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/agdg/ - Amateur Game Dev General

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Thread replies: 771
Thread images: 116

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Let your progress shine like the sun edition

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

> /agdg/ Short Jam #2
https://itch.io/jam/agdggj02

> 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
>>172722359

> 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

> webm recording
OBS: obsproject.com
Webm for retards: gitgud.io/nixx/WebMConverter
>>
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firsties

wizmuds a fucking mess lol
>>
second for gogem is pretentious
>>
>>172792239
ninth for i agree
>>
>>172792015
I can't play, but I was able to before. It says I need WebGL and to try firefox, but I'm using Iceweasel, a Firefox variant.
>>
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Got the flashlight working how I wanted it, and did a bit of texture work for the walls and such. I think I'm gonna go ahead and model the leaves for the plant though; I thought a simple billboard would pass but I hate it
>>
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>>172792239
not sure that's the word I'd use

more like "an asshole"
>>
https://github.com/sparky4/16
I've been following this for a while. the code looks like absolute chaos.
what's his end game, /vg/?
>>
>>172792454
hello fellow linux duv
>>
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Roboys are now in the game. Somewhat.
>>
>>172792529
c was a mitake
>>
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>Looking for shit to do
>Find a spot on a pretty fleshed out 10 man team with a role I'm familiar in and good at (Project Manager)
>The dude making it has been working on this thing for the past nine months
>Good as fuck opportunity and I could actually help get something made and put on my resume
Only thing
>Asked to sign an NDA before doing anything

Is there any risk to signing an NDA for gamedev that I should look out for? I want to help out but I'm nervous as fuck about signing a legal contract.
>>
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Does the sprite for the pattern bullets (pink) look better on the left(original) or right(new)? It is the same pattern just at different stages of it's attack

I know right bullets look distorted but that is because they are being turned with code and are keeping their pixel alignment/integrity instead of stretching/squishing themselves. I will try to find a better way if it exists later.
>>
>>172792015
finally gave wizmud a try

you didn't warn us that the music was going to be so good
>>
>>172792795
The only risk is if you're stupid enough to break the terms of the NDA.
>>
>>172792454
use chrome dummy
>>
>>172793006
chrome is crap
>>
>>172792795
1 Are your main team okay with it
2. do you have a contract with them
3. have you read the NDA?
4. talk to a lawyer
>>
>>172792795
only thing you gotta worry about is non-competes

They could fuck you out of the industry
>>
>>172792795
>doing work for other people 4 3
lel
>>
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I made a simple qt3.14
>>
>>172793310
can you have sex with it
>>
>>172792868
left looks more typical BH.
>>
>>172791901

> pedoguy exposed
>>
When did you realize that autists are terrible at making games?
I think the layered AI anon is a perfect example of this.
>>
>>172793451
Oh, Anon
>>
>>172792514
That looks pretty rad. What are you going for, survival horror game?
>>
>>172793548
http://www.homph.com/steam/
>>
>>172793548
I think a large portion of /agdg/ have no business making games. Half dont even enjoy content creation. Its akin to girl who pretend to like video games.
>>
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>>172793694
Thanks anon. I'm rebuilding Hemoglobin in 3D to see if the atmosphere still holds up, as spriting stuff in an 8-directional game is incredibly tedious, so I'd rather have more freedom to use 3D animation and such instead.
>>
>>172792524
>being this jealous because I've released more games than the rest of aggy daggy combined

Just admit he's better than you.
>>
Who even likes gogem?
>>
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Old thread's dead. Lets say I have an idle state for a sprite that it just the size of the sprite, then an attack animation that is this gif posted right here in example. What would be the best way to match the animations together since they have vastly different sprite sizes ? Should ALL sprites be of the same size to avoid the problem (might fuck up collisions) or always rearrange the sprite's position depending of the animation ?
>>
>>172793934
delete this pls
>>
>>172793994
reposting my response to this from the last thread

I think my first instinct would be to give all of the sprites the same origin relative to the character in the sprite (i.e. the spot on the "ground" directly beneath him) and then base the collision shapesor around that
>>
>>172793994
Well, the sprites have to be the same size in the sheet for it to properly work on GODOT without hustle. So I usually put a 64x64 or 48x48 area for each of them even though they are usually smaller than that.

But then again I only rip sprites from other games
>>
>>172793964
i kinda liked his yesdev videos but the moment he starts to defend his art i have to try really hard not to hate him
>>
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I'm starting to realize that I'll probably never make a game because I'm too chicken to take the risk.

I have a cushy programming job that I'll have to quit to make a game. If I do that i'll have to live off my savings. I have about 40k saved up which would last me at most 3 years. After which I would have to start back from zero if my game doesnt sell.

So my goal now ends up becoming not to make a game, but rather to generate enough passive income or part time income so that I can do gamedev without burning through my savings.

Fuck
>>
>>172794205
yeah k now fuck off and come back when you have something related to gamedev to post about, this isn't your blog
>>
>>172793934
I have nothing against him for releasing games, he deserves credit for that

but it doesn't mean he isn't being pretentious when he lectures people after they point out that his art doesn't read the way he thinks it should
>>
>>172792941
thanks :~)
>>
>>172793929
Well, I think the artstyle really works, the webm has already a thick atmosphere. Good luck mate.
>>
>>172794205
>. I have about 40k saved up
wew, currently going off ~10k myself
l2live minimal
>>
fuck opengl
>>
>>172795376
vulkan lad
>>
>>172795376
OpenGL is such trash that is makes my heart hurt. What we need is a GOOD code-based development library for C++. #MakeGameDevGreatAgain
>>
>>172795448
vulkan is more difficult than opengl in a technical sense
>>
>>172794860
It's impossible to live minimal when cheapest rent in my area is 600 per month.
>>
>>172795909
Then move, dipshit.
>>
how would you make a clear distinction between one way platforms you cant fall back through and ones that you can (by moving down usually) in a 2d platformer
>>
>>172795909
If you spend more than a k/month as a neet even with bills, youre fucking up.

Even 2 years is more than enough time.
But if you cant go fulldive then time to buckle down on part time.
>>
>>172796057
Don't include both in your game.
>>
>>172796057
through intuitive level demonstration
why is this even a question.
>>
>>172793929
>>172792514
I'd love to collab on your horror game and help you finish it
>>
>>172796150
why
>>
>>172792514
Other than your animations sucking and your character looking like that one guy from Timesplitters for PS2, the game looks pretty good.
>>
>>172796275
i know how to include both of them in my game but idk how to make them visually intuitive
>>
>>172796294
Having two elements with very similar functions is unnecessary complexity.
>>
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Someone made my game already, I should kill myself
>>
>>172796057
just do what everyone else does and make the ones you can fall through thinner
>>
>>172796442
>I should kill myself
Someone already beat you to that too.
>>
>>172796428
opacity
>>
>>172796428
you can't

make them look distinctly different from one another, then introduce them gradually so that the player learns the difference
>>
>>172796567
that actually sounds like it could work
>>172796602
that doesnt
>>
>>172793473
True. I suppose I could keep orbs for more densely packed patterns to make discerning hitboxes on them easier and leave the more fanciful shapes/designs for very special things. Thank you, anon!
>>
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new basic concrete tiles.
>>
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>fps drop in a game with graphics like this
You amateur devs are fucking horrible.
Don't make games if you can't even make a 2D game properly holy shit.
>>
>>172792514
Solid spooky atmosphere you've got there. What all are you planning to put in this game?
>>
In Unity, how can I make a single healthbar for ALL enemies, instead of giving everyone their own?
My problem is that when I enable the healthbar for an enemy through shooting at it, and then shoot an other enemy, the bar from the first enemy is still above the bar from the second enemy.
>>
>>172797137
What game/engine?
>>
>>172797065
Your game looks too small to run with good graphics in fullscreen.
>>
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>tfw learning the prelude of FFI in synthesia
>tfw is too hard
welp, time to practice the fucking scales.
>>
>>172797137
>all those dynamic lights when simple textures would suffice
At least the anons here tend to be kinda autistic about performance.
>>
gaaayyyyy
>>
>>172797284
it's called scaling my friend. It's bigger than nuclear throne and the same size as hyperlight drifter.
>>
>>172797316
>tfw when you program as well as bill gates and bjarne stroustrup but cant do art, cant do pixel art, cant model and cant use fl studio without the outcome sounding retarded


>>172797398
I know what scaling is, your game looks so small that scaling will make it worse.
>>
>>172797626
>>tfw when you program as well as bill gates and bjarne stroustrup
that's not a good thing
>>
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Alright yeah I like the modeled look alot better. Time to actually texture these so they resemble plants.

>>172794738
Thanks man

>>172796287
I think collabing with me would be an even worse idea than usual since I've got final interviews for two jobs this week, so my free time is about to die

>>172796405
Thanks, I guess? I'm a pretty good animator in 2D, but I'm still adjusting to 3D animation. I need to get to grips with curves in Blender, since that's mainly what throws me off. I can't get proper anticipation and weight with my animations when there's all this auto-curving going on as I'm keyframing

>>172797152
Thanks! It's going to be pretty identical content-wise to my DD13 game Hemoglobin, although I can expand on the combat alot with proper 3D aiming.
>>
>>172797241
I don't care anymore about the game.

>game follow a grandpa is telling a story to his grandchildren
>story starts with hero being promoted to a Knight
>King : "I proclaimed you DAME LILY"
>girl grandchild gets triggered about Dame and says that it should be SIR
>grandpa apologizes and change the story by calling her SIR LILY instead

Fuck this shit.
>>
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Good first day, am I vidya yet.
>>
>>172797626
well i dunno, u can try it if you want and say how it looks. It's called House Cleaner and was on the last demo day.
>>
>>172797170
Have you considered having only a single health bar on screen, and attaching a script that holds a reference to which enemy was shot last?
>>
>>172794381
>but it doesn't mean he isn't being pretentious when he lectures people after they point out that his art doesn't read the way he thinks it should
you seem to be misunderstanding where you are. if you see structure wrong than me telling you why you're wrong is a benefit to you because you apparently have a flawed mental map of that structure that would inevitably lead to massive mistakes when you finally get round to learning art.
so stop using the word "lecturing" like learning is a bad thing and youre welcome.
>>
>>172797898
I already did only a single healthbar, too, but I don't know how to detect which enemy was shot last. They all have the same prefab.
>>
>>172797963
The artist bears 90% of the responsibility for communicating. If an average viewer can't understand what you drew, that's on you.

Maybe your art requires the viewer to already know a specialized visual language. That's fine, but then your target audience is not the general public.
>>
>>172797797
>by calling her SIR LILY instead
Dame is an obscure term outside the UK in that context. You sure the scene wasnt trying to convey child ignorance to the common ""sir knight" platitude?
>>
>>172798315
>>172794381
animefag artlet
>>
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When does the fun begin?
>>
>>172798191
A prefab is different from an instance in the scene and this is where a lot of your problems are coming from. When you set a reference to a game object in the scene, it only references that object, not the prefab that created it. What you can do is in your enemy script, store a reference to a script attached to the healthcare (whichever one sets the health of the bar). In the health script, store a reference to an enemy. When when an enemy is hit, assign it to that variable in the health script.
>>
>>172797963
none of this changes the fact that you're drawing stylized eyes when you think you're drawing eyebrows

>stop using the word "lecturing" like learning is a bad thing
lecturing is bad when the point the lecturer makes contradicts something he said 10 minutes prior

>>172798590
samefag
>>
>>172792015
What the heck am I doin?
>>
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wow, this is fun.

going to learn all the scales now.
>>
>>172797963
>so this guy has thick dark lines in the place where the eyes generally are
>could these be his eyes?
>No wait! the lines are clearly above the nose they must be his browns and the artist just choose to not draw the eyes
t. no one ever
>>
>>172798592
the second you fix that base
>>
>>172798919
You must have some form of autism or face blindness if you got confused by his art.

>muh samefag
Gogem is a retard but his art is good.
>>
#172799176
>but his art is good.
fyng
>>
>>172797797
I don't care if you don't care about the game. What's the name of it.
>>
>>172799542
Failed kickstarter game Blossom Tales: The Sleeping King which found a publisher and is now on steam with only positive reviews.
>>
the hell is a fyng
>>
>>172798604
Great, and how do I write this?
>>
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https://twitter.com/TheeWhiteReaper/status/848345358451322881

Hows my audio agdg?
>>
I tried to programmatically set the socket with the various methods (setupattachment, attachto, attachtocomponent, etc.) but nothing seems to work. At best I can attach to the mesh, but never to the socket. Other people report the same problems, but no solution.
>>
Why is not a single person able to explain how to make a single healthbar for all enemies? Even fucking Skyrim has this. It can't be that obscure.
>>
>>172799762
>a unique action rpg
>story is about a knight who has to go on a journey to defeat an evil wizard who casted a spell on the king
Can't these faggots ever think of something that hasn't been done a million times over already.
>>
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Trying to do walk animation.
Something is horribly wrong with the legs. Or maybe I'm just too picky. Kinda tired of animating though.
>>
>>172800179
I have this working, will screenshot in a bit.

>>172800286
I was about to type up how to do this but fuck you man
>>
>>172800116
I can't think of a single thing to criticize. It sounds great.
>>
>>172800286
What is there to explain? Just get the HP of the last creature hit and show it in the bar.
>>
>>172800375
looks fine to me
>>
>>172800375
I don't see whatever it is you think is wrong with it. I guess maybe the knees are too low, but it seems like that's just an effect caused by the shape of his pant legs. looks good to me fampai.
>>
>>172800116
Fits perfectly.
>>
>>172800116
it's a step up from that awful generic ass mobile game foley that plagued demoday builds
>>
>>172800434
>Just get the HP of the last creature hit and show it in the bar.
And how do you write this? There is not a single tutorial for this. All the tutorials are just for floating healthbars, or player healthbars.
>>
>>172800375
The drag hangs backward way too much. Basically, the body moves independently of the feet, the feet are merely following the body's inertia.
>>
>>172800116
CULT CLASSIC BOKUDEV CULT CLASSIC
>>
>>172800116
can't critique.
good job.
>>
>>172800672
(You)
>>
>>172800116
that """rooster""" sound needs to be more sporadic. And if its attached to the giant thing it needs to be deeper/bassier to convey the size. Also an animation would help a lot. As its pretty shitty by itsesf.

The whiff sound on the snowman aggro sounds weird. Whatever that death sound at~9 is, needs re'recorded.

And as always, your shits a giant clusterfuck and i can barely tell where sounds are supposed to be coming from.

The music itself is generic and hardly conveys a snow world

as for non-audio, why are there torches, and why are they so close to the trees. And HOW DO THEY STILL HAVE SNOW ON THEM.
>>
>>172800857
>i have no idea what i am talking about, but I act like I know it all anyway
If this shit was so easy, then why is there not a single tutorial about, but millions of tutorials for individual healthbars?
>>
>>172800672
You don't fucking need a tutorial to draw a simple healthbar in the UI.
>>
>>172800672
I suggest you learn what "instance" "reference" "gameobject" "script" "prefab" mean in the context of unity. My post contains enough information to solve the problem if you had a little more working knowledge of unity. The reason I told you to fuck off over the past few threads is that you seem to lack the ability to read between the lines and just experiment with things until they work. There will not always be a tutorial for you. I suspect you are a troll but you also seem sincere enough and dedicated to this one problem that you probably aren't.
Btw a single enemy healthbar can be exactly like a player health bar, the only difference is which unit it references
>>
>>172800996
I'm feeling generous today.
(You)
>>
>>172800996
can't you do a single variable HP for all the enemies being put together?

jesus christ, this is baby shit.

learn to code.
>>
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>>172800116
For you Bokudev
>>
>>172800996
oh I get it:

void OnCollisionEnter (collision hit)
{
if (hit.gameobject.tag == "player")
{
globalOject.lastEnemy = this; // Just send the enemy info to a global GUI object
}

}


// this on the GlobalGUIobject

void Draw()
{
// Do you healthbare code but use the lastEnemy variable
}
>>
>>172801101
>hurr let me just write some vague crap, while acting like I know the exact answer
Anyone can act smart like this. The truth is you have as little idea how to do this, as I have.
If you don't have an answer, then simply don't respond. Writing some vague crap doesn't help anyone.
>>
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>>172800179
Is this what you need?
>>
>>172800309
You don't get it.

It's not about being unique, it's a love letter from the fans to the zelda franchise.
>>
>>172800672
for fuck's sake stop acting pissy about it

you add a script reference to your health bar script as a public field of whatever script handles enemy health, and use that reference to call a method in your health bar script that sets the current health value (and whatever other data you want, such as the enemy name, etc.). then you have to drag the game object for the health bar to the inspector for the enemy health script in order to set the reference. Or you could put a call to GameObject.find() in the enemy health script's Start() method, in which case the reference can be a private field instead of a public one; but in that case you'd better make sure that the name of your healthbar object never changes.

basically the end result is that whenever an enemy gets hurt, it tells the health bar to display its health

>>172801370
or you could do this, also probably you should apply the "tag == "player"" part to my method if your enemies can be hurt by anything other than the player
>>
>>172801396
seriously wish you luck if you're not a troll. with your attitude even the posters who like to help and will actually give out code are not going to engage with you.
>>
>>172801432
Yes, but in C++. I guess another option is: I hear now blueprints can be compiled to C++. Can the intermediary (C++) result be observed or is it just compiled straight up with the rest of the project?
>>
>>172801370
Less weed, more programming. Then you wouldn't have that problem.
>>
>>172801723
Pull up your big boy panties and wire the shit up in blueprints.
>>
>>172800672
>>172801684
oh yeah, I should add that the GameObject.find() in Start() thing could have performance implications if you're spawning a lot of enemies (you could mitigate this by pre-spawning/pooling them during load)
>>
>>172801970
It's about not getting the most ungodly of all abominations of a blueprint when the blueprint could be kept simple and readable, while the code would not be much impacted if this actually worked.
>>
>>172801684
>>172801370
Doesn't help me at all. But thanks anyway, I guess...
>>
>>172801723
https://forums.unrealengine.com/showthread.php?109069-Blueprint-Nativization-(C-converter)
"The main goal of the feature is to reduce the VM overhead in runtime.
The aim of the feature (so far) is not to generate readable/friendly/reusable code." As of last year. I don't know where the feature is at now.
>>
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How much money can one make off their vidya before one nolonger qualifies for the a in agdg?
>>
>>172802204
judging from the meme you attached to your post you don't need the answer as you will never be reaching that point
you can rest easy
>>
>>172802129
>spell out how to do it, step by step
>another guy writes out code for how to do it a different way
>Doesn't help me at all. But thanks anyway, I guess...
you're welcome but I think your problem is that you need to read up on the basics of C# and Unity scripting
>>
>>172802194
That's obvious. The point of being able to see the code is to be able to figure out why nobody's been able to parent something to a mesh at a socket in C++ while it works fine in blueprints. Generated code is rarely easy to read.
>>
>>172802360
I asked because I might be getting there really soon, actually, and I can finally be free of you shirtbirds and join the lines of Brianna Wu and Sean Murray
>>
>>172802204
youre always an amateur.
And $ != skill
Would you really consider all the patreon shitters pro?
Toby fox?
Notch?
>>
>>172797812
>3 platforms
Damn dude, most devs only manage 1 platform on their first day.
You're gonna make it big.
>>
>>172802372
The problem is not that I don't know the basics, the problem is that you all just write completely vague stuff, while acting like you just wrote the solution.
>>
>>172792015
who does your music ??
>>
>>172802428
LOL
>>
>>172802682
try posting to the discord. you might better help in conversation
https://discord.gg/af4qh
>>
I know you guys in here are smart. Will you reply to my technical issue?
>>>/wsr/289840
>>>/wsr/289840
>>
>>172800286
>>172800672
>>172802129
Have the health bar just have a pointer to the health it should display. When an enemy gets damaged, it updates that pointer with it's own health. Exactly how you implement that is up to you and whatever environment you're deving in.

This is not difficult or complicated. If you need a tutorial for something like this, you need to work on your programming basics.
>>
>>172802909
Have you tried restarting your computer
>>
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Made a new track for the new thread.

puu sh/v6m3a/1f0cefe2e5 mp3
>>
>>172802909
Probably some UAC problem.
>>
>>172802909
Read the OP.
Is there anything there about this general being your personal IT assistant?
Why do you think your problem is even tangentially related to game development?
I would tell you to fuck off to /g/ but even there they would tell you to fuck off.
>>
>>172802909
suggestion: email or call microsoft 24 hour customer support
>>
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progress
>>
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>>172801505
>>
>>172799762
>on steam with only positive reviews.
that's really more of a red flag than anything.
>>
Is bokudev a tranny or something? Non meme answers please.
>>
yall are a bunch of nodevs
>>
>>172803909
Take a wild guess.
>>
>>172803909
Not yet.
>>
>>172803909
You're thinking of r*t*t*d*v
>>
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I had to lower the quality of the webm to fit all this PROGRESS into one post.
-updated enemy fighter intro to give early control scheme and reduce shitposting
-All health and power bars now scroll smoothly
-Enemy now has a placeholder KO'd state.
>>
>>172803975
Who?
>>
>>172804026
fuck yeah furry punchout
>>
>R loli M I N D jam R
loli jam runs April 1 to 15
post your progress in the thread to cause endless REEE from normie shitposters
upload your game to any filehost and link in the thread
if you get banned we will honor your memory
lolijam friendly irc is #AGDC on rizon.net (irc://rizon.net/AGDC)

where da lolis at?
>>
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>>172801137
I can do better for Bokudev
>>
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>>172804224
i am the best for bokudev
>>
>>172804026
use obs and drag your webm into your browser to test.

That stat showing is a little much though.
>>
>>172803890
gogem
Do you ever look in the mirror and think to yourself
sigh
>>
>>172804224
>>172801137
Bokudev said he was looking for boxart in the discord since he couldnt draw 2D art you fags should draw him one.
>>
>>172803890
a real red fag of a game is mostly negative reviews you have it all backwards friendo
>>
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I don't understand the point of blueprints in UE4.

It doesn't seem that much more "artist friendly" than regular programming to me. To use it you still need to understand basic programming you could just do regular programming instead,
>>
>>172802682
>completely vague
what I wrote was very specific actually, but here, I'll break it down further. (Note: it's been a while since I used Unity so I might have some minor things wrong here or there, but the general gist of it should be correct)

let's say your health bar script is called HealthBarController.cs
and let's say your enemy health script is called EnemyHealth.cs
1. add "public HealthBarController healthBar;" to the top of the class declaration inside EnemyHealth.cs
2. let's assume that HealthBarController has several public properties. the following code goes at the top of the class declaration inside HealthBarController.cs:

public float heathPercent{ get; set; }
public int hitPoints{ get; set; }
public string enemyName{ get; set; }

3.add a public method called Damage() to EnemyHealth.cs. This method should be called whenever the enemy gets hurt (or whenever the player hurts the enemy):

void Damage(int amount) {
// put code that modifies enemy HP here

// Tell health bar to change displayed values
healthBar.healthPercent = (float)hp/(float)maxHp;
healthBar.hitPoints = hp;
healthBar.enemyName = name;
}

4. In the inspector view for your enemy prefabs, drag the health bar GameObject (that is, the one that has the HealthBarController script on it) to the slot corresponding to "healthBar" in EnemyHealth. Make sure this change has been applied to any enemies currently added to the scene.


if this is still too vague for you, then I don't know what to tell you.
>>
>>172804597
The background animation on the stat page is basically what forced me to lower the webm quality. It was front-loading too much of the webm size into it. I usually don't bother to show it off in webms though, so things will be back to looking good next time I make one (Unless for some reason I have to show off the stats page again, which I doubt)
>>
>>172804731
programmer here

that looks confusing as fuck
>>
>>172804705
He should be thinking about fixing the actual game's art before thinking about the box.
>>
>>172804224
>>172801137
>>172804370
Is there a fanart contest for Bokube fanart going on or something? Why is the game getting so much fanart?
>>
>>172802732
Euglossine
>>
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Getting much better at retopology

This guy is just 374 tris!

Some details came out a little muddled in the normal map, but I'm sure I can make the eyes and stuff "pop" more with a diffuse map
>>
>>172804829
simple because it is a good game he just needs to fix the camera angle
>>
>>172803909
No, boku is just a cuteboy. Rotate is the tranny.

Both have grade A boipussy.
>>
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I don't have time to make interesting combat encounters so I'm just making the player do it for me.
>>
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>>172804026
looking good, but you need to put an equivalent to Doc Louis in the game, pic related
>>
>>172804829
Because they want his tranny dick, and hope by showering him with artwork he'll let them all pound his boi pucci
>twitter and discord avi is a selfie
He knows what he's doing.
>>
>>172804731
>>172804814
Math like this is the worst case for blueprints. This is probably like 5 lines in c++
>>
>>172805053
i am not gay i only like traps with big weeners
>>
>>172805029
The player is going to have a coach, yeah. You're probably not going to see them until I get around to implementing a round timer and a between-rounds room.
>>
friendly reminder that keeping plants in your house without their permission is slavery and kidnapping :)
>>
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>>172805020
>>172803909
agdg gives birth to A class boipussy but I still don't understand the goals or motives. No way he can survive in the future being a successful indiedev or even professional with this kinda presentation of himself look at this fucking twitter pic.
>>
>>172805320
>talks about politics (especially unpopular right wing politics) on his twitter
Absolute genius.
>>
>>172805320
I'm more worried about this complete blindness and lack of taste when it comes to graphical design, the Kickstarter he posted earlier was JUST-tier.
>>
@172805320
>look at this fucking twitter pic.
Are you joking. Theres people with actual professional jobs with much worse.
There are no standards of presentation here.

Nice (you) and gossip bait though
>>
>>172805308
I grow my plants in my garden outside!
Side note, gardening is a nice side hobby to gamedev, gets you away from technology and into the outdoors for at least a little bit each week. This can help you refuel your mind for further gamedeving.
>>
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So I've been trying to make a wargame for a while, and I've refined my idea and wrote some basic rules. I wanted to do some tabletop/pen and paper testing, but I don't have any friends! Plus my game is based on distance, and I didn't want to fuck with measuring tape. So I made a mock up this afternoon that'll let me test the basic rules while providing some decent visual feedback.

The purple is zerg and the orange is terran, pretty much. The two white circles are paid abilities, you get a racial one, then the second is decided from a pool (they both have 2). The pale circles on the battlefield are deepstrike zones, and the terran have a 1 mana, er, uh, energy. Requisition. Some resource that isn't hearthstone, that lets the next model deepstrike. Units can't do anything when they come in, they can move OR attack once per turn (I need to add a way to mark who came in and who's moved/attacked). The terran's other power is just deal 1 damage. You can see you can click them or target them, and the units move to where you point, unless there's something there, then they target. The extra energy, requisition, power, crystal, whatever, is there because I want one of the powers to be "spend one this turn, have 4 total next turn." Units that die go to the bench and eventually return to reserve. I have a few game modes planned, but this map is just kill the core.

Anyway, I thought I'd share. If anyone wants to help me play test my dumb prototype through screen share or something, I'd appreciate it... I'm pretty good at playing games by myself, though, so it's ok if you don't wanna. I used to play pokemon cards by myself all the time.
>>
>>172805320
>>172805512
>>
>>172805545
post garden
>>
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>>172805320
>this
>A class boipussy
>>
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>>172805320
>>172805479
>>172805512
Reminder that bokudev is a massive racist "TheWhiteReaper" is a code name for him trying to be a right wing figure. The indie gamedev scene will eventually destroy him.

SAVE THESE PICTURES BEFORE HE DOES THE BOKUBE KICKSTARTER
>>
>>172805667

that haircut went out of style in 2008
>>
>>172805667
That's a dog you retard.
>>
>>172805682
what he said there doesn't mean he is racist he is just saying other views exist nothing about that post is racist
>>
@1..2
>"TheWhiteReaper"
its his favorite shitty metal band ro something
>>
>>172805814
Nah, he's just been a fan of Overwatch for longer than it's existed.
>>
>>172805682
Why are spics always the most racist. You are not white and never will be, you're all just as bad as the negroids you hate. /pol/ is literally filled with asians and spics, fucking makes no sense to me.
>>
>>172805814
>>172805320
>>
>>172805682
but this picture just makes him look like a reasonable person being assailed by nutjobs for suggesting that differences of opinion should be accomodated
>>
>>172805887
>tfw bokudev is asian and spic

it all makes sense.
>>
>>172805507

I want to see the kickstarter.

Link pls.
>>
>>172805682
>I just don't think ALL devs need to be THAT liberal
Such eloquence.

Social media was a mistake, now all the dumb shit you thought and said as a teenager is forever recorded and there's nothing you can do about it.

This generation is so fucked, it's like a Black Mirror episode.
>>
>>172805682
It costs nothing to claim to be antiracist etc etc. The principles aren't wrong, only the implementation
>>
>>172806043

you gotta add the nose to the winky smile so that it comes across at least 50% more obnoxiously smug like this;

Any publicity is good publicity, haha rite? ;^)
>>
>>172806043
How do people STILL fail to see this? (You)s send my heart aflutter. @s cause me to instantly cream my trousers.
>>
#172806043
i have a macro to (you) deny.
Can even toggle the header
>>
>>172806112

I did all my stupid teenager shit on myspace so thank god for that dying.
>>
>>172806217
>>172806251
>I care about (You) so much I give you loads of extra mental attention
nice nice nice nice NIIIIIICE
>>
>>172805682
>inserting your shitty opinions about politics on your game dev twitter
Why are all these new devs such retarded fucks. I check game devs twitter to see updates about their project, not to read their idiotic and unoriginal views on fucking politics.
>>
>>172804731
The programmer would implement segments of logic. The developers/artists would build transformer pipelines (i.e. get actor location + create grid | grid + rand grid -> blueprint-exposed C++ code -> make grid cell, that's it), but especially, they'd tune parameters exposed from the C++ code (things like camera height, movement speed, time to drown, damage per hit...)
>>
>>172806386
but anon all art is political
>>
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everything is placeholder but menu screen I'm working on. I don't think the pixel art background fits so not sure what to do about that. Considering changing the low res textures to pixel art textures for the 3D stuff.
>>
>>172806537
nice yoshi's island clone
>>
traps are gay
>>
>>172804620
>thinking about anything other than how sexy you look when catching youre image in the mirror
how do you even wake up in the morning without based narcissism?
>>
>>172806251

the absolute madman!
>>
>>172806537
Definitely fits. Actually it's even a bit too smooth compared to the rest. That said, >>172806567
more of a ripoff than a clone.
>>
please refrain from all gay/twink/trap/trans/boipussi discussion during loli jam.
>>
>>172806567
>>172806662
yea I'm literally ripping off the Yoshi's Island menu and don't even care.

What do you mean too smooth?
>>
>>172806620
i wake up in the morning thinking I wonder what progress has gogem posted today on /agdg/
>>
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>>172806610
>wanting to put your dick in this is gay

Whatever you say, friend.
>>
>>172806765
I love you Gogem!
>>
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>>172806765
>loli traps
>>
>>172806823
damn spooky, that's what i wake up thinking too.
>>
>>172806794
I think he means the text bobbing is too slow compared to the island rotation
>>
shotas>lolis>>>>>shit>>>>>trap shotas/lolis
>>
Unity devs, hear me now! :

In Unity 3d when i create a public variable on a script (Let's say it's the GameController script), will that variable be directly available/accessable in another script (Let's say the Playercontroller script) or will I have to jump through the normal coding hoops to declare that script (GameController) in this script (PlayerController) to access the variable ?

The reason I'm asking that I was under the impression that the script should always be declared. But I'm currently looking at the code written by someone else and he seems to be able to call script variable from other scripts without declaring those scripts
(his coding abilities is way beyond my current comprehension but i'm trying to figure it out)
>>
hung shota going down on THICC girls > all
>>
>>172806837
nice I have fucked up fangs like that too
>>
>>172807037
>Unity devs, hear me now! :
No
>>
>agetraps
>racetraps
>heighttraps
>reversetraps
>>
>>172807096

whats the point of the shota being hung if its going down on a thicc girl instead of penetrating her?
>>
>>172806837
she's kinda cute gurllll
>>
>>172807096
>straight shota
Disgusting.
>>
>>172807037
Is it a static variable?
>>
>>172807175
transcendent reverse traps > all
>>
>>172806537
I think the pixel art look works, probably changing the textures to pixel art would work well too. I've caught a few of your streams, the game in general looks really promising
>>
>>172807234
Oh, I thought it meant fucking in general.
Sorry.
>>
>>172807301

no it's only a public variable
>>
>>172804756
>In the inspector view for your enemy prefabs, drag the health bar GameObject (that is, the one that has the HealthBarController script on it) to the slot corresponding to "healthBar" in EnemyHealth.
My GUI stuff is in the hierarchy. You can't drop stuff from there into prefab inspectors. And if I instantiate the GUI from a prefab, then I can only alter the prefab gui, but not the one in the scene.

Just forget about it.
>>
>>172807037
You need an instance to access public fields unless they are static
>>
>>172807441
can you post the relevant code?
>>
>>172807015
trap lolis>>>>>lolis>>>>>shit>>>>>shotas/trap shotas

assuming trap lolis are lolis that look like boys and trap shotas are vice versa; the terminology is honestly ambiguous by its very nature. just want to clarify what i meant
>>
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waifu!
>>
LEAVE BOKUDEV ALONE
>>
>>172807607
is a trap a trap boy or trap girl?
>>
>>172807489

what about classes ?

>>172807530

let me see if i can present it in an understandable fashion --> a minute please
>>
>>172807649
jofer stop
>>
>>172807607
>assuming trap lolis are lolis that look like boys
girls arent ever traps, they're tomboys
>>
>>172807649
Jofer?
>>
>gayboy tries to fuck a gayboy but its actually a girl
>>172807791
>>
>>172807456

change "public HealthBarController healthBar" to "private HealthBarController _healthBar"

then add this to Start() in EnemyHealth.cs:

_healthBar = GameObject.Find("Health Bar").GetComponent<HealthBarController>();

(replace "Health Bar" with whatever the name of your health bar object is)


I assume that will work, unless there's something I'm missing about the newer Unity UI stuff.
>>
>>172807780
>>172807798
who?
>>
>>172807895
there's like a dozen anime with that premise.
>>
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What are the best resources to learn modelling, especially character modelling in Blender?

I'm already very familiar with technical stuff like materials and lighting and all that, I just need to learn the artistic side of it.
>>
>>172807791
what do you call a tomboy trap
>>
>>172807649
Chin too pointy
>>
>>172807723

in script A (Blockcontroller)

public class BlockController : MonoBehaviour { ....

and

public enum Direction {
Left, Right, Down, Up
}

in script b (Blocks)

BlockController blockController;

and

foreach (Direction d in System.Enum.GetValues(typeof(Direction))) {
>>
>>172807975
1) Learn to draw
2) Try the blenderella DVD
3) Start with easier shit like cups, chairs and houses before doing characters
>>
>>172807954
>>172807954
ok, you like deep plots
what's the most complicated version of this gender comedy of errors?
>>
>>172807975
youtube tutorials
>>
>>172807975
Some guy used to spam a tier list.
Let me see if i can summon him.

BLENDER GURU IS THE BEST RESOURCE.
>>
>>172808082

meant for >>172807530
>>
>>172807975
https://www.youtube.com/watch?v=DiIoWrOlIRw
>>
>>172807975

don't listen to this guy >>172808113 and waste your time modeling houses and cups

go straight for the character stuff.
>>
>>172808524
Ignore this guy.
>>
>>172807975
>asks question about blender
>posts 2d pic
Never gonna make it.
>>
red pill me on godot
>>
>>172808082
You don't need to do anything to make type BlockController usable in other scripts in unity if that is what you are asking. Everything should be in the same namespace in unity I think
>>
>>172808558

also ignore this guy
>>
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Reminder that Irrlicht is the best engine
>>
>>172808603
*redpills you*
>>
>>172808218
>>172808082
If you're talking about the enum, they follow different rules than classes.
Everything else looks standard to me. Unless you're wondering how Blocks has access to BlockController.Direction without using BlockController.?
>>
>>172808603
unity wannabe
>>
>>172808603
it's shit
>>
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Working on getting the first (and only) enemy from the demo recreated in 3D
>>
>>172808113
>>172808524
>>172808558
>>172808642
ignore all these guys and make a 2d game instead
>>
>>172808702
if it kills unity i'll be happy
>>
>>172808795
Ignore this guy.
>>
>>172808582
I needed something attention-grabbing.
>>172808113
>>172808524
Yeah, inorganic modelling seems straightforward af, even that ausfag taught that well enough in his Beginner series.
>>
>>172808764
how do you make it look like psone?
>>
>>172808764
Where is the cross hair for the gun
>>
>>172808764
Unity? How are you doing the low res 3D render?
>>
>>172808702
>>172808760
thanks for the heads up. just cleaned that shit off my pc.
>>
>>172808694

yeah ok sure - different rules for enums

but wtf does this line do exactly ? --

BlockController blockController;

does he create an instance of the BlockController script ? is that basically to start the BlockController script from within the block script ?
>>
>>172809161
What type of game are you hoping to make?
>>
>>172808603
>the 3D renderer needs to be replaced with something more modern (but they're replacing it soon)
>it's better for 2D than unity
>they aren't adding vulkan support soon (some people care about this but I don't see why it's important for anyone who isn't making a high-fidelity 3D game)

>>172808816
it won't kill unity but it'll become a significant contender most likely
>>
>>172809245
haha
>>
>>172808920
It's just low poly and low resolution, mainly. Spent some time looking at the models and textures for RE and Silent Hill and tried to emulate them somewhat, albeit less skillfully.

Before today I actually had some shaders going the replicated the lack of floating point precision and affine texture mapping - but it was a bit too distracting/nauseating, so I just backed it off to low-res stuff.

>>172808983
Nowhere to be found, as I haven't decided whether I want to do a crosshair alongside screen-to-world-point hitscans, or if I want to do it RE4 style where it's actually based on where your character is aiming rather than the camera is pointing, in which case I'd probly use a laser sight, even if it'd be less realistic for the time period.

>>172809141
Render textures. I had never heard of them before but basically you just have the camera that's following the player set to draw everything to a render texture (similar concept for games that have like, security camera monitors) and then you draw that texture stretched to fullscreen, with no filtering. I'm a turbonoob at Unity and I was able to figure out so it's not too tough!
>>
>>172809245
3d furrry
>>
>>172808764
Why is it so jumpy though...
>>
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>>172808816

>if it kills unity
>>
>>172809313
Comedy games are overrated.
>>172809338
Use Unreal
>>
>>172809182
It's just a variable, a reference to a BlockController. It starts as null. Since BlockController is a MonoBehaviour, you'd need to instantiate it or get a reference to a component on a GameObject in the hierarchy.

It DOES NOT start the BlockController script.
>>
I heard Yandere Dev was the king of this general, is it true?

https://www.youtube.com/watch?v=-X13K_DozK8
>>
>>172809418
Does Unreal Editor on Linux?
>>
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>>172809320
wow impressive
normaly people use render texture to make mirrors or mini maps
i never even thought about using it to render the game like a ps1 game.
>>
>>172809476
yes and gogem is his queen
>>
Why did Undertale get so popular. I'm honestly a bit confused over this.
>>
>>172809476
He's never posted here and we all think he's a joke
Well, except for Steve. Steve respects him.
>>
>>172809476
gogem is king and rotate is queen
>>
>>172809446

but why make that reference in the first place ? i don't understand.
>>
>captcha tells me to select all vehicles
>select signs instead
>>
>>172809613
>using new captcha
Why
>>
>>172809572
Yes he has posted here. Are you high?
>>
>>172809542
>normaly people use render texture to make mirrors or mini maps
You use them for a fuckton of things.
>>
>>172809353
A good bit of it is my movement. Evidently I'm too dumb to get smooth movement working in Unity. In the past I used rigidbodies with AddForce which works well in physics-enabled games, but I want the movement to be snappy and precise here, which I can't seem to achieve with AddForce. Since the player doesn't need to jump or fall I just did simple translations based on the players movement speed, but that's resulting in the jittering you're seeing, so I still need to find a movement solution that's pseudo-physics but still gives me good collisions and sliding along walls.
>>
>>172809609
The reference is to a single instance of the class, not to the class itself. If you want to do anything with the instance you need a reference to it. This is pretty fundamental and I don't think I can explain it properly
>>
>tfw getting obsessed with Godot
>>
>>172809763
It is a botnet. Dont use it
>>
>>172809685
He had his own /v/ threads, but has he ever posted in AGDG?
>>
>>172809542
Ah it's not that impressive to be honest. I just Google for the best way to achieve low-resolution in Unity and render textures were suggested, so I read about them in Unity's documentation and started tinkering.
>>
>/v/ got merged with /int/
>all shitposters are from leaf
Should we move agdg to >>>/vint/? It would probably reduce the shitposting if we can see from where it comes from.
>>
>>172809872
no
>>
>>172809872
>4chan is folding back in on itself and turning back into /b/
not a bad way to go desu
>>
>>172809823
>googleing stuff
that takes all the fun of game dev anon, the fun part is learning stuff for yourself
>>
>>172809872
/vint/ is actually great.
curious to see who the sonyggers are.
>>
>>172809609
You should probably watch the unity scripting tutorials or something
>>
>>172809741

maybe i just need to sleep

thanks for the answers.
>>
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>>172805682
>Islamophobia
Confirmed that kickstarter is going to crash hard and it will be a pretty sight.
>>
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Small progress for today.

Also I decided on a name for now. Let me know if you have any better ideas.
>>
>>172810404
It was just an April fools joke!
>>
>>172805682

that's not even bokube you moran
>>
>>172807924
Doesn't work for me. Script tells me it doesn't know what _healthBar is in EnemyHealth.cs (not like I could use this anyway, I had to change it to "bar", since that was how my healthbar script handled things).

It just makes no sense trying to explains this, because it all depends on a whole lot more. The stuff you wrote is just a tiny piece of code I really need (assuming it is actually correct, idk).
>>
>>172810974
... you know people don't know how you named your variables, right?
>>
>>172810974
well, I tried anyway
>>
>>172811085
Yes, they don't know anything, yet act as if they know it all.
To really explain how to do such a healthbar, you can't just simply throw out a few lines of code and act like that's the solution.
Even if your code would be correct, it just doesn't fit to my code for the rest of the healthbar.
>>
Does anyone have any ideas for a clicker game?
>>
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>>172811378
pretty good you got me rattled
>>
i wrote it like this now:
bar = GameObject.Find("EnemyHealthBar").GetComponent<EnemyHealthBarController>();

But I get an error saying "bar" is not there in the current context.
Does this perhaps have something to do with newer versions of Unity handle getcomponent? i remember something there changed.
>>
>>172811572
jesus christ
>>
>>172811572

i know there is also a GetComponents but i forgot what is the difference between GetComponent and GetComponents -- look it up in the API
>>
>>172811709
fucking hell
>>
>>172811572
is this a joke
>>
>>172811478

Clicker games were a fad that passed as quickly as they materialized.

Make a mobile freemium RPG, thats where the money is in this year
>>
>>172811759

literally mate, literally
>>
>>172811378
for fuck's sake

in the future don't ask for help at all if you're going to be this salty about it

>>172811572
looks like I was right about you needing to read up on the basics. That error is saying you never actually declared a variable (or property) named "bar"

>>172811709
I don't remember either but I assume GetComponents is for getting multiple components of the same type on a single gameobject, which wouldn't apply in this situation
>>
>>172811378
If you uploaded your whole unity scene someone could probably solve this in 15 minutes

I like this schtick, stick around friend.
>>
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>>172811572
>>172811709
>>
>>172811871
>That error is saying you never actually declared a variable (or property) named "bar"
Then how do I do this?
>>
>>172812046
:joy:
>>
>>172792514
What tools did you use to create this game? (I.E. language, engine, et cetera).
>>
>>172811834
It's for a game jam though.
>>
>>172792941
>wizmud
Where's the link to the game itself?
>>
>>172812046
private EnemyHealthBar bar;

at the top of the class declaration
>>
>>172812245
wiz.zone
>>
>>172812245
wiz.zone
>>
>>172812245
wiz.zone
>>
>>172812096
Made in Unity
Models/animation in Blender
Texture work in Photoshop
Audacity/FL Studio for music/sounds

I generally drink Milo's Sweet Tea if that helps, too
>>
>>172812245
wizard.place
>>
>>172812308
Oh, using C# for the language also
>>
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>>172812281
>>172812291
>>172812296
>>
>>172812271
Now EnemyHealthBar can't be found...
>>
>>172812281
>>172812291
>>172812296
>>172812360
Thanks y'all.

>>172812308
How did you achieve that work? I notice the shaders you did yourself but the lack of AA and some other visual effects don't seem standard with Unity. I'm curious because I don't really understand how to customize the visuals in Unity.
>>
>>172812469
for fuck's sake


do the basic unity scripting tutorials, you have no idea what's going on
>>
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>>172804905
And it's rigged and animated!

Just the diffuse texture left!
>>
Any reading/tutorials in simulating skies?
>>
>>172812603
You don't even know the solution yourself, so stfu.
You just point me from one error to the next.
>>
>>172812673
you're retarded

do the scripting tutorials so you won't have to deal with us meanies laughing at you for being incompetent
>>
>>172812152

Make a clicker with cute muscle guys in it
>>
>>172812631
fix that clipping
>>
>>172812082
>being a discord faggot
kys
>>
>>172812469
replace EnemyHealthBar with whatever you named your enemy health bar

GameObject.Find("EnemyHealthBar") searches the scene for a gameobject named EnemyHealthBar

>>172812603
this desu

>>172812673
that guy isn't me but I agree with him, you obviously don't understand even the basics of how C# and unity scripting work, so spelling it out for you like this is of limited usefulness because you don't know how to adapt what I'm giving you to your code
>>
>>172812779
Clipping?
Where?
>>
>>172812547
No no no I barely understand shaders; I don't have the link but there's a set of retro psx shaders that I downloaded to mess with but they were a bit too much, so I opted for low res instead. There really aren't that many effects at play here. Point filtering on textures so they stay pixelated, render textures to emulate a low resolution, hard shadows, and low poly models.
>>
>>172812830
>replace EnemyHealthBar with whatever you named your enemy health bar
it's a type issue, not a gameobject name issue
>>
>>172812852
left front foot on the landing, unless im seeing that wrong
>>
>>172812830
>replace EnemyHealthBar with whatever you named your enemy health bar
I named it EnemyHealthBar. It's a child object of the canvas in the scene called "EnemyHealthBar".
>>
Lumix engine is the best. Prove me wrong. Protip: YOU CAN'T
>>
>>172812970
No clipping there that I can tell. The geometry stretches a bit much, though (the model is only 374 tris)
>>
>>172812779
fuck off
>>
>>172813042
Care to show it from the other side?
Im curious
>>172813057
?
>>
>>172813161
>Care to show it from the other side?
But it's entirely symmetrical?
>>
>>172813004
Just realized I made a mistake: change the property declaration in >>172812271 to:

private EnemyHealthBarController bar;

sorry about that, a little tired at the moment
>>
>>172813161
stupid nitpick, stupid nodev
>>
>>172813507
Bullshit. still doesn't work. Just forget it
>>
>>172812807
>knowing what :joy: means
:thinking:
>>
>>172813161
Hey, I looked it over now, and it turns out two vertices on the stomach were badly weight painted, which made them jaggy mid-animation.
Fixed it and it looks better now.
Thanks!
>>
post progress guys stop shitposting and nodev posting
>>
>>172813618
kill yourself, look what my nitpicking did.
>>172813880
anytime lad.
>>
>>172813161
See, when someone's showing you something they're working on, pointing out small dumb polish things is bad. You should comment on the thing itself. Like if I showed someone my game, and it crashes if you hit a certain button, and the only feedback they give me is to fix that, they've completely fucking wasted their time and my time and contributed nothing.
>>
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Back from Japan, time to do a progress again. What a cool trip. Drew lots of inspiration from the country, its infrastructure and meticulous nature. Taking the game to an expo on the 8th, so that should be fun.
>>
>>172813859
My uncle uses discord and I watch him use it sometimes. I don't use it myself.
>>
>>172813716
>just forget it
maybe you should forget this whole gamedev thing
>>
>>172814069
Game name? Site/twitter/blog?
>>
>>172813993
>please just give me praise
No thanks.
If no one else will be the person to point out your tiny mistakes I will. Because they're much harder to spot than the lager issues. Its feedback and thus improved your game as I just proved.

Theres other places to go for a hugbox.

And I wouldnt leave out everything else, but it was just a model.
>>
>>172813993
this is a shitpost, right
>>
>>172814214
Frauki's Adventure
preecedev.tumblr.com
>>
>>172814069
teach me your gamedev ways
>>
>>172814201
you apparently too
>>
>>172796057

Make the two-way platforms look like your standard thin two-way platforms

Make the one-way platforms look like solid platforms that turn transparent or something when you're below them.
>>
>>172814487
never gonna make it
>>
>>172814069
Your game's art is really good in some places, and bad/bland in others. Your character/enemy sprites are really great and the animations are awesome. Some structural pieces are great. But a lot of your environment art is bad or bland. Those grass/dirt tiles are bad. They don't really look like theyre from the same artist who did the sprites
>>
>>172814817
post your art neety nitty nitpicker
>>
>>172814817
I definitely see where you're coming from, and appreciate the feedback. I am always trying to improve the environmental art, but the reality is I want to finish the game and can't do an overhaul. It would take up a hell of a lot of time. Specific ideas for improvements would be good, if you have any.
>>
>>172808117
no idea, i dont watch that crap

>>172809685
>>172809808
theres no yandere sim progress in my AGDG folder
>>
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>>172807649
>>172807798
>>172807780
you called? :)
>>
>>172815142
You actually save everything from these shit threads?
>>
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What command do I use to check if a collision shape is touching an area? This keeps returning an error and I want to finish making a door that opens when you get near it before bed.
>>
>>172810416
Those waves coming in are really smooth, I like it a lot! Are you going to have scoring of a type or will it be pure wave survival? Nice name btw, I cannot think of anything better at the moment honestly.
>>
>>172815335
Those are some nice colors, that godot default?
>>
desu i've lost a lot of respect for bokudev after this twitter crap

have some professionalism ffs baka
>>
>>172815535
what happened?
>>
>>172815335
I've already turned my computer off to go to bed but the collision code you need can probably be found in this tutorial series

https://youtu.be/_P1LkbT2Oz8
>>
I'm learning C# and later Java in college. What advice do you have to transfer this to making games as a hobby and for programming in general?
All I know is that we're learning Java second because you can pick up bad habits due to how it works with RAM
>>
>>172815728
You

See
>>172810404
>>172805682
>>172805320
>>
>>172815331
not everything, it's only 2.9 gigs
>>
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>>172805682
I like it
>>
>>172815435
Thank you. To be honest I've never liked scoring in shmups. It's certainly not out of the question but it's not a focus of mine.
>>
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>>172814882
Saying some art of the game doesn't match the rest of the art is not nit picking.

>>172815069
understandable, but I'd definitely make sure to redo some of the art before releasing the game. Especially if you plan to sell the game.

>Specific ideas for improvements would be good, if you have any.
In the screenshot you posted, everything looks good except the dirt/grass tiles. They're really noisey while the rest of the art isn't. Check out how other games draw grass. for example cave story has a similar style grass to yours. CS uses less colors, but better use of them. The colors shift hue and value rather than just shifting value like yours. As for the dirt, it looks incredible simple compared to the rest of the art.
>>
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Added blast templates, damage trackers and a die roll (it's a d20, but it multiplies the result by 5 to get percents).

Just need to add a way to pull units during run time, and similarly trash them. Seriously, if anyone wants to help me playtest my idea, lemme know. It's probably stupid and bad, but I won't know that until I can test.
>>
>>172815914
>It's probably stupid and bad,
>die roll (it's a d20, but it multiplies the result by 5 to get percents).
it's definitely bad.
>>
Once again... I am trying to reference a GUI object in the hierarchy, which I need to put into the inspector of an enemy prefab.

The GUI object is called EnemyHealthBar, and it is a child of Canvas.

Since I can't drag this from the hierarchy into the enemy prefab inspector I try to reference it through code attached to the enemy prefab, which looks like this: https://hastebin.com/ufuqolanak.cpp

It doesn't work.
>>
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>>172815804
BLUGH, I'll go through it tomorrow. Too tired right now.

Figuring out how to place things and make conditional controls is enough for the first day.
>>
>>172815849
>C#
Unity, Monogame, FNA, Godot when 3.0 hits

>Java
libgdx
>>
>>172815849
make games with unity or monogame or something with C#
>>
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>>172816113
>GUI
>object
>in the hierarchy
>>
>>172816058
>>172816056
Hey, woah. It's literally a d100 roll but cut out some numbers. Like, 70% chance something happens, is a 6+ on a d20. I'm sorry DnD burned you.
>>
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Need Unity help
I'm trying to do gameObject.AddComponent<T>()
but when T is a generic type, its failing.

I have a class named ProgramIsRunning<ProgramType>, so it it could be:
ProgramIsRunning<EmailClient>
or
ProgramisRunning<Chatroom>

ProgramIsRunning does inherit from Monobehaviour

Can generic classes be used with gameObject.AddComponent<T>() ?
>>
>>172792514

this is the most authentic looking texture work to this era i think i've seen so far. this and that other guy doing the weird hand painted textures.
>>
>>172816243
??? it's like you're talking in ebonics and im some khaki pants cracker who doesnt understand ebonics.
>>
>>172816113
Hey. You know how you say that you can't use any of the help that you got because there are so many other details? The same applies here. Without knowing the rest of the code and the scene we can't fix this for you.
>>
>>172815861
doesnt seem that bad to be honest
>>
>>172816151
>>172816159
Right but would Unity be okay for 2D stuff? At most I'd want to do something like a simple platformer, then maybe a puzzle thing like the match 3 jewels etc. just to get practice and ideas under my belt
>>
>>172816574
Unity works for 2d but you need to add some workarounds, especially if you want pixel perfect scaling pixel art. These problems HAVE all been solved before, however.
>>
>>172816497
I'll rephrase. There's nothing wrong with using (1-20)*5 rather than 1-100. It works the same if you don't care about marginal bonuses/penalties to odds. The person I was responding to (maybe you) has a meme-hateboner for 1-20 because it's fashionable to hate DnD which uses a 20-sided die.

Is that more clear?
>>
what can i do with wasted time

can i have non gogum replies ?
>>
>>172817054
what do you mean
>>
>>172817054
how are you wasting your time?
>>
>>172817054
post your loli jam progress
>>
>>172817054
regret it forever
>>
>>172817054
This guy got more replies than most people that post actual progress or ideas or try to start discussion. Amazing.
>>
>>172816816
>muhfuggin DnD 100*20-15 bixnood
>Is that more clear?
nah. i was just saying your game is shit because it uses RNG instead of skill. doesnt matter how autistic your RNG is, it's still shit.
>>
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>>172806837
>>
>>172817309
he included a bait to get incredibly low effort "troll" replies.

try that technique in your progress posts
>>
what's a good program for sprite editing/animating/etc on linux?
>>
>>172806837
who is this
>>
>>172817521
aseprite
>>
>>172817554
Miya (pronounced Maya)
>>
>>172817392
Oh, you're an idiot. I'm sorry I wasted my time.
>>
>>172816297
nvm it sounds like it can't be done
a shitty workaround is creating an additional class and adding that

public class ProgramIsRunningChatroom : ProgramIsRunning<Chatroom> { }

gameObject.AddComponent<ProgramIsRunningChatroom>()
>>
>>172812631
Didn't expect such smooth animation for something low-poly. That's pretty cool, senpai.
>>
>>172816014
Thanks, I'll give the dirt and grass another pass with regard to making them simpler/less noisey. They are one of the absolute first things I ever made for the game so I guess I got accustomed to them.
>>
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>>172792015
I know you've probably been asked before, but how are you making your game?
>>
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Were toon shaders broken in unity 5.6?

none of my stuff has outlines anymore
>>
>>172804026
>From a town called Pillar

Isn't that in a webcomic or something?
>>
>>172823068
Is this some STALKER fightan game?
>>
>>172823068
No, you probably have to change your code. Why would toon shaders specifically be broken?
>>
>>172823319
It wouldn't be Unity if it didn't break something random every other day.
>>
>>172823301
its super slav bros
https://www.youtube.com/watch?v=rrH4Pt_zugg
i made one a while ago but it was admittedly quite shitty. i used to post on here fairly often but not as much now

>>172823319
yeah, i fixed it. turns out all i had to do was reimport the standard assets stuff
>>
>>172823535
>but not as much now
why?
>>
>>172822894
Not the devs but it's unity.
>>
>>172823638
4chan in general gets old for me every so often so ill take a break and relapse every so often
>>
>>172805020
Rumor has it in the discord that they are secretly dating and fucking.
>>
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Hiya
Spaceman Sparkles 2 soundtrack dood here
Anyone want a musicbro?
>>
Is loli jam real or a myth.
>>
What are some domain extension that don't have literally every good domain name taken? I want a cool domain name to use for redirecting to my server ip but literally every good name is taken for domains like com or net
>>
>>172824352
a legend
>>
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>>172824352
It's real
https://itch.io/jam/agdg-loli-jam-2017
>>
>>172824352
both
>>
>>172824352
It's real and it already started, ends day 15.
>>
>>172824421
>4 joined after all that shitposting and arguing

Jams are cancer.
>>
>>172824371
Last year a whole bunch of meme top level domains opened up. Just Google top level domain
>>
>>172824607
Yeah i'm just looking at godaddy and they have like literally hundreds of extensions, thats crazy, it wasn so long ago where it was a choice betweek pretty much org, com, net, and national shit like .de or .cz and such
>>
>>172824672
>.hiv
>>
>>172825010
If i wasn't a virgin i would visit clubs, bang chicks and then in the morning i would be like "hey don't forget to check out my cool website" "ok what is the adress?" youhave.hiv
ba dum tss
"No i'm serious tho, visit your doctor immediately."
>>
>>172824672
There's .games but not .game reeeeeeee
>>
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Do you consider Quake 4 a great game?
>>
>>172825373
no
>>
>>172825369
Well i noticed there is a shit side to it, some of the extensions costs the usual three bucks a year or so but alot of them cost twenty or thirty or more and fuck that jew shit, i'm not google
>>
>>172825373
Not game of the century, but I did enjoy it.
>>
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would patreon go for a game that is cute but not lewd?
>>
>>172825373
Nah, like doom it had nice graphics but missed the point of what made the originals good, while also not being a particularly good example of contemporary FPS gameplay.
>>
>>172825883
>but not lewd?
Youd get your page deleted on the spot
probably
>>
>>172825883
Nonlewd is nonexistent on patreon
>>
>>172826159
pre-ecchi might work.
>>
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>>172826316
>pre-ecchi
the fuck is that?
>>
>>172826435
Something that alludes to the possibility of ecchi.
Or just slightly ecchi like non-lewd anime that have one-off sort of ecchi scenes.

I dont know if theres a real phrase for it.
>>
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So, what happened to the AI guy from last thread?
>>
>>172791901
was that made in medium?
>>
>>172826682
His posting style makes me think he's also the "C++ and JavaScript" guy.
>>
>>172826682
>>172826760
I miss c-kun
>>
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can you tell me some things you think should definitely be changed here?
>>
>>172828807
her pony-tail bob
her arms not bobbing
the rest of her body not moving
>>
>>172828807
- Her pony tail looks like it's detaching upwards rather than bobbing naturally. It's hard to tell because of how fast the sprite is, but I think you're making it bob up too soon and too high on the up curve. Also it should flatten out a bit on the low frame and squeeze in on the top frame.
- The arms being completely still doesn't look realistic, consider either making them bob slightly or have the light in the upper arm move around a bit to give the illusion of the arms moving relative to the environment.
- The leg animations look a bit too forceful, like she's stomping hard each step.
>>
>>172828807
What others said + make her lean forward ever so slightly to compensate for recoil.
>>
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>family, friends, wife
>must never know I'm actually nodevving the whole time I'm working on my game behind closed doors
>>
Hey, agdg.
I'm currently writing a script for my game and all the quests and options are getting quite intertwisted. That's what I want in the end - a game where player choices matter but it's getting very confusing to work on.

Do you know of any professional script writing software, preferably for computer games? Where I can track all the interconnections between plot-lines and quests and player-choices,
>>
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>>172828917
>>172829247
>>172830207
>>
>>172830684
?
>>
>>172830675
Some sort of flow chart software is probably what you're looking for e.g.
https://www.smartdraw.com/specials/ppc/flow-chart.htm?id=45104&gclid=CLTE0vTChdMCFYRhvQodpf4EFA

However, you could achieve the same thing in paint or whatever with similar results.
>>
>>172830751
nothing, I'm just overjoyed you were able to find so much and the fact that I have no goddamn clue how to fix all of it

but I asked for it, so don't worry
>>
>>172830845
I tried drawing it, it still gets confusing to track more that a couple of dozen deatils. And with all the sub-quests and dialogues it gets closer to a hundred if not more.
Thank you.
>>
>>172827091
can I be c kun?
>>
>>172830863
start with her hair.
then her arms
have her feet bend on steps
then spend three days trying to animate her torso.
>>
File: 7UCn9x.png (1B, 486x500px)
7UCn9x.png
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https://soundcloud.com/ryunocore/170-trueyomic-final-boss/s-4NLzz

Working on the final boss theme for When it Hits the Fan.
>>
>>172830675
I doubt such a thing exists. That said, sounds like an interesting idea for something to create.

Problem is shit quickly balloons and quickly becomes something you can't sanely finish in an entire lifetime.

A personal idea, untested, is that you just have conditions for story things happening, or not. If players meet the criteria, they're treated to a specific scene. If not, the game just continues. This is as opposed to having players on a very rigid "rail" which gets changed depending on their choices.

You'd still have to write major plot points for different paths, and ensure they're possible / likely... But it might be easier to plan for / finish in a sane amount of time.
>>
File: TPPSTkh.jpg (1B, 486x500px)
TPPSTkh.jpg
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>>172830684
>>172830863
It's ok, she is cute and I would already play/10. We only want to help you make her look even better.
>>
>>172830952
>>172831069
Sure, I understand, I'm working on it.
I stopped being the kind of person who would get defensive and start mumbling about muh style years ago.
>>
>>172830979
Thanks. I was aiming for a more open-ended story. A sandbox kind of story if you will. Where there are several endings but only one "true" ending, which actually progresses a story. This ending you can achieve in a multiple of ways. And the means you use to achieve it influence future progression of the story.

Think of something like mass effect with all the sub-quests an mini-plot lines interconnecting throughout all three games. And the last express, an old quest.
>>
loli game ideas that aren't 'X genre with a loli'?
>>
>>172831721
never heard about "loli genre" video games
>>
>>172831721
Y genre with a loli
>>
>underscore prefixing variable names
fucking shader conventions
>>
>>172831721
the answer you're looking for is "xxx genre with a loli" obviously
>>
File: 1490000306573.png (1B, 486x500px)
1490000306573.png
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any bored musicbros around?

can you imagine doom music with japanese undertones?
yes, it can totally be midi
>>
>>172797137
15fps is cinematic tho

i'm locking my game's fps at 17fps
>>
Is it possible to make a god game in a 4x4 tile based format, or would it all get a bit confusing?
>>
>>172797137
>not locking your game to cinematic 5fps
>>
>>172832264
You can make a god game (theme) in any format.

If your color use is good, and you limit how many types of things there are, you could probably get away with 4x4.

It's kinda pushing it though.
>>
>>172832080
How fast/slow do you want it?
>>
File: roadboys5.png (1B, 486x500px)
roadboys5.png
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mockup of the decision making screen

i'm going for a stat-based adventure game now with a top down overworld and then screens like these for dialogue and interacting with objects
>>
>>172832570
slow, but not a lullaby
my char doesn't run and most enemies shamble
>>
Hypothetically if i made a free competitive 2D multiplayer game and want people to play it, where do i post it?

How do i get people interested?
>>
>>172832682
post it on /v/, that's how i found out about the zombie game and that agar thing
>>
>>172832523
figures, it was that or unlocked
>>
What are the most common abilities of platformer characters?

So far I've got:

- Jump
>>
>>172832984
Dying
>>
>>172832984
- Run
>>
>>172832984
gaining points
>>
>>172832984
Jump twice
>>
>>172832984
being in an oversaturated market
>>
>>172833086
>a platformer where you play as a market
>>
>>172823068
I think it looks better without outlines.
>>
>>172833201
reccetear or moonlighter are better versions of that because they're not platformers
>>
File: questionlizard.jpg (1B, 486x500px)
questionlizard.jpg
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Is possible to make a serious game with lowpoly art that doesn't use the ps1 retro game meme?
>>
File: 005.png (1B, 486x500px)
005.png
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>>172833086
EVERYONE'S SELLING THE SAME GODDAMN THING
>>
>>172833086
Don't worry, I'm not making a platformer.

I'm making a game about a platformer character.
>>
>>172833271
>you play as a market
>>
>>172833494
you play as a shop which is a market
>>
>>172833430
This reminds me
Where did Zero Quest aka Rape Island go? did he died?
>>
>>172833292

I don't know.

I would think it's possible.
>>
>>172833531
What if you play as a market in the great depression, having to ride down a falling stock price
>>
>>172833531
>recette is a market
>>
>>172833682
you might as well use an old timey cartoon character instead

so basically just cuphead with worse gameplay because it's a platformer
>>172833719
does she have a life outside the shop? didn't think so
>>
>>172833767
call me the universe because I don't have a life outside it
>>
>>172833767
>you might as well use an old timey cartoon character instead
And who's to say said cartoon character isn't a cutey pie factory?
>so basically just cuphead with worse gameplay because it's a platformer
I thought cuphead was just a boss rush shooter with gravity.
>>
File: shader.webm (1B, 486x500px)
shader.webm
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d-do you like my first shader
>>
>>172833831
you don't control the universe tho
recette controls her market
>>172833846
>And who's to say said cartoon character isn't a cutey pie factory?
post pics
>I thought cuphead was just a boss rush shooter with gravity.
still better than platformers
>>172833942
the fuck is that
>>
File: desptit.png (1B, 486x500px)
desptit.png
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starting on lolijam entry
>>
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1491127658183.jpg
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>>
>>172833292
>a serious game with lowpoly art
inside is kinda low poly
>>
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enemies.png
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>>172832669
potential evolutions for the character since the character is going to change appearance as they level up
>>
>>172833990
she has limited control, just like i do of the universe
>>
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model.png
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>>172833990
just a model I threw in so there was something for the shader to be used on
>>
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flowchart.png
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>>172831217
If that's what you want I would seriously consider coming up with some sort of robust system for working out story progression and choices.
E.g.
- Lay out your story with a manageable (i.e. small) number of milestone branches.
- Have a manageable number of important quests that can directly effect the story and characters.
- All other side-quests operate independently from the important quests and/or milestones based on a point system. E.g. if you were using a Good/Bad morality system each good or bad choice made in a sidequest is added up and when the player hits an important quest or milestone branch their morality score dictates what choices or branches are available to them and any sort of special modifiers for the scenario (e.g. vengeful enemies or surprise allies).

The most important thing is to keep each milestone modular within the story so that you can use the same places and characters for every story branch.
>>
>>172830675
>a game where player choices matter
idk what this means
>>172831217
>A sandbox kind of story if you will.
wut
>>
>>172832669
It reminds me of this. Other than that, would throw a rock at the Sun/10.
>>
>>172834314
Please, teach me your ways, anon-kun-senpai.
>>
>>172791901
Making a 3d game with multiplayer. I was thinking Java + OpenGL, but I dunno. So what language/engine should I use? Thanks.
>>
>ywn be finished with coding the prototype and be able to start with the art, the one thing you are actually good at
I hate coding
>>
>>172834638
well I found some random code on stack exchange to generate a random number from inside a shader and applied it to the vertex positions using my complete beginner's knowledge of how shader code works
But since it uses the _Time variable it moves like that even while the game's not running
>>
>>172834674
>he makes the art fit his code and not the other way around
>>
>>172834867
>he doesn't plan art and code ahead and have it all planned out in his head already
I'm not even sure if I can actually code what I want in the game. And in general the code should stay the same once I start with the art. Small adjustments can be made later.
>>
>>172832671
everything i tried was shit, sorry m8
i need to music more.
>>
>>172835007
np I just wanted to head something someone else came up with
don't sweat it
>>
>>172834753
Thank you, but I've meant the model.
>>
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>>172835181
you're so funny anon
everything but the ears and mouth super primitive shapes
>>
>>172835615
cute
>>
>>172823068
Can you add a french character that fights with a baguette and hadoukens croissants?
He can yell shit like Sacre Bleu! And Hon hon hon
>>
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robot.png
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>>172835684
I'm glad you think that :3
>>
Added weapon "swoosh" trail effects. It didn't look good as a solid white (looked like the weapon had a ribbon tied to it), so I lowered the alpha.
>>
what language is game maker using? is it any good?
>>
>>172836337
"Game Maker Language"

And no, it's dogshit.
>>
>>172836209
Awesome. What language/engine is this? :)
>>
>>172836392
C#, Unity
>>
>>172836467
Got any tutorials to get me started?
>>
>>172836209
awesome! How did you do that?

Also, stupid question, with what software you guys record webm? I use obs and then convert it to webm but always look like shit.
>>
>>172831217
here's something that may be interesting for you
>The second adventure, Bard Quest, was an experiment in the creation of multiple, branching paths rather than a single linear storyline. In Bard Quest, Hussie provided choice hyperlinks in a choose-your-own-adventure format.[13] It was the first adventure to be hosted on its own website, but was ultimately left unfinished due to the difficulty Hussie faced in maintaining the complex web of branching storylines.[14] Bard Quest was updated from June 12, 2007 to July 6, 2007, after which the site was left on hiatus.[15]
>>
Good morning, /agdg/ !
Why aren't u developing for mobile master race yet?
>>
>tfw if /v/ /g/ /vg/ /3/ or /ic/ got merged yesterday we could have gotten our /agdg/ board
>>
>>172837059
Most of the merges were just hyper shitposting.
fitlit and can were about the only decent ones.
though /spa/ was pretty fun
>>
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>>172836392
>>172836837
>awesome
>>
>>172836634
Absolute start? The video tutorials in the unity website itself should be enough to get you started, including the scripting tutorials they have.


>>172836837
>How did you do that?
There's a lot going on there, you'd have to be specific. I made and animated the 3d models in blender, textured them in substance painter. StrangeIoC for the code framework, the Unity Post Processing Stack plugin for the bloom, motion blur, etc. effects

>what software you guys record webm?
I use obs studio and 4chan-webm-maker. OBS studio has a preset to make sure the quality looks nice. If you have 2 videocards in your system (integrated graphics and an nvidia or amd card), just make sure both your game and OBS is running on the same video card.
>>
>>172837231
>anime & graphic design & technology
Shit it would have been perfect
>>
>>172804731
ME NO UNDERSTAND SCARY PARENTHESIS WORDS... ME LIKE PRETTY SHAPES
>>
>>172837534
What's your site/game name?
>>
>>172804731
It's more for tuning input values and glue code than actual logic. If it needs more than like one branch it shouldn't be in blueprints.
>>
>>172804731
As a programmer I use them extensively, mostly for much faster compile times and timelines.
>>
>>172837787
hypertensiongamedev.tumblr.com
>>
>>172805128
That's why the math node exists
>>
>>172837534
Thank you very much for your response! I will try 4chan-webm-maker :)
Also, i will keep an eye on your game.
>>
File: output_3vWXF1.gif (1B, 486x500px)
output_3vWXF1.gif
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I think I'm finally getting there
>>
>>172837231
/mo/ was also good, Mecha + Automobiles
Everyone was having a good time posting pictures of mecha/car/motorcycle mixes.
>>
>UE4Editor crashes all the time but at least it boots back up
>suddenly it crashes every time it tries to load the project
FUCK
this shit.
And I don't want to use unity because it has garbage performance even in trivial games. What are my options? I have evaluated lumberyard and cryengine as well and found them to be unsuitable for my purpose.
>>
>>172839000
Yeah, I saw that, i just hate cars and rarely go on /m/.

Merges have unironically been the best thing in a while.
I really hope the non """"""""""""funny""""""""""""""" ones get brought back for special occasions.
>>
>>172839095
You've written something shitty in C++ code like a null dereference so when it tries to load your project and evaluate the code it crashes.
>>
>>172839095
Well, there's Godot 3, which has PBR support, but it's not completely released yet, unless you want to use an in-development, potentially buggy build.
>>
>>172805320
>white reaper
>pics of his old discord account #FUCKNIGGERS still floating around
>planning a kickstarter
it will crash and burn
>>
>>172838717
Bretty gud
>>
>>172839360
>implying he can't brush it off as inspect element
out of all the problems boku could potentially have with his kickstarter and game this definitely isn't one
>>
why are people bullying bokudev? he's cute
>>
>>172839445
thanks
I must still shuffle the clothes a lot and then clean everything up
and then it's the frames to other direction
oh well, I will just mirror everything and redraw obvious things and see what it looks like
>>
>>172839196
The editor itself crashes, not the game. The game is not run when the project is loaded for obvious fucking reasons. And beside, the last project result was a working build.

>>172839306
I'd rather go with something stable. Stableish is OK too. I'll check out godot, though. From looking around, maybe lumix and atomic are also viable (they both have pbr as well). I don't know anything about their tooling or performance characteristics, though.
>>
>>172839631
The editor still runs stuff like your constructors when the project is loaded for the sake of having the right property values in the inspector.
>>
>>172839196
Does UE really not handle dereferences?
>>
>>172839806
Nothing handles deference but his assumption is incorrect.

>>172839783
Actually that's true, I forgot about that.
>>
File: spr_gob_00.png (1B, 486x500px)
spr_gob_00.png
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R8 my goblin
>>
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automata.webm
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I'm proud of my progress this weekend. Yes. I did well.
>>
>>172840056
Those special effects suck. A common pattern in modern indie games is shown here: the effects are very flashy yet rough instead of being easily readable. Of course, it's more than enough for development assets, though.
>>
File: 1487862744076.jpg (1B, 486x500px)
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>>172840056
>tfw too retarded to play games like this
>>
>>172840054
9/10 it's ok
>>
>>172840161
Iktf
>>
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weaver.webm
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>>172840151
Ouch. Okay, I guess I can see your point given it's a bullet hell and particles could be a distraction, but how would you change it then? Either way you can turn off lightning, and change to amount of particles to zero in the settings.
>>
Haven't posted progress lately but I've still been working. Currently got enemy weapon equips set up; each level now has a weapon drop table which enemies call to determine what weapon to spawn with. When they die, they drop their weapon (a relevant point here is that it happens when the enemy's HP reaches zero, NOT when the enemy actually explodes; enemies will drop weapons before being sent flying by finishers, so weapon drops don't go soaring out of the map).

Weapons can now be swapped as well; collecting a weapon when one is already equipped simply switches your equipped weapon for the one on the ground.

The biggest issue with this system right now (apart from how shitty the effects are for weapon drops) is that enemy animations don't really adapt to the weapons they're holding; as such, there's a LOT of ground clipping with weapon meshes when short guys like the Little Skulls hold weapons, since their hands basically drag the ground as it is. I'll probably have to go back and tweak the animations to help avoid that.
>>
>>172840161
They arent even hard
you barely have to move to avoid damage which is the point. They want you to be sporadic and panic.
>>
>>172818659
Thanks!
I was a bit worried about the legs, as they're really just little lumps of a few triangles, but it seems to be decent enough
>>
>>172840602
I'm a shitty multitasker and get distracted by everything
I like to look at things in the level and can't do that in a game where you have to focus on billion shiny orbs
>>
>>172840504
Firstly I would reduce the glow on he laser beams and make the laser-end animation much faster. I would also change the smoke effect to something completely different. Perhaps large(r), low-freq puff clouds. I would increase the sharpness of the light on their eyes. I would also make the animations sharper and more pronounced at the key points (arms at ready, leg movements, flight destination reached, etc.) I would also use different animations for lasers-from-arms and bullets-from-arms (and just in general make the two automata's animations different).
>>
>>172840957
most of the time bullet hells half-ass the visuals so it doesnt matter, but i get you.
>>
>>172841009
Noted the smoke puffs, thanks. The rest is jibber jabber to me
>>
>>172840056
>was expecting 2B ass
>got game
heh
>>
>>172841009
>Firstly
Is this some new shitty meme I'm not aware of or are you just the same guy who keeps using that incorrect word over and over in these threads?
>>
>>172840504
>bullet hell shooter with limited vertical movement
>>172841715
what's incorrect about starting off a list with firstly
>>
>>172840520

you're a UE4 god, nam
>>
>tfw no creativity for characters/world/story
I just want to dev, why do i have to be creative
>>
>>172842524
Just hire an ideas guy.
Or ask here for something that fits your gameplay.
>>
>tfw keep coming up with ideas for characters and settings but no gameplay
Fuck, I'm racking my brain but nothing non-generic as fuck comes to mind
>>
>>172842742
Just hire a programmer guy.
Or ask here for something that fits your idea.
>>
>>172841715
first·ly/ˈfərstlē/
adverb

used to introduce a first point or reason.
>>
>>172842524
>tfw all these stories and no game
>>
>tfw agdg shitpost
Holy knickers, where is my game
>>
>>172842524
>>172842638
>>172842742
>>172842851
epik
>>
>>172843126
Where is MY game?
>>
>>172834334
>>172836867
Thanks! That is very interesting and helpful! I was doing something along these lines, yes.
>>
>>172823535
congrats on getting your game streamed on vinesauce a year ago
https://www.youtube.com/watch?v=pUTYXmPaCLU
>>
>>172843130
I'm not joking though.
>>
>>172842742
Could you come up with characters/story for a sonic adventure type game?
>>
>>172843286
i'd honestly just use the standard side quests and main quests structure

maybe you need to do some side quests in any order to unlock the next main quest idk

most multiple choice shit just turns into one throwaway line of text anyway
>>
>>172843356
and which one are you?
>>
>>172843525
this one >>172842742
>>
>>172843569
then team up with the other guy
you were clearly made for each other
>>
What's the best way to make an Android game? I'm most familiar with C++. I know a little bit of Java, but I don't like the way everything is structured in Java + Android Studio.
>>
>>172843408
My general idea was and still is for the lack of better alternatives, to make several different major endings, which advance the main plot and influence some semi-major parts of the future plot.
The player can choose different approaches to complete the main plot though.
Along the main plot line there are side-quests which do not directly influence the main plot but do influence some minor changes along the way (basically, they are meant to explore the world, for more refined world building).

On top of all this there's a "morality system". Something like Mass Effect. Rational-selfish-altruistic approach, roughly speaking. It enhances outcomes of certain options, unlocks previously hidden choices, so, again makes exploration of the world more worthwhile.

And last is the lack of game-overs. Every action, even the one that would make you loose the game, results in an ending. So there are two types of endings - main ending, which advances the plot. And auxiliary ending, which is you common game over in a more refined form.
This further enhances exploration potential of the story making you search for such hidden endings.
>>
>>172843951
Godot has Andorid export
>>
File: bprint.png (1B, 486x500px)
bprint.png
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Need some help, maybe there is an inbuilt function that already does what I want.

I have the FOV changing whether or not you are ADS, however I want it to ease.

So default is 90, ADS is 60. I want it to subtract 1 from the float until it hits 60.

So I have the increments set up and another thing that is preventing it from going under 90 and above 60. However it's adding or subtracting only one when holding the ADS key.

I built the stamina loss during running the same way and in that capacity it continuously drained.

Whats the meme I need to scream to get this to work?
>>
>>172832669
this is a bad set of choices, why would anyone pick anything but "throw a rock at the sun"

seriously though it sounds like a game design that could work well. The combination of hard edges and round edges on the character in that decision making screen is kind of jarring though, I can't decide whether I think it looks good or bad... kinda leaning towards good though.

>>172834127
I like these, obviously it's imitating HLD but I remember you already admitted that. So far you seem to be doing a good job of it, so keep it up. I would definitely play a game that imitates HLD while still being its own thing and managing to be fun
>>
>>172842875
It's incorrect.
>>
>>172844119
You could use a timeline, with a float curve going from 90 to 60.

Start the timeline when you zoom in, reverse it going out.
>>
>>172844119
Add a 1D curve
>>
>>172844013
>to make several different major endings, which advance the main plot and influence some semi-major parts of the future plot.
wait so you're planning out a series of these games?
>It enhances outcomes of certain options, unlocks previously hidden choices, so, again makes exploration of the world more worthwhile.
you mean it locks content if you don't fulfil some prerequisites
>And auxiliary ending, which is you common game over in a more refined form.
just sounds like a death animation
>This further enhances exploration potential of the story making you search for such hidden endings.
design has moved away from hidden things because either players miss them or they get stressed out about potentially missing content
>>172844158
>this is a bad set of choices, why would anyone pick anything but "throw a rock at the sun"
the original image was this, i added the choices just as examples

but it's going to be choices between back away from the bear and attempt to seduce the bear and one option will get you killed if your stats aren't high enough and the other won't
>So far you seem to be doing a good job of it, so keep it up. I would definitely play a game that imitates HLD while still being its own thing and managing to be fun
ty
>>
>>172839306
I read somewhere that Godot 3 has been fairly stable in recent commits
>>
>>172844159
>reality is incorrect
>>
>>172839360
your obsession with bokudev is getting absurd

nobody cares about this except you
>>
>>172844392
strap your ass in for a prescriptivism vs. descriptivism debate
>>
>>172844370
I tried it out a week or two ago, it didn't crash at all, but it did have bugs here and there. So it wasn't too bad.
>>
>>172844302
>>172844219
Are these coding things in general or blueprint specific? I need to know so I can look them up.
>>
File: 1478730005984.jpg (1B, 486x500px)
1478730005984.jpg
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/AGDG/ what game has a real goddamn juicy death effect/animation for normal monsters?

My own game's effect is real goddamn shitty and I want some ideas.
>>
>>172844345
Yes. I've got a little budget to make a demo/proof of concept about 3-4 hours of gameplay and either try to crowdfund the rest or find a publisher.

It lock some content yes. I'd like to aim for different experiences in different playthroughs.

It is basically. Or a minor ending video.

Options can be greyed out if not available. I do not like the idea of players not being able to find something, though.

Right now I'm trying to write as much content as possible and after that I'll think what to cut.
The only thing I do not want to cut is the world that doesn't revolve around a player. Like the last express. Everything else is up for dropping.
>>
>>172844840
Timelines are a UE4 thing
>>
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DCT4.jpg
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>>172802476
>Notch
>Made a billion dollars and spawned thousands of let's players and server managers who actually make money off playing the game.
>"Yeah but he's not a real pro"
>>
>>172845008
>Made a billion dollars
That's not even half of what he made.
>>
>>172844895
>Yes. I've got a little budget to make a demo/proof of concept about 3-4 hours of gameplay and either try to crowdfund the rest or find a publisher.
it sounds like you're being way too ambitious
>It lock some content yes. I'd like to aim for different experiences in different playthroughs.
i'd honestly focus on getting the players to play it once
>Right now I'm trying to write as much content as possible and after that I'll think what to cut.
that's a recipe for burnout or making something incoherent
>The only thing I do not want to cut is the world that doesn't revolve around a player. Like the last express.
>It is noted as being one of the few video games that attempts to realistically simulate real time.
is that what you mean? reminds me of shenmue if you're looking for inspiration
>>
>>172844852
DOOM minus the health pinata effect
>>
>>172845253
it's way past the point where you still care about accurate numbers
>>
>>172844840
UE4. In C++, you would slerp on Tick() while bIsAnimating is true for instance, having set StartFov and EndFov appropriately. The binary would be set on keypress.
>>
Today, I am starting my journey into the realm of D game programming, wish my luck brethren.
>>
>>172845008
He didn't do any of that off of his programming ability, skills, or even game, though. He literally won a lottery. He did contribute one thing to the games industry: the cancerous early-access monetization model. But he never patented it, further displaying his talents have nothing to do with his success.
>>
>>172845269
I just like to have a plan in any scenario. I do have a plan in case the game flops, too. But it is ambitious, yes. I've had the idea in my head for several years now. Was doing research last year. Still not finished.

On the contrary. I'm making the world as consistent and detailed as possible. It gives me ideas. Haven't started on the mechanics though.

Thats what i meant, real time. Like Shenmue, yeah.

Everything is too early in development. Its more like a book or a movie script right now. Figures, i have only played games never made one.


Haven't played
>>
>>172792514
Anon i want to make music for your game
>>
File: output_aO3rqh.gif (1B, 486x500px)
output_aO3rqh.gif
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What should I do with the idle?
I don't want a fighting game monkey dance but this just looks dead...
>>
>>172846020
have you played the stanley parable?

i just remembered this and it reminds me almost exactly of your game idea except for the timed elements

also people didn't really like the real time thing from shenmue 1
>Shenmue II adds several features. Ryo can ask for directions from passers-by, and fast-forward the game's clock when waiting for a scheduled event to occur, such as a shop opening or character arriving.
>>
File: output_8vPbHG.gif (1B, 486x500px)
output_8vPbHG.gif
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>>172846073
>fucking sock changed color without me doing anything to it
I should really get some actual sprite software. Krita is just all over the fucking place with weird glitches and shit.
>>
>>172844852
what have you actually done btw, can you post some stuff
>>
>>172833292
something like wind waker?
>>
>>172846073
It's fine as is. What's the game?
>>
File: 1488846857246.jpg (1B, 486x500px)
1488846857246.jpg
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>have a cute idea for loli jam
>can't join because of the sexual connotations involved with the word loli
Thanks lewdfags.
>>
>>172846964
post idea or just like make game
ignore the shitposters
>>
File: cancer01.webm (1B, 486x500px)
cancer01.webm
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Identifying colonies on one single frame turns out to be even more straightforward than I thought. But keeping the same ID from one frame to the next is surprisingly tricky, I'm trying to check how much "overlap" there is from one frame to the next and assign the same number to the colonies that share the most cells... For big colonies it does the trick but smaller colonies seem to want to change ID for no apparent reason even though there's no competing colony in sight. It's probably because I reuse the ID of dead colonies if new ones appear, and implemented it wrong.

I was thinking of checking the center of mass of each colony but if a "C"-shaped one encompasses a smaller one I'll have to use several partial centers of mass and it seems bound to fail in a few weird cases.

(It's painfully slow for now but I see a ton of simple ways to speed it by several orders of magnitude, I'm just sticking to the naive, safe approach for now to make sure I understand what I'm doing)
>>
File: roadboys4.png (1B, 486x500px)
roadboys4.png
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>>172844345
forgot pic because i'm dehydrated
>>
>>172847362
>The sun is hot.
l-lewd...
>>
>>172846692
you are little grill
your father is an exorcist/purifier type
two of you are driving to a town which is reported to be besieged by evil critters
long story short, you never get to do your supposed job, the town is slaughtered to the last leg, your father is snatched away by a giant monster and dragged into the night and you set out to save him, cutting a bloody swath through a literal horde of hellspawn, which gathered there to do the bidding of some to you unknown power.
combat is a combination of melee, gunplay and white magic (in form of basic spells and some very powerful magical melee weapons you get later)
>>
>>172846059
I appreciate the offer anon! Sound design and music composition is my favorite part of the process so I'll probably do it myself. I'd love to check out your stuff though, if you've got a soundcloud or something.
>>
>>172847548
pretty much why i changed it to the sun is bright
>>
>>172847786
>4 lines of story
>1 line of abstract mechanics
Doesn't give me much. 2D/2.5D/3D with 2D sprites? Action/Horror? Turn-based?

Webms of actual gameplay clear all that up.
>>
>>172848007
what do you want to do with it?
>>
>>172847362
Needs more floaty ribbons
>>
>>172848073
>>
>>172848080
is this another dig at it for looking like journey
>>
>>172848185
I'm as much confused as you seem to be, but alright.
It is 2D. It's action mainly. I mean, Horror to me is something where you're defenseless and running away and hiding from something. This is nothing of the sort. And it's in real time.
>>
>>172846073
leave it as is as loli jam will not last forever and you probably have at least two dozen other animations of similar caliber yet to do
>>
https://onlinesequencer.net/445876
I made a thing
>>
>>172848763
It sounds like something from that awful Sonic RPG
>>
>>172849506
>bioware made a sonic game
lmao

https://en.wikipedia.org/wiki/Sonic_Chronicles:_The_Dark_Brotherhood
>>
File: skreleton.png (1B, 486x500px)
skreleton.png
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>>
File: 1273225053fun.gif (1B, 486x500px)
1273225053fun.gif
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>blender automatically scales background images
no wonder I couldn't find any "decent" references
>>
>>172849720
https://www.youtube.com/watch?v=6o47N-aYd08
>>
>tfw I dreamed about an agdg game
>tfw I never dreamed about my own game
>>
>wake up in the morning and think to myself..

I wonder what Gogem is posting about today
>>
>>172848763
Spooky, fits with this
>>172850120
>>
>>172847362
Drink some water anon
>>
who the fuck came up with OOP ?

it doesn't make things simpler it just creates fucking spagetti !

fucking FUCK !@!
>>
Anyone have a link to a tutorial or something about shaders in GameMaker? I want to make some wavy backgrounds but I can't seem to find anything.
>>
>>172850609
It seems like you are just bad at putting concepts into practice.
>>
>>172850609
You are right, OOPs is shit.
>>
>>172850609
*tips endofuctor*
>>
File: 1490541916852.jpg (1B, 486x500px)
1490541916852.jpg
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>tfw doing 16x16 sprites
>tfw learning to do pixel art
>tfw is comfy as fuck
>tfw anything bigger than 32x32 seems like a fucking waste and I think they're not real pixel art
>>
>>172850706

that is what it seems like. the truth is i have limited experience with putting it into practice and i'm now trying to decipher somebody elses spaghetti code.
>>
>>172850609
No you suck at OOP how dare you mock the greatest invention for making game programming easy to do because of OOP seriously fuck off
>>
>>172850124
lets see your model, faggot
>>
>>172850904
Pixel art is a waste.
>>
>>172850609
>>172850924
Is this a false flag?
>>
https://www.youtube.com/watch?v=748TEIIlg14

daily reminder OOP is bad and you shouldn't use it.
>>
>>172847182
>It's probably because I reuse the ID of dead colonies if new ones appear, and implemented it wrong.
Include a generation tag in your colony IDs, and then use assertions to narrow down the problems.
>>
>>172850962
Hold your tits, queer king, I'm not fast enough to make a model in 15 minutes.
>>
>>172850904
>posting memes instead of what you're doing
this happens way too often in this general
>>
>>172850904
show your art jew rat or fuck off
>>
>>172850283
this can not fucking be real
they did not put this in a sonic game
>>
>>172851046
What should i use, then?
>>
>>172851004

no kid it's a real attack on OOP.
>>
>>172851651
Procedural/functional programming.
>>
>>172851651
learn other paradigms.

have you ever tried to code functional code?
>>
>>172851742
What if i've been working on my game since january and don't know much about programming?
>>
>>172850609
Oh look. It's someone who's been programming for a year and thinks they should be as good as someone who has been doing it for 10.

OOP is anti-instant gratification. And that is why you fail.
>>
>>172851757
what does that mean
>>
>>172851841
OOP is the mark of the pajeet code.

>>172851851
learn haskell and C.
>>
>>172851798
Then you should learn.

>>172851841
You think wanting to be productive is about instant gratification?
>>
>>172851917
The engine I'm using doesn't support C or haskell.
>>
>>172851917
OOP is difficult to master don't get it twisted you armchair intellectual
>>
>>172794205
You have to quit to make a game? I didn't realize you work 168 hours a week.

Stop watching Netflix and get off of here every once and a while. I stop in maybe once a week, see how others are doing, that's it. People bitch about how they never have enough time to do what they want, yet they've put over a thousand hours into skyrim.
>>
>>172851962
I didn't say you need to make a game with C and haskell retard.

I said learn them, you can make a fucking simple software to learn them, like a calculator.

then you'll understand.

learn Dr. racket.
>>
File: 1478838811226.png (1B, 486x500px)
1478838811226.png
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>y-you just don't understand it!
>>
>>172851046
>AltDevConf
>I found a small group of people who agree with me. I must be right.

See >>172851841

>>172851917
Where are you getting this bullshit from? Pajeets copy and paste procedural code. OOP is the more complicated beast, and you should be able to understand it better than non-native english speakers.

>>172851961
OOP is more about writing maintainable code. Just because you never learned how to do it correctly doesn't mean that nearly the entire rest of the world hasn't either.
>>
>>172852094
Why would I go off on tangents that won't help me make progress on my game?
>>
>>172852115
>i-it's everyone else that doesn't get it!
>>
>>172852116
>OOP is more about writing maintainable code.
Yeah, that's the theory, but it doesn't happen. Inheritance and encapsulation are anti-maintenance.
>>
>>172852148
don't you wanna learn real code then?

>>172852116
t. pajeet who never experienced functional programming.
>>
>>172852225
>encapsulation
>anti-maintenance

t. person who has never worked with a 100kloc+ codebase
>>
>>172852285
"Real code" won't be useful for me because the engine I'm using doesn't support it.
>>
>>172852310
t. pajeet

>>172852337
you can code functional code in C# and Java if I'm not wrong.
>>
>>172852225
>>172852310
Code reuse in general is an antipattern. Generics were a mistake. If you aren't inlining all your calls and turning your program into a series of jumps, you're making a mistake.
>>
>>172852417
My engine doesn't support C# or Java.
>>
Because >>172837534 mentioned he is using StrangeIoC I took a look at it but I don't really understand what it do.

https://www.assetstore.unity3d.com/en/#!/content/9267

Somebody care to explain what it is good for?
>>
>>172852310
Why is it good for maintenance? It forces you to use inheritance for code reuse or else you end up with tons of boilerplate, and I shouldn't have to explain to you why inheritance sucks. It also encourages putting too much logic in objects and having objects own references to one another rather than being mediated by some higher level code.
>>
File: xXCKYfP.jpg (1B, 486x500px)
xXCKYfP.jpg
1B, 486x500px
>>172806837
>tfw I remember making that one doujin about him and nodevs in agdg long time ago when he was actual boy
I wonder if it triggered something in him that day since he was in the thread
>>
>>172852494
you can write functional or C code in more than one language.
fucking retard.
>>
>>172852203
It's standard confirmation bias and a holier-than-thou attitude. They think it's some amazing idea to embrace a paradigm that we all pretty much did away with 20 years ago in favor of something better for long-term development.

>>172852225
It doesn't happen because we've got instant-gratification retards like you shitting shit up. Keep doing procedural, but stop trying to drag everyone else down with you.

I'm not saying you ALWAYS have to follow OOP to the letter with game development. Using ECS alongside other design patterns can be difficult. Unfortunately, critical thinking is severely lacking among some of you people, so you just throw your hands up and quit.
>>
>>172852609
Do you have a single shred of evidence for OOP being good or are you just falling for the indoctrination by an industry that doesn't want to get rid of legacy OOP code that they're now stuck with?
>>
>>172852609
t. pajeet who think OOP is the ultimate solution to all problems.
>>
File: 1489289521721.jpg (1B, 486x500px)
1489289521721.jpg
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>all the progress being made while people argue about the same thing they did yesterday and the day before
>>
In C#, how can I make a reference from a scene object to a prefab? I can't drag the scene object into the prefab inspector in Unity.
I tried using bla = GameObject.FindGameObjectWithTag(); but this doesn't work for me.
>>
>>172847362
change that to "the sun is a mass of incandescent gas, a gigantic nuclear furnace"
>>
>>172847362
change that to "I want to fuck the sun"
>>
File: 116a2a4f2a.jpg (1B, 486x500px)
116a2a4f2a.jpg
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>>172852864
it's pretty crazy how much you can do once you start working
just like make game I guess
>>
>>172847362
Change it to nothing, the sun's hotness should be evident through the game's visuals.
Descriptive text in a visual medium is just stupid.
>>
>>172852868

I don't know what you want to do, but if you want to load another scene in "Scenes in Build" in "Build Settings" and then load the scene through the number.


public int sceneNr;

void LoadScene () {
UnityEngine.SceneManagement.SceneManager.LoadScene(sceneNr);
}
>>
>>172853006
the second reason i changed it to the sun is bright
>>172853251
>>172853369
i think you're the same person now
>Descriptive text in a visual medium is just stupid.
i'm going to have text anyway for the options and i think it's nice at setting the scene
>>
>>172853436
Oh, no I don't want to load a scene. I meant making a reference of an object in a scene to a prefab.
I must drag the scene object into a prefab inspector field, but this doesn't work in unity, so I have to do it by code somehow.
>>
how do I get my mojo back?
I stopped progressing hard and all I want to do is making something new even though I'm so close.
>>
>>172853863
defeat the powerpuff girls for him
>>
>>172853718
>wavy heat distortion in the distance
There's your "the sun is hot" description without having to rely on text.
You should at least learn something from the game your art is heavily inspired from, Journey is purely visual.
>>
>>172853369
your opinion is bad and you should feel bad

>>172853718
>the second reason i changed it to the sun is bright
I was serious
>>
>>172853863
Make a list of 5 things that need to be done next in your game, and force yourself to do whatever one seems the most interesting or seems the easiest. You have to find ways to push yourself into finishing it, this is a reality of all creative media
>>
File: 13643223620476.png (1B, 486x500px)
13643223620476.png
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>>172854083
>You should at least learn something from the game your art is heavily inspired from, Journey is purely visual.
>>
>>172854381
>>172854381
>>
>>172854083
>There's your "the sun is hot" description without having to rely on text.
no i mean it has to have dialogue options so it's going to have text anyway
see this;
>>172832669
>You should at least learn something from the game your art is heavily inspired from, Journey is purely visual.
it's also got a variety of platforming gameplay and award-winning audio that i can't and don't want to add

visual objects with a cursor or outline could work but it would reduce my options and involve more work
>>
>>172854083
or he could make his game the way he wants without copying every artistic statement of another game wholesale. you're complaining about a non-issue
>>
>>172854461
Textless games are plain superior, just giving my opinion senpai.
>>
>>172854461
to be fair i like the feedback, it's how i come up with new ideas
>>172854591
i just think that people are used to and expect text in adventure games

i can have textless scenes where you just look at stuff and push buttons i guess
>>
>>172851046
>needs half an hour for this
OOP doesnt even make sense in the first place.
everything is objects? objects govern their own logic? conceptually that's plain retarded and with even a minute of programming experience it should be obvious that it's proposing the bundling of data with logic which is fucking stupid.
>>
>>172856504
makes more sense than freestanding functions that are unusable without their accompanying data structures passed as parameters
>>
>>172845976
this is clearest example of the most buttflustered failure attitude I've ever seen

>He literally won a lottery.
LMAO! It wasn't entirely his original idea but he delivered the most original thing the game industry has seen in decades, and it spawned hundreds of games.
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