>172248329
learn to webm so we can scrub back and forth
info should be in the OP
>>
>>172253472
>the gays stole rainbows
Man, I'm glad I'm not this retarded.
>>
>>172253685
Just like you can still use swastikas wherever you want.
>>
>>172253783
Just open the gif in any decent video player. Stop advocating lossy formats where they aren't needed
>>
>tfw you officially need to make a chart to track down a bug
>>
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>leave bugless project
>backup, upgrade my pc
>come back to it
>it has bugs out the ass caused by things that were left unchanged that worked perfectly before

for fuck's sake
>>
bring back lolisim
>>
>>172253930
I'm not saving a file and opening up a program just to properly view a 4chan post, dummie
>>
>>172253872
Our Japanese overlords don't give a fuck and neither do I.
>>
>>172254015
So this is the power of Gamemaker... woah.
>>
How come gachimuchi isn't more popular in video games?
>>
>>172253330
How do you get your ladder back?
>>
>>172254108
They're not honorary aryans for nothing
>>
>>172253472
Never heard it in English to tell the truth, but I wouldn't be surprised by it.
In my language it's required to address strangers, seniors and pretty much anyone when officially in the same form as conventional plural.
You use same word to address a single granny as you would a group of people.
I actually really dislike this about English.
Going You at everyone and having language that almost doesn't use genders at all, to the point where you can be talking about a woman and nobody knows, until you say she, her or utter her first name is kinda weird.
>>
>>172254108
I don't see a single Nazi swastika on that image.
>>
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A story-driven calendar app
>>
>>172254295
Teleportation, probably.
>>
are there some guidelines on how to design classes when making a videogame

i never used classes before and without them i start to feel really lost so i wanted to rewrite code using classes but no idea how to start
>>
>>172254741
every calendar is story driven
>>
>>172254415
Beside the point
>>
>>172254868
depends on your game

balance is key
>>
>>172254741
A story told in calendar reminders could be an interesting gimmick for a game.
>>
Why aren't you making your game from scratch?

Are you so stupid and braindead you need to rely on a pre-made engine? Enjoy never being successful.
>>
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>>172255123
>>
>>172255123
a gimmick that holds interest for as long as it takes to say "story told in calendar reminders", maybe
>>
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>>172255123
>your own funeral is an entry on your calendar
>>
>>172240606
Thanks for that gif. I've just recently implemented game states for the first time ever, and that gif (and the article I found with it) is useful.
>>
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>>
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>>172255139
I am and it's suffering just thinking about all that needs to be implemented
>>
>>172255415
I wonder if it's possible to have a living wake without losing the last vestiges of respect held by loved ones.
>>
ODE or Bullet Physics?

Give me a quick rundown.
>>
>>172255575
List it out babe, right here, right now
>>
>>172255546
It's funny because they both caused controversies for no reason
>>
>>172255139
Sadly there are no good tutorials teaching how to make a game from scratch
>>
If you're making a 3D Game, is there literally any reason to go with Unity over UE4 now?

UE4 is literally better in every way now.
>>
If I had a penny for every single witty shitpost uttered in the past 6 years here, I would buy Notch and fire him into the sun, then use the rest to buy Chris Roberts and all his firms and fire him after Notch and turn Star Citizen into an actual game and still have money to buy a huge mansion and every single Lamborghini type ever constructed and fuck dozen high class sluts a day for the rest of my life.
>>
>>172255616
>ODE last stable release 14 months ago
>Bullet last stable release 59 days ago

Bullet is the clear winner.
>>
>>172255696
Supporting multiple platforms is easier in Unity

That's about it
>>
>>172255686
- Use efficient and performant programming languages, such as c++, rust or nim.
* cplusplus.com/doc/tutorial/
* doc.rust-lang.org/book/
* nim-by-example.github.io

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

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

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

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

Good luck.
>>
>>172255836
Obviously the former software is just finished. Are you having problems with what I just wrote?
>>
>>172255874
>paid
>good
>>
>>172255702
Next time put a little effort in your hyperbole. Even if every post on /vg/ counted, you'd end up with 1.7 million.
>>
Requesting TECHNOLOGY ideas for a game that
>is 3D
>3rd person/top down
>melee combat based, no shooting
>>
Is this true, agdg?

>>>/v/371990994
>>
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>>172256025
>>
Best C++ networking library?
>>
>>172256007
Dear Autismus Maximus, hyperbole is supposed to be hyperbolic.
>>
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I have been trying to make something neat. Got movement and even a dodge button working, though it's difficult to see in this gif. Also have firing an arrow at an 'enemy' working as well.
>>
>>172256025
Make most important bones in human body breakable for all the humans and make their AI react properly to the fractures.
>>
>>172256043
Tools for a broad audience lower the skill needed to release something. This allows more people to access the market and publish their low-effort products. So obviously yes, Unity does play a big part in this.
>>
>>172256043
I blame Valve more than Unity
>>
Reminder that OBS Studio is geared towards streamers and provides tools and quality that leaves recording quality behind, if you want lossless quality for recordings, use OBS Classic and look up a tutorial on how to set it up for highest quality available.
>>
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>change the GUI to world space
>scale it down so the canvas is on the right side of the screen, above a certain object
>code a label so it appears at (0,0), thinking it'll appear at the top left corner of the canvas
>it appears on the top left corner of the monitor instead
>can't find a way to contain it in canvas

I'm about to choke a bitch at this point.
>>
what IDE do you guys use for C#
>>
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>>172256172
it's weird to see them put such effort into such an inconsequential thing, just to fuck it up.
>>
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>>172256172
>>172256305
I ask this question every once in a while, and I ALWAYS get "realistic dismemberment" and something shooting-related, like the aquarium, or this one with the oil barrel.

I need new ideas, idea guys!
>>
>>172256451
>if you want lossless quality for recordings, use nVidia shadowplay
I agree
>>
>>172256281
doesnt look so great
>>
>>172256451
>I don't know how to use OBS Studio so I imply to others that they shouldn't use it either
top wow
>>
>>172249506
mathas?
>>
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you came to the wrong neighborhood mother fucker.
>>
>>172256803
Yeah, just been ignoring visuals for now to focus on getting in basic prototyping.
>>
>std::chrono::high_resolution_clock::time_point currentTime = std::chrono::high_resolution_clock::now();

>he uses C++
>>
>>172256560
Visual Studio 2015, but then again I only use C# for small business windows form legacy applications
>>
Pick a name:

Telkari
Telkari Descent
The Telkari Descent
>>
>>172257014
>programmatically stomping you apart
dope af tbqh famiglia
>>
>

>he uses Whitespace
>>
>>172257341
What about just Descent? it's pretty decent
>>
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More level
>>
Wait, so UE4 is even better than Unity for sidescrollers at this point?
>>
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>>172257104
Keep doing good work, son.

>>172257169
>using namespace std::chrono::high_resolution_clock;
>time_point currentTime = now();

>he sucks at C++

>>172257341
Telkari (Descent)
>>
>>172257341
Rat-like Scented
>>
>>172257341
Would definitely scroll past just "Telkari" on a digital storefront.

No strong preference between the last two but for reasons beyond explanation I prefer the "The" on the front.
>>
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>>172257476
>he uses namespaces
>>
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>>172257014

>the little one that jumps ahead.

sides mechanically extracted.
>>
>>172257459
It's already taken, whipping out the thesaurus gives me great synonyms like "sag" and "prolapse".
>>
>>172257672
>tfw you will never have a white gamedev gf to dev with

Why do only colored women like me? It's not fair!
>>
>>172257014
Is this the same game I saw some webms from, where you could change the length of each bone?

How are you doing it, anon?
Walk cycle anim with IKs?
>>
>>172257672
Literally everything in the STL is namespaced.
>>
>>172257341
super generic / 10
wouldn't click
>>
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>>172237112
----[ Recap ]----
Game: Locked Masts
Dev: IceDev
Tools: Unreal
Web: N/A
Progress:
+ Been working on this little beauty. She'll serve as the scaffold for AI trader piracy target development. (East Indiaman Götheborg has been the main reference)
+ Not falling under the same restrictions as the player-built ones, I can allow myself a lot more freedom in how I model AI ships. It's gonna give them a more unique look.
+ A bunch of ship props.
- Have to shift to school projects this week.
>>
>>172257476
>polluting the global namespace with standard library functions
>>
>>172257780
>he uses the STL

do you enjoy writing slow software?
>>
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>>172257672
she's so tiny
>>
>>172257734
She ain't white m8.
>>
>>172257734
When you say colored do you mean Asians
>>
>>172257887
>using namespaces is bad
>not using namespaces is bad
>moving goalposts
0/5

>>172257946
I'm actually coding my game in C++ without using STL
>>
>>172257475
3D sidescroller, sure.

Unity and UE4 are both shit for 2D games though.
>>
Why is there no /agdg/ Discord?
>>
>>172258083
im coding mine in c++ using the STL
>>
>>172258152
Read the OP
>>
>>172258152
Nobody wants to talk to you.
>>
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>>172258153
do you enjoy writing slow software?
>>
>>172258103
>Unity and UE4 are both shit for 2D games though.
you will meme that shit to hell, but it will never be true.
>>
>>172258152
because we use Riot on matrix instead.
>>
>>172257725
Telkari: The Saggy Descent - Prolapse of Fear
>>
>>172258152
Because it inevitably branches off into its own thing and either kills the general or shits it up with circlejerking.
>>
Why aren't you building your own game engine, agdg?
>>
>>172258286
Last thread has perfectly shown the downside of Unity for 2D.
>>
>>172258083
Where did I say namespaces are bad? What goalposts you speak of?
>>
>>172218258
>blender-models.com
Why is this in the OP? Its so specific, even StackOverflow would be more useful and relevant
>>
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>>172258286
then what are they?
just an overkill?
or is there actually something with Unity for example which really fucks with 2D games?
>>
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>>172258273
do you enjoy writing your software slow?
>>
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>>172257737

this one?

its all physics driven movement like sumo tori, contracting joints.
>>
Telkari I don't give a shit about her opinions on lettuce.
>>
Unity is better than game maker studio and godot for 2d games it has much better support, libraries, scripts, more resources and much more.

Unity is the best choice for 2d gaming and 3d gaming no other engines can compete. There is a reason Unity has most of the gaming engine market.
>>
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>>172258497
Yes, I'm in no hurry
>>
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>>172258608
keep telling yourself that
>>
>>172258472
Because it's in the "free shit" section.
>>
>>172258286
Unity doesn't even have 2D. It's just 3D with a forced orthographic view. They just tacked that on and called it 2D so they would get more devs.
>>
world-building question:

if you die as a ghost, do you come back to life, or become even more of a ghost
>>
>>172258526
Swiggity swooty brigade.

>>172258576
I just don't understand why you would limit yourself to Unity when Godot is on the market. Why would you cripple yourself.
>>
>>172258576
Hello is this Unity Support?

How do I make gaem?
>>
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>>172258727
Where's your game? That's what I thought.
>>
>>172258727
kay why ess
>>
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>up to date 3d engine
>open source
>scripting in python and c++
>liberal license
Stop using Unity and make the better choice.
>>
>>172258826
If you die as a ghost you go back to the swirly thing
>>
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Anybody here wagecuck? How/when do you find the time to work on your game?
>>
Find me a good image to use for the Loli Jam page. Remember: no lewds.
>>
>>172258526
how do you code that physics driven movement tho?
>>
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>>172258902
Right here.
>>
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>tfw no comfy fantasy roguelike with deepest lore and pregnancy mechanics
>>
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>>172259101
>>
>>172258526
Yes! That's awesome

But still >>172259107
How do you do that?
>>
>flowers evolved after dinosaurs

You learn the craziest things when searching random shit for your game.
>>
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>>172259107

with lots of secret sauce.

if i ever make it i'll just make a tutorial on how to do this because i get asked a lot.
>>
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>>172259136
>>
>>172259184
If your game doesn't have pregnancy mechanics you may as well just stop.

>>172259136
This is an example of a good /agdg/ game. Can you plant your eggs on the corpses?
>>
>>172259324
How did plants reproduce before their sexual organs, ie flowers, came about?
>>
>>172259437
>Can you plant your eggs on the corpses?

No but that's an interesting mechanic that I'll look into.
>>
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Why would you spend YEARS working on a mod for a game with no financial reward, when instead you could've spent that time to make a new game?
>>
>>172259329
seriously explain how
>>
>>172258826
You disappear from this plane of existence until you have enough energy to imprint your ghostly body into the real world again.
>>
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>>172259101
Anything Miyauchi Renge or Hachikuji Mayoi. Or one of the Kodomo no Jikan girls if you want to go lewder
>>
>>172259568
just google it bro, it's just maths
>>
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Quit shit posting about Panda3D and post progress.

>>172259051
Same way I find time to date and have friends and family.

I make time.
>>
>>172259324
>design a lovecraft and giger inspired boss
>discover later that smaller version of it actually exists
What the fuck nature
>>
>>172259673
what do I google?
>>
>>172259683
Panda3D is objectively the best engine, idiot.

Not my fault you're stupid enough to use Unity/UE4
>>
>>172259051
You trade in your lifeforce. If you have a wife, child and friends, you neglect them.
>>
>>172259762
wheres ur panda3d game?
>>
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>>172258785
>Unity doesn't even have 2D
>It's just 3D

you are embarrassing to watch, go stand in the fucking corner
>>
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>>172257470
>Rake
Triggered.
>>
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Coral reef spawning code added. Harder than it looks because unity would break if these were all gameobjects, so all these little meshes have to be combined.

Now to shit out 500 shader variations
>>
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>>172248225
>NIGGERS
>>
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>>172237112
----[ Recap ]----
Game: Shmoop 2 (working title)
Dev:shmoopdev
Tools:GMS, photoshop, aesprite
Web: shmoopdev.tumblr.com/
Progress:
+Level 1 non boss sections done
+2nd miniboss complete sans a couple bullet sprites
+New music and sfx
+Hid a special challenge for pro players in the demo
-Level 1 end boss is more complicated than expected
-overall kind of a slow week
>>
>>172259867
But, can you get the coral pregnant?
>>
>>172240505
>Project M
There's already a game called this fampai
https://en.wikipedia.org/wiki/Project_M_(video_game)
>>
>>172259719
>trying to make a prop look better
>look up real life for reference
>it's even more flat and simple than my prop
What the fuck real life
>>
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I'm wondering which project you guys think has more potential

I've been having my doubts lately about this tactics game, I like the plan I have for it but I don't feel like physics driven combat is enough to set it apart from the tons of other games like it, plus people seem less interested in it in general. I originally intended for this one to be a smaller practicey project but it's grown since then

Then there's the innkeeper game which I put on hold for not having much of a plan at all, but taking a break and thinking about it for a few months I think I've come up with something that will work

I think both are similar in scale at this point so now I'm torn
>>
>>172259780
>>172259683
More details pls

About how many hours a week do you spend on your game?
>>
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>>172259629
Here's a version without the background
>>
>>172259927
That's not a game, that's a mod.
>>
>>172257470
Nice!
>>
>>172259508
Moss and spores mostly
>>
>>172260006
>>172259719
Posting like this without an image is illegal.
>>
File: posting in agdg.gif (2MB, 436x376px) Image search: [Google]
posting in agdg.gif
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>>172259743
physics procedural ambulation deep learning stuff like that maybe
>>
>>172260059
tactics games are boring and ded
>>
>>172260062
From 2 to 12 depending on lifeforce.
>>
>>172260169
>deep learning
u srs? you mean your funny physics guys are actually LEARNING?
>>
>>172260059
i love your innkeeper game and hope it gets finished
>>
>>172260330
I'm not him but his funny physics guys are not unique to this world. His characters look very similar to the video that that gif is taken from, showing off a number of different (yes, learned) models under various "stressful" conditions

I'm sorry I can't find the original video though right now.
>>
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>>172259743

if you want to learn physics movement just start trying it out, that's how i did it. the system i'm using is literally based off something i made in gmod for fun. inb4 shitposting
>>
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Rate my 8-bit muzak for my pixel art visual novel:

https://clyp.it/wzg3bcw3
https://clyp.it/wzg3bcw3
https://clyp.it/wzg3bcw3
>>
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>>172260006
>>172260154
Sorry, in my case it was scaly foot snail, not gonna post my version on worksafe board
>>
>>172260062
I work 30 hours, I spend about 30 hours learning blender and modelling and learning more about unity(soon to be unreal).
>>
reminder you have to put on your big boy pants and stop following tutorials at some point. just try shit that sounds cool and see what happens. its not going to cost you anything
>>
>>172260059
I liked the innkeeper game more. You could pull a Recettear and make both, running dungeons to supply your inn.
>>
>>172260330
https://www.youtube.com/watch?v=pgaEE27nsQw
http://www.goatstream.com/research/papers/SA2013/
>>
>>172259905
no, but she can :)
>>
>>172260330

basically there just hand tweaked movements until i get something that looks roughly how i want. then i have reactive systems that adjust the movements on the fly to account for things like terrain and obstacles.
>>
>>172260607
Ew.
>>
>>172260697
This is one of the things I was considering
>>
>>172261060
not with turn based combat though*
it would be more like "send heroes out on quests to do your inn-related dirty work" or go out and do it yourself. The combat would probably not be very deep
>>
>>172260059

by default i prefer any real time systems over turn based and i think a lot of people do. i understand the appeal of tactics games i just have a very low tolerance for them. i think there's probably room for both in your game but for people like me it would be better if you could avoid the tactics elements if you wanted to.
>>
>>172260769
this is a webm goldmine
>>
>>172261428
https://www.youtube.com/watch?v=P4vLgRgVaJs
>>
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I made the revolver shot spread increase depending on how fast you fire it, but I don't like it so I'm going to revert it.
>>
>>172261227
Not complicated is fine, it'll break up the gameplay from being just about inn-running. It's solid. Throw in a couple of RPG elements like gear or skills you can buy.
>>
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>>172259051

>Be part time wagecuck with a good, better then minimum wage job
>best of both worlds
>>
>>172259051
I and a bunch of old friends own a business. I guess it counts as wagecuckery
>>
>>172261858
>better than minimum wage job
male stripper?
>>
>>172259743
euphoria engine like gta
>>
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KK_Movement.webm
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Who's ready for some COOKING
>>
>>172262245
ragdolling and inertia is not simulated muscles
>>
>>172259051
By being a part-time wagecuck. Having no friends or social life also helps.
>>
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>>172262508

this is the primary reason i didn't want to do IK. IK is cool for a lot of things but to get the most organic looking reactions you need simulated biological systems.
>>
>>172262680
this is fantastic
>>
This is a bit of a stupid question but;

How do I make sprites that can switch out parts? Such as equipment slots and stuff like that?
>>
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>>172237112
----[ Recap ]----
Game: Neon Knights
Dev: bokchoydev
Tools: Unity, Pyxel Edit
Web: http://bokchoydev.tumblr.com/
Progress:
+ Planning out what I actually want these systems to look like
+A few more spells and items to play around with
- No idea what I'm doing
- School/Work has been a real struggle this week.
- Feels like actual progress is stagnating due to lack of direction
>>
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>>172237112
----[ Recap ]----
Game:Elemental Knight
Dev:anon
Tools:Unity
Web:https://jasonpkgames.tumblr.com/
Progress:
+ I’ve put in a chat system, an energy/money/health system, a knockback/damage system for when enemies hit you, an ability switch system, and a camera system. Ready to start finishing the tutorial level.
- Wasted a weekend trying out a new mechanic that didn't work out at all.
>>
>>172245423
Its Boston Dynamics: The Game
>>
>>172261631
Good stuff. You are going to make them all (player included) ships? Or is this a creature/humanoid shooter?
>>
>>172263117
option 1
draw a character with different things equipped and animate him, then swap whole character as he equips different things

option 2
draw equipment separately, animate it and slap it on the character with layers

they are both bitch to make, so good luck
personally, I would go with separate character sprites, unless of course you want to literally mix and match hundreds of things, which would be just horrendously hard to make in both cases, but the first approach is more drawing and less coding and certainly less things to fuck up
>>
>>172248091

why not just a blank name tag to put your god damn name.
>>
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>pre-plan a system to be modular and future-proof as much as possible
>the time finally comes to slot new content into the system and make use of your modular design
>it works perfectly and requires zero effort
is there a more perfect feeling in development?

Sword weapon progress.
>>
>>172263558
It will either be ships or abstract shapes.
>>
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P-R-O-G-R-E-S-S! PROGRESS, YEAH! PROGRESS, YEAH! GOOOO PROGRESS!
...that chant is probably longer than the rest of today's progress post, since I have a tabletop tonight and won't be able to dedicate my full attention to the next major change that needs doing.

+The super meter, and the variable that governs it, is now working as intended.
>>
>>172263951

why is that sword and hand just hanging there near the end?
>>
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It's a platformer now. Dust is dlc.
>>
>>172264350
Loading screen?
>>
>>172264215
Standing at attention for the next time it's called upon.
>>
>>172264090
Should the enemy's super bar be visible just so you have an indicator when crazy stuff is about to go down and you need to prepare for it? Or is the surprise part of the fun?
>>
>>172264215
I haven't yet added the animations for wielding/swinging it from the Gun Hands so when I hit swap-weapon to equip my unarmed fists (and move the sword to the Gun Hands), it T-poses and just sits there.
>>
>>172263951
Nice nier clone
>>
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Alright lads
Its the BLOKS guy again.
Last time you told me to either decrease the price or add some features. So I've done both. At the moment its a fiver, though its going back up when I add in these new features.

I've added in scrolling which is a tiny thing really, and I'm gonna do a UI overhaul to make it look a bit more professional, though bare in mind Im a developer and not a designer so cut me some slack. Theres other a new block that you can use to round off edges.

The main thing I've added though is (webm related) something I call PowerTools. They're basically ready made, generic structures which just speeds everything up by so much. They're optional of course, but it can turn an hour job into about 2 minutes. Theres 39 in total over 5 categories, with different sizes and hollow or filled or whatever.
Also theres a sphere delete tool which you can adjust the size of. Again, saves a bit of time and effort which is alright.
>>
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>>172237112

----[ Recap ]----
Game: Dregs


Dev:Fleech


Tools: Unity


Web: @fleech_dev


Progress:


+ tightened up the movement and balance systems


- still have to rework the sword combat
>>
>>172264782
Not sure how it's a Nier clone (unless Automata is the only game you ever played by Platinum) but thanks?
>>
Stop posting your progress, nobody actually cares.

These threads are better when we're actually discussing the fundamentals and nuances of gamedev.
>>
>>172258947
>Python/C++
>Not C#

No C#, not interested.
>>
GDScript is overly verbose.

I shouldn't need 20 characters just to get a node.
>>172265283
>>
>>172264693
Some, but not all, enemies are gong to have a super bar variant that for now I'm calling a "Momentum" bar.
Basically, it acts similarly to the player's super bar in that it rises when they score a hit and decreases when they get hit. The difference, though, is that whereas the player's Super bar only powers the player's offensive toolkit, the enemy's Momentum bar powers their defenses as well.

An enemy with Momentum on their side benefits from a damage-soaking effect that reduces the damage they take from player attacks porportional to their momentum, while ALSO giving them a minor health-regeneration effect when they score a hit. If you're playing poorly enough to let an enemy's momentum cap out, they'll likely also have some kind of ultra move that they'll activate as punishment against you, emptying their bar and likely OHKO'ing you regardless of how you try to block or dodge it.

In terms of normal enemy super bars and their 'unique' moves, I'm not sure I'll have a bar for those. I think they're more fun when you can't see them coming so it keeps you on your toes.
>>
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>>172265148

>nuances of gamedev

the only time those conversations start is when progress is posted. progress is literally to only thing stopping gogem from taking over every thread.

8/10 bait you got me.
>>
>>172264454
Loads too fast. Just animation practice in the 40min I had.
>>
>>172265338
I'm glad you enjoy it. I do not.
No C#: No Interest.
>>
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>>172262410
Looking snazzy
>>
Does anyone remember that guy making a castlevania type game? is he still working on it?
>>
>>172265706
>that guy making a castlevania type game
The obvious reply here is "which one"

Arikado hasn't said anything about Clarent here in a while.
>>
>>172265706
if you mean helleton, it's apparently dead
>>
>>172255615
if you're dying and it's not your idea, yes
>>
>>172265706
>>172265849
>>172265893

should have been more specific. the pixel art one where the guy had like red hair. clarent sounds familar so I think it is that one.
>>
>>172253685
>>172253841
See googem's latest Yesdev video about bait
>>
>>172262508
alright so I google ragdoll physics movements in unity I am guessing since all other answers have been meme answers that make no sense
>>
>>172256709
what's wrong with it, besides the specific math?
>>
>>172265475
Are you not concerned about the balance there? The worse you do, the harder it gets; the better you do, the easier it gets. That sort of negative scaling can make a game feel both frustrating/unfair AND trivially easy
>>
>>172266098
not even if you paid me
>>
>Making a game where the entire soundtrack is elevator music

Good idea?
>>
>>172256741
something something laceration depth something something edge type yadda yadda angle of attack etc.
it all kind of writes itself
if you're asking for things that don't relate to realism, you should probably phrase the question differently and lower your expectations
>>
>>172266198
To an extent, that's a little of what I'm looking for. It's something that's only going to be present against things like boss-fights. The last fighter in each league, or specific enemies that have momentum as their gimmick.

Like everything I'm doing in the game though, It's also subject to the "fun test", which means that if it ends up feeling really shitty and frustrating, I'm not afriad to just scrap it.
>>
>>172266404
>making a soundtrack where the entire music is elavator games
>>
>elevator music
what did he mean by this
>>
>>172256741
Shoot out lights, enemies lose the ability to track your position.
>>
>>172266724
Music that elevates your spirits maybe? Upbeat tunes or the like
>>
>>172266724
elevator music is a term used for, like, smooth jazz and muzak
>>
>>172263629
>more drawing
Technically speaking it'd be the same amount of drawing, you'd just be pasting the equipment over the character sprite. You're right though that it'd increase the image count substantially.

>>172263117
Adding on to what the guy above me said, I'd argue that if you're going to have a gorillion pieces of equipment in your game, set up some kind of modular system, so you don't have to hard code too many sprites.

That said, if there won't be that much equipment, you're probably better off just making a few more sprites instead of implementing a layers system.
>>
So I entered and looked, and behold, every form of creeping things and beasts and detestable things, with all the idols of the house of Israel, were carved on the wall all around.
- Ezekiel 8:10
>>
>>172266158

i said the best thing to do is just start messing with it yourself. thats what i did. i started making something in gmod for fun and then i tried to recreate it in unity, and thats how it started. this was my post. >>172260473

its really not that hard to do. just spawn some primitives and start messing around like i did.
>>
>>172267752
Oh so Ezekiel counts now does it?
>>
>>172266098

googs why do you do always come in here with a trip and then a non trip. its painfully obvious when its you. are you so bad at conversing you need to defend yourself by proxy?
>>
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Whenever the player dies I attach the camera to a cone and let physics simulation do the rest.
Everytime it looks like you fall and hit your head really badly.
>>
>>172269453
Let's see it then.
>>
>>172268181
you guys should really watch the videos, actual effort and entertainment goes into them, theres real topics/ideas, plus cameos of your games, not to mention i make new ones pretty regularly
>>
>>172269792
I will only watch it if he steals my game.
>>
>>172269453
>cone
brililant, not even bullying
did you come up with that yourself or is it a known industry trick?
>>
Do I implement deferred rendering and deal with its flaws or stick to forward rendering and deal with its flaws?
>>
>>172269453
Neat
Post webm
>>
>>172269946
Implement both and use the one your game needs.
>>
>>172269453
>>172269917

I'm pretty sure the industry uses a cylinder.

Personally I think that a cone might lead to situations where you fall into a hole and then get stuck, unable to get out. A cylinder still simulates the ability to move around small objects on the floor and head but without too much strangeness. Using a cone also means it may be heard to pass underneath things that stick out a little bit to the sides, even if it looks like the camera (character head) can fit neatly through the space.

Just my 2 cents.
>>
>>172270159
What happens if the cyclinder balances?
>>
>>172259837
>denying the truth

you're fooling nobody anyone can open the engine or even use google to prove that to be true

source: i'm a unity3d dev

there are way better engines for 2D
>>
>>172270159
A perfectly logical conclusion to a faulty premise
>>
>>172270159
>Personally I think that a cone might lead to situations where you fall into a hole and then get stuck
?

How's the player gonna get stuck if this only happens when they die?
>>
>>172266092
vampiredev ?
>>
>>172269792

on principle your presentation is terrible. the way you show specific peoples footage while talking about vague things you don't like is passive agressive nonsense. why not have some actual balls and call out specific things about the specific vidoes you present instead of leaving an out for yourself at every possible oppurtunity. this is why no one likes you googs, nothing you do is genuine. you will never say or make anything that represents any aspect of yourself because you have a massive inferiority complex and you need that eject button. so go ahead and keep doing what your doing so you can be free from having any kind of integrity what so ever. i'm sure the school shooter meme game market is thriving, 3rd times the charm right?
>>
>>172259136
The wojaks need to be carrying suitcases or mc-parody hats to make them look like wagies
>>
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>>172270138
that sounds a bit too smart my friend.
>>
>>172270159
>Personally I think that a cone might lead to situations where you fall into a hole and then get stuck,


The cone collision is only applied for the death animation.
webm in a minute
>>
>>172271038
that's a good idea actually
>>
>>172259136
authentic experience
but instead of hitting them with pee imo line up a combo with pee puddle (that evaporates so you have to get the timing right) and land them in poo

>>172270792
idk anon when mine was shown it very much suited the context

> school shooter game
these are like the US doing Freedom Of Navigation patrols, where China is soccer mom game censors
>>
>>172259136
that's pretty damn funny
>>
>>172271542

>idk anon when mine was shown it very much suited the context

he shows quite a few peoples games in completely the wrong context.
>>
>>172271542
the creating a pee puddle that soaks away is a good idea, having to do two things to combo might prove a bit difficult though
>>
>>172259136
>poo even squashes when it hits the ground
If only you used your powers for good
>>
Dev is supposed to be 80% bug fixing right?
>>
>>172266404

i love writing elevator music https://clyp.it/xz3pmrs
>>
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I've added some twin stick aiming as well as a lock on. The lock on is ultra simple and just aims at whatever's closest. Gonna try and make it more sophisticated, like having a lock on range, basing it on angle as well as closeness, MAYBE have it not target through walls but that seems unnecessary since this is a 2D project.
>>
>>172271683
pretty much
it gets less if you actually plan your stuff out.
>>
thread for devs
>>172272080
>>172272080
>>172272080
newthread
>>
What's a good engine or basic code to learn if i want to into a top down game.
>>
>>172272554
Love2D

it's a powerful engine that's very easy to use and scripted in Lua which is a very nice and simple language.

The documentation is also good and there's loads of tutorials, you will have shit moving on the screen today if you start now.
>>
>>172272803
Damn sounds nice. You have experience, anon?
>>
>>172273979
in Love2D yes i spent last week using it

libraries i can recommend are
anim8 - for animation
gamera - for an easy to use camera
>>
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>>172218450
looks like my unfinished gaym
>>
>>172264350
Haha that's great. Well, since it looks pretty alright, you should consider just trying out some "approach a pit in overhead.. jump across in side view" thing. You know, to see how it feels.

Always happy to see you progress
>>
>>172272050
I know you're just posting for personal accountability, but I wanted you to know I've enjoyed the updates.

>got to the part of the thread where everyone moved to a new thread
ok
Thread posts: 774
Thread images: 163


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