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/agdg/ - Amateur Game Dev General

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

Thread replies: 792
Thread images: 136

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Just like make art edition.

> Upcoming Demo Day 14
itch.io/jam/agdg-demo-day-14

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

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

> Previous Thread
>>174153385

> 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
>>
I like this OP pic.
>>
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I lost my collection of /agdg/ OP pics.

Post some.
>>
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>>
>tfw 3d artist but can't code
>2d code is already hard enough to understand for a brainlet like me
>3d coding seems impossibly difficult
>haven't even touched music

gamedev is ridiculous, dudes. It's like 4 different skills/mediums all mashed together, with their own small sub-categories included as well if you want to git gud.
fuck.
>>
>>174227262
>It's like 4 different skills/mediums all mashed together
Yeah, for 1MA. That's why you do collab or learn everything by yourself. Also post your 3d
>>
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>>174227262
but when you power through all of it, you will be like a demigod of creative industries
>>
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>>174227509
>falling for the collab meme
wow enjoy your failure lol
>>
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>>174227131
>>
>>174227569
Huh what does pedophilia have to do with gamedev?
>>
Where to find clean and high quality penetration sound effect? you know, dick in pussy, only that wet churning sound without moans or thighs and ass smashing into each other. been thinking about porn sites, but shits extremely rare.
>>
>>174227597
everything
>>
>>174227597
Huh what does pedophilia have to do with that picture?
>>
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>>174227618
>high quality penetration sound effect?
hentai games
>>
>>174227685
he said without moans
you can't hear shit over that japanese catfight
>>
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>>
>>174227618
ask /soc/
>>
>>174227748
Hnnng My nut bladder
>>
>>174227719
I didn't mean recording them over a game you tit, you can try extracting the sounds from the files.
>>
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Oh fuck off with the anime, at this point the thread looks like an anime general
>>
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>>174227837
>>
>>174227618
Why don't you record yourself with your gf?
>>
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>>174227837
Post progress!
>>
>>174227618
fist a jar of mayo
>>
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>>174227837
it' not like I want to tell you to leave, but it's pretty retarded to bash chinese cartoons on chinese cartoon imageboard
>>
>>174227867
I'm glad that watching anime makes you feel special but keep your shitposts at least a bit gamedev related
>>
>>174227618
>>174227917
https://www.youtube.com/watch?v=cfuQIbjPmCA
>>
>>174227618
Rip them from ASMR videos, there are over 9000 videos with that kind of sound. Or you could make them yourself, some hentai game producers do that. Just make potato salad and slosh it around
>>
>>174228008
seen few, any links to ASMR videos without that annoying hum in the background?
>>
>>174227451
add an attribute to the object named can_fly or is_poisonous. set that to true if the object can do those things. and then do logic based on that
>>
What's the general "flow" of rendering in SDL end up looking like on my side? If I want to make a map out of various tiles of sdl textures, should I just render them all individually and clear between "frames"? this seems wrong, and I feel like I should be compositing them all to one texture to render at once, but whenever I search for something like this I don't really find anything about it.
>>
>>174227983
Isn't there this video on youtube with the black woman demonstrating how to please a man with a grapefruit?
IIRC that also had some great sounds...
>>
>>174227618
https://www.youtube.com/watch?v=qSggtXbusdE
>>
where can I upload a zip file without any fuss?

just to quickly share a file with you guys, doesn't have to stick around for long
>>
>>174228086
https://www.youtube.com/watch?v=ZEdB99B3nbY
>>
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Why is making up game ideas so fun and easy, but actually working on it so hard?
>>
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>>174227131
Oh boy finally an excuse to not work on my game.

j/k I don't need an excuse to do that.
>>
>>174228225
you think this is somehow exclusive to video games or some shit?
>>
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>>174228225
Eventually Elon Musk will patent a 100% efficient man-machine interface via neural and making a game will be easy as thinking about ideas.Nah you'd still have to know how to code lol
>>
>>174228140
>this will never become a meme sound fx
https://www.youtube.com/watch?v=Qx9fUuUUYqQ
>>
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Progress:
>made lava level tiles
>improved textboxes and portraits
>better animations
>map system is now finished
>>
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>>174227618
here:

https://my.mixtape.moe/tauhqk.zip

every lewd noise you could possibly need
>>
How do you make a "pokemon" game and add different moves to monsters? Like if i had one unit and wanted to asssign "bite" to it, do i just make a huge "pokemon" class and every unit inherits from that and i just change stuff in List<Abilities> or something?
>>
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>>174228610
this looks great
>>
stop dumping stale comics you fucking nigger we're 50 posts in with one progress post
>>
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>>174228615
thanks, I think I edit these a bit
>>
>>174228704
that's a pretty good ratio, I've seen threads with 750 posts and 3 progress posts
>>
>>174228610
Reminds me of Metal Warriors. That's fucking great.
>>
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>>174228704
>>
>>174228712
>reposting this with no comment and no edit for no reason
you couldve edited it to be about me
>>
>lolijam not in the OP again
>>
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>>174228704
Will people post more progress if I stop?

I'll wait 30 minutes and if not enough progress is made, the /agdg/ comics boogeyman will return.
>>
>>174228914
loli jam was April 1-15.
no need to continue promoting it, we're not like those demoday fucks.
>>
>>174228902
It's fitting enough for gamedev as it is, the world doesn't revolve around you googs/imposter.
>>
>>174228251
>3 days

I haven't left my house in 8 months.

I've made no progress in that time.

Actually, I think I made reverse progress. I've forgotten things I used to know.
>>
>>174229052
and what the fuck are you doing?
>>
>>174229081
Good question.

I don't really remember?

I think I spent most of it asleep.
>>
>>174229143
no I mean, what the fuck are you doing RIGHT NOW
you are here on agdg openly admitting you haven't done jack shit since what, September?
for what?
what are you doing here?
what's your purpose?
>>
>>174229081
Probably an enginedev thinking he's a gamedev.
>>
>>174229143
MAKE VIDEO GAMES, ANON.
>>
>>174229249
Hmm, what are any of us doing?

Is there any purpose to any of it?

Will making games really make us happy?

Guess we'll never find out...
>>
>>174229052
>>174229143
are you looking for validation or are you looking for angry reaction telling you to get off your ass to fuel your deranged need for attention
>>
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>>174229336
>>
In UE4, there is a "Print String" blueprint, if you want to see some value on screen, you use this, but then it just keeps scrolling down and you get a mess of strings, specially if you want to check two or more values at once, it becomes a shitty mess.

Is there a blueprint node that does that, but it shows them in a more "debuggy" fashion?
Sometimes you just want to see some values while in game to see how things are behaving, but with print string is a mess.
I could make my own Debug widget, but that's still a bit rudimentary, there should be a way to do this sort of automatically.
Is there?
>>
>>174229368
I'm pretty sure I'm perfectly valid as it is? I mean, it's working.

Don't know why you'd be angry. I can't make other people angry. At least, I don't think I have that power.

If I wanted attention, I'd probably leave my house.
>>
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>>174229143
>>174229052
>booohooo I'm a sad person who for some reason comes to an amateur game dev general thread to look for sympathy even though I don't even game dev
>>
>>174229467
>made reverse progress
>it's working
ok
>>
>>174229052
What are you doing in this thread? You should leave if you're not making games.
>>
>>174229508
I am getting (You)s so I'm doing something right.
>>
>>174229517
It's an abstract kind of video game.

And you're part of it.
>>
>>174229536
that's a pretty low bar to set yourself
end your existence sooner than later and stop wasting resources
>>
>>174229574
>>174229536
That's just sad. Sort yourself out, anon
>>
In any case, I'm pretty sure that the less human interaction you have the better video games you can make.

Someone told me that once, I think?
>>
Will I regret making my game with love2d?
>>
Anybody here using PyGame? How is it going, lads?
>>
I am watching a guy devving on UE4 on Twitch and it looks so motherfucking tedious, how come 3D devs don't kill themselves out of boredom?
>>
>>174229851
>game dev
>looks tedious

wew lad, next you're going to say bricklaying looks tiring?
>>
Now that the dust is settled, is Godot worth learning or not? What's their licensing model?
>>
>>174229789
Depends on what you're looking for. There's no technical problems with LÖVE that prevent you from doing what any developer can do with other frameworks or engines. It's just that you have to more work yourself while others like GameMaker or Unity save more time.

The question is if you want to do things your way or if you want to save time and just use GameMaker or Unity.
>>
>>174229932
>is Godot worth learning or not?
It's a straight upgrade over GameMaker.

>What's their licensing model?
You own your game 100% and you can put whatever software license you want in your game, you can even modify the engine and sell it too.
>>
HOLY SHIT

POLYCODE BINARIES OUT

THIS IS NOT A DRILL
>>
>>174229919
It's not just gamedev tedious, it's unreal tedious.
>>
>>174230117
i leave this thread for like 3 years and this meme is still going

fdshfdshdfshdfsh
>>
>>174229919
bricklaying is a moderate woman fitness exercise compared to cinder block laying
and I honestly haven't seen anyone actually build a house from vanilla red bricks in my life
that shit is extinct
>>
desu if I could lay bricks for a programmer's salary I'd do it in a heartbeat
>>
>watching the Unreal Development Course from Udemy
>shit's all over the fucking place
>typos and mistakes going undetected across dozens of videos
>you'd learn more in 20 minutes of just reading the official documentation

People pay for this?
>>
>>174230248
Well yeah, modern houses are built form stuff like AAC, the only thing i see a common clay brick used for would be as a face brick in triple-layer walls, although they're pretty good for doing stuff like landscaping or a stationary bbq.
>>
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Progress!
How do you think it's coming along?
>>
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>>174230248
>and I honestly haven't seen anyone actually build a house from vanilla red bricks in my life
>ameripapers in charge of building houses
>>
I need to randomly generate tunnels, or at least passageways with a wall on either side that curve randomly. I've been looking for good tutorials on this sort of logic but I can't find any. Recommendations?
>>
>>174230117
Anyone who's been here long enough to remember your meme should just go ahead and kill themselves
>>
>>174230728
Do you know what cinder blocks are?
>>
>>174230728
faggot half of Europe literally went from wooden huts straight to monolith and block concrete
>>
>>174230858
>tfw I remember the meme
>tfw I still have no game
>>
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Rough of a chicken monster. I like how it turned out.
>>
>>174230637
Looking pretty good! I imagine that you'll have to spend a lot of time weight painting once you rig it though.
>>
>>174231172

I like it. Looks pretty cool.
>>
>>174231172
Looks like Foghorn Leghorn
>>
>>174231206
Thank you. And yeah, definitely a lot of weight painting, though I'll probably join some meshes together.
For example right now the body is separated from the shirt, the skirt and the sleeves, I'll probably at least join all the clothes together, that should simplify things a bit.
>>
>>174231250
>Foghorn Leghorn
Woah what. Do they even say that name in the cartoons? It seems completely unfamiliar to me even though I watched that shit a fuck ton.
>>
>My favorite kind of games and the one I want to make the most are in-depth turn based strategy games with tiny communities and playerbases
>Know how easy it would be to make a semi-unique and playable horror game for easy youtuber b8 and potentially millions of dollars

Really fucking sucks.
>>
>>174231373
If it's that easy, do it, and then use the $$$ for your dream game.
>>
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>>174231373
yeah, it fucking sucks to apparently have means to potentially become filthy rich, but deciding to blog about my preferences and principles on anime image board
truly a cursed existence
>>
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Is there a better, free modelling software than blender? I would love to have maya but that shit is more expensive than my entire house
>>
>>174231913

What's wrong with blender?
>>
>>174231913
Google Sketchup lol

It actually perfectly suits my needs of super simple models (think: squares with a few minor decorations)
>>
>>174231913
changing modelling software won't improve your modelling skills
>>
>>174231913

Maya user here. It's really not a huge deal.
>>174232069
is right.
>>
>>174231987
>>174232031
>>174232069
People I know that model a lot said to em that blender is shit tier, I guess im just bad at modelling
>>
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Hey aggydaggy, how would you go about simulating air or gas pressure in a 2d tilemap?

I know games like dwarf forress, terraria and starbound does something with liquids which might be similar, but are there any games that does it with gas or air for whatever reason?
>>
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>>
>>174232130
Blender isn't shit. Your friends are just elitist pricks. If Maya would be 10/10 3d modelling software, Blender would be at least 9/10.
>>
>>174232130
the fundamentals transfer between whatever program you're using.
blender is fine for hobbyists. 3dsMax is preferable for modeling, but a lot of people make blender work.
>>
>>174232218
What did you mean by this?
>>
>>174231913
Why does it have to be free? You're on the internet.
>>
>>174232216
SS13 is based upon a mediocre atmospherics simulation. I remember one of the versions of the game (goonstation maybe) made a new atmospherics simulation that wasn't half bad a few years back, but I haven't got any idea how the algorithm works.
>>
>>174232130
>People I know that model a lot said to em that blender is shit tier
Then why there's a shitload of fantastic stuff made in Blender? Your friends are cunts.
>>
>>174232130
Blender has some wonky menus sometimes. But once you get used to that the actual software itself is good, and perfectly capable of making great models. Usually people who say Blender is shit are people that learned a different modeling software and are now unwilling to touch Blender because it's "inferior".
>>
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>>174232216
if you don't want to do anything fancy you could just set density, viscosity and heat transfer to decide expansion rate and adiabatic cooling.

actual fluid simulations require hours to days to compute so i'd avoid them as much as possible
>>
>>174232218
>>>/a/
>>
I just played 10 minutes of Shovelknight and I don't get it. What's the appeal of that game?
>>
>>174232216
The simplest method that i can think of that disregards gravity would be "if tiles next to me have lower pressure, transfer some pressure at X rate".
>>
>>174232804
Nostalgia. Did you play a lot of NES games in your youth?
>>
>>174232953
I mean I did, but I'm not a fan of the fact Shovelknight controls/movement were intentionally made shit by today's standards just for the nostalgia factor.
>>
>>174232953
If you wanted nostalgia you'd just download a NES emulator.
>>
>>174232393
used AGDG as a lazy image host for IRC chat
>>
>>174232913
Where x is dependent on the pressure difference.
>>
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>I'm making a MMO
>>
>>174233562

I too have always loved how obviously stupid but still instantly appealing the idea 14 year old me had about wanting to make an MMO.

Not any game in particular, just *an MMO*.
>>
>>174233073
>>174233152

There's no shame in not being a part of a game's target audience. As far as I can tell the game was received well, so apparently there was a market for it.
>>
>>174232408
>>174232216
I've actually implemented this, and talked with SS13 devs about it.

Every tick, check every tile against every one of it's neighbors. Keep track somehow of which tiles have already checked their neighbor so you don't transfer to the original tile again when you get to the neighbor.

Find the average between the gas in one tile and the gas in its neighbor. Approach that value according to a magic number for how fast that gas can transfer.

For a better simulation, have the gas transfer faster the bigger the difference is (ie oxygen rushing out when you open a door to space). I just made a shitty chart for this, but a math wiz could probably figure out a proper curve for it.

Also: check in 8 directions, not just 4.
>>
>>174233625
>Not any game in particular, just *an MMO*.
>IT'S
>GONNA
>BE
>*EPIC*
>>
>>174232804
>guys Shovelknight is shit hahahaha
>RoR is glorious btw
Typical agdg faggot.
>>
What's the state of kikestarter right now? Do they actually make people complete their projects now? I wonder if I should put my game on there for some extra bucks.
>>
>>174234325
Nah we shit on RoR too
>>
>>174234395
I remember they changed the rules to make you legally responsible to make good on physical rewards that don't hinge on the project succeeding.

Like t-shirts and shit.

Which is fine because physical rewards are a great way to make 0 / negative profit on your fucking kickstarter. Some dudes literally blew million dollar kickstarter in entirety on the fucking rewards
>>
>>174234423
>said once RoR was """passable"""
>got shitpost for 1 month
Either you suck hopoo's dick or you are against all of them. Just wait you will see.
>>
>>174233625
As someone with over 8 years of his youth wasted completely on MMOs, I have a huge notebook filled with sketches and notes about what I consider to be my "ideal" MMO.

And it's really not that far out of the realm, budget wise it should be cheaper than Aion and most F2P MMOs nowadays. Yet I knew better than to try anything until after I have enough disposable income, and have made some small co-op games for practice beforehand, to get a better grasp on networking.

I'm still struggling with making even an entertaining singleplayer game though, so that dream is a good 10-20 years away, but I'll definitely turn millions of teens into wastes of space with an addictive MMO, just like what happened to me.
>>
>>174234587
Oh, well. I avoid linking my progress posts to my opinion posts.

No matter what your opinions are you'll have Wrong Opinions in someone's mind and they'll shitpost at you for forever.
>>
>>174228874
I prefer
if (((((((conditional))))))) /*condition explained*/
{
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
}
>>
>>174233983

I guess a complicating matter would be having several gases with different densities, e.g. adding hydrogen which should make its way to the top. Or even worse, dealing with gases with different temperatures, where cold air flows to the bottom and hot air towards the top.

Your example makes a lot of sense though, so I'll give it a shot, if only to see if I can get that part to work.

Thanks for the replies guys.
>>
>>174234395
If you want to scam people you're suppose to use Patreon.
>>
>>174234793
I like
if((conditional).toString().equals("True")){ do; thing;}
>>
What is the purpose of embedding Lua in C++ code?
>>
What are some ways to rip off people with half-finished games?
Currently I'm thinking of porting my game to android, pumping it up full of ads and calling it a demo.
>>
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-------- AGDG WEEKLY RECAP --------
Fill out the form to be a part of the weekly progress recap. Be sure to check out the "read me" link for important information on scoring and formatting.
Submissions will be accepted for at least the next 36 hours.

-------- FORMAT
----[ Recap ]----
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+ ...
- ...

-------- LINKS
Read me: pastebin.com/QA047M2e
Recap archive: dropbox.com/sh/icm5ng2zs8p24uh/AACC61OsXzCgl6-9Vdwb4sRAa
Scores archive: pastebin.com/AmFmLeAy
>>
>>174235970
Scripting allows you quickly change shit without having to re-compile your whole codebase.

Lua also allows stuff like player customization without them having to spelunk into your core codebase.
>>
>>174235498

okay I got it figured out, tool says I have 1,100 source files and 90,000 of comments and 80,000 blank lines. I actually have 1,430 files in my main folder but I guess some must be empty or just header files or something

>____2322_text_files.
>____2081_unique_files.
>_____406_files_ignored.
>github.com/AlDanial/cloc_v_1.72__T=8.00_s_(253.0_files/s,_145287.3_lines/s)
>-----------------------------------------------------------------------------------
>Language_________________________files__________blank________comment___________code
>-----------------------------------------------------------------------------------
>C/C++_Header_______________________871__________25309__________49293_________471315
>C_________________________________1139__________80086__________90080_________443701
>Assembly_____________________________1____________388____________147____________931
>CMake________________________________1____________106______________6____________273
>INI__________________________________2______________0______________0____________202
>Pascal_______________________________1_____________15______________0____________128
>Lua__________________________________2______________9______________2_____________70
>Visual_Basic_________________________1_____________24______________7_____________52
>make_________________________________2_____________10______________4_____________37
>Windows_Resource_File________________1_____________20_____________25_____________27
>PHP__________________________________1______________2______________0_____________20
>HTML_________________________________1______________0______________0______________7
>DOS_Batch____________________________1______________0______________0______________2
>-----------------------------------------------------------------------------------
>SUM:______________________________2024_________105969_________139564_________916765
>-----------------------------------------------------------------------------------
>>
>>174236104
>c/c++
>asm
>pascal
>vb
>php
>in one project
Anon what game is this?
Did your run the program for all your projects or a single one? Did you include libraries you use when running cloc?
>>
>>174236015
so uh, this is some kind of bot that reads posts in agdg and if you fill the form correctly your game will get added in?
>>
File: Screenshot 2017-04-17 23.05.26.png (9KB, 692x498px) Image search: [Google]
Screenshot 2017-04-17 23.05.26.png
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>>174236015
----[ Recap ]----
Game: jamos
Dev: anon
Tools: c sdl allegro
Web: me4tw.itch.io
Progress:
+ spent today refactoring some more engine code
+ spent today also learning about steamworks sdk from the documentation
- all improvements are in back end refactoring that is still not finished since last recap
>>
>>174228610
Anon your art is beautiful
>>
>>174236539
Correct excepts its a human not a bot
>>
>>174236465
you might be right

but the libraries I use are .lib and .dll, sloc must be counting their library header files though

pascal, php? idk.

There is vb and asm though, I had to use a small asm from a tutorial for the graphics and the sound, like the sound buffer has to be allocated from assembly using int 21,48, but for some reason when I try to free it it just crashes so I just allocate it and never free it and it works so far
>>
>>174236656
>2017
>assuming someone is a human when he could be transrobot

literally shaking
>>
>>174229789
Move or Die was made with Love2D. It's not bad.
>>
>>174236753
But that would be against the rules!
>>
File: statusystem_converted.webm (588KB, 907x590px) Image search: [Google]
statusystem_converted.webm
588KB, 907x590px
So I got the basic status system working.
Moving and jumping adds fatigue and as time goes on the mood will go down also.

Will add status effects once they go low enough.
>>
Anybody had problems with starting a game exported on Android with Unity? Mine just hangs on the splashscreen.
>>
Any news on when Steam Greenlight is being shut down?

I had a game idea and I think I can put together a short polished trailer by the end of next month. Worth bothering with?
>>
>>174236712
You're only supposed to run it for code you wrote, libs don't count.
Are you the dos guy?
>>
>>174237072
I used to run the recap, so I looked into the rules.

There's nothing wrong with manually saving the threads and then parsing them for recap posts.

I forget beyond that, but I'm sure a bot that only ever went to AGDG, and only refreshed like a 24/7 open browser would be completely undetectable (and not particularly abusive) anyhow, especially if you didn't automate the actual posting.
>>
>>174237248
But they are implying the recap poster could be a robot. Robotposting is not allowed because robots are by definition automated. Not to mention they would have to lie to the captcha unless they are using the legacy captcha.
>>
File: dwarfgirl.png (101KB, 321x505px) Image search: [Google]
dwarfgirl.png
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Are you going to participate in next Ludum Dare, anon?
>>
>>174237470
4chan gold
>>
>>174237502
>jam
This triggers the AGDG.
>>
>>174237502
Yeah
I gave up on finding an artfag though
>muh weekend
>muh gonna spend time with my family
>muh salary

will be one man army this time I guess
>>
>tfw overcomplicating then found about a simple way and delete everything you did
>>
>>174237517
That is another way to avoid lying to the captcha but robot posting is still against the rules
>>
File: Title.png (33KB, 315x176px) Image search: [Google]
Title.png
33KB, 315x176px
----[ Recap ]----
Game: Harmon:i:c
Dev: AWK
Tools: Godot, Ableton Live
Web: awkgamedev.tumblr.com
Progress:
+ Started project
+ Got lots of good feedback, mostly related to how difficult the early levels are, I'm redesigning them and will probably add a map showing areas you've already visited to make things less confusing
>>
How do I come up with some kewl dev online handle
>>
>>174237502
I've had it with jams. My deving style is too slow for them.
>>
>>174237647
I gave up long ago and learned to draw half descently already. You can rely only on yourself after all.
>>
>>174237502
me and some friends are going to. Its going to be fun as fuck!

Ludum dare is like a productive Lan party where we get to make our own games.
>>
File: agydagy.png (127KB, 409x687px) Image search: [Google]
agydagy.png
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rate my progress
>>
>>174237231
yep it was including all the header files and some libraries sources

i copied my actual engine files into a temporary folder and ran the tool on that clean it still thinks i have pascal source code when i dont, I think it assumes a file that ends in .inc is pascal, when it is actually assembly

>_____288_text_files.
>_____285_unique_files.
>______20_files_ignored.
>
>github.com/AlDanial/cloc_v_1.72__T=1.00_s_(279.0_files/s,_52021.0_lines/s)
>-------------------------------------------------------------------------------
>Language_____________________files__________blank________comment___________code
>-------------------------------------------------------------------------------
>C______________________________214___________6679___________4920__________31225
>C/C++_Header____________________55____________981___________2252___________3751
>Assembly_________________________1____________388____________147____________931
>CMake____________________________1____________106______________6____________273
>Pascal___________________________1_____________15______________0____________128
>Lua______________________________2______________9______________2_____________70
>Visual_Basic_____________________1_____________24______________7_____________52
>make_____________________________2_____________10______________4_____________37
>INI______________________________1______________0______________0______________2
>DOS_Batch________________________1______________0______________0______________2
>-------------------------------------------------------------------------------
>SUM:___________________________279___________8212___________7338__________36471
>-------------------------------------------------------------------------------

>>174237231
No I wasn't making the snowtown dos game I was someone else making a different one, the assembly is just for dos video and audio, they are called like normal functions from the c code
>>
What's /agdv/ stance on flash games?

I want to make a simple game and I thought about flash, since it's supported in basically every site.
>>
>>174237908
Sometimes it saddens me that my only finished games are LD ones.
>>
>>174237979
What tool does that?
>>
>>174238075
Is it supposed to trigger someone?
>>
>>174237997
Flash is dying anon, don't do it.
>>
>>174237997
Wat
Flash is dying/dead. Adobe even renamed their Flash software to Animate to highlight that you can use it for HTML5/WebGL or just rendering things
>>
>>174233562
>tfw i actually am making an mmo
>>
>>174237852
>learned to draw half descently
Mind sharing advice?
>>
>>174238136
>>174238189
Still, with flash I could host it on many sites such as Newgrounds, DA and etc.

What would you guys suggest in it's place?
>>
>>174238050
cloc-1.72.exe from this page:

https://github.com/AlDanial/cloc/releases


put all your source code copy paste into c:\temp\gamesrc

then put that exe there

then open a dos box and go "cd c:\temp\gamesrc"
then "cloc-1.72.exe ." and it will print that table

then just click-drag the dosbox to rectangular select the text, right click to copy, paste, find-replace spaces with tabs, put > on the start of every line, and you're done
>>
>>174232216
simple cellular automata
>>
>>174238284
*spaces with underscores

>>174238265
.html + js, same way
>>
>>174237729
A robot that reads posts and compiles them into an image isn't breaking rules. The robots that break rules are ones that spam advertisements and shit like that.

Recap guy only makes 2 posts, first post is just a post letting people know to submit their recap, and the second post is the finished recap. It's completely possible that both of those posts are actually made by a human, the bot just writes the text for the human to post.
>>
>>174238367
I'm not an experience dev, with html+js could I make it run on those sites?
>>
is it worth developing on an older version of love2d so more players' cards are usable?
love 0.10 requires openGL 2.1, love 0.9 requires openGL 1.1. I'd like to use certain love 0.10 features.
I know openGL 1.1 is really old.
>>
>>174233983
> Every tick, check every tile against every one of it's neighbors.
> Also: check in 8 directions, not just 4.
Yeah, that sounds very efficient...
>>
When Flash is dead, why did it want me to download a new update yesterday?
>>
File: 1483651662789.jpg (25KB, 480x360px) Image search: [Google]
1483651662789.jpg
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>>174238284
>4000 lines

Fucking hell
>>
>>174238403
But if they were a robot it would be against the rules for them to post, even a single post. Thats why its fair to assume no one posting here identifies as a robot
>>
>>174238687
Flash thinks flash is not dead.
Also updates are to fix security vulnerabilities that were found up to 5 years ago.
>>
>>174238593
When you can see the gas, and it's moving only in 4 directions, it looks real dumb.
>>
>>174238041
Why is that anon? If it is because you are better at setting good low scopes during ludum dare try doing that for your next game? If it's because of the deadline, start giving yourself deadlines. If it's because you work with friends, invite your friends to dev with you more often.
>>
>>174232216
Brogue has gas simulation stuff in it. It's open source too. I can't check right now but I think it just checks all the neighbors and moves some of the gas to that neighbor if it's got less gas than the current tile.

But it's a roguelike, so the gas only calculates each turn, it might be intensive if you did this check every frame.
>>
>>174238593
Bigger issue is that gas can only move at a speed of 1 tile per tick maximum.
So even a 12k psi vs perfect vacuum would be unrealistically slow.
>>
>>174238782
I meant checking every tile every tick. A physics simulation should "know" when there are inactive regions, in this case areas of equilibrium, and put them to sleep until further notice.
>>
File: Ooze.png (11KB, 800x480px) Image search: [Google]
Ooze.png
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>>174236015
----[ Recap ]----
Game: [Placeholder Title]
Dev: Ogier
Tools: GM:S, Aseprite, Paint.NET
Web: https://ogierdev.tumblr.com
Progress:
+Added new physical-based hit effects
+Player physical-based attack re-implementation almost done
+New HUD and bar effect for depletion
>>
>>174238986
Well, sure, I was just giving a rough outline. Though I'm guilty of not optimizing it in the game I put it in so I guess I am a shitter!
>>
>>174238750
Then why are third party archives allowed to exist? Do they not somehow read 4chan threads?
How is that any different from the recap which is essentially just archiving specific posts?
>>
>>174238284
>put all your source code copy paste into c:\temp\gamesrc
really nigga
just point the cloc thing at your game folder
>>
>>174238216
The usual:
- waste lot of time trying to copy other drawings and read books that are too complicated for beginner to be useful.
- "Fuck this!", try to start from basics.
- Find out that there are literally zero descent tutorials/books for beginners that teach basics.
- Find Peter Han at last, pirate videos, watch it
- Draw lots of lines and circles
- Practice, practice, practice
- Find Norling's "Perspective made easy", yell "WTF THIS IS THE BEST DRAWING TEACHING BOOK EVER!!!"
- Draw lots of cubes ant tubes in perspective
- Practice, practice, practice
- Read Loomis, "Fuck this shit", drop Loomis.
- Read lot of other theory books that you can understand now.
- Practice, practice, practice
- Watch Robertson videos
- Practice, practice, practice
- Learn color theory from different places
- Draw lots, still don't get colors, wtd.
- Go to the oil painting lessons to lear color
- WTF this is the best medium ever, colors are so easy now!
- Learn anatomy hard way since couldn't find any dscent books/tutorials on this matter
- Practice, practice, practice

tldr: Lot of practice.
Now I'm on the road to Vilppu.
>>
>>174229436
print text does that
>>
whats the order of operations for converting a grid tilemap into a navmesh?
>>
>>174238943
tilesToGasDiameter = psi/someInt;
Create a circle of tiles from the diameter and then spread the gas based on some radial gradient if the tiles have less pressure than your origin tile.
>>
http://www.strawpoll.me/12765848
>>
>>174238207
how many million USD in your budget?
>>
>>174239154
Greatly appreciated faam
Will look into it
>>
>>174239053
Breaking the rules does not make something pop out of existence. Likewise, existing does not imply something is not breaking the rules. The rules are pretty clear in disallowing automated posting.
>>
File: blender-app_2017-04-17_16-08-37.png (111KB, 556x672px) Image search: [Google]
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>>174230637
Texture mostly done!
Haven't modeled the red hood yet though.
>>
>>174239656
Cute... Keep it going anon.
>>
>>174239383
>4x4
>big
Am I missing something?
>>
>>174239656
How did you do the eyes?
>>
File: 1477210848981.png (245KB, 428x417px) Image search: [Google]
1477210848981.png
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>>174239656
>>
>>174239656
Are the dress and the body same objects or separated?
>>
>>174239656
Would fuck.

Wait, I mean it's cute!
>>
>>174239383
32 or 64 bit floating point numbers?
>>
>>174239656
It is cute
>>
>>174227837
its time to put down the mouse
>>
>>174239818
128 bytes is preddy big yes
>>
>>174239656
Kawaii as fuck.
>>
File: blender-app_2017-04-17_16-14-45.png (22KB, 503x484px) Image search: [Google]
blender-app_2017-04-17_16-14-45.png
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>>174239758
>>174239834
>>174239851
>>174239873
>>174239994
Thank you. Hopefully the game will be good as well.

>>174239824
Like pic related (I did have to have reference close because I suck at anime eyes).

>>174239839
Same object, but the hair is a separate mesh and the face has its own texture too.
>>
>>174239975
>4x4
>128 bytes
>1024 bits for a 4x4
wtf
>>
>>174240136
what's your point?
>>
>>174240193
my point is its over one thousand fucking bits
>>
File: Battle_Mockup.png (27KB, 800x600px) Image search: [Google]
Battle_Mockup.png
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Hmm
>>
>>174240405
and?
>>
>>174240493
>3d background
you have my attention
>>
File: autism blocks.gif (973KB, 772x540px) Image search: [Google]
autism blocks.gif
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>>174240564
It's shit!
>>
>>174240538
thats like 32 integers. a 127 character string plus a null terminator. its no joking matter.
>>
>>174239383
>programming something so demanding that speed of even copying an individual 4x4 matrix matters in a super high level language
you lost before you started
>>
>>174240713
what integers?
>>
File: Ironmash_Prova7.png (397KB, 1366x768px) Image search: [Google]
Ironmash_Prova7.png
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----[ Recap ]----
Game: Ironmash!
Dev: Norby
Tools: Unity, Paint.net, Inkscape
Web:
Progress:
+Solved most connection problems
+AI now can choose what units to spawn
+Fun to watch AI fight against itself
>>
i got a bombshell

yu gi oh IN VR with ALL THE SHEBANG
you get the table attached to your arm where you put cards
you get the giant ass battlefield
and you get realistic summons to battle

FUND IT
>>
>>174234793
i agree with you

this guy >>174235270 is a heretic
>>
>>174240713
That's how matrices are. 4 x 4 x 8 byte for a double precision matrix.

Even a normal single precision matrix would still by 64 bytes and would therefore take at least 16 cycles to copy.

Which is why I made the straw poll
>>
>>174239031
What happened to graphics?
>>
>>174241527
Doesn't have sprites for everything yet, obviously.
>>
>>174241527
Working on restoring move functionality before I implement more character graphics. Moves that don't have animations are placeholder rectangles again. It will be easier to just plug in graphics this way anyway.
>>
>>174240937
i speak metaphorically
>>
>>174241074
>no motorcycles
>no surfboards
are you even trying?


YuGiOh! VRAINS
New anime featuring characters that use leading-edge technology to create a virtual space where they host VR duels. The protagonist is Yuusaku Fujiki, and his ace monster is named "Decode Talker," who wields a giant sword. Yuusaku transforms from his school uniform when he enters the VR space for duels. He also has different colored hair after he transforms, and he rides a surf board while dueling.
>>
>>174239275
>it's seems that the only way to handle slopes without them breaking is splitting collision into two parts, you first move on x axis and check collision and handle shit, then you check the y axis and handle shit.
or have two states, while on ground make the player snap to the ground no matter what the slope's angle, change state one he jumps or there is no ground underneath.
it is impossible to handle slopes otherwise, don't even waste your time like i did ;-;
>>
>>174241860
wow that's actually real
>>
>>174241067
fix those ui icon edges holy shit it triggers me hard and you didn't fix it for weeks
>>
>>174238516
yeah newgrounds lets you do html + jpg + js and upload it all and play in their site

I even made an ajax system that uses their web api to implement a high-score board that shows the usernames of the players

and also i found out how to award achievements

I didn't make a full game but I'm sure you could do it if you just made a newgrounds account, then go upload your creations, choose game swf/html5, then give it a name, and then in there there is links to the docs and probably a link to a forum or wiki with templates or something

it was like 2 months ago that i looked into it
>>
File: HighresScreenshot00000.png (1MB, 1280x720px) Image search: [Google]
HighresScreenshot00000.png
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>looking for post production software to make a fancy trailer
>only software i know is after effects which is fucking expensive
>find out about fusion 8
>you can do all this cool shit with it where you basically make your own procedurally generated effects
>could use this for all kinds of things from regular environment effects like fog or falling leaves to spell effects on the level of studio productions
>together with blender and substance painter it becomes a super universe of creating new stuff

Awww shit son! Now I don't have to grovel in the dirt begging for particle effects like a peasant anymore.
So far I always had to take unreal's standard effecs and some of the infinity blade mobile particle effects (which are cool and staying in) but now I can do all these fancy particle effect tutorials.

There must be a catch to all of this but we'll see.

Oh yeah I also finished detail pass on this area for now.
Next up: Various combat improvements.
>>
File: A Chicken.png (5KB, 384x384px) Image search: [Google]
A Chicken.png
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>>174231172
Non rough chicken.
>>
>>174242616
>https://www.blackmagicdesign.com/products/fusion/compare
>Free version includes all the shit of the studio version except remote/network rendering, which isn't important for me because I don't have any friends anyway

How they do it?
Sersiously, what's the catch?
>>
>>174242761
Disabling remote rendering essentially makes it useless for studios, and I guess that's all that matters.

Better they let Joe Basement use it for free than have him use/pirate something else.
>>
>>174242616
Don't tell me you are thinking about putting the particles on top of the game's footage.
>>
>>174242197
Yeah I know sorry I'm postponing graphical stuff until the game plays smoothly and fun. Otherwise I'm gonna just get bored of playing it and abandon it like every project I've done before
>>
File: barrels.webm (2MB, 640x360px) Image search: [Google]
barrels.webm
2MB, 640x360px
Having fun with explosive barrels :)
>>
>>174242761
>How they do it?
Blackmagic makes TV equipment, and TV equipment is expensive as fuck, so i guess they can just make those kinds of programs free. They also have some nice PC cards that work well with recording software.

Source: worked in TV
>>
File: HG3D_Nurse.webm (2MB, 1280x720px) Image search: [Google]
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ma'am i'm gonna need you to calm down
>>
>>174243105
Maybe noise up those blast-marks that get left behind. Looks nice though.
>>
>>174243174
Spooked
>>
>>174243202
Thank you! I will do just that!
>>
>>174243174
3spooky5me, but sshe fallss over like a log
>>
File: room.png (74KB, 960x540px) Image search: [Google]
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>>174236015
----[ Recap ]----
Game: Woe (working title)
Dev: anon
Tools: GMS, Aseprite
Web: -
Progress:
+ Started the project in GMS
+ Set up basic player movement and graphics
- Very poor coding skills, working at snail pace
>>
File: serveimage.jpg (110KB, 1024x734px) Image search: [Google]
serveimage.jpg
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How do I stop it?

I break down my game until it's too boring for me to even be bothered to work on it, then I ideaguy it up to something I can never implement. Rinse and repeat.
>>
>>174242761
Is this a good choice just as a basic video editor?

Any free one I find always have some ludicrous restrictions
>>
>>174243297
I'm gonna assume that screenshake and such will come later, as the barrels feel really weak in my opinion. Also, the chain reaction should go faster, so things get chaotic and out of control, rather than an easily avoidable chain of explosions. Look at how games like Doom handle explodey barrels and chain reactions.

>>174243317
Yeah my 3D animating skills are still pretty rough. I do much better in 2D, and I'm working to translate that into 3D still.
>>
>>174242940
No I wanna use it to improve cuts and fonts and make some fancy shit in general so the stuff between the gameplay scenes doesn't look like it's made in paint

Stuff like the fire particles in this trailer:
https://www.youtube.com/watch?v=lc8fsve6u8M
Though those guys put quite a lot of post processing effects over the regular gameplay scenes as well
>>
>>174243174
This revolver has a shitton of bullets.
>>
I'm trying to get into 3D game dev. What if I wanted to make a simple 3D game with a lot of billboards, but high res billboards. Would that be taxing for any specific engines? I know Skullgirls had trouble with their fucking title screen because the image of the logo was so big.
>>
>>174243453
I don't think it's really an editing software.
It's just to make scenes that are already rendered a little more fancy by slapping effects and tone mapping and all kinds of shit on it.

Like an additional layer of detail.
>>
>>174243415
If your game gets boring when you break it down then it was never fun to begin with and no amount of flair and "things that are fun to program" will change that.

Find something that is fun to PLAY and make that the focus of your game.
>>
>>174240493
>>174240612

I like it. What engine?
>>
>>174243653
Should be fine as long as you have level of detail.

>>174243684
I meant boring to program, not boring to play. But I take your point, if I find it uninspiring to program it probably wouldn't have been fun to play either.
>>
>>174243784
Java + LibGDX
>>
>>174243653
That has nothing to do with the engine of choice and more to do with GPU fillrate.
Skullgirls ran fine on my laptop, were you running on some dinosaur toaster?

Anyways if you want simple 3D use unity, UE4 is a choice too but unity's more lightweight if you're not on a decent rig.
>>
>>174243478
>I'm gonna assume that screenshake and such will come later

Oh shit thanks for saying this, i completely forgot to trigger the screenshake. All that is in the game already.
>>
>>174243827
>>174243840

Thanks. And with Skullgirls, it was only with the PS3 version, which isn't a powerhouse by today's standards, but I wouldn't have thought it would be that much of a problem for the hardware.
>>
File: uwot.png (280KB, 1125x557px) Image search: [Google]
uwot.png
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>>174243637
this is no revolver anon
>>
>>174228536
CUBE!
>>
>see cool looking thumbnail on Steam greenlight
>it's another 2D platformer
>>
I have question about clipping. Say I have a 1 million polygon 3D model and I put it behind the clipping plane. It will still be in the memory, but it won't be rendered, right? The program shouldn't lag if it's not visible?
>>
>>174228610
one of the only like, 3 games I genuinely follow, which I think definitely needs love.

how's your marketing going anon?
>>
>>174244245
Soon it'll be over and they'll automatically get onto Steam
>>
>>174244067
Can it contain more than 10 though?
>>
>>174244401
After paying Valve a truckload of cash
>>
>>174244245
Hit "no" lol

It literally does nothing to stop their game from getting on, other than perhaps hurting the devs feelings when they see more no votes
>>
>>174244451
It won't be that much
>>
Anyone else using UE4?

I need to trace the mouse to the world, to show the selected unit where to go, should I do this in the player controller?
I think that in some UE4 samples, they do this in the player character?
And drawing the circle where the user is targetting?
>>
>>174243984
>it was only with the PS3 version
I never noticed the menu issue, in general the game ran at full 60 during gameplay, since it's a fighting game and necessary.
Another thing to keep in mind is VRAM usage, skullgirls characters had over 1000 frames of animations and the sprites were pretty damn high res even on ps3. I still have no idea what techniques they used to fit all those frames in memory.
>>
>>174244439
It has infinite capacity at the moment, so the only limit is your imagination

and patience
>>
>>174244451
200 bucks worth of pennies?
>>
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----[ Recap ]----
Game: House Cleaner
Dev: Shotgun Anaconda
Tools: Clickteam Fusion 2.5, Aseprite
Web: https://twitter.com/ShotgunAnaconda
Progress:
+ New office tiles
+ New shotgun enemy that chases you, different shooting patterns depending on slowmo or not
+ Tweaked slow-mo and movement AGAIN
+ Added loot drops, currently only money
+ Changed hud
- Started on a level generator, can do nodes and layout but cant really figure out how to make it build the world
-Really need to do menus...
>>
>>174244495
Depends what you consider "much". Pretty sure it will be at least 500 bucks. I would never pay this amount for my game.
>>
>>174244325
>It will still be in the memory
It should be in the GPU memory, yes, but not in the render buffer.
But don't forget that its geometry might be taken into account to calculate shadows and/or reflections. Depending on the engine.
In Unreal you can dictate the area of an object before it's culled, and I guess they take this into account when calculating shadows and reflections outside of the frustrum too
>>
>>174244536

Sorry, I should have clarified. The issue was fixed before they released the game, but it was the only version where the full logo couldn't run at full speed because of the size of it. It was actually Zone who broke it up into smaller overlapping layers to get it to run at full speed.
>>
>>174244495
>>174244602
Just you wait. I'm betting $500 minimum. Or they'll start out at like 100 and gradually raise it until only decent looking games get though.
>>
>>174237997
Flash is fine, only neckbeards who think Linux is a viable platform think otherwise. It's still commonly used thanks to being the easiest and most convenient way of putting shit online.

If you don't think it's fine, just look at Patreon and how many backers and tens of thousands of dollars a month flash games are getting. I'm pretty sure a single one of those flash game Patreons is making more money than all of agdg's nodevs combined.
>>
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>>174236015
----[ Recap ]----
Game: MoGiSho (Moth Girl Shooter)
Dev: WRIT
Tools: GM:S
Web: http://thirdkeyofsun.tumblr.com/, https://twitter.com/thirdkeyofsun
Progress:
+ Buffed Lore to be less punishing to play
+ Intro stage backgrounds being redrawn from scratch
- Intro stage backgrounds being redrawn from scratch (will modify where possible to lessen work thanks to anon's suggestion but this is still taking large amounts of time away from implementing stuff for DD14)
>>
maybe new steam system will actually be better for devs
>>
>>174244504
If that function is specific to that character, then I think doing in the player character makes more sense.

A controller can jump around actors of different classes which might have different functionality.
>>
>>174244674
Interesting.
>It was actually Zone who broke it up into smaller overlapping layers to get it to run at full speed.
Maybe it has to do with the ps3's architecture, splitting that up into layers for parallel processing?
>>
>>174244942
I hope it makes steam so exclusive that it stirs immense jealousy between devs who can get on Steam and devs who can't. The online butthurt and drama would be fun to read.
>>
>>174244942
It's worse for the shitty game spammers since now you have to pay per game instead of developer but instead of a community vote there will be curators who play and decide on which games will reach the "real" store, hopefully it will be less about spamming your Greenlight page everywhere and having pretty trailers and more about your game's actual quality.
>>
>>174244942
Or maybe people will just go to Kickstarter or GoFundMe to raise enough cash to get on Steam.
>>
Don't worry, I'll pay the fee for AGDG games when I make it big
>>
>>174245234
thank you man i appreciate it
>>
>>174245234
Just gimme some cash instead.
>>
>>174228902
That's pretty embarrassing. You're really quite desperate aren't you? Why do you keep trying to latch onto things like this - it won't make anyone actually care about you.
>>
>>174244942
It probably will be better for talented devs with lots of monies. But for new people who are not able to produce absolute quality and don't have the monies (ie AGDG), it probably will be worse.
>>
How does the split with Steam work for sites like itch.io and Humble Bundle? Developers can distribute keys for their games through these outlets, but they can simultaneously distribute them DRM free directly from the outlet's servers.

Does Steam get a cut from these sales? When I buy a game that offers both a Steam key and a DRM free download on Humble, is my money going to three different places (Humble, Steam, Dev), or are developers able to generate keys for their games without Steam getting a cut of these sales? Someone here said that Steam doesn't allow developers to generate keys since they could be sold on grey market sites, so I'm curious what the situation is with Humble and Itch.
>>
>>174244942
Greenlight is already an obstacle. Based on player statistics, a majority of greenlit games fail to make the $100 fee back even before Steam's generous cut.
At this point, putting your game on Steam as an indie developer is an unpaid resume-building exercise. It's unsustainable as an actual job.
The voting process for greenlight absolutely isn't the issue with the system. Even a shitty game can get past that. Don't forget Steam gets as many as 50 new releases every single day.
>>
>>174245974
>Based on player statistics, a majority of greenlit games fail to make the $100 fee back even before Steam's generous cut.

Majority of games on Greenlight are fucking halfassed shovelware.
>>
>>174245974
Or maybe you should make a good game.
>>
>>174246104
No, an overwhelming majority of games released in general across every platform ever is fucking halfassed shovelware, and don't think for a second your game is any different.
>>
>>174246190
>and don't think for a second your game is any different
I'm not halfassing anything, nor I'm trying to greelinght anything, and especially not trying to greenlight something I wouldn't give a yes myself, you fucking NIGGER
>>
>>174246190
No reason to project so hard my salty friend.
>>
>>174245849
As I understand it Valve only gets a cut from sales directly through Steam. Developers are free to generate as many Steam keys as they want and to sell them however they want.
>>
>>174245849
you can do what you want with steam keys, theyre not automatically generated (a valve outsourced fivrr employee has to ok your request) but its not difficult to get thousands of keys for your game.
steam dont get a cut and i dont think it really bothers them that much because the entire attitude of needing to give away steam keys wherever you buy it feeds into their domination of the market which is what allows them to charge devs 30% on everything and do next to nothing for them.
>>
>>174246520
That's what I thought as well, but like I said, got conflicting information here which piqued my curiosity.
>>
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----[ Recap ]----
Game: A.S.S.
Dev: crabowitz
Tools: GM:S 2
Web: crabowitz.tumblr.com
Progress:
+ dumb attack animations
+ modular PCs
+ saving and loading from any point of gameplay
- memory leak(s) somewhere
>>
any artist/team need a programmer?
>>
>>174246190
Most games in general are not half assed shovel ware, they just have boring designs, created by people who don't even play video games.
>>
>>174246665
Artist here. What engine do you use?
>>
>>174246838
go fuck yourself faggot
>>
>>174246867
Never heard of that engine. Confirmed for nodev.
>>
>>174246838
that bait literally doesnt work, since i didnt even mention working with any engines.
>>
>>174246735
>Most games in general are not half assed shovel ware
the term shovelware refers specifically to the quantity being so much that it requires a shovel
if most games arent shovelware than shovelware isnt even a real thing.
>>
>>174246996
>the term shovelware refers specifically to the quantity being so much that it requires a shovel
I rather think it refers to those shovel boxes you see in video game stores where just a bunch of different games are mixed together and you can buy them for cheap. Same exists for everything, games, DVDs, CDs, etc.

>if most games arent shovelware than shovelware isnt even a real thing.
Shovelware is just a term people use for games they don't like. Even if the game is objectively bad compare dto other games, most games still have a shitton of work put into them, that'
s why I wouldn't call them shovelware, just badly designed.
>>
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>>174236015
----[ Recap ]----
Game: Monolith
Dev: Team D-13
Tools: GM: Studio, Paint.net, pxTone
Web: http://team-d13.com/monolith/ , https://monolithdevs.itch.io/monolith, https://twitter.com/MonolithDevs, http://monolithdevs.tumblr.com/
Progress:
+ made us a website http://team-d13.com/monolith/, imma real webdesigner now, ma.
+ gui displays full score in the map screen, along with the timer
+ fireballs with overheat should be stronger now, rehauled a bunch of code for very slight fps gain
+ hermits should be easier to hit now
+ new&beefy boss explosions
+ three new keywords, and a very related item spawn fix
+ final boss does some cool stuff now, getting close to finishing it
+ fixed a thing that gave all objects that left bounds a ghost mask
- mouselock was a mistake
>>
>>174247638
>releases the day after my birthday
Preorder fuckin' cancelled >:^(
>>
>>174246996
>>174247503

Pajeet's mobile Pixar character dress up #5890247580180547 is shovelware because he puts out 40 of them a year. Greenilght is just mostly boring run off the mill "this oughta be good enuf" baby's first attempts at getting rich and famous.
I see people's work here. Some of them do have that kind of attitude.
Some actually do put in some real effort to be better than the rest at something visible and have a good chance to make it somewhere.
>>
>>174247638
>long time ago, there existed a font of incredible strength
You're missing an "A" there and shouldn't "font" be "source" instead?
>>
>>174236015
----[ Recap ]----
Game: Ghost Knight Victis
Dev: Anomalous Underdog
Tools: Unity, Blender, Substance Painter, Photoshop CC
Web: hypertensiongamedev.tumblr.com
Progress:
+ Added new Behaviour Tree decorator nodes, mostly for enemy AI.
+ Fixed a few bugs with Behaviour Tree traversal code.
- Experiments with the enemy AI is buggy right now. Will continue next weekend.
- Attended a wake last weekend.
>>
>>174247961
>and shouldn't "font" be "source" instead?
This is some serious diction micromanagement.
>>
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does this look like a bazooka to you guys?
>>
>>174248137
no anon, that's painfully obviously an RPG
Bazooka is a sleek green tube with no visible rocket sticking out of it
>>
>>174248137
yup
>>
>>174248123
Font to me is a print type, not an origin of power.
>>
>>174248324
Then perhaps you should learn the meaning of a word before criticizing the choice of its use.
>>
>>174247730
we actually wanted june 4th but steam doesn't let you release on weekends for whatever reason
>>
>>174248394
I know words can have multiple meaning you dummylord, "font" still more commonly known as "text type" and I never saw it being used in this context outside a dictionary.
>>
>>174248440
That's hilarious. They probably don't want new releases sales interfering with weekend discount sales or some shit.
>>
>>174247730
nah
>6:24 PM - PureQuestion: all saturdays and sundays were greyed out
>6:24 PM - AlexMdle: oh
>6:24 PM - PureQuestion: steam doesn't allow you to release on weekends
>6:24 PM - AlexMdle: ok
>>
>>174248440
Wow, that's stupid. But it's probably because there's free weekend games, they block it in order not to hinder the "success" of new releases. Better like that.
>>
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>>174248394
yes anon keep making stylistic choices that make people give you blank fucking stares and force them to open a dictionary, I'm sure you will make it far like this
>>
>>174248547
I assume they have less staff on weekends and they don't want something going wrong when no one is there to fix it.
>>
>>174248625
yes anon keep making lowest common denominator stylistic choices
>>
>>174248137
Anon, that's an RPG-7, bazooka is basically a tube with the projectile inside it. Also the green thing isn't a missile, it's a grenade.
>>
>>174248726
The first and only thing that comes to mind when reading the awkward text is "this dev's first language isn't english".
>>
>>174248543
>>174248625
>the meaning of "font" as "a source" is considered to be too obtuse by agdg
I'd call you both morons, but this seems to be another case of "agdg tells someone to design a game for fifth graders because their hubris forces them to assume that only they can understand the meaning of "complex" things like the word "font"".

So actually you're still morons.
>>
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>>174248543
>>174248625
It's not really that rare, I've seen it here and there, though mostly in a medieval fantasy context
>>
>>174248810
Who could ever comprehend such an archaic and seldom used meaning of a word?
>>
>>174248917
Almost no one uses the word font in this context, if you are going for uncommon choices of words then it's better to go all-in and use them everywhere instead of just once.
My reaction wasn't "wow haha what a cultured and refined game" but just "eh, I guess it sounds less awkward in the dev's language".

Just my two cents, no need to get uppity.
>>
>get told a character loves squash
>go buy him a racket
>he actually wanted a vegetable
woooow
>>
>>174249326
>it's just my opinion bro
Duly noted. The reason you supplied to back your opinion is shit.
>>
Having Zee/Zed agdg fallout flashbacks rn
>>
>>174249218
Did you even read the results? 90% of it is people asking whether the correct usage is "font of knowledge" or "fount of knowledge" and there's also a book about computer fonts.
>>
>>174248810
The first and only thing that comes to mind when reading this post is "this anon doesn't have an education beyond high school, if that".
>>
I hate this "I'm not the dev but I will get overly defensive and mad over simple feedback" meme.
>>
>>174248917
I will tell you right now I have never in my whole life seen one mention of the word font in any other context than typesetting and I'm not ashamed of it.

But if you feel too intelligent and high class to utilize the part of language that actually sees everyday use among mortals and would rather go and spice your work up with the bottom row of the google synonym search be my fucking guest.
>>
>>174249570
>90% of 341,000 results is people asking whether it's correct usage
Nah.
>>
>>174249612
Indeed.

I thought only games with waifu protagonists got it, but apparently not.
>>
I'm trying to create a dialogue system for my NPCs and I can't decide on how I want to store and randomize their lines. I could either create a single file for the lines and have the NPCs pull from that file when being created, or make the dialogue options part of the individual NPC files and randomize them when each NPC is created. Having the NPCs pull from the file seems like it would create more loading time for the levels, but it makes it easier to modify and clean up the dialogue across all the unimportant NPCs since it's all in one place. Which do you guys think would work better?
>>
>>174249626
Laughing my fucking ass off.
>if you use the word font in this context then you are a pretentious asshole
Hoooly shit dude this made my morning. Thank you based 8th grade reading level anon.
>>
>font of knowledge
Sounds like nu-indiedev writing.
>>
>>174249842
No one ever implied they didn't actually know the meaning of the word font.

Everyone knows "gay" used to mean "happy" but no one uses it anymore because it has different connotations nowadays, same with "font".
>>
How do I become nu-indiedev
>>
>>174250018
>nu-indiedev
Sounds like butthurt retard writing.
>>
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>>174249842
*tips fagora and raises a glass of organic carrot juice in your respective direction*
>>
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>>174250081
>if you use the word font in this context then you are STILL a pretentious asshole!
Shieeet son, he's still going!
>>
>>174250234
So are you so defensive that you went and took a test online to try and prove that you're an authority on when people are allowed to use certain word meanings, or are you the type of guy who actually keeps a screencap of his vocab score on his hard drive?
>>
>>174250249
He's right though, you can use it even though it's proper but it's dumb to ignore the fact that most people will not think of that usage and some will just think it's pretentious writing.
>>
>this much autism over a word in the story of a shump
>>
>>174249612
I hate when people who claim to speak English can't comprehend words and their meanings.
>>
>>174250234
>top 5% of the country ranked 17th in the world in reading
Wow, impressive.
>>
>>174250496
>shump

I don't know why, but I keked.
>>
>>174250249
>he thinks he's smart or sounding pretentious for knowing such a basic word meaning that literally everyone knows but no one uses
I'm more peeved at the lack of "A" at the beginning of the text than anything else, like I said before if the dev is going for awkwardness on purpose then he should go all-in instead of removing a single word and using an awkward one, which could very well be mistakes that any foreign dev could do, it doesn't come off as stylish.
>>
>>174250441
>most people will not think of that usage
Again, your oversized ego forces you to assume that you have exclusive knowledge of something that is by no means uncommon or obtuse.
>>
>>174250751
You are easy to entertain, anon.
>>
>>174250775
Can you prove it's common then?
>>
>>174250441
and I can't ignore the fact that people who find this ridiculous are the ones who actually end up looking pretentious.

I remember for a time whenever someone mentioned "Metatron" in a conversation about Jewish mythology, someone would laugh and make comments about Transformers. It's a bit childish, really.
>>
>>174250864
hahaha ;)
>>
>>174234793
ahh, i see you are a man of LISP as well
>>
>>174250941
>someone would laugh and make comments about Transformers
>yfw the next generation will be making undertale comments instead
>>
>>174250754
>accusing someone of thinking themselves too smart due to their choice of diction and then turning around and implying that they're the one that conflated intelligence or pretentiousness with their choice of diction
lmao anon
>>174249626
>But if you feel too intelligent and high class(...)
>>
>>174250415
I'm the type who doesn't give a shit if these things kick around the HDD for a while and I took it some time ago when I was asked about it during a conversation about American President having a vocab of 200 words.

I'm a Slav who doesn't even have formal English language education, but I have to read tons of it daily now.
And I can bet you most native Anglos would get a long pause with that archaism. Foreigners will be proper fucked.
>>
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>>174251074
>>
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>>
>>174251142
Wow dude great counterargument. Oh shit wait
>accusing someone of thinking themselves too smart due to their choice of diction when they were responding to someone else who conflated intelligence or pretentiousness with their choice of diction AND the counterargument to that person asserted that notable intelligence does not precede the use of that diction
You're fucking bad at this
>>
>>174251138
There we fucking go. You're a foreigner and second language speaker. No wonder you have no fucking clue what native speakers would or wouldn't understand.
>>
>>174251714
who needs native speakers anyway
>>
>>174251537
You projected the following words:
>if you use the word font in this context then you are STILL a pretentious asshole!

You started with this silly pretentiousness discussion because you thought that I thought that you seemed pretentious for using such an "obscure" word, when in fact I didn't.
The only point of the whole discussion is that font sounds awkward in that context even if the reader knows its meaning (which I do), it's not a matter of knowledge.
>>
>>174251504
What seems to be the problem, anon?
>>
>>174251880
(you)
>>
>>174251504
if you didn't do this manually, I want to see your fucking filter
>>
>>174251714
>caring about native speakers of the worlds most common second language
>>
>>174252141
Sorry champ but games with good writing don't target ESL babies who get tripped up by words with multiple meanings.
>>
How do I force players to get out of their comfort zone?
Playtesters often try to follow the simplest path instead of the right one, I don't want to make the simple path the right one either because it's a motherfucking puzzle game and the player is supposed to think.
>>
>>174251864
The guy who compared the use of the word "font" in a particular context to "being too good to use the language of mortals" is the one that started this "silly pretentiousness discussion". Whether that was you or you piggybacked off his point, I'm tired of indulging your backpedaling.

The only point of this whole discussion is that font only sounds awkward if you don't know the meaning of the word because otherwise it makes perfect sense in context.
>>
>>174228619
That's how I would do it. I'd even try to avoid using inheritance to define the monsters too, since each is just a bundle of abilities and stats. For abilities, having different types of abilities inherit is probably a good idea.
>>
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>>174252280
>good writing
>games
>>
>>174251138
>english is not my mother tongue
>i don't know a word, fix it you nigger!
>>
>>174252067
The entirety of the discussion steams from one post and you're assuming it would take some kind of filter wizardry to achieve it?
>>
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>>174252404
>>
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>>174252534
>games have categorically bad writing
>>
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How to express that the pawn is using cover while standing behind it? The current standing animation would be fine otherwise, but the pawns cover state isn't clear to anybody.
>>
>>174240493
Is that. A Jojo reference.
>>
>>174252452
>The only point of this whole discussion is that font only sounds awkward if you don't know the meaning of the word because otherwise it makes perfect sense in context.
No because I know the meaning of the word and I still thought it was awkward exactly because it's never used in this context.

I would consider the text charming if it came from an NPC in the game that always uses archaic words but an introductory text should flow well.
You should drill into your thick skull that being "technically right" doesn't necessarily make for good first impressions.
>>
>>174252452
you can literally use any word instead of font in that text
>>
Does anyone have any tips on making a first gameplay trailer? Or know any good videos to use as reference?
>>
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>>174250234
wew
>>
>>174252759
I'm an amateur in gamedev:

Does UE4 has something like colliders in Unity? Get some colliders down in zones where you want the game to detect that the player is hiding behind cover and when the player enters that zone, run your cover logic.
>>
The pieties thrown out as chaff to deflect the clear view of his nihilism -- the gorge rises. A tiresome moment of ignominy; then flushed into oblivion's cesspit-rathole.
>>
>>174252404
If it's a puzzle game and they find a simpler path than the intended solution then you need to fix your puzzle.
>>
>>174252932
always blur whole screen behind words you display
>>
>>174253148
>it's a clip show episode
>>
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guys tough question

nobody ever told me it but i feel soon enough someone will come up with this bullshit

what would you say if someone told you
"youre working in videogames, what is your contribution to society or mankind? youre just contributing to laziness and child shit and thats whats wrong with the world"
>>
>>174253207
What seems like the simpler path doesn't actually go anywhere, the player gets stuck doing the same thing over and over and apparently the only way of fixing that would be closing down all ends that aren't the solution, but what's the point of puzzles if they aren't open-ended?
>>
>>174253283
say that all the money you earn go to isis
>>
>>174253283
Fuck off
>>
>>174253283
"it's my artistic expression"
>>
>>174252770
You should drill into your thick skull that you've got very little exposure to anything but basic English if you're tripped up by the word "font" in the context it was supplied.
>>
>>174253283
"i also make erotica"
>>
>>174253283
This isn't about game development. This is about your insecure need to justify yourself to some hypothetical bully. Fuck off.
>>
>>174253372
A puzzle isn't necessarily a maze. The player doesn't need to get lost for it to be a good puzzle.
>>
>>174249626
you're an idiot
>>
>>174253283
the whole point of civilisation is to be lazy and do child shit. it's called progress.
>>
>>174253589
>he still keeps hitting the same "YOU DON'T KNOW THE WORD" key
You're really dense and you lack simple communication skills, in this case communicating that your game (not actually yours but you know what I mean) isn't sloppily made.
>>
>>174253712
please
>>
>>174253751
you too
>>
>>174253372
>>174253731
mazes are the absolute worst puzzles, the procedure to solving them is a single rule - keep your hand on the wall.
>>
>>174236015
[Recap]
-Gave up on my game.
-Started over.
>>
>>174253283
I don't fix existing world I create new worlds
>>
>>174254262
With video games, I don't just live one life. I live many.
>>
>>174253235
Thanks mate.
>>
>>174254175
>>174253731
It's not a literal maze, by paths I mean the possibilities that are open to the player.

If I simply steer the player towards the objective then it doesn't even qualify as a puzzle, just a skinner box.
>>
>>174253283
http://www.primitivism.com/abolition.htm
>>
Is there anything worse than video games?
>>
>>174253137
You generally want to avoid having to specifically place objects which trigger common gameplay events. It means the thing might not work in places you didn't see, and it usually more work in the long run.

I believe the Dying Light devs talked about how they had tens of thousands of colliders to trigger certain parkour events, and eventually scrapped it all in favour of writing a system which dynamically evaluated around the player to check for the right conditions to do stuff.
>>
>>174254641
bad fonts
>>
>>174254641
two video games
>>
>>174253137
I already have cover working, I only need to show it to the players better. Now that I think about it, there really isn't any other way than a different animation. Or some shield bubble effect.
>>
>>174254641
Your post
>>
>>174253137
Yes, traces. You can do traces of various shapes. Or use collision boxes.
>>
>>174254641
anime video games
>>
Reminder that Idea Guys have the hardest job of all - game design is incredibly difficult, and most devs don't even get far enough to worry about gameplay design
>>
>>174254413
whoa there cowboy, do you actually know what a skinner box is?
you clearly dont or you wouldve figured out how to solve your ~players repeating wrong actions~ problem.
you just need negative feedback so that they know theyre doing the wrong thing.
>>
>>174254413
Every good puzzle steers the player in the right direction. You just have to be subtle about it.
>>
>>174255053
Ideas aren't game design.
>>
>>174255176
Game Design is just ideas though.

Think about it.
>>
>>174254641
Being hungry. Holy shit I'm hungry. Can't even dev straight.
>>
How do I acquire the DUDE WEED LMAO audience?

Hard mode: without any weed or weed references in the game
>>
>>174254641
No. Video games truly are the pinnacle of mankind's downfall.
>>
>>174254719
I agree, but as i said i'm an amateur, so i just gave the simplest solution possible. It's better to go with your kind of solution in the long run.
>>
>>174255332
A strong female black protagonist, SJWs love weed.
>>
>>174255281
No it isn't, game design is a science that requires a lot of testing or experience and is barely related to the "idea".
Two games can have the exact same idea but completely different executions, the devil is in the details.
>>
>>174255332
Corgis, rainboys, raingirls, and epik references to normie pop culture.
>>
>>174255493
>falling for the b8

Thanks for the (you)'s! Yous are currently trading at 1 (you) for 32 upvotes, so I'm already way ahead of the average redditor.
>>
>>174248137

No, it looks like an RPG.
>>
>>174253283
"working" is already better than a good fifth of the western world's population
>>
>>174255332
1. aim for making a gritty realistic fps, gritty fantasy wrpg or a sports game
2. make sure your budget has at least 7 zeros at the end
3. pump half of your budget into visuals/licenses
4. pump the other half of your budget into marketing
5. make game
6. acquire normo buxx
>>
>>174255786
>gritty games are stoner-friendly
what fucking kind of shit weed are you smoking senpai
>>
>yoyo compiler
>>
>>174255912
He said "DUDE WEED LMAO", not "stoner".
>>
>>174255912
agdg isn't referring psychonauts when they talk about the dude weed lmao audience
>>
>>174255912
i assumed he was talking about normalfags, not redditors, my mistake
>>
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>>174256004
>>
>>174255332
Rick & Morty & Trump
>>
>>174256004
>>174256032
>>174256050
Honestly I could use examples for both types of weed monkeys. I was thinking something bright, colorful, and nonoffensive.
>>
>>174253283
Same as TV shows, you're working in the entertainment Industry.
Your creations help others to switch off and relax after a hard day of work.
You make the lives of others more enjoyable.
>>
>wrote every major feature of my game yesterday and today as seperate projects
>now I just need to combine them into one game and draw more sprites

I dont see what's so hard with game dev
>>
>>174255332
i feel like ive read this question before and answered it. possibly years ago now. like you wanted to do this years ago but were too busy getting high to actually make something.
>>
>>174256190
>nonoffensive
That's wrong, the DUDE audience absolutely loves edgy shit because it makes them feel like adults and not the manchildren that they are, but you have to frame it in an ironic way so they don't feel guilty about it.
>>
>>174256405
Maybe that was someone else. I was just brainstorming possible consumer bases.
>>
>>174255586
What are raingirls?
>>
>>174256364
>seperate projects
Care to explain why?
>>
>>174256457
>but you have to frame it in an ironic way
>wasting irony on stoners
i think you mean post-irony
https://www.youtube.com/watch?v=GY_meT6x45w
>>
>>174256602
Not him, but I typically program any feature that I can in a separate project, get the implementation clean and up to snuff, then implement it in my main project. Beats having to work around my main project while I'm working out the kinks, although I'm sure expert programmers with neater habits and patterns, or who simply know what the fuck they're doing at all times, don't need to do it.
>>
>>174256602
Because it's way easier to test and code a small piece of software than implementing something into a big codebase.

Im not gonna waste time writing unit tests for my personal projects
>>
>>174228610
looks sick. What are you making it with?
>>
>>174256602
it's cleaner, allows you to focus on one thing and compiles much faster for testing?
>>
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I will pay top dollar for webms of the demon girl waifu game.
>>
>>174257025
The succubus one?
It's dead jim.
>>
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super fucking newb here..
Is GMS2 a good place to start?
Never coded, majoring in psych, so I just want to do this as a hobby. Ever since I downloaded the trial for gms2 I haven't put it down, some of the best fun I've ever had in my life. Learning gml has been extremely satisfying so far.
>>
>>174257174
I know. I need it for research.
>>
>>174256364
If you keep things modular enough you can keep them completely separated and just use them as libraries from your main project.
>>
>>174257176
Yeah. Gamemaker is probably the easiest for a complete non-programming beginner to learn.
>>
>>174257298
Yeah, that would be the best thing to do
>>
>>174257176
GMS2's free version kinda sucks and even as a longtime GM fan I think they're charging too much for 2. Learning in GM is easy and I think it's a great place to start, but their current business model really puts me off. Godot is free and the shilling here would have me believe that it's an acceptable alternative, but I'm also averse to recommend it because said shilling has been so blatant.

UE4 blueprints are going to be tempting, but I think you'll get more in the longrun if you learn something more "proper". Unity isn't great for 2D.

If you can somehow get a license for GMS 1.4 then hop on that shit, but otherwise I can't give you a recommendation, just that string of opinions I rattled off.
>>
>shovel knight uses 1-2% cpu
>your gm game with unfinished UI and no actual gameplay objects uses 5-8% cpu
>>
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>majoring in psych
>>
>>174257472
The shilling is only blatant because Godot is blatantly superior and I'm mad about GMS2.
>>
>>174257176
godot
jk its terrible for beginners
>>
>>174257472
I was thinking about splitting it (GMS2) between two friends and I, making it only a third of what it is. Think that's worth it? it comes with 3 licenses.
>>
>>174257176
Processing is the only good solution for beginners in 2017. It actually teaches you how to think when programming
>>
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>rig one side of a mesh
>mirror editing fucked up somewhere, the other side is unedited
blender was a mistake
>>
>>174257667
Going that route I'd say yes, most definitely.
>>
>>174257474
You're comparing a finished polished product to one built on top of prexisting bloat

don't do that
>>
How do I acquire the DEATH GRIPS audience?
>>
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Is there any Unity game with actual good code that I can look at? Every fucking game I get to see are made by students with no proper programming knowledge and coupling up the ass. Or is unity so shit that it's just impossible to make clean, beautiful code?
>>
>>174258049
Writing clean, beautiful code means you are more interested in coding than actually making a game.
Don't fall for the "good code" meme.
>>
>>174257806
You can just delete half and manually copy it agains?
>>
>>174258041
Replace a bunch of textures with animated static and add a lot of distorted screaming
>>
>>174258049
Decompile a published game.
>>
>>174257626
It's not terrible for beginners, but it is harder than Gamemaker.
I started using Godot as a beginner. But I did have some experience with programming mods before, so that helped me get into it.
>>
>>174258049

there's no clean code in gamedev

just take a look at UE engine source
>>
>>174258049
What games are you talking about? Stuff from the asset store?
There is a shitton of very good and useful code for Unity, online.
It's just up to you if you know how to use it correctly.
>>
>>174258349
godot is so good actually.
2.3 is gonna change shit up, those fuckers should try to at least jew it out a little bit and sell skins and shit like that to stupid goys in order to get some bucks and promote the engine, it's really really good, the low amount of people that use it is surprising
>>
>>174258180
>It's okay to make unoptimized spaghetti code
>>
>>174258317
>>174258049
Decompiling a game will give you messier code on the surface but should preserve the overall architecture.
>>
>>174258041
give your game to fantano, pay him for a 9/10 or more for a 10/10.
Also make your game cool.
>>
>>174244610
is this payday?
>>
>>174258541
It is, unless you are making some systems-heavy simulator kind of game where every little bit of performance matters.
>>
>>174258409
Yeah, but I want to see an actual complete project, not just one class or one functionality. I couldn't find any that the code actually looked decent
>>
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Guiz Halp
>>
>>174258718
fuck off you dumb animalposter
>>
>>174258317
>>174258576
That's actually a good idea, but just because the game is published doesn't mean the code is well made. Any game suggestions?
>>
>>174258717
If you think that the code of functional games is not good enough then you are clearly skilled enough to make a functional game.
>>
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>>174258805
ok, I am just trying to sort out my Pre Alpha Test.
>>
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Ok musicbros, I need your help.
The guy who offered to make a song for me basically gave up, so I'm looking for a replacement.
Pls help, music is the only thing I'm missing.
>>
>>174258717
Would you just give out a whole game if it actually had potential?
I think not. You also wouldn't sell it on an asset store, you would try to sell it as an actual game on steam or wherever.
>>
>>174259027
>The guy who offered to make a song for me basically gave up
s-sorry, turns out I'm bad at making cute music
>>
>>174259027
what kind of music are you looking for?
>>
>>174259027
Details?
What kind of music do you need? How many tracks/how long?

How soon?
>>
>>174259112
It's okay, I understand.

>>174259149
>>174259141
Cute, light and fun. It's for a puzzle game so something that loops well and doesn't feel repetitive.
One song should be more than enough, but if you can make a second song for the title screen, even better.
>>
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>>174236015
----[ Recap ]----
Game: Neon Knights
Dev: bokchoydev
Tools: Unity, Pyxel Edit
Web: http://bokchoydev.tumblr.com/
Progress:
+ Cleaned Up Some
- No new features implemented this week
- More complicated AI is causing massive issues for me
- Finals this week and next
>>
>>174258864
>Skilled enough
>Not wanting to work on those skills and keep improving to be the very best
Come on anon step it up
>>
>>174259310
sorry dude I don't know anyone that makes soft music
>>
>>174258537
3.0 is the next release. And I agree it's really good.

They already make money from donations. I don't know how much. They seem to still be doing good on that front though. And I think the best way to advertise the engine is for a really successful game to be released on it. Something that makes a million dollars. That will get more people to realize it's an engine capable of making big games.
>>
So basically
>artists - 10/10 hot girls
>programmers - neckbeard betas
>musicians - hobos
>ideaguys - annoying retards
>>
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>>174228671
>>174228842
>>174236585
Thanks!

>>174244363
I'm doing this with little time I have, so I can't frequently dev so have kept low profile so far.
I was going to post demo last DD but missed it.

>>174256996
GM:S.

I decided to add some embers to make the fire areas look less static. How's this?

Also area status:
Base: done
Lava: almost done
Jungle: done
Ice: unfinished
Water: Haven't even started
Dark: Haven't even started
>>
>>174259310
What kind of sound are you looking for? Orchestral/sampled?
>>
>>174259471
a minor correction:
2D artists: 10/10 hot girls
3d artists: >that weird guy who acts like a serial killer
>>
>>174259471
I suppose I'm a retarded semi-attractive neckbeard beta girl then
>>
>>174258537
So what's so good about Godot? I'm really interested in it just because I'd like a resource light 3d engine.
>>
>>174259471
>OMA - literal deities
>>
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>after week after week of shitposting gogem's loli game got talked about for ~15 minutes and will never be heard from again
>mfw reading his desperate attempts to provoke anons into paying attention to him go ignored
>mfw nobody cares about him or that game or loli jam
It could have been worse.
>>
>>174259638
i'm that guy but I wouldn't reccomend it since I haven't seen much shit done in 3d, i'd prolly just stick to unity for now if i were making 3d stuff
>>
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Ai now tries to return the ball
>>
>>174259406
The law of diminishing returns.
Once you get to a certain level of competence in programming there's very little benefit to keep learning the more advanced stuff.
Just like make game.
>>
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Progress - did some minor stuff over the holidays and some simple collision "avoidance".
>>
>>174259752
neato ai
>>
>>174259471
>artists - 10/10 hot girl(male)s
>programmers - 10/10 hot girl(male)s
>musicians - 10/10 hot girl(male)s
>ideaguys - annoying retards

Fixed.
>>
>>174259638
>>174259735
Here's my groundbreaking 3D Godot project.
>>
>>174259485
I'm not good at this kind of thing, the best I can say is 'gamey' (but not 8/16-bit kind of stuff).
>>
gonna make a futuristic alien game and it will be cool
>>
>>174259902
Kek
How long did it take you to create that?
>>
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>>174259902
Reminds me of fucking Specimen 7
>>
>>174260014
The only thing that took any time was the gelatinous shader, I got the movement and flashlight code from here.
https://github.com/khairul169/godot-horror-fps

I don't have much experience with Unity so I can't really compare it but it's easy as h*ck to do quick stuff in Godot.
>>
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does this rape your eyes?
>>
I need to STOP making new prototypes every week and STICK with a project

how the fuck do I do this?
>>
>>174259902
7/10, nice creepy cube and given the player a neat "oh fuck me" moment. Needs a bit more color variance, even if just more shades of grey, lost points to lack of clarity about whether ground or ceiling broke.
>>
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It's hard to show but the animation system got improved - only blocks your movement with delays if your actions cause them.
>>
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>>174260318
>>
>>174260318
very much so
>>
>>174260324
Make a 1-week finished game.
Then make a 2-week finished game.
Then make a 1-month finished game.
Then ...
>>
>>174260324
post your latest prototype
>>
>>174260318

looks like thousands of crabs are making their way towards me.

yeah, maybe tone it down a little.
>>
>>174260324
Make projects which only take 1 week. With 50 games per year you increase the chances of having one or two which sell.
>>
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>>174260516
mobile zombie twinstick shooter

I'm abandoning it because too many anons will make fun of me for being a mobile dev with no originality
>>
>>174260475

i just had a siezure
>>
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>>174260475
>>174260489
>>174260562

FUCK
>>
>>174260318
I can't see her legs. It's such a busy screen that it's easy to lose the player, and right now you have too much grass, and the player really needs an outline and/or a shadow.
>>
>>174260623
Nothing wrong with mobile, billions of devices out there.
>>
>>174260623
You just need a cool gimmick
>>
>>174260475
My lawyers are charging you with assault as we speak
>>
>>174260623

you should make it a pc game
>>
>>174260742
My gimmick was gunna be that you have a persistent base and agents you send out on missions, like Xcom, and if you die you lose that character for good. They use the weapon in game that you give them at their base, etc.
>>
>>174259112
Its fine since we still have 6 more days for the loli jam.
>>
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These are some icons for Comfy Alchemy, how do they look (ignoring the wood and rope ones, which are still placeholder)?
>>
>>174260318
the black and white aesthetic was perfect.
>>
>>174260689
>>174260745
>>174260713
Same here. Mild seizure. They need to fucking put this on global rules.
>>
>>174260828
Good
>>
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How do I learn Gamemaker? I want to make a simple game, but at the same time I do not want to blindly follow a tutorial, for I feel I will not actually and truly learn it that way. What is the best way to do gamemaker if I have never coded for? Just go through the entire manual?
>>
>>174260828
lemon and pear need more points in the outline. maybe clay too. the rest are good enough.
>>
>>174260802
that was a project at one point, too ;-;
>>
>>174260942
>they need to put trigger warnings in the global rules
10/10 bait
>>
>>174259478
Your game looks awesome anon.
You started thinking about music yet?
>>
>>174260828
Acorn is too dark, fruit salad is too uniform (it looks like sushi), a lemon with a leaf is kinda odd and orange is too red.
Just my non-artist reactions.
>>
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>cant come up with a good gamedev/studio name, even if my life depended on it

This is the worst
I have a game but I have no name.

Help me find a name /agdg/!

Oh yeah [PartOfGamesName]dev is out of question, since that would probably be super close to a popular IDE.
>>
>>174260942
Trolling is against the rules
>>
>>174260713

relax. just overlay 50 % alpha on your background.
>>
>>174261021
Tutorials are good

Most aren't creating a full game anyway so you won't be blindly following them

It's more like, come up with an idea for a game, then do tutorials for the stuff you don't know how to do, and combine it all, make it work, tweak it, play with it so you understand how it works
>>
>>174261040
I'm currently just using CC0 music, because I can't do music myself. I'm going to get someone to make me full OST once the game is like 90% finished or so.

I want to work on this alone as long as I can.
>>
>>174260942
>enabling auto-playing gifs when you are seizure-prone
anon...
>>
>>174260828
Clay and iron look weird. Mushroom doesn't have the outline, is it also a placeholder? Also, some of them look much better than others (compare bag and lemon for example)
>>
>>174260942
What does a seizure feel like? I feel a bit like throwing up after watching that
>>
>>174260318
my opinion is that the environments should be more impressionist and not try to render so much detail
>>
>>174261021
Going through the entire manual is a fucking great idea if you'll actually do it, and you'll learn way more than in any other fashion. I can't tell you how many times during my earlier development where I'd bust my ass writing some script only to find out that GM had a built in function for it the entire time.

Another great way to learn is to find example projects and pick them apart. Just look at their internals and fuck around with them so you understand why they do what they do.

The way I've learned the most is by necessity, looking up how to do things as I go whenever I get stuck. The game maker community is an invaluable resource, and for every beginner problem there's a thread where people have provided an answer or technique to help.

I don't think watching a "my first bideo gamb" tutorial would hurt you, though. It'd breach in brief a lot of topics that you'll end up covering in more depth later.
>>
>>174260623
You piece of shit, no one was even making fun of you while you posted progress. Open source this game if you're not going to finish it. I'll finish it for you.
>>
>>174261069
Cunt Destroyer Factory
>>
How to succeed when you've burned out of spriting? Work in some other aspect of the game? Play some games to steam away the stress?
>>
>>174260828
these are clearly 3d models

why not use actual models for the icons ingame? you can rotate to examine then
>>
>>174261269
>It'd breach in brief a lot of topics that you'll end up covering in more depth later.
It might even broach them.
>>
>>174261207
Its like being administered big doses of autism.
you fucking shake.
>>174261191
Im using another computer so. I don't have my settings here.
>>
>>174261353
>putting a fuckload of models in an inventory menu
>>
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>>174236015
----[ Recap ]----
Game: Autumn’s Gesture
Dev: quasiberry
Tools: UE4/Maya/Zbrush
Web: quasiberry.tumblr.com

Progress:
+ added a lightning whip for grabbing walls
+ added one way platforms
+ started blocking in design for early levels
>>
>>174261151
Understandable. Can't wait to play!
>>
>>174261335
Just work less? if you are not really enjoying what you, it doesn't make much sense.
Usually seeing the results of our work should be enough motivation to continue. Except you suck of course.
>>
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>>174261195
Yeah mushroom is placeholder, I forgot about it.

>>174261063
>>174260975
>>174261023
Thanks for the feedback.

>>174261353
We're actually using the models for the 'preview' panel. Kind of like pic related (although Atelier doesn't use 3D models, but you get the idea).
>>
>>174260623
Don't use 4chan as your scapegoat for giving up.
>>
>>174260623
>giving up after 1 day
lol
>>
>>174261424
>he can't render 30 lowpoly models onscreen
sad!
>>
>>174261069
Fuck off dogposter
>>
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>>174262097
What is this dogposter bullshit lately?
Literally nothing wrong with dogs.

Or did someone posting dogs fuck your mother?
>>
>>174261069
>he doesnt have any nicknames to use
Lonely Depression Produce
>>
>>174261963
>>174261892
I said I had a new problem starting new projects, blamed myself, and asked how I could change
>>
>>174259929
I'll give it a whirl. I can probably at least get a concept thrown together today. What's your deadline? I'm starting a new job this week so I might not have the time for a ton of revisions.
>>
>>174262690
Thank you. It's for Loli Jam so the deadline is the 24th, but the sooner the better.
>>
>>174243339
Too much random texture on the rocks, it doesn't give a sense of faces/facets, looks more like a rock-camoflauged bird egg
>>
>>174254179
>-Gave up on my game.
not
>+Gave up on my game.
>>
> GMS
> drawing sprite with transparency to surface makes things already on surface transparent too
it probably allows to do some shit like lighting and shit but how am i supposed to draw UI?
>>
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Taking a break from NPC/dialogue systems design to do some more combat stuff; alternating helps with burnout.

I've implemented charge/heavy attacks for sword weapons. The thing about swords is, with the exception of draw-strikes from katanas (for some reason) no sword strike really feels like it should be "charged". It's not a weapon that applies an impact force to something, so it doesn't feel like it needs to be "wound up" to do more damage. The only sword attacks I could think of that had charging elements were stuff like the spin attack in OoT, where you're "winding up" a longer successive chain of attacks.

So I wanted all of the heavy attacks to be these charged windmills, but animation-wise that would have been really time-consuming, so I had the idea to sort of borrow the "tossed swords" mechanic from Nier Automata and now when you do heavy attacks, you just fling your sword out, with the charge state determining (among other things) how long the spinning lasts.

What's neat about this is it lets me set up these attacks but maintain speed, since you can start charging the next hit in the combo WHILE the current sword is still spinning. Plus all of the oh-so-abusable properties Automata attacks have if you cancel them after the sword-spawn frame occurs.

Also just some new basic combo attacks are set up. Dat lunging stab has ridiculous knockback when it hits a dead enemy and I love it.
>>
>>174262672
>be amateur
>spend months on project while learning everything because i never did any programming before
>everything is an uphill battle
>come to /agdg/
>some faggot whines about making a working prototype in 1 day and burning out

literally fuck off to hell, cunt
>>
>>174263014
>drawing sprite with transparency to surface makes things already on surface transparent
Err, yes and no. Adding a sprite with a transparent alpha value is obviously going to overwrite the original alpha value in the place where you added the sprite. It doesn't make the entire surface or anything else of the surface transparent, though, unless I'm misunderstanding your post or the issue (I've worked with surfaces and transparency before so I do have some experience).

What precisely is your problem? You want to draw a sprite that has some transparency without overwriting the background color on a piece of UI?
>>
Guys I'm demotivated what are the steps to creating a game again?
>>
>>174263376
>The only sword attacks I could think of that had charging elements were stuff like the spin attack in OoT
I like how it works in Furi
>>
So my game has this mechanic where you absorb boxes to use them as bridges to pass through walls, the problem is that once you absorb a block it's always stuck in the same place in the screen and there's no way to "refund" the box.

This creates some interesting gameplay where Your Choices Matter™ but it also limits the design in two ways:
First, it's frustrating to absorb a box only to find out later that it's in an unusable spot, forcing the player to restart.
Second, the level is forced into a linear "absorb enough boxes and now you're a God" path.

So my idea to remedy both of these problems is to let the player refund the box by going back to where he absorbed it, allowing for more experimentation without resetting every time and it also possibly opens up more design possibilities.

BUT

It might give TOO much power to the player where his choices don't really matter, letting him open up several paths with a single box and forcing me into designing more linear levels.

I will probably test out levels with both systems to see what feels best but what would /agdg/ choose?
>>
>>174263745
1. Just
2. Like
3. Make
4. ????
5. Profit!!
>>
>>174263763
See, I never charged attacks in Furi. The whole melee system felt very tacked-on to me, like it was just an excuse to have a parry system.

Furi had really weird melee timing overall, too. There was this enormous lag when you pressed the attack button, and then a single frame of movement, and then damage happened. It was cool for that game because of the rhythm of how it played but I don't think it would translate well to a brawler at all.

Also pretty sure Furi had a katana, which again is the only sword that feels like it can be "charged up" in vidya. I guess all that anime "cut and then a minute later death happens" pacing sort of seeps into your perception of how that sword works.
>>
>>174263853
Thanks hot dad!
>>
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>be 1MA
>want to do as much as I can myself, and like it
>like programming, but suck at it
I keep thining that things would be much easier if I had a coder and could focus on the gameplay/art, but at the same time that feels like giving up to my incompetence at coding.
What do?
>>
Actually working in 3d is more beginner friendly than 2d. Because you can so easily import really good assets and just concentrate on coding first.

When I was working in GM, it was really difficult to find some decent sprites on the net. For Unity however, there is a shitton of really good looking stuff for free.
>>
>>174264171
"no"
>>
>>174264162
You could quit blogposting and listen to Fatal1ty.
https://www.youtube.com/watch?v=SlCRfTmBSGs
>>
>>174263716
Yeah, like drawing a button with a transparent shadow on top of a window will make the shadowed parts of a window transparent if i draw both window and button to the same surface.
I can try to solve it by having two surfaces per window but won't it be too many surfaces just for UI if i want to have like 20 windows?
Or I can draw UI straight to the app surface, but then i'll have to redraw whole ui each frame.
Dunno what's better.
>>
Do any of you develop your games at least partially as YouTuber bait/streamer bait?
>>
Of course. The only sprites I could find for game maker were old simple sprites from games out of the 80s. Otherwise you never had any animations.

For unity in 3d you have a shitton of models to chose from in AAA quality.
>>
>>174264434
No because I don't want to make shit.
>>
>>174264162
I mean if you ever have the possibility to get a decent coder who won't abandon you at the drop of a hat and is willing to let you lead the project, by all means take it.

That shit's hard to pull off tho. Internet partners are not known to be very reliable.
>>
>>174264162
binge watch the Handmade Hero series and you'll never ever have any coding issues anymore.
>>
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Does anyone know what this stuff is that keeps showing up on my tile maps in random spots in Unity?
>>
>open game project
>shitpost instead
goodbye /agdg/ this relationship isn't healthy
>>
>>174264739
Can you give up aggydag without giving up gamedev?
>>
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>>174260475
>>174260489
>>174260562
>>174260716
>>174261116
better?
>>174260878
it was never black and white, just empty gray gamemaker background contrasting with everything else
>>174261208
I'm sorry I don't know what that means
>>174262896
I was going for a lonely boulder sort, the ones rain eroded so much they are sometimes round and almost perfectly smooth, I wanted something not quite there yet, but not a rock that looks like it just fell off a cliff yesterday
this better?
>>
>>174264831
Lad, unless you're a really good artist who can mesh things well. Having a noisy background and MC is NOT a good idea. As an amateur, pick one.
>>
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Added a tiny landing squish for MORE JUICE. I'm honestly surprised GM:S doesn't fuck up the sprite noticably when deforming a small sprite
>>
>>174228610
This is at least 600% more readable than your ice / plant levels, it's not even funny. Complementary colors and brightness increase readability, more news at 11.
>>
>>174264430
Obvious options are trying out different blend modes when drawing to the surface, using multiple surfaces, writing a fragment shader tailored to your needs, specifically altering the colors in your sprites to emulate the effect of transparent shadows laying on top of your UI window, or drawing whatever you need to on the surface and then drawing buttons with transparencies above it as sprites.

GM also has a shitload of UI-specific functionality that I've never touched. How much does it matter what the solution is? How resource intensive is your game? What else is going to be happening while these windows are open? These are the questions you need to ask yourself, because you can solve this problem in a number of ways.
>>
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>>174236015
----[ Recap ]----
Game:Shmoop 2 (working title)
Dev: shmoopdev
Tools: GMS,Photoshop,Aesprite
Web: shmoopdev.tumblr.com/
Progress:
+Finally finishing up stage 1 boss
+Loads of bug fixing
+Some refactoring too
+Slightly less eye-killing bg's
+Once this guy's done the demo content will be basically complete (or is that a -?)
-Fixing bugs is boring
>>
>>174264718
rounding errors?
>>
>>174264718
>Unity for 2D
You rip what you saw.
>>
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>>174265425
And here's that screen shot in motion. It's basically an elaborate desperation attack.
>>
>>174265425
>Fixing bugs is boring
Fuck you. The Hunt is what makes gamedev worth it.
>>
>>174264831
>I'm sorry I don't know what that means
I think he means you focus too much on detail.
It's a common mistake beginners make in art.
They focus on details too much and lose sight of the basic shapes.

You have put many detail into those leafs, but there are many mistakes in the basic structure of the background. For example, why is the whole ground full of leafs? Why not grass? The leafs on the trees are not even autumn leafs.

I also think the perspective is wrong. The background looks like a bit from above, especially the stone path, but the character looks like from the site.
>>
>>174265614
https://youtu.be/PsuGCK3dGX8?t=36s
>>
>>174228982
I missed it, anyone got the link?
>>
>>174266512
gogum is talking about thread-only jam he made and only he participated in
>>
>>174264162
>be 1MA
>want to do as much as I can myself, and like it
>like art, but suck at it
I keep thining that things would be much easier if I had an artist and could focus on the programming/music, but at the same time that feels like giving up to my incompetence at drawing.
What do?
>>
>>174266512
https://itch.io/jam/agdg-loli-jam-2017
>>
>>174265076
Can't see it
>>
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I finally got rid of my biggest, most retarded bottleneck, and now it's starting to feel somewhat smooth and I gained plenty of room to easily gain even more milliseconds per frame. I made it way too hard for myself with dumb choices I then had to fix, but now I'm finally free of terrible python libraries that feel the need to check everything about my data at every step like they're Arabs at an airport. Then I can parallelize a few things and reach like 40FPS on my shitty laptop, and then cap the growth at 20FPS so the player's movement can be perfectly fluid! Surely gameplay, art, level design and balancing will be a walk in the park now and I won't spend weeks stuck on some trivial shit.
>>
Reminder IRL is not a JRPG and the power of friendship is bullshit. Go all out and do everything yourself. 1MA or GTFO
>>
>>174265309
Thanks, gonna do some REAL analysis. Also didn't know about blend modes in GM, those look interesting.
>>
>>174265076
I think you should reduce the little clouds that appear when you start walking, or find a way to only trigger them if the player really starts to run in one direction. They look like random farts...
>>
>>174265832
>You have put many detail into those leafs
they are super cheap shapes inverted and copypasted ad nauseum
> For example, why is the whole ground full of leafs?
they fell from trees and nobody cleaned them up?
>Why not grass?
hardly any in the forest where ground is full of rotting leaves
>The leafs on the trees are not even autumn leafs.
why would they be, it's not autumn, the ones on the ground are from years before

>I also think the perspective is wrong.
it is, I want upper half of the scree to eventually be parallaxed, but I wanted to draw at least some quasi full scene and see how things click when put together and especially how others see it, because I don't trust my own judgement, when It comes to things I've made

judging from reactions, it didn't went welll, so I will have to contemplate how to fix... everything, tomorrow when I wake up.
>>
>>174267440
Agreed
The puff of dust is way too huge compared to the energy put in to starting walking, its unwarranted
>>
>>174267138
>he's programming cellular automata in motherfucking python
So that was your problem all along.
>>
>>174267449
https://www.youtube.com/watch?v=3m5qxZm_JqM
>>
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>>174265614
Iduknow man, designing content and getting it in motion is the fun part for me.
>>
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>>174236015
----[ Recap ]----
Game: Locked Masts
Dev: IceDev
Tools: Unreal
Web: N/A
Progress:
+ Minor touchups.
- Swamped with work! Fuckall will be happening this week. Then the delicious dev life of a NEET.
- Zelda: BOTW
>>
>>174267138
This is game of life? Or another cellular automata? How are you only able to run 20fps? I can google for a webapp based one and it runs at 50fps or so on the max speed.
>>
>>174267543
I'm converting almost everything to C (or something close to it, I don't really get exactly what it's doing) through numba though...
>>
>>174267449
>it didn't went welll
It's not too bad. Just not perfect. Is this your first project? If yes, then it's very good for this.
>>
>>174267827
Whats the gameplay?
>>
>>174267449
>the ones on the ground are from years before
You do know though that
a) leaves do not retain their color indefinitely
b) usually do not make it to the next year as leaf-shaped, non-rotten matter
, do you not?
>>
does anyone have the new beta for aesprite?
>>
>>174267925
Piracy. First person with ship interiors to loot and such.
>>
>>174267541
>>174267440
It actually only starts when you go from walking to running or land into a run, but I can see your point. I'll work on making it make more sense. This gif is a particularly strange example because I always go right into a run

>>174267137
It's subtle, but it's there
>>
>>174267832
It's way harder to optimize than Game of Life because the rules I use check up to three layers of neighbours. And since it's different, I can't rely on previous work that allows for shortcuts for the most well-known predictable Game-of-Life patterns...
>>
>>174268000
Why are you asking, tripfag?
>>
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>>174236015
----[ Recap ]----
Game: Skylarks
Dev: Mako
Tools: Rust, Blender, Logic, SDL2
Web: -
Progress:
+ Made numerous minor improvements to the map editor UI
+ Started working on a font atlas layout tool
+ Fleshed out many details about cultures and religions of different planets
+ Threw together placeholder assets to tide me over until I get real character art
+ Modified some of my test scenes to try out sprite and BG support
>>
>>174268089
cmake won't let me compile the new v1.2-beta9, worked before
>shrug
>>
>>174267449
>how to fix... everything, tomorrow
I would just keep it as it is. Perhaps add some moss to the ground.
But otherwise it's ok. Drawing is something you do not learn over night. This takes a lot of practice to get down perfectly.
>>
>>174236015
>be gone for 4-5 weeks
>only recognise half the posts in the comparatively really small recap
>over 60% of the games back then haven't survived
And so the cycle continues.
>>
>>174260623
Just know that there's no indie money to be had on mobile. All the money there is in the hands of the big boys who already have games making millions and userbases who will jump on their newest game in a heartbeat.

Make PC or console games if you want to make money out of them as an indie.
>>
>>174268431
>All the money there is in the hands of the big boys who already have games making millions and userbases who will jump on their newest game in a heartbeat.
Good reason for this too. It's fucking impossible to navigate that swamped shit due to the rushed cash-in crap, only the ones with established brands are guaranteed, the rest is just random chance and it's fucking low.
>>
>>174263376
How do you get such smooth sword trails? How are you doing it exactly?
>>
>>174260623
Lol, I actually liked your thing
stop being a pussy and finish it, looks alright
>>
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>>174267827
----[ Recap ]----
Game: PROJECT MURDER PARTY
Dev: Nobody
Tools: Unity
Web: https://brazileirobr.itch.io/pmp
Progress:

+Fixed the gravity after reseting game bug
+made a shit ton of models (Axe,Hatchet,Knife,RPG,GrenadeLauncher,GranadeLaucherproject, boomerang, bottle, wine, fakeblood, healthpack, extinguisher, flare gun, granade, book, dynamite, cartoon bomb, ninja bomb, apple, banana ,capsule ,chocolate bar, candy, potion(multiple itens), claymore,juice cup , rock and the BFR)
+fixed my paypal acount for those sweet sales i've never going to get
- this week was the worse week for downloads i've ever had
>>
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Which font, daggy
>>
>>174268653
Don't know what he's doing but I'd just spawn a quick 2D effect that fits the animation.
>>
>>174268946
For what purpose?
>>
>>174268946
lmao
>>
>>174268946
The second one is the most legible
>>
>>174268946
Monkirta
>>
>>174268946
>tfw to intelligent to pick one
>>
>>174268653
Pretty sure that's not an actual trail, just sprites.
If you want trails for swords, there is something on the asset store for this.
>>
>>174268081
Oh ok, good luck dude! The visuals are looking good either way. And you could drop to C or maybe use numpy or something if you need more raw performance.
>>
>>174269059
Steam store page, not anything in-game
Section headers for Characters, Story, Gameplay, Difficulty, and Early Access
>>
>>174268653
>>174269236
You don't need the asset store. Its right in the engine:
https://www.youtube.com/watch?v=5HkghxEIXiU
>>
>>174269364
Jefferies
>>
>>174269378
Oh, didn't know this was for Unreal. Thought it was Unity. Unity default trails are horrible.
>>
>>174269236
>If you want trails for swords, there is something on the asset store for this.
What is it?
>>
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----[ Recap ]----
Game: Space Dementia
Dev: rez
Tools: SFML/C++
Web: rezydev.tumblr.com
Progress:
+ Sliding gains momentum from slopes
+ Added dynamic sounds for hollow walls
+ Added pickup that makes dashing longer
+ Slowdown on landing now depends on falling speed
+ Improved dashing usability
+ Removed limits from wall jumping
+ Parametrized example enemy aggression
+ Added cave tile destruction animation
>>
>>174263376

can't wait to play this. one thing i love about your game how big all the movements feel. those slides give a lot of distance.

does Dixie have a face yet ? any chance we can get to see a frontal shot of her ?
>>
>>174269745
For Unity? Better Trails for example is for sword trails.
>>
>>174268946
I'd say Monkirta as well.
>>
>>174262848
https://soundcloud.com/jasozz/lj-sample-track-01/s-mPoKJ

I aimed for cute but I think I overshot into "adventurous"

Which I always do

Oh well
>>
>>174269907
That hasn't been updated in like two years.
>>
>>174269745
Not him, but if you want the free ones just literally look for "melee trail" and you should find it, and there is also a script on the unify wiki. They look like garbage though, so I recommend using a sprite instead
>>
>>174269269
Thank you! What I'm using IS numpy, which I compile with numba so it's basically machine code as long as I use 1d arrays whenever I can (which I do). I have plenty of straightforward ways to speed things up now that I re-wrote most functions from scratch, for example right now every cell is actually a float variable instead of boolean (which is a leftover from some dumb Python function I used as a placeholder that required floats).
>>
>>174269962
Do you do orchestral music? Curious to hear some more of some stuff that isn't as "gamey"
>>
>>174269998
Perhaps it still works? IDK... there are more trail assets though. Strike Effects for example.
>>
>>174269962
You're using samples for that, I'm guessing? Where are you getting them? I've only ever put down "drafts" of songs in Pxtone, but now that my music is actually being used for something I'm looking to replace it with samples of actual instruments.
>>
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>>174267869
>Is this your first project?
yeah
>If yes, then it's very good for this.
don't spoil me now but thanks

>>174267960
I practically live in a forest
yes that picture isn't a spitting image of reality
I just wanted some ground that wasn't just dirt or shitty grass
that anon asked all those questions so I played along

>>174268318
>I would just keep it as it is.
but how do I get better if I keep it as it is?
the more I look at it the more I understand it cannot stay like this
>>
>>174269962
yeah no, this is not what i was expecting at all
sorry but it's shit
>>
>>174269962
Damn Jasozz, you're always great.
I love this son, it has the perfect melody. But I have to agree with you, there are some sounds that feel a bit too 'grandiose' if it makes sense to you (like the one at 0:13, I don't know what's it called).
If you can get rid or simplify some of those background sounds, it's golden.
>>
>>174270398
>but how do I get better if I keep it as it is?
You come back to it a few weeks later when you are more skilled. Banging your head against the wall working on the same thing is not the best way to improve.
>>
>>174270398
Give the player a shadow. It will make her stand out more, plus the trees cast a shadow so it makes sense that the player does too.
>>
>>174270174
Hmm, well if you go back through my SC far enough you'll find some stuff that was just written for fun, but usually I'm writing for my own games or someone else's

Probably the most diverse track I wrote was actually an Undertale cover, but featured a ton of instruments and a violin solo done by a friend of mine

https://soundcloud.com/jasozz/undertale-orchestral-cover-hopes-and-dreams

>>174270385
Yeah, I use the EWQLSO library.

>>174270551
Understandable. I've gotta do some cooking and other adult stuff this evening but tomorrow I can go back to it. Do you have a tumblr or steam or something, so I can chat with you directly rather than relying on the thread?
>>
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>>174268946
>Devs whomst'd'veth used Impact
>>
>>174270398
That walking animation could use some work by the way, it looks like she's stomping her feet on the ground
>>
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Do you think I could get away with having only 2 attacks in a shitty platformer
>>
>>174270803
You need a kick
>>
>>174270736
That's a pretty great cover for that song. One of the best orchestral covers I've heard for it. Interesting.
>>
>>174270736
Of course. I have squaredev.tumblr.com (remember? You also made music for my Waifu Jam game, The Witch and the Dragon)
>>
>>174270859
I thought about it but those legs are pretty short and I don't think it would work well
>>
>>174270939
Have him throw his hat like Oddjob in Golden Eye.
>>
>>174270398
>but how do I get better if I keep it as it is?
You have to get better at drawing. But this is something which takes time.
Perhaps just add moss to the ground, to cover up the leafs, and make it look more harmic through this?
But otherwise the most important thing is that you just finish your project. Starting this whole background from scratch again would be a huge waste of time. I would be rather happy that you even finished it, and just move on the next thing. Most important thing is just that you finish your project. The rest comes from alone after a while.
>>
>>174269962
As a shit-tier musician, let me offer you a suggestion
1. I think it's maybe not melodic enough? When I think "Gamey," I think "strong melodies." After all, video game music evolved from essentially beepers that could ONLY put out a melody. This song... has no melody. That's great if you're trying to go for something atmospheric, but for a simple cute puzzle game it needs a stronger melodic focus.

2. Orchestration is too echoey, grand, and bass heavy. This is more ambiguous, but if you removed the reverb so it didn't sound like it was being played in Carnegie hall, and maybe eliminated/condensed some of the bass parts like the tuba and such so it focuses more on the higher end, it'd go a long way towards making it lighter and less grandiose.
>>
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it's like a generic medieval game, but weapons are wielded in the legs instead for extra muscular power
>>
NEVER PUT YOUR UGLY FACES ONLINE
>>
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>>174271016
Fuck that, make his hat launch off his head like a rocket punch and explode
>>
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>Tfw have to make a game for a class, due in less than a month
>It's so shitty I want to die
>Don't have time to fix it
>Have to publish it or I literally fail the class
What do
>>
>>174271292
we know it's you, gogem
>>
>>174271321
just
sigh
like
make
game???
>>
>>174270875
Thanks man
>>174270885
Ah righto. I thought your art-style seemed familiar.
>>
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>>174271208
PRECISION IS THE DIFFERENCE BETWEEN A BUTCHER AND A SURGEON

>>174271321
How big does this game have to be? How much could it possibly need fixing?
>>
>tfw 10 word essay due in 5 years
>>
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What exactly makes a rig good ? I'm practicing but I feel like I'm potentially missing a lot of stuff.

Also is there any advantage in using IK constraints ? I'm messing around with it and and it seems like a hassle to animate with.
>>
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>>174269157
>>174270740
kek

Going with Jefferies
>>
>>174270673
wait, but what am I supposed to do in the meantime?

>>174270709
yeah, I have to do that

>>174270794
guess this is what I will be spending the next week on

>>174271038
>You have to get better at drawing
hm, sure, who doesn't?
>Perhaps just add moss to the ground
I may start with that, sure
>But otherwise the most important thing is that you just finish your project
of course
>Starting this whole background from scratch again would be a huge waste of time
Anon, I... I tossed that shit together in like three hours
I drew one of those boulders in 3 minutes, that path took me like 15, tree 20 and that whole leafy BG 15 more.
I feel like you're worried about me as if I spend last five months drawing that single scene.
>>
>>174271578
It's a roguelike dungeon crawler. It needs to have a procedural dungeon, multiplayer, enemies and bosses, and at least 3 weapons. And I literally have to do everything (design, programming, 3d, UI, music, sounds) . It's probably almost passable for this class at this point, but I would never publish that shit
>>
>>174271594
WHAT I LEARNED IN AGDG IS ____ ____ ____ ____
>>
>>174271861
>early access
Jesus m8, just kill it now.
>>
>>174272089
Just like make game
>>
>>174272089
dreams dont come true
>>
>>174271868
>Anon, I... I tossed that shit together in like three hours
Ok, then... Do as you wish. If you know of things you can make better, then do them.
>>
>>174272056
Why is your class making you publish a roguelike (I'm guessing a roguelite, really, if it has multiplayer)? Aren't there enough of those?
>>
>>174272089
NONE OF YOUR BUSINESS
>>
>the inspiration for my game was ______________
>>
>>174272401
I'm actually leaning towards deciding what to do first for tomorrow.
I got up really early today and It's 11:30pm now and my head probably isn't working how it's supposed to anymore.
I should just fix that walk animation first, then do some coding and then maybe dick with the environment graphics.
That's probably how I will do it yeah.
Thanks for talking to me.
>>
>>174272547
>roguelite
*deathcrawl
>>
>>174272629

a halloween costume i made when i was in middle school
>>
>>174272629
"All other games are shit and nu-devs are ruining my hobby"
>>
>>174272547
Everyone got random genres and stuff, and the professor said "we have to publish that to enrich our portfolios"
>>
>>174272919
Your professor sounds like a yesdev
>>
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Animations are ridiculously hard and time consuming to get it right

Now I wish I made a game without any humans period
>>
>>174272919
Kinda jelly. I'm a computer science major and the only gamedev related elective we have is called "Game Design for Social Change." What the hell even is that? Propaganda 101?
>>
>>174273068
That's why my game is abstract, as in it doesn't exist in real life
>>
As last threads go, this wasn't bad
Goodbye, AGDG
It's been an honor shitposting with you these last few years
>>
>>174273068
get Aseprite RIGHT NOW
get the old free version, doesn't matter
>>
>>174273357
that sounds almost like a suicide note
going somewhere?
>>
>>174272629
a much worse game that sold well
>>
>>174273493

>STILL making pixel shit
>in 2017

damn...
>>
>>174273718
rope yourself any time my man
the sooner the better
>>
Reminder that all new threads are required to include the WEBM section, and the SOCIAL section (discord, steamchat, irc) is deprecated
>>
>>174273651
I'll still be here to remember AGDG after it's tragically gone
>>
>>174273835
AGDG is eternal
>>
>>174273808

How are you not tired of pixel art my dude? I'm fucking tired of all these shitty games looking the exact same, get an original style or go 3D. Fuck pixel art
>>
>>174273963
AGDG will always be here in my heart
>>
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>>174273973
>get an original style
>Fuck pixel art

are you even aware that pixel art is not a style but a technique?

two pixel art games can be visually worlds apart
>>
>>174273718
>You can't make a good game using pixel art. >Good games all depend on 3D modelling or 2D vectors
Have your (You)
>>
YO LISTEN UP PLEASE WHOEVER MAKES THE NEW THREAD:

Could we please include this gem in the WEBM part of the sticky?
http://www.maartenbaert.be/simplescreenrecorder/

It's an amazing GNU/Linux tool that allows you to record your screen, output it as webm, scale it down and remove sound AND also compress it to the size you want. It's a very useful piece of software and I think it should be there since none of the listed programs in the current sticky work natively for GNU/Linux
>>
>>174271321
Whats the requirements of the assignment?
>>
>>174274197
Do people actually gamedev on linux
>>
>>174274197
Sounds like malware desu.
Just use ffmpeg or ShareX.
>>
>>174274165

Way to strawman you pixelbrain. I simply implied that pixel art games are an unoriginal visual style and his game will look just like the rest of the shitty indie pixel art crowd. He won't standout.

You'll get what I mean when your pixelshit game has only 20 sales after a year.
>>
new thread
>>174274435
>>174274435
>>174274435
new thread
>>
>>174274349
Yes obviously pixel art is all the same visual style.
Just like all 3D is the same visual style.
Get that tumor checked buddy.
>>
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>>174272629
Pic Related
Also
Robotics;notes because frau koujiro
Steins;gate Daru
Kamisama no memo chou
and gurren lagann
>>
>>174274349
>I simply implied that pixel art games are an unoriginal visual style

and you are fucking moron for even typing that shit out, you've called it a style twice in a row now
it's not the technique's fault most people half-ass it, you can literally make near photorealism with pixel art, but you would be a fucking madman to try, it's better to stylize a bit

your argument could be turned on 3D games all the same, since mode of indie 3D games look like bland unfinished shit too
>>
>>174274234
See
>>174272056
>>
>>174274276
I do. I'm using mint for literally everything
>>
>>174275171
what engine?
>>
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>>174269886
Yeah, she has a face. It's a bit polarizing around here, though. About 60-70% of /agdg/ can't stand the design and thinks it's the worst thing ever.

>>174268653
It's actually a 3D mesh (made from a cylinder wrapped around a spline, and then squashed to various depths in engine) and it's textured with a 16-frame lerping animation.

So really the trails are just animated cylindrical swipes that don't trail the sword at all. If they DID trail the sword, they wouldn't be nearly that smooth. Believe me, I've tried it.
>>
>>174275529
not the guy but i also dev on linux along with Godot Engine
>>
>>174275664
Yeah she's pretty ugly. A shame since the game looks very fun to play.
>>
>>174275529
>>174276030
Unity, though I really want to try Godot after I finish my current project
>>
>>174276075
To be honest I wish I could get the face as cute as Hat Kid's but I don't have the artistic chops to pull it off.

Oh well.
>>
>>174265603
The part where he drops grenades or something and you're dodging the explosions, I don't see how you could see that coming.
>>
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>>174271727
the skin moves like a arm, it bends and doesnt eat itself or clips
>>
>>174278024
the "yellow" one seems closer to how an actual elbow joint works.

Or does your elbow not crease when you bend it? Because I feel like normal elbows do. The human body isn't Stretch Armstrong
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