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AGDG - Aggy Daggy Generapaloozy

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Thread replies: 778
Thread images: 118

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Previous thread >>175209765

Next Demo Day in 7 days
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 Demo Days
pastebin.com/rmiZV5yX

> Previous Jams
pastebin.com/LKEdLxdG

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

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

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org

> WebM tools
https://obsproject.com/
https://gitgud.io/nixx/WebMConverter
>>
https://itch.io/jam/agdg-gelatinous-cube-jam
10 hours left
>>
>>175297423
That doesn't seems like much improvement.
Could be a boss and his minions.
>>
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>>175297423
made a bit of progress with the golf game
https://youtu.be/ZKq4C6EVlWw
>>
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How are you doing today, Anon-kun?
>>
who wants music
>>
>>175297658
Looking good, I like golfing games.
Didn't watch the video though cause of that thumbnail.
>>
>>175297658
Got a gimmick or something?
>>
wait a minute

a 4k texture is really big

but it's possible that all the instructions which led to the creation of said texture could be very small

why do we save the finished product, why don't we save the instructions and then recreate the texture when we load instead of loading the texture from memory?
>>
>>175297813
thank you
>>175297894
not at the moment, just going to try and get it working as well as possible to start with
>>
>>175298018
Unity and Unreal have support for substance files which are basically just that.

They're also editable in game.
>>
>>175297894
multiplayer is quite a big ask on its own, so i likely won't add a gimmick
>>
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>>175296230
Thanks, anon.
Here's it with a larger weapon as well as it attempting to aim at slopes.
>>
>>175298018
That's quite common, especially for stuff like gradients and circles, it's faster and easier to generate it than load an image.
>>
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>>175278941
Hey! Thanks for the help! But I wanted it to react to speed as well. I like how the ship is flat against the floor when you're cruising along a lane, it feels right. And by taking speed into account the motion can still feel smooth when it's spinning.

What do you think of pic related? I think that's a sweet spot.

>>175297658
Looks good. One of my favorite games way back was the golfing game with kirby. Maybe look at it for inspiration.

>>175298235
I love the way you spook me. You better have a legit baseball stadium somewhere in that dungeon.
>>
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>>175297423
>WebM tools
Thanks dude!
>>
>>175298558
Change it to
>Unity user
>Unreal Engine user
>Godot user
>GM user
And in the back
>enginedev
>>
>>175298547
what was the golfing kirby game called? ill give it a google now? :)
>>
>>175298558
shouldn't the guy in the back be python?
>>
>>175298684
no
>>
>>175298547
Could you shader it so the brightness gets toned down when its extremely near the camera? Otherwise its going to be hella stroby
>>
>>175298018
You can proc-gen a lot of things. Less space on disc but takes more CPU/time to "unpack" and they're just as big in working memory. Probably the biggest factor is the added time and effort to code such things if you're not using prebuilt tools for it, or other limitations within said tools.

Several years ago some crazy germans made a demo FPS game called ".kkrieger" that crammed all the fanciest graphical features of the time along with really sharp textures and even sound effects into a 96kb executable file.
>>
>>175298235
I love this.
What's the masterplan for this game?
>>
Been getting more and more tired of the dev on workplace, want to do a fun vidya dev project, is gamemaker a good place to start?
>>
>>175299361
you may be terrified by uglyness of some things you'll have to do because of gamemaker limitations
>>
>>175299870
Any other suggestions? I just said GM because of the simplicity btw
>>
>>175297747
Dad forced me to cut my hair again there was a dead caterpillar in my lunch and the anime I was watching had an ending so shitty it got me thinking if a whole team of professionals did that I wonder if its actually possible for me to do anything better on my game or it will be an even worse pile of shit.
>>
>>175299361
>dev on workplace
Tells us more, what programming languages do you know?
>>
Man, animating effects with particles in Unity is really difficult.
I have no idea what I'm doing...
>>
>>175299361
GM stopped being a good place to start since they ruined the free version.
>>
>>175297747
I had to get my mom to stop shitposting on /ck/ long enough for us to go grocery shopping for the family lunch we are having tomorrow. She gets a giggle out of it I am sure but I visit twice a month for this so I wasn't prepared to have to compete with 4chan for her attention.
>>
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>>175298792
Yeah, the materials have a lot of tweaking to go. I think it'll be less epilepsy-inducing once I disable the motion blur.
>>
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>>175302948
>her mom shitposts on /ck/
>>
>>175299361
Assuming you have programming experience, you should write your own engine with SDL. Writing the foundational stuff will be absolute hell, but you'll be rewarded with not only not having to deal with GameMaker's absolute bullshit design paradigms, but with having an engine that works *perfectly* with your workflow.
>>
>>175297747
How about you?
>>
>>175303527
>having an engine that works *perfectly* with your workflow
True, but thats kind of like saying your legs are exactly long enough to reach the ground
>>
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>>175303975
>>
If you duplicate a save game, should it's creation date be that of the original file, or the current time?
>>
>>175304701
If I make a duplicate of something I assume it will be an exact duplicate.
Why does creation date matter anyways?
>>
>>175304701
It doesn't matter because you shouldn't ever rely on creation times, simply store the current time in the file.
>>
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Whats the verdict on using classical music in your game (considering it fits the theme)?

Great pieces like https://www.youtube.com/watch?v=E2j-frfK-yg are completely free of any form of copyright even commercially, but it bothers me it might come across as cheap and unoriginal.

I got plenty of artist I could hire for different music genres but (original) classical music often requires whole orchestras's and a good composer, resulting in a cost of thousands of dollars.

If I use it sporadically during moments of great importance in my game could I get away with the "passing it on for younger generation" argument or should I just settle for less right now?

>inb4 just use shitty acoustic guitar songs like all other indies
>>
>>175301009
Lately mostly Web Dev(JS), before this lots of OOP with C++

>>175303527
I though about a small project, I have zero experience at building engines, how big will this be
>>
>>175305131
If you know C++ like the back of your hand, you're part of the elite aristocracy of devs able to exploit the ginormous potential of micromanaging pointers for no (or autistic) reasons in UE4 scripts.

But for real UE4 is really fun if you know your C++ more fun than enginedev anyway
>>
>>175305131
Writing your own engine is a meme

Pick up Unity and try to remake FTL
>>
>>175305035
If it fits, then sure. I don't see why you need to justify it more than that.
Just make sure you're using a version that is actually free to use commercially.
>>
>>175305035
If you can't afford expensive VSTs, then just compose/commission a song for piano. Using well-known music is not a good look.
>>
>>175305035
It's pretty easy to emulate orchestras digitally, Jeremy Soule for example mostly uses samples.

Using classical compositions is lazy but there's nothing with original works.
>>
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Would you cum buckets in this bucket?
>>
>>175305131
For a small project, it won't be too bad at all. All you'll really have to implement will be rectangular collision functions, which are easy as hell. The only drawback is the lack of a map editor, though, which may be a dealbreaker. If you want to make something quick using a map editor, then you should download Unity. Problem is, you'll have to deal with Unity being slow and unoptimized and the "Made with Unity" tramp stamp, but it's probably a good place to start for a newbie.
>>
>>175305884
>recommending unity for 2d
fucking really nigga
>>
>>175305035
If you keep it obscure and not the tired, overly used bits of music you might hear on an advert of babbies first classical music playlist, there's nothing wrong with it as it won't stand out to the casual player.

Alternatively, take that classical music and cut and mix it into something original and see what you can make yourself. Also certain recordings of classical music are not free from copyright so check before using any part of a recording longer than 5 seconds (or whatever arbitrarily short segment is allowed nowadays)
>>
>>175305473
>It's pretty easy to emulate orchestras digitally
"Easy" isn't the word I would use. It can sound convincing, if you can write orchestral music and know how to work nuance into samples. Good sample libraries are also not cheap (although far cheaper than hiring an actual orchestra ha).
>>
mediocre programmer here

I use Unity because c# is the only lang i'm familiar with but I'm more of an artist than a programmer

however I realized my game runs like shit on most PCs after sending a demo around to a few friends

is there a guide to optimization somewhere, or some links on how to get started with that kind of stuff? my actual game code is pretty clean but when it comes to shaders, graphics, culling, that kind of opti i'm totally lost
>>
>>175306018
What's wrong with using Unity for 2D as a beginner?

The tutorial material and documentation are unrivaled.
>>
>>175305035
>are completely free of any form of copyright even commercially

The music itself is public domain but the various recordings are still owned. So if you do go this route make sure you use recordings that have been released under a good license.
>>
>>175305867
needs metal rings around it or something
>>
>>175306414
this has been answered so many times jesus christ

unity is not a 2d engine
you will be fighting with it more than you should be
its NOT good for a beginner, or anyone for that matter

use monogame or XNA for 2D.
>>
>>175306501
Shit you're right, I had the feeling something was missing.
This is what I get for not looking at reference.
>>
>>175306408
I believe there are Unity optimization books
>>
>>175306408
An anon in a previous thread posted these links for some great books about Unity, including one about optimization:

https://pastebin.com/QZQNaSTF
>>
>>175306408
I'm sure you can purchase an optimization asset from the Unity Asset Store!
>>
>>175306408
Unity has a Profiler window, put in the effort to understand it

Post a screenshot of your game and maybe it'll be obvious to us whats wrong, ie too much grass or massive draw distance or something
>>
>>175306630
>>175306698
oh shit, I missed that.
great thanks anon(s)

>>175306791
yeah lmao, after I finish this project I'm dropping Unity for good for that reason exactly

I hope that open-source unity editor clone posed a few threads ago works out well, otherwise i'll have to man up and learn c++ for ue4
>>
>>175306565
>Unity is NOT good for a beginner
>use XNA instead
Im LOL-ing out loud
>>
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Eh. Good enough.
>>
>>175306864
the profiler doesn't show anything unusual though, everything runs smoothy and nothing looks like its too big except for the ominous "overhead" thing

its weird because I use a laptop and it runs fine but my friends with PCs are saying the framerate is really low
>>
>>175307119
Rewrite it in C++, friend.
>>
>>175306565
Godot senpai, it's currently the best 2D engine and it's easy to use.
>>
>>175307010
for simple 2D games, fucktard
>>
>>175305867
looks good. I agree with >>175306501

can I see your UV map? I'm new to blender and it'd help
>>
give it to me straight /agdg/. I know blender, c#, and c++. I've never made a game outside of a text adventure and I want to make 3d games. godot or unity? and why?
>>
>>175307261
A game would have to be pretty simple to not need things like a GUI or keyboard input
>>
>>175307661
Your own engine in Rust
>>
>>175307661
unity if you like proven things
godot if you like unproven things
>>
>>175307661
UE4
>>
>>175307661
Godot's 3D is pretty meh, it will get better but for now Unity is better if you don't mind getting cucked.
>>
>>175307661
Godot if you want free.
UE4 if you want powerful.
Unity if you want to eat shit and pretend that you like it.
>>
>>175307850
>if you don't mind getting cucked.

>>175308017
>Unity if you want to eat shit and pretend that you like it.

what do you mean by this?
>>
>>175308101
Unity is a shitty engine all around. But people still use it and still pretend to like it just because it is popular.
>>
>>175307661
unity if you want to actually make a game
godot if youre a contrarian shitter

Shitposting aside, I cannot make an informed choice about Godot since I have not used it extensively, however, Blender + C# is the perfect workflow for Unity3D. It has many tools for seamless integration

If you only care about graphics, then go for UE4.
>>
>>175307737
>monogame doesn't have basis for GUI or keyboard input

are you retarded?
>>
>>175308101
be careful with comments like >>175308205
no arguments whatsoever
>>
>>175308205
It's popular for a reason. Its workflow is very intuitive and quick, and Unity is the fastest way to make a prototype.
The drawbacks are no source code, bad visuals, generally not as well designed. But those are worth it if you're a beginner.

t. UE4 fag
>>
>>175308101
Unity has some pretty stupid stuff going on and poor performance, but it's pretty competent and good enough for just like making games, community support is good too.
Basically the GameMaker of 3D engines.
>>
>>175308490
>Its workflow is very intuitive and quick
I disagree with this. But everyone has different preferences with workflow.
>>
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>>175305867
looks good, but wooden buckets usually have several rings around them to hold the slats of wood together
>>
>>175308205
I don't think people pretend to like it, I liked it before I tried UE4 and realised how much it was missing.

It's still good for a beginner because of the stupid amount of tutorials and help online.
>>
>>175308490
>The drawbacks are no source code
I mean being open source is always nice, but who honestly needs it aside from ones building plugins/etc? I can't think of a situation where not having the source code hindered me.

>bad visuals
It's not 100% on par with UE4, but I'd put it close to around 80%. You're not making some AAA game so this shouldn't matter.

>generally not as well designed
And you think Blueprints and UE4's hideous UI is better? Laughable.
>>
>>175308767
shills need to leave
>>
>>175308372
>>175308585
alright thanks I'll start learning the API and make something.
>>
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>shit talk Unity
>paid shills come out of the woodworks
Seriously, no other engine has this amount of butthurt defenders.
And friendly reminder that the Discord has a literal shill giving out free tech support and probably undercover shills too.

UE4 is plain better.
>>
>>175305131
You have 3 options:

1. The slow but rewarding and ultimately best way
>start out with C++ and SFML to aid your enginedevving
>will take a bit to get used to but you'll eventually sky rocket in production speed

2. The easy but meh-ish way
>get Unity and dev with JS
>will be slightly easier but you'll soon discover the pains of Unity

3. The smart way (3D only)
>get Unreal and code in C++ with it
>>
>>175308902
>says ue4 is better but never states specifically in what areas

Compile times?
Documentation?
API ease of use?

You've used both engines so this should be second nature
>>
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>>175308627
I find using UE4 has a better and more efficient workflow than Unity, but that's because I know a bit about gamedev and UE4 itself. I'm just saying Unity, compared to other 3D engines (UE4, Cryengine) is probably more intuitive if you're a total noob.

This means you're a god programmer, congrats.

>>175308767
>He has never needed to look at source code classes
>He doesn't want to make as beautiful a game as possible
>He thinks you actually need to use blueprints.

Pic related.
>>
How do I make music like Undertale's?
>>
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reminder that artists are a meme
https://www.youtube.com/watch?v=lScmXN5YTHA.
>>
>>175309191
I'm not the same person
see
>>175309078

he just posted his opinion, and here you (the shill) have to come in and start whining WHAT U DONT LIEK MY ENGINE ITS BEST ENGINE EVER NO OTHER ENGINE CAN COMPETE UR JUST WRONG JEALOUS FAGGOT ITS THE BEST ENGINE EVERYTHING IS PERFECT WORKS PERFECT [if you buy x y and z assets on the asset store] ITS BEST ENGINE EVERY SO EASY AND AAA GREAT
>>
>>175309078
>Seriously, no other engine has this amount of butthurt defenders.

>>175309078
>>175308902
>>175309145
>>175307791

Looks to me like more people are defending UE4. Of course, it could be the same 1-2 anons.

I kind it odd how there's only maybe 2 UE4 games on agdg yet there's always more vocal opinions about it.

Chill
>>
>>175309354
>[if you buy x y and z assets on the asset store]
Wait, which engine are you shilling, because that's a Unity thing.
>>
>>175309191
Its better in every single way. Very serious. No I do not care about the amount of tutorials and community "help".
>>
>>175309191
The tools.

The material editor, animation editor, landscape editor, mesh editor, there is an upcoming overhaul of the current vertex painting and BSP systems, meanwhile Unity has neither.
>>
>>175309496
>Its better in every single way
and this is why nothing can be taken seriously on agdg.

back to deving
>>
>>175309437
nobody is "defending" UE4, because nobody has posted any criticisms of UE4. they're just recommending it because its a good engine

Unity has serious problems, yet people like you keep putting your fingers in your ears and going LALALA UNITY IS DA BEST
>>
>>175309567
Go ahead. Name some things you prefer in Unity over UE4. You've used both for a few years like I have right?
>>
>>175309354
>ITS BEST ENGINE

But the only ones saying this are people using UE4. I think you're getting your engine anons mixed up.
>>
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Post progress.
>>
>>175309482
I'm not shilling anything, I'm just anti-shilling Unity because while its not the worst thing in the world, people seem to defend and ignore its obvious flaws more than anything else which leads to shit not getting fixed
>>
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>make game
>make main character have generic indie haircut
>become overnight popular
Why hair style does your main character have?

>tfw the main character's ridiculous haircut is the main reason I didn't but this game
>>
>>175309720
Why don't you post progress? What's up with namefags and their lack of games?
>>
how do i code a spectrum for my gender
>>
>>175309720
>says post progress but doesnt post their own progress first

no.
>>
>>175309810
Man, I can't spell worth shit.
>>
>>175309810
i've never even heard of this game until you shilled it here
>>
>>175309810
My game has no characters.
>>
>>175309869
>criticizes a request for progress for not posting progress without posting your own progress
>>
People are just too invested in Unity and don't want to admit its gotten very shit since version 3.0. But it definitely hurts less to jump ship now.
>>
>>175310039
You could build your own engine in the time it takes to debug Unity projects.
>>
>>175310039
>Still talking about why he hates Unity

Were you molested by Unity or something? This isn't normal.
>>
>>175310249
Methinks you were and you've got Stockholm Syndrom.
>>
>>175310249
Not him but the amount of shilling unity gets here really is kind of silly, you even have poor devs getting fooled into thinking that it's good for 2D.
>>
When it comes to game mechanics, where's the line to stop when it comes to drawing from older games. For example, I really like the overally battle system from the Front Mission rpg series but would replicating it wholesale be a bad thing?

How shameless is too shameless?
>>
>>175310628
Do whatever you want to. There are no such lines. Unless you're talking legally with regards to specific assets. Don't replicate those.
>>
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Im not being able to do a squatting position without fucking up horrendously.
>>
Why is that bald guy doing the devvlog naked with a towel on his head.
>>
>>175310628
>but would replicating it wholesale be a bad thing
Doesn't matter, but you as a dev will probably feel shitty knowing that you didn't come up with anything original, which could lead to being quickly bored with the project.

Atleast try to improve upon it or make it special
>>
>>175310795
I intend on entirely original assets, just if you were to compare menus there would be similar options
>>
>>175310904
Are u looking at refs?
>>
>>175310964
The question here is why aren't you?
>>
>>175310964
If I lived by myself I'd dev nude with a cool towel on my head too
>>
>>175310904
Squat yourself dummy, we bend our backs naturally.
>>
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getting tired of dealing with ue4's c++/blueprint reflection system
>>
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>>175310904
/fitagd/ to the rescue
>>
>>175311697
Reflection system?
>>
>>175311697
Shoulda have used unity.
>>
>>175311728
Hello, pajeet.
>>
>>175311735
in order to expose your c++ classes to blueprint you have to put in some ugly macros and inherit a bunch of bloat, which still might not work because blueprint cant handle certain types like unsigned ints
not to mention you have to add the classes through the editor first, which might or might not be possible because the editor wont compile because youre actively trying to implement something
>>
>>175311935
what do you mean anon i am unable to keep up with your memes
>>
>>175311697
no such thing, ue4 is the best.
>>
>>175312076
People dont squat to look at something the same way they do to shit or lift.
>>
>>175312062
You talking about a few #includes and ufunction lines to copy paste?
>>
>>175311762
Unity can't serialize generics by default, so you have to do quite a bit of workaround to get it working.

For example, a Dictionary is a generic. It won't show in the inspector, and if you closed Unity, then anything stored in the dict would be gone when you started it back on. Of course, there's like a hundred different guides on doing serialization callbacks, and Unity even updated to provide a better way of dealing with it.

or you can just use this
https://github.com/vexe/VFW

Anyone my point is nothing is perfect, but if you're decent at programming then all it'll be is minor issues.
>>
>>175311371
Couldnt find a proper one, so i took pics of myself posing
>>
>>175312187
i don't think the kid in the foto is lifting anything
>>
>>175309810
More like
>post a competent devblog on tigsource
>get featured on GM's tech blog for your unique solution to the depth sorting transparency problem (and make said solution available for other people to use)
>have good art
>steadily build a following and become popular
The racially ambiguous genderqueer haircut is faggy, though.
>>
>>175313013
>get featured on GM's tech blog for your unique solution to the depth sorting transparency problem
I understood this reference.
>>
What are some mechanics or game types you're surprised haven't been implemented in most VR games already? Lords know they have "bow and arrow" physics and "wave shooter" mechanics down pat.
>>
>>175313251
Literally anything that isn't a shooting gallery or drawing toy.
>>
>>175313178
Nice apophenia dude.
>>
>>175313251
I could be wrong but I don't think I have seen an "ORA ORA ORA ORA" punch mechanic yet (series of short normal speed punches to activate your godhood) in a VR game.
>>
Played some Risk of Rain today. Why don't you anons make great games like that ?
>>
>>175313251
RTS camera style really.

It seems like the perfect use for a VR headset. You can look down at the battle and move units by grabbing them.

Would also make the teleporting camera movement less obnoxious.
>>
>>175313537
I don't know how
>>
>>175313573
I think most people are just worried about having to look 90 degrees down for however long a match is. Shit can't be good for your neck.
>>
>>175313759
>what are offsets
>>
>>175313537
>Cluttered screen
>Generic rock BGM
>Memepixel art style
Because I have decency, even if that means I'll never complete a game or make money off one.
>>
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>>175313573
This is actually on my todo list
>>
>>175313537
My game is better.
>>
>>175313573
>You can look down at the battle and move units by grabbing them.
There have been RTS tech demos for VR.
The reality is that it sounds cool on paper, but in practice it's a fucking chore that loses its novelty after five minutes.
>>
Make Black & White in VR you fucking dummies.
>>
>>175307661
Godot uses it's own custom scripting language making it non-transferable to anything else.

>>175308490
>bad visuals

Visuals are completely up to you, you shouldn't be using the default lighting model and shaders for either Unity or Unreal unless you want your game to look exactly the same as every other basic game.
>>
>>175314742
I don't understand why these premade engines don't just use a Lisp for scripting.
>>
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>>175297658
I guess you could say you really got the ball rolling
>>
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Literally what is your excuse for not having a published game on Steam?

http://store.steampowered.com/app/603350/Dont_cut_your_hand/
>>
>>175314784
Because lisp is just as non-transferable to any jobs.
>>
>>175315037
I have to finish my game first.
>>
>>175315037
This is the problem with indie game development. This is what is driving people away from trying actually good indie games.
There needs to be an indie purge. Steam should just evaluate every indie game and get it off the store if it's bullshit like this.
>>
>>175315243
Greenlight is kill soon™ Valve time
>>
>>175315141
Quite a few jobs use Clojure these days (or the brony variant, Clopure)
>>
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Please help I think my dog is sick

Why does this happen?

Also please go easy on my "art", I've only done like 2 hours in blender from tutorials before I started this on my own. This isn't an actual game, I'm just learning right now.
>>
>>175315910
Have you checked the direction of your normals?

Is the neck visible if you look at it from the other side?
>>
>>175315910
flip the normals on the planes that are not showing up on the horses neck.
the engine will only render the planes that are facing to the camera. this is so it doesn't need to render all the polys that are inside of an object.
somehow while modeling you got them flipped around
there should be a function for flipping normals
>>
>>175315910
highlight the missing faces in blender and hit ctrl + n to flip the normals
>>
>>175315910
Pretty good for 2 hours.
>>
I want to make a top down shooter, is that possible with python?
>>
>>175315910
also, holy shit that horse has a fat ass
>>
>>175316221
www.pygame.org
>>
>>175315910
Disregard all advice from internet randoms and take it to the vet.
>>
>>175316247
thicc
>>
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please give me game mechanic ideas that are simple or good for beginner programmers.

just need some practicin'
>>
>>175316945
pong
>>
>>175316945
Kind of need to know what kind of game you're making to help with that. Platformer, shoot'em up, etc?
>>
>>175316945
secret of mana with no party AI
>>
>paid for a course (udemy)
>170 hours of video
>goes over __literally__ everything, provides living examples, well spoken
has anyone else ever bought a course? Am I retarded? It's definitely keeping me on track and has taught me so much about <your engine of choice> that I wouldn't know otherwise.
>>
>>175317169
>read the manual
>you now know the engine
>>
>>175317169
your mind will be blown when you see cgpeers
>>
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>>175316040
>>175316093
>>175316163
That does work, but another problem is when importing the different meshes move slightly, which makes the horse T H I C C and leaves a gap in the front legs, is there anyway to stop this? Also why does it look so smooth in UE4? Is it something to do with UVs or lack of smoothing which the engine warns me about?
>>
>>175317257
While I am autistic, I'm still human enough that reading through a programming manual would put me to sleep.
>>
>>175317448
You aren't importing normals for skeletal meshes. Honestly I think Unity would be more appropriate for you
>>
>>175316945
infinity runners
>>
>>175317448
UE4 devs, folks.
>>
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>>175316945
Point-and-click game.
>>
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Are you EXCITED for DD14?
>>
>>175318159
Not really
>>
>>175297658

This reminds me of that Kirby game.
>>
>>175317698
>>175318038
Hey now, I haven't had any experience actually importing meshes into unreal, I just assumed it was as simple as drag and drop (which worked for everything else except for this horse). I'm perfectly fine doing everything else not related to art.
>>
>>175298765

Nah, the python guy finished in 15 minutes and left.
>>
>>175305428
I actually did something like FTL with C++ before, but without any framework, just a simple DOS version

Maybe if I am a bit more specific people will be able to help me more, i see people suggesting UE4/Unity and Mono/XNA, what if i want to do a kind of 2.5d game, what would be the best to use
>>
>>175318241
I wonder why they haven't made a 3D Kirby game yet. I guess it just wouldn't look right.
>>
>>175318376
Whatever you feel most comfortable with, all engines are free to try.
>>
>>175316945

Try to replicate the first dungeon from Zelda 1 for NES and it's mechanics as best as you can. You'll learn a lot.
>>
>>175315037
Valve releases very few statistics as to how well Steam games do.
But based on developer testimonials and what little information we can get from Steam, a majority of Steam greenlight titles don't even make the $100 fee back in sales after Valve takes their cut.
Did you know that as many as fifty new titles get posted on Steam every single day?
Right now the Steam market is extremely saturated to the point where simply posting a playable game isn't enough to make a reasonable amount of money off it.
>>
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>>175318347
Yeah that's about how long pygame takes to render 1 frame
>>
>>175315037
It doesn't compile
>>
>>175318508
What can be done to fix this tragedy of the commons?
>>
>>175318690
Just Like Make Good Games?
>>
>>175318453
>3D kirby game
fuck that just reminded me of Kirby Air Ride. Why haven't they made another one of those? Why hasn't an indie made a sandbox/racer where you collect power ups and then do minigames?
>>
Most engines are bait and switch scams, they give you toys to make John Doe feel like a yesdev for a while but then he realizes how shit the engine is outside its designated newbie "click thing game happens" features.
>>
>>175318778
They will be drowned out by the high volume of shit games.
>>
>>175318780
There's a guy making one who posts on /v/ once in a while. He's a hobbyist
>>
>>175318847
Good Games Float
>>
>>175318818
sorry you were too incompetent to make a decent game.
>>
>>175318818
Too true, friend. Too true. Glad I never fell for it.
>>
>>175318690
What tragedy? Play your cards right and you will be noticed, if you think the "newest releases" tab is an appropriate replacement for marketing then you're a retard.
>>
>>175318636
What error message? Compilers are pretty clear about whats wrong.
>>
>>175318690
There isn't a problem in the first place.
How do you think good games got sales before Steam existed?
All Steam is is a means of hosting and distributing software and it does that perfectly.
It's not a magical platform that's meant to guarantee you become a millionaire just for like making a game.
>>
Frictional Games only became successful because Penumbra was one of the few games on Steam. The trilogy was the first thing I bought there after Orange Box.
>>
>>175318479
I don't have with any engine, but I do have experience in development and coding, so should I jump on the one that "feels" right for me or do you have any adivce?

Also, am i being too greedy for trying to do a 2.5d without any experience in these types of engines(I think it would be a nice experience)?
>>
>>175318948
How do I into marketing? I am but a lowly dev tending to my games.
>>
>>175318508
It's becoming more like Google Play/App store now, which sucks.
>>
>>175319504
I assume you want to do 3D graphics and that can be a yuge bitch to do without an engine.

There are pros and cons to each engine and it's really up to you to try out shit and research stuff, just be wary that actually finishing a game is 10x harder than you think no matter what you use.
>>
>>175318960
My visual studio expired so I'm trying to cross compile a windows binary. AGDG made it seem like it was just a matter of using a cross compiler but turns out there's a bit more to it than that, so I have to read stuff.
>>
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>>175319592
If your game is good then it will market itself through word of mouth. Otherwise give up and accept that this is just a hobby.
>>
>>175319762
Why do people always have to ruin things?
>>
>>175319906
I don't even want to make money from it, I plan on my game being completely free (no DLC, no pay2win, etc.) I just want it to be popular.
>>
>>175319913
It was inevitable. If Steam didn't do it, something else would have. Itch.io probably.
>>
>>175320013
pay a streamer that gets 5k+ viewers to play it
>>
>>175320158
I believe in ethics in streaming.
>>
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Environment parts for the trailer are pretty much done.
Some stuff is still rough
Tomorrow: characters and gameplay and some editing
>>
>>175320363
where's the gameplay
>>
>>175320158
This won't even lead to sales.The people that play games are a different audience than the people that watch people play games.

For example, pewdiepie played an /agdg/ game
>>
>>175320363
What game?
>>
>>175320472
SIT was a commercial failure because the dev took way too long to release it, missing the pewdiepie hype and he's also obsessed with anti-consumer practices as we all know.
>>
>>175320472
Anything multiplied by zero is still zero.
>>
GPL3 or some other license?
>>
>>175319762
Why is that a bad thing?
>>
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>>175320472
>The people that play games are a different audience than the people that watch people play games.
You don't really believe this do you? Twitch and Youtube are the first places people go to check out games they are potentially going to buy. Tons of shit games have been sold and even had overnight success because streamers play it.
>>
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>>175320324
>>
>>175320472
Meanwhile Playerunknown's Battleground surpassed 1M Steam sales and is the fourth most popular game on Twitch thanks to their streamer partnership program.
>>
>>175320324
It's not unethical to hire marketing guys aka streamers.
>>
>>175320363
Nice terrain but I'm gonna need to see that gameplay son. that should have been the first thing you showed
>>
>Want to make beautiful pixel art
>realize I can have good pixel art, but it won't be fast
>realize it's easier to make "shittier" indie art rather than make it good and beautiful

I'm going to make shitty art simply because it's the only way I'll be able to finish the game.

>forgive me padre
>>
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Just a simple stool made by a simple man
>>
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What are you doing to make your game appealing to the masses? How does it stand out?
Just making it "fun" isn't enough, you know.
>>
>>175320903
It's bad because it means the only way your game is getting noticed is if you market it. You can't just rely on it being on Steam anymore like in the past. Marketing is a skill in itself which a lot of devs lack.

Some devs have a huge list of journalist/youtubers they send their games to, but that seems really desperate and sketchy. To me it feels like you're saying you game is shit and you need their help to get it promoted. Having people naturally discover it seems better imo, instead of force feeding it everywhere.
>>
>tfw spent 2 years making an engine
>it was written with OOP
>just now learned a better paradigm
>now I have to completely remake the engine
fug, at least it will only take 2 years.
>>
>>175321841
COD roguelite sexual furry simulator
>>
>>175321841
Putting a girl in the marketing material
>>
>>175321841
1) it's 3D
2) it's got juice
>>
>>175318159
YOU BET YOUR ASS I AM
I JUST ENEMY MOVEMENT WORKING
>>
>Spend the day making an entire room
>Satisfied, go to sleep
>Wake up, look at the room you made
>It looks like shit

Goddamnit why cant I be happy with what I make.
>>
>>175321850
>It's bad because it means the only way your game is getting noticed is if you market it.
Well, if your game is good enough to get into a relatively exclusive club, then it should get noticed on its own, or at the very least it shouldn't be hard to market even if you're incompetent.

It sounds like you want a free pass to high sales, but simultaneously don't want to make a product that deserves it.
>>
>>175322093
FUCK I'M SO EXCITED I CAN'T TYPE
>>
>>175317257
>Godot
>>
>>175318159
itll just be the same games from dd13 with barely any differences(which is fine) but unfortunately that means im not interested
>>
>>175322214
no they're'll be at least one new game, mine
>>
How do I get a dev name?
>>
>>175322305
there'll
>>
>>175322307
>dev name
That's your real name.

>company name
Doesn't matter unless you have an actual team.
>>
>>175322390
No I mean a name like rotatedev or gog*m.
>>
>>175318690
>tragedy of the commons
>steam as commons
managed gated communities like steam dont get to have 'tragedy of the commons' its just called poor governance.

>>175319906
>If your game is good then it will market itself through word of mouth.
half truth.
you need a reason to talk about the game (publicly) and people who will want to talk about it (publicly). these two things are not reliant on the game being good, that's a multiplier.
>>
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>>175322214
*flicks hair back*

Heh, you should be interested, because I'm submitting my game this time...
>>
>>175322390
>using anything close to your real name

just use a shorthand name of whatever your game is called silly.
>>
>>175322206
Yeah, I read the Godot documentation, it was enough to get into the engine and start just like making game. The official demos also helped.
Sure it's not as fleshed out as other engines, but it's not nearly as bad as I've seen people here say.
>>
>>175322529
Blonde Mario?
>>
>>175322307
str( main_games_name ) + "dev"
>>
>>175322390
>Doesn't matter unless you have an actual team.
There's no way to verify how many members there are in a team.
By working under a team name instead of a dev name, even if you're alone, you'll create a means of disassociating yourself from a sour project while maintaining your name's reputation.
>Yes, I worked with <team name> but wasn't very satisfied with the workflow or final product, it wasn't representative of the other projects in my portfolio. My contribution is <good parts of your shitty game>, and I am no longer with them after disagreements over <shitty parts>.
>Meanwhile you were the only person on the team but no one will ever know
>>
>>175322638
His name is Morio to avoid any copyright infringement.
>>
>>175322693
I very much doubt anyone would care about a shitty game you made unless it was some school shooting simulator or something.
>>
>>175322681
return "%s%s" % (title, dev)
>>
>>175322693
You are so scared of your game tarnishing your reputation you feel the need to distance yourself from it?
>>
>tfw no one ever mentioned me or my game on agdg outside replies to my progress posts
>>
>>175322816
WARNING: % IS DEPRECATED. USE STRING.FORMAT INSTEAD
>>
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>>175322693
>Calling yourself a team when you're just 1 guy

But that's depressing
>>
>>175322816
Dirty anon
string.Format("{0}/{1}", title.ToString(), dev.ToString());
>>
>>175322984
Team 1MA
>>
>>175322925
unless you post progress everyday for 5+ months, or have some super amazing looking game, then its the same for everyone else
>>
>>175322520
>hey guys here is my ambitious non-genre title with amazing art, OST, interesting/original mechanics, and zero technical problems

if you make this and literally just post it on reddit, agdg, forums, or whatever it will become a meme there because there's hardly anything actually competing. then people excited about that game will tell their friends and post about it elsewhere. your meme game will be picked up by LP channels and streamers after it's memed hard enough on reddit and such.

most indies literally just do not do this one thing. make an actually impressive game.
>>
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Can I be birddev?
>>
>>175323172
I love birds.
Does your game is a bird game?
>>
>>175323290
It is indeed is a bird game, with birds.
>>
>>175323148
getting traction with a "non-genre title" is one of the most difficult things you can do.
people rely overwhelmingly on safety in their decision making.
>>
>>175323172
>wanting to be a gimmicky avatarfag "dev"
no
>>
>>175323172
wow what shader is tat
>>
>>175323423
whatever just remove the "non-genre" part from that post if you want. it still applies.
>>
>>175323148
>if you make this
well that's the problem.

what you described is basically the perfect game.

>ambitious
>amazing art
>amazing ost
>original mechanics
>zero bugs
>is indie dev

I mean holy fuck
>>
>>175323510
toby fox did it (not literally zero bugs since no game has that, but stable), what's your excuse
>>
>>175323510
Wait, you mean a good game actually needs its individual components to be good too? I can't do that! Why can't my game be good?
>>
>>175323506
does it though? do you have the actual hindsight of having made multiple games like that and seen those results?
sounds to me like survivor bias at best, asspulling at worst.
>>
>>175323636
undertale wasnt ambitious, nor did it have amazing art, lol what.

it had a good ost and slightly original mechanics.

however the story/characterization is what really made it do well, and its what people remember the most.
>>
>>175323636
from what i understand he also had a sizable autism fanbase before he even started work on the game
>>
>>175323696
name one game that checked those boxes and still nobody gave a fuck about it. I have never played a game and thought "I have no idea why this isn't selling like hotcakes", every game I've played that doesn't has an obvious reason why.
>>
>>175322693
There's only a couple of ways you can tarnish your reputation and those ways are 100% in your control.
1) Don't make a controversial edgy game, unless you specifically want people to hate you.
2) Don't put games on early access or sell unfinished games and then never update them again.
3) Don't be an asshole every time you say something online.

If you're just making a normal game and you act like a normal human your game isn't going to tarnish your reputation, even if it ends up being a shitty game. You can still improve and make a better game.
Hell it might even be a benefit. You'll become a success story that people will talk about.
>wow look at this guy, he started out making shit games but now he's got a popular game on Steam!
>>
>>175323828
That's because you never heard of them.
>>
>>175323828
Not him but there are plenty of niche/cult console games that struggle to make six-figure sales despite checking all those boxes and more.
>>
>>175323679
If you're an indie dev, then you're not going to have 'amazing' qualities in every department of your game. It takes AAA companies years to produce a flagship title, and that's with 100's of talented individuals.

thankfully you don't need to be amazing in every part.

you can try, but I can guarantee you'll never finish.
>>
>>175323828
>point to the thing that you dont know about
yeah, survivor bias
>>
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300 posts

no games

its over

nuke it
>>
>>175323918
>Don't put games on early access or sell unfinished games and then never update them again.
Vine does this shit, and it's annoying as fuck because I want to buy his games but they're never finished.
>>
>>175323762
>le undertale art is bad meme

Some of the art in Undertale is pretty good and are commissions by good artists, like the shopkeeper turtle. And even the MS paint parts by toby fox are still more cohesive and interesting than 90% of the indie shit on steam.

>wasn't ambitious

Alright then I'm waiting on your semi-1MA game (as I said some character designs/art aren't toby fox) with literally everything from the OST to the art to the >programming done to Undertale's standard by yourself.
>>
>>175324126
>Alright then I'm waiting on your semi-1MA game (as I said some character designs/art aren't toby fox) with literally everything from the OST to the art to the >programming done to Undertale's standard by yourself.
Not who you're replying to, but Cave Story?
>>
>>175316945
meme themed bomber man.
>>
>>175324220
So where's your Cave Story? Cave Story was ambitious.
>>
I want to post my game but you'll laugh at it because it looks like it's from the 80s
>>
>>175324126
>Some of the art in Undertale is pretty good and are commissions
'pretty good' is not 'amazing' though.

>Alright then I'm waiting on your semi-1MA game
How do you define ambitious?
>>
>>175324419
You'll fit right in with the rest of us, friend. And we're all being laughed at
>>
>>175324419
You came at the right time then, because I need a good laugh to make me feel better about my game.

Please, show me your little shit game you put so many hours into, so I can feel superior.

Do it
>>
>>175324126
you're joking right? undertale art is shit. I could crap out some MS-paint tier garbage like that in 15 minutes.

if you think that game sold well because it had good art, you're not only wrong but also an idiot.
>>
>>175324419
Is it le epic pixel art or le epic ascii art
>>
>>175323794
I played your games on /f/ for literally years and still didn't know who you are until I started coming to agdg, that is some A+ marketing my friend.
>>
>>175324670
Pixel art, not trying to be epic with it though.

>>175324652
Yeah, nah.
>>
>>175324659
I unironically enjoy Undertale designs and think it has good graphics. Earthbound was rough around the edges too you know.
>>
>>175324659
I said it had interesting art.

>b-but I'm a more technically skilled artist!

well too bad undertale's art is still more Interesting™. all the technical skill in the world won't make your art interesting unless you know your audience. even though the art isn't skilled, the subject matter is still better than your art.
>>
Why do people come here to pretend like they have a game?
Is it some meme I wasn't aware of?
>>
>>175324781
which games? i was making flash games before twitter and youtube and 4chan even existed (and a couple before i had my own website) so....
>>
What's your excuse for not being this creative?

https://www.youtube.com/watch?v=0VsWaXNsYaI
>>
Undertale's art is technically abhorrent but it has great character designs and that's the only thing that matters.
>>
>>175324876
earthbound looks way better than undertale, it was made by actual artists. get your eyes checked

>>175325026
>a boo-hooo, wahhh wahh wahh
>ad hom, ad hom, ad hom, argumentum ad populum

anything else to add?
>>
>>175325173
Its music works well, too.
>>
>>175325107
gook shoots up a school and the sandy hook surprise, pretty recent. probably some other games on there too, obviously almost your whole oeuvre has been on /f/ but I can't think of the others. actually I might vaguely recall seeing the sandy hook butthurt article a while ago but I didn't connect all the dots to "goojuns" until a year ago.
>>
>Unity doesn't support overlapping UVs for baked lighting

ok how do I make texture atlases then?

shit engine btw
>>
>>175325332
Check the Unity Asset Store!
>>
>>175325157
>hit black guy
>angry monkey screech
Im no SJW but damn thats a little uncalled for.
>>
>>175325301
well if i have many things that people know of (whether or not they specifically know me) it will help to convert them into proper fans at some point.
"oh hey you did ___"
>>
>>175325561
do they not make that noise? I've never hit one myself; wouldn't want to get my hands dirty
>>
>>175325561
it's literally a game called skullmonkeys, and he's a skullmonkey there. dummy.
>>
>>175309810
>that retarded crown
reeeeeeeeeeee
>>
d-do you like my game?
>>
>>175325693
It's shit.

SHIIIIIIIIIIIT
>>
>>175325729
I-i-i'm s-s-s-sorry a-a-a-anon!!
I will do b-b-b-b-better next time!!!
>>
>>175325157
I wish I could afford to hire claymation artists to make a massive open world claymation 3D rpg. Would be the hottest game of 2050.
>>
>>175325693
>>175325838
Will you be a my gf?
>>
>>175325838
I'm sorry for making this shit post, it was supposed to satirize those stuttertyping omega faggots but I took it too far.
>>
>>175326097
We can all see that. You can stay, but make sure it doesn't happen again.
>>
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>tfw you catch that one bug while testing and you can't replicate it afterwards
Will someone find it Anons? Am I safe? Am I fucked?
>>
>>175323048
every time I picture you I picture Midousuji Akira from Yowamushi Pedal
>>
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Are you famous?
Do you want to be famous?
>>
>>175326504
>dev becomes famous
>has enough money to last for life
>goes around giving faggy speeches at conferences and universities instead of making games

what did they mean by this
>>
>>175326726
Name one (1).
>>
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>>175326368
best boy
>>
>>175326337
maybe maybe maybe
>>
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>>175326769
>>
>>175326337
I had one person report a bug to me. I have no clue how to reproduce it or why it would happen. No one else has said anything, so I'm hoping it's just very rare.
>>
>>175326337
it will ruin the game.
Run.
>>
>>175326337
>guy reports "bug"
>it's actually him being an idiot and not understanding what he should be doing
>>
>>175322726
>Morio
Name him Duwang
>>
>>175327156
Sounds like the game designer needs to do a better job of designing their game.
>>
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>>
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>>175329630

Because Fez 2 got cancelled.
>>
>>175329630
can't spell monogame without nogame
>>
>>175322726
MORI-MORI-MORI-O-RA-DIO!
>>
>>175324126
cohesive and interesting is not the same as good
it's meme pixels, it's memeochrome in every enemy encounter, the colors otherwise are nothing special, and most of the enemy and NPC designs really are not that special in their native form
>>
>>175329630
because game is a spectrum
>>
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>>175323993
>>
Daily reminder that if you are a non-artistic 1MA you should give up now. You're not going to make it.
>>
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>>175330151
>>
>>175330151
if youre making games you are artistic.

>>175330325
this is fine.
>>
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Reminder to make a Fyre Festival Simulator 2017 game while it's still a hot meme.
>>
alright how do i filter goog
>>
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>>175330051
>interesting is not good
>>
>>175321816
cute but why would you sit on a cinnabon? are you trying to frost it with your butt?
>>
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>>175330151
lies my game will top the steam charts

if dubs I will literally make this in that exact resolution
>>
Who else ready for $5k per-game Steam fee?
>>
>>175330525
I mean, being interesting is a good thing, but not everything that is interesting has quality
Plan 9 From Outer Space (for example) is interesting, but most people who see it would not say it's good
>>
what's the best way to smooth out movement? right now I'm just rounding the position of things to the nearest integer, and it's choppy sometimes
>>
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>>175298547
>>175298903
Thanks.
I don't really have a big masterplan for the game really. My current goal is to make a simple dungeon crawling game loop as I've got a lot of the foundation stuff done. These are my first two non-humanoid creatures, I plan to add another or two then generate some environments around them. Connect those environments with some roads. Once I'm finished with that I'll probably reanalyze the gameplay loop and improve it.
>>
>>175330702
and then the game doesnt even get seen by the public if the curators dont like it.
>>
>>175331026
You stop using an engine that doesn't have subpixel movement.
>>
>>175330669
It begins
>>
>>175330669
so close
>>
>>175331060
I'm imagining his weapon is a giant spoon and the game is whacky tales of the undead chef, fighting off the underworld minions who keep trying to steal his gravy. I mean, if it's a skeltal game you might as well. will the end product be a skeleton?
>>
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>>175330669
>>
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>>175331201
that's not how it was supposed to work
>>
>>175331503
are you actually making a game or is this all concept art
>>
>>175331130
it has subpixel movement but it looks like crap
and also I'm literally autistic and want to be able to say I have game mechanics and physics and so on that are pixel-perfect, but that wasn't what made me change it
now how can I continue to make it not look like crap?
>>
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>>175331359
>will the end product be a skeleton?
The skelly exists but he's not the protag. There's no real protag anyway, I plan to give different bodies to choose from to start. All the actors in the game are perfectly playable too with that in mind.
>>
>>175330408
if anything the neck isn't long enough

also those are eyebrows and a nose, not eyes and a mouth
>>
>>175331716
neither

>I just made another one but it ended up corrupted by paint.net and I didn't check the save like a retard

well that's the end of my shitposting
>>
>>175333020
>also those are eyebrows and a nose, not eyes and a mouth
that doesn't make any sense
>>
https://www.youtube.com/watch?v=PYGBV6x_ANg

Should I get this and make an hgame with my fembot friend voice actor?
>>
>>175313573
I was making a VR homeworld game where you point at units and point to order them around

but I dropped it for other projects

:^)
>>
>>175336130
so did everyone else
>>
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H K S L A P
K

S
L
A
P
>>
>>175315037
it's lewd and steam wont let me
>>
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Got the mana UI implemented (hearthstone clone? HA. Does hearthstone have TWO mana types???)
Also got the card-on-the-board inspector working. Will probably need to change the design of the podiums to make it easier to see your shit. Eventually your cards will also be on the table in front of you though.

Tomorrow I might even get to gameplay.
>>
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How long did it take you to realize that everything you could possibly need for gamedev, any learning material and anything you might need to improve your skillsets is out there on the internet, and you're entirely at fault for your lack of game ?

Khan academy, dozens of free software, dozens of easily piratable professional software, thousands of youtube tutorials and tutorials in general covering everything from 2D drawing to modelling to particle effects or procedural programming. Pirate bay, CGPeers, tried and tested algorithms and methods, hundreds of books on every topic, easy access to millions of other artists, musicians and programmers, the capability to publish your game for just 100 bucks and the possibility of your game going viral on the internet purely by word of mouth with no need for any marketing whatsoever.

Game developers 20 years ago didn't even have a fraction of what I have today, yet I'm still more incompetent. Was I in particular born dumber, or is it a generation thing?
>>
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>>175338760
You lack self-discipline.
As do I
>>
>>175338760
Sounds like a motivation (disguised as a confidence) issue. Firstly, don't compare yourself to others*, nothing ever good comes of it. Secondly, take things one day at a time. And one task at a time. Like you said, all the answers are out there, you just need to find them. Break shit down, and then break it down. It might take your 3 years to make your game but if that's what it takes then so be it.

*Only compare yourself to others to see if they're having troubles you've had in the past, so you can help them with your experience.
>>
>>175329630
just don't feel like learning it. but probably have to. how hard to move a game from xna to mono?
>>
>>175338624
You making a VR card game like in Yugioh where monsters have 3D models and attack each other? That's pretty cool, keep it up.
>>
>>175338624
a vr card game sounds like the perfect reason to put your vr headset in a box in the attic and forget about it
>>
>>175325157
that game looks horrendous
>>
>>175317169
so those udemy courses are good? what about lynda?

a lot of them can be found on usenet, maybe I'll give them a try. watching tutorials at work is my new thing.
>>
>>175317169
>your engine of choice
I'm surprised udemy has a Blitz3D course
>>
holyshit this place still exists!

Was there so big changes in the past... 2 years? Fuck I've been away for too long. Are the mondays contest-things still gone? I remember people being angry at literally whos participating.
>>
>>175341949
>monday contests
You mean the Recap Mondays? Those are still around. They weren't contests though.

The person actually running it changed a couple times since you left. The dude running it found out how to stem the shitposting: Never respond to anything.
>>
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>>175338760
It took me 12 + 5 years in their institutions to wake up. We were socially engineered.
>>
>>175339515
Thanks for the feedback?
>>175339461
That's the goal. Honestly the hardest part is going to be getting 100+ models and animations for all the creature cards. That's the one thing I can't do.

Hopes and dreams time. If I get far enough along to where that's all that's left, how many artists do you think would jump at the chance to get a part of this? Still paid of course
>>
>>175341949
You haven't missed much. A couple games were released and didn't sell well.
>>
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Whats better for placeholder graphics? Using your own shitty art or stealing from Super Nintendo games?
>>
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>>175343345
>>
>>175343345
Whichever is faster.

That said, you'll probably want assets that exactly fit what you're looking to do. If you're working around your placeholder assets, shit's going to get tough when you realize pieces don't fit together when you're making the real assets.
>>
>>175343345
Your own art. Also if that girl is your art then your art is not shitty.
>>
>>175343345
>>175343749
This. Just draw bad versions of what you really want.
>>
>>175343747
fuck you smug link
>>
Anyone looking to collab on an h-game in UE4, 3D? Inb4 memes.

Have placeholder assets, a fembot voiceactor, and can program. Mainly need music, maybe a writer, maybe a level designer.

Definitely could use modeler/animator for custom stuff instead of the assets I am using now.
>>
>>175343345
Placeholders are like, colored boxes
>>
Should I put V-sync in the Display or in the Video settings?
>>
>>175344529
Merge all video settings into display. All of them.
>>
Anyone tried UE4.16's NvCloth yet?
>>
>>175343887
name 10 hentai games you played in your lifetime and then i can take you seriously
>>
>tfw you can't come up with a game idea that won't be limited by your awful art
>>
>>175345306
There is nothing wrong with buying premade art
>>
>>175345329
I wouldn't buy art for a game until it was nearly done so I know I wouldn't be wasting something on a project I might abandon.

The problem doing that is:
- it's hard to keep interested in making a game that looks like absolute shit in the meantime which might be up to a year
- nobody else gives a shit about it because it looks awful, none of your webms or screenshots will show much progress when everything is a colored box
>>
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Been focusing on enemy design. It's damn fun! The enemy behaviors all run on a sort of psuedo behavior tree, so it's very quick to iterate on them and get things hooked up. Feels good being able to progress at the speed of thought.

This guy now has a charge attack, where he will ram you into a wall. Then while youre stunned, he punches you in the face. I have been laughing as he manhandles Frauki
>>
>>175345498
>I wouldn't buy art for a game until it was nearly done
Then pirate the art. Or just use free stuff. There is a shitton of stuff you can pirate or download for free. Also really good stuff. At least for 3d... for 2d not so much I think.
>>
>>175345680
don't bully your character
that's mean anon
>>
>>175345248
Is 10 a lot?
Do western games count?
not him though
>>
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>>
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>>175337369
Reload done
>>
Someone give me a fun way to battle and or capture monster girls please.
>>
>>175307084
Name of small font?
>>
>>175337369
what the fug is that hand motion
>>
>>175347269
The burrito chop
>>
>>175347269
Have to slap or pull the charging handle down and let it slide forward instead of racking it like most guns
>>
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Decided to teach myself some FMOD and have a go at implementing that jetpack sound I made for anon a few threads back.

https://streamable.com/6tqyv

I'm guessing none of y'all use FMOD because it probably costs money or whatever to actually implement but whatever.
>>
>>175346815
>asset for ants
>>
>>175347368
Am I retarded or is the "charging handle" not modeled yet?
>>
>>175344813
Wait... That shit's out already?
>>
>>175347563
Its the handle on the left on the very front
>>
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>>175347269 see >>175347368

>>175347563
He pulls it in the reload. Front left on the top of the gun. Just can't see it behind his hand in the draw.
>>
>>175347884
Ah I see. I was kind of thinking that might be the case, but it looked like the hand was only moving sideways.
>>
>>175347437
Neat. I ended up doing the sound procedurally. Pitch and volume changes with dash speed, this way I got a woosh that pretty well expresses the gradual, weighty acceleration and decceleration.
I hope I can reuse your work somewhere else though.
>>
What the fuck is this
>>
it's fucking hard to find a decent job.
So I'm going to work a lot more on my game, see you when it's ready for a demo!
>>
>>175346558
>no
>gameplay?yes:no;
>>
>>175348824
See you in ~5 days
>>
Why is making your game pretty so hard? Just coding is a walk in the park compared to it.
But as soon as you have to start making art, it becomes a pain to progress.
>>
>>175326726
they get paid for those speeches. It's guaranteed money, whereas making another game has a risk of failing, not only losing money but also damaging the reputation.
>>
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>mfw im not gogem
>>
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>find a very promising niche market that you're excited to work on and doesn't require incredible graphics, art and music to function well
>instead it requires Dwarf Fortress levels of math which will probadly take you up to 2 years to properly implement

Can't I hire a bunch of Pajeet or Chinese kids for this?
>>
>no gelatinous cube games
:(
>>
>>175349707
if you didn't make your memejam right fucking after lolijam memes started finally dying, we might've seen a game or two, but no
you had to give it no cooldown whatsoever
>>
>>175349615
>Dwarf Fortress
>complicated math
Are you dumb?
>>
I WANT TO MAKE A GAME
>>
>>175349153
The exact opposite is true, Anon.
>>
>>175349791
ME TOO
>>
>>175349791
Then just like make game?
>>
>>175349953
im considering it anon

im considering it
>>
>>175349746
a dev makes games
a nodev makes excuses
>>
>>175350461
What did you make?
>>
>>175350550
What did you make?
>>
I'm a talentless hack

Is it better to learn how to draw in hopes of find people who know how to code

or learn how to code in hopes of find people who know how to draw?

or should i get into music making


I'm a mediocre artist who's super rusty and i did guitar/piano/singing back in school but dropped right after that
>>
>>175350461
then why didn't we see any gelatinous cube games
why didn't you deliver one
>>
>>175350583
Got any examples of art?
>>
>>175350630
why didn't you deliver one
>>
>>175350712
i asked my question first and it's reasonable of me to expect answer from you considering you complained about no gelatinous cube games
>>
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>>175350582
>>175350550
>he is a 3D nodev
>>
>>175349846
it depends on what kind of code you want, but for me I can find for almost all of the stuff I want in my tutorials on the net. I just have to figure out how to implement it and change it a bit here and there.

Making art however, 3d models and such shit is a whole different story. And making music is something I don't even want to think about yet.
>>
>>175350771
>you complained about no gelatinous cube games
????
>>
>>175347224
you have sex with them until they fall in love with your dick
>>
>>175350906
*they are
>>
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>>175349765
>Dwarf Fortress is a simplistic game

http://imgur.com/a/nGyRF#0
>>
>>175350931
>already forgot
i shouldn't have expected much from a jamposter
>>
>>175347224
you hug them tight and pat their head
>>
>>175351075
>fortune is one individual
>>
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>>175351014
Nobody said the game portion of it was simplistic, they said it doesn't have complicated math.

What you posted is game design, at a stretch you could class it as mathematics because of logic or whatever but that is more of a game design thing than actual mathematics.

The actual difficult mathematics things behind games are like, designing 3d graphic systems and such.
>>
>>175351217
procedural generation requires good math fundamentals though
>>
>>175349707
Why would anyone make a jellycube game for jellyjam when you could make it for monster jam instead and have way more time to do it?
>>
You guys spend too much time being mean at each other, and too little time making progress
>>
>>175351014
where is the math?
>>
>>175351014
>Dwarf Fortress is a simplistic game
I played a lot of dwarf fortress and while the underlying stuff is pretty nice and there's a lot of stuff to interact with, there hasn't been any new interesting additions when it comes to gameplay since maybe the caves update - no new ores,no new meaningful enemies, no new workshops or industries maybe except beehives and fukken temples and libraries which are half assed really. Meanwhile there's a shitload of autistic shit being worked upon like calculating how many chicks has a particular peasant boned during his lifetime, which is meaningless as fuck.
>>
>>175351613
>how many chicks has a particular peasant boned
>meaningless as fuck.
but anon that info is very important for me
>>
>>175352230
It's a tautological statement, Anon.
The number of chicks a given peasant has boned is information pertaining to sexual intercourse, colloquially known as "Fucking"
Fuck is, quite self evidently, exactly as meaningless as itself.
>>
idea:it's the witness but you must perform a specific sequence of kamasutra's positions to solve each puzzle
>>
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How do I come up with an idea for a game? I want to do a turn-based strategy/management game on a hex grid but I can't come up with anything interesting. I've coded a generic library for a hex grid, even switching between orthogonal and top-down rendering, I can render sprites onto it, and almost everything that doesn't rely on the specifics of the game but now I can't really come up with an interesting game to make with it. I can come up with a general theme but I can't really translate that into a concrete ruleset for the game.
>>
>>175352857
>how do I come up with an idea for a game?

Are you fucking seriously asking for idea guys?
>>
>>175352857
Just clone a game then change whatever you think would be better if it was different
>>
>>175353010
he's doing it ironically
it's a joke
laugh
>>
>>175352857
Dynamic terrain strategy game, do it
>>
>>175352857
I'd say to have good ideas you must have wide knowledge about video games in general, not just the genre you are working in. A good idea is often just taken from an other genre.

It's also good to study old games, because they often already have good ideas, but you can still make them better, since they are not so sophisticated yet.

Otherwise, I'd just brainstorm and write down any idea which comes to your mind plus the pros and cons of it, and then just look what you think is the best.
>>
>>175353278
>>175352857
Also, note that you do not have to reinvent the wheel.
Usually games just steal stuff from elsewhere and make a slight variation of it, and mix it with other stolen stuff.
>>
>>175353594
Is RPGMaker OK?
>>
>>175353594
That is a nice picture
>>
Do anyone have some guides on anime 3d modeling? Please post some.
>>
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>>175353056
>>175353278
I wanted to make a game where you manage a guild in a fantasy city(i am reading too much discworld) but there are a bunch of other different guilds as well and you're trying to be like the best guild or something, or maybe a gang that's trying to win control over the city. The thing is I don't know games that could be similar to this and I don't know how to create the rules the game will play by. If you know any similar games that I could use for inspiration, then please post them.
>>
>>175352857
some people like buying the expensive namebrand aged in a cellar for 30 years ideas but i think the cheap 6-packs are just as good.
>>
>>175354439
Just like merge monopoly and risk
>>
>>175354439
Reminds me a bit of the Way of the Samurai games. There you also play a character in a town, and then you can decide which gang or clan you want to join, or just join nobody. And depending on your decisions the story evolves differently.
>>
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>>175354640
Monopoly and risk are shit games though.
>>
>>175349707
I'm making a gelatinous cube game for Monster Jam.
>>
>>175354983
As a game developer you should figure out a way to improve them
>>
>>175354983
I've seen some pleb opinions, but this..
>>
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>>175354983
>Monopoly and risk are shit games though.
>>
>>175354983
Monopoly just needs a non-circular board.
And youre a straight up baka for saying risk is bad
>>
something to think about

https://medium.com/the-cube/how-my-fellow-developer-stole-my-steam-game-from-me-57a269fd0c7b
>>
Where's a good place to steal ideas from?
>>
>>175355594
This thread.

However originality is vastly overrated in game development.

Marketing > Originality

Just look at Kim Kardashians game and the 300 gazillion dollar it still makes each year.
>>
>>175355564
IDEA

PROCGEN MONOPOLY
>>
>>175352857
First you stop frying your brain with animeshit.
>>
Which game are you most excited to play on DD14? Please mention mine.
>>
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>>175355585
>guy screws you over and doesn't pay you
>lmao better work with him again and give him full control
>>
>>175355564
>Monopoly just needs a non-circular board.
the fuck does this even mean? removing all the parts of the game where money exchanges???

>>175354983
get rid of the dice
>>
>>175343887
>a writer
"Writer" is a fake job description perpetuated by the cargo cult of academia. It only made sense in the days when most people couldn't spell. Now we have spellcheck, so everybody is a writer. Make a game.
>>
>>175356115
No, literally just a more expansive board and more economy/jew mechanics.
>>
>>175356426
Let's see your writing.
>>
>>175356450
You just did.
>>
>>175355585
That guy is an asshole. But the original dev also put way too much trust in him.
Pro tip: If you're working with anyone, do not treat them as your friend. Even if you're working with your best friend in the whole damn world. When it comes to work you're business partners, not friends.
>>
>>175356080
just monolith

t
b
h

f
a
m
>>
>>175356080
Mine
>>
>>175356526
I didn't like it.
>>
>>175356804
Vore yourself.
>>
>>175356626
>victim blaming
>>
>>175356440
how can you jew anyone if the board isnt circular? bought properties are only landmines once (and you'll never have one in front of you if you're in the lead)
there's nothing "just needs a non-circular board" about that, its " just needs a non-circular board and entire ruleset change to facilitate it".

removing the dice is always the cleanest simplest way to make a semi-random almost-good board game into a non-random actually-good board game.
with monopoly i think it was 1-4 moves that made it perfect and mindgames.
>>
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Does your game have a cool manual?
>>
>>175356939
Changing the board would imply changing the rules gaggems.
Pretty much like a stripped down 4x
>>
>>175355585
What a naive dipshit. Almost serves him right.
>>
>>175356904
A buzzword invented by the intellectual elite to make excuses for the weak. A true meritocracy would let the weak die off so the strong can thrive. Spoonfeeding them because of "morality" dilutes our capacity for greatness.
>>
>>175357114
get lost hoyboy
>>
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>>175354986
My cube is more gelatinous than your cube
>>
>>175357257
Great things are only achieved by great people. You're laughing now but let's see what face you're making when I prove I'm a great person by making a game.
>>
>>175357087
at a certain point it isnt monopoly anymore.

>>175356939
btw Snakes and Ladders is a pretty great game with these mechanics...
>choose to move 1-10 spaces
maybe less, have to feel it out
>you can choose to move backwards as well as forwards
>falling down the snake or climbing a ladder doesnt count as a move
pretty sure that's standard but just a reminder
>if you land in the same space as an opponent (and it isnt your final move) you can stop there and use the remainder of your moves to move them
>>
>>175357360
I'm jelly
>>
>>175357505
Well met, I'm skeleton jelly!
>>
Anyone need art for their game? Why don't we begin a dialogue
>>
>>175357625
Really? Somebody was just here looking for you
>>
>>175357625
Really? Somebody was just here looking for you
>>
>>175356904
I'm not victim blaming though. If someone were walking down the street and got robbed, and I blamed the person being robbed, then that would be victim blaming. Because that person had no control over being robbed, it was just a random crime.
But if someone makes several bad decisions in a row with a shady guy that clearly wasn't trustworthy, there becomes a point when the person is partially to blame for becoming a victim in the first place.
>>
>>175357752
>>175357770
Skeleton jelly?
>>
fucking ui
how do you even code it
>>
>>175357935
My engine does it for me :D
>>
How do I make music for my game that's as good as Undertale's music?
>>
>>175358052
Spend years practicing music
>>
>>175358086
I have about three months of weekends. I have a good grasp of music theory but I also have poor hearing.
>>
My game uses about 2% of my CPU. How much does your Unity bloatfest use? 40%? Or your GameMaker abomination? 15%?
>>
post dev M U S I C

https://www.youtube.com/watch?v=tc6ZWa4X_PE
>>
>>175358217
> his game is so simple it doesn't use 100% of cpu
>>
>>175358217
2%
>>
>>175358220
https://www.youtube.com/watch?v=OyEusKu44wc
>>
What are good exercises for learning to make music? I was thinking about looking at other songs and seeing looking at bar patterns, which are repeats and which are unique and replicating it with my melodies.
>>
>>175358435
messing around with the midis from good songs can have good results
>>
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>tfw inspired that a one man devteam can make very successful 10/10 games but also you'll never be anywhere near that talented or successful
>>
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>>175358217
>2%
Nice bloated engine. Getting <1% here with Godot.
>>
>>175358279
>his
>>
>>175358551
>doesn't know the difference between his game and the editor he uses
>>
>>175358217
You probably don't have any loading screens and think that's a good thing
Well newsflash: nobody will take a game seriously if it doesn't feel like it's taxing their system. You should seriously consider searching for Mersenne primes or something to get to a pro tier CPU usage.
>>
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Would you sweep the floor with this?
>>
>>175358220
>>175358348
>songs to dev to
>for 3 minutes then you have to stop deving and find something else to put on
No
>>
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>>175358720
It is the game, the engine is using even less. Also I'm just joking, my game barely has anything in it yet, so it's pretty low
>>
>>175358752
t. graphic whore

"People" like you are the cancer killing vidya

kys
>>
Am I a real dev if someone found my game by directly searching for its name on itch.io?
>>
>>175358834
No way. Too cute
>>
>>175358834
I would ride this broom as a cute girl witch
>>
>>175358880
Dev music is what you listen to during the stretch breaks you're not supposed to listen to music while working it will hamper your ability to focus 100%
>>
>>175358902
Let's see it then.
>>
>>175358752
>nobody will take a game seriously if it doesn't feel like it's taxing their system.

>his favorite game was Batman: Arkham Knight at release
>>
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>>175359078
Not much progress. I started working on weather, making it so I can choose a random weather from a dictionary with custom weights.
>>
>>175355269
>>175355220
>>175355564
Both risk and monopoly are way too dependent on random chance. Risk less so than Monopoly but it's still fucking bad.
>>
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>>175359026
Cute witch, huh. I wonder if I have something like that...
>>
>>175359336
>another stardew clone
>>
>>175358220
https://www.youtube.com/watch?v=oTN6cGmH2yM
>>
>>175359403
That's cute as heck.
>>
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3 books i'd like to share on Unity programming. Shaders, AI (steering, pathfinding, decision making) and general optimization. Hopefully these help someone

https://pastebin.com/QZQNaSTF
>>
>>175359786
>unity
haha no thanks
>>
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I just love making particles
>>
>>175298018
Proc generation is going to be increasingly important in the future, as raw processing power consistently grows faster than memory bandwidth
>>
>>175359048
Music is better than mumbling and farting of the officemates. Another thing is that by 'dev music' ppl usually mean some faggot electro shit.
>>
Spent while trying to figure out why I was getting so much light bleed in Unity. In the process learned two things.

1.) Outside floor and indoor floor planes should be separate.

2.) If an object is static, make sure it doesn't have faces that clip through world geometry. One of my stalls had a bottom face that clipped through the floor and it was picking up the ground light, which bleed it's way to the front of the model.
>>
>>175360307
You will still have to store whatever it generated in memory.
Procedural generation is useful for saving space, but not speed.
>>
>>175360187
Making particles is easy, but combining them elegantly with the object they come from is difficult.
>>
>>175360684
Just keep adding them until the object is nothing but particles.
>>
>>175360624
If you can hear your officemates farting you need better headphones
>>
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>>175359403
I took the freedom to tweak this a bit. Maybe it will help you
>>
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>>175361008
>stockings
>>
>>175361008
Your edits are almost always worse than the original. just FYI
>>
>>175305035
Catherine and Drakengard used remixed classical music, and I can't even count all the Japanese games that remixed Dvorak symphony no.9 for their soundtrack.
>>
>>175361008
Top looks better what are you trying to do
>>
>>175361231
My edits?
>>
>>175361008
I like these edits. The original bag stands out too much. Although I prefer the original legs.
>>
>>175361008
I agree on the ribbon, the bag and the shoes. Thanks for this, though I will go back to this only later.
>>
a game where the gender fluidity of the main character is the core conceit
>>
>>175357935
imgui, friend
>>
>>175362830
It could be like Kirby where you go around absorbing people and attack helicopters
>>
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>gender fluidity

Typical white male CIS-gender patriarchy oppression thinking

>not a game where xen, xers, attack helicopterkin and otherkin are the main topic
>>
you know ironically making fun of it only normalizes the absurdity until people forget you were making fun in the first place.
>>
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>>175362830
What does gender fluid taste like?
>>
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Man, even a ripped-off skybox makes stuff feel comfier.
>>
>>175363225
We are already quickly approaching the point where thinking there are only 2 sexes makes you a conservative bible thumping bigot so it matters very little.
>>
>>175363698
Irony truly is the entropy that will destroy the world.
>>
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>>175363123
>otherkin games

>not a game where its the other way around and a pinguin starts identifying as a human while falling in love with human 2D girls

http://goboiano.com/japan-puts-anime-in-zoo-and-penguin-adopts-a-waifu/

FUCKING PATRIARCHY SHITLORDS REEE
>>
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Reddit is collectively jizzing themselves over this gif right now.

This is what your pixel art platformer needs to succeed.
>>
>>175363937
> RIXELS

Only a shit image can be posted as a response for a shit game
>>
>>175363937
>roxels
>skewxels (???)

literally just why
>>
>>175363937
>people like responsive things
more at 11
>>
>>175364014
>sample
>>
>>175363937
RIXELS REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEXELS
>>
Is there any games in which there's a mix of shoot em up like metal slug and 2D platformer?

I was thinking of a more exploratory version of metal slug, but I need more inspirations.
>>
Its amazing that /agdg/ will hivemind call out *ixels, but theres only been maybe three decent pixel """""""""""""""artists""""""""""""""" here.
>>
>>175364540
Because AGDG is not about gamedev.
>>
>>175364540
Mixels are kinda on the programming side
>>
>>175364540
I call it out because pixel shit should die and indie devs should move to at LEAST n64 3D only.
>>
Reminder that Risk of Rain, the most successful /agdg/ game of all time, has rixels.
>>
>>175364613
true
>>175364626
they are not.
although the tearing in that gif is gross
>>
>>175364540
>>175363937
Are you upsetti rixel dev aroni?

>>175364650
NO you fucking lier
>>
>>175364481
cave story
>>
>>175364730
>they are not.
Yes they are. You should program your game to use a proper resoltuion instead of scaling up every sprite like you see in that pic
>>
>>175363937
wtf i love rixels now
>>
>>175364871
Some people unironically choose it as a """style""" like god-awful ps1. youre right in the actual gif though
>>
What's the easiest alternative to pixel art?
>>
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PROGRESS: Despite non-standard-unicode keys not displaying properly in the menu (numpad buttons display as lowercase a-i and the < at the end of the webm doesn't display at all), CUSTOM KEYBINDS ARE NOW FULLY ENABLED AND FUNCTIONAL!

Even if the key doesn't display correctly in the menu, it still works as a valid keybind ingame.
>>
Pixel art is actually vector art.
>>
>>175364814
thanks for the suggestion, anon. It looked quite similar to what I'm thinking.
>>
>>175365024
High res stills
>>
>>175365025
You could save some LOC and just have one set of controls be re-mappable and have a default reset option like 99% of games do.
>>
Whats a good engine for a game mostly based on text and interface?

Somewhat like a visual novel but with more trade and UI elements attached to it.

Was thinking of GameMaker or Godot.
>>
>>175365249
Just make your own.
>>
>>175365191
This is something I can consider and maybe do. I'm definitely going to put in a default reset option ASAP, though.
>>
>>175365249
Godot has some pretty nifty text stuff.
https://www.youtube.com/watch?v=xCl1AZINouA
>>
>>175324781
>I played your games on /f/ for literally years
Gogem stfu lmao
>his sock puppets have become this complex
>>
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What does this look like to you?
>>
>>175325107
>>175325301
>>175325594
Fucking hell Ryan what are you doing? Do you really think anyone is buying this shit?
>>
>>175366480
coats are rarely blue so a shirt.
its a coat isnt it?
>>
>>175364982
>like god-awful ps1
We can no longer be friends
>>
>>175366480
Puzzled why someone hung a towel on a rack that appears to be for clothing.
>>
>>175366575
It's an undefined piece of cloth
I just wanted to know if it actually looked like something hanging rack
>>
>>175359403
Show pantsu
>>
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>>175297423
Is this a decent book to learn from?
I know XNA is dead but it looks like all the examples have been updated to monogame.
>>
>>175364014
Your image is pretty good though
>>
>>175367785
why did the creator of GM make a book like this?
>>
>>175363937
isn't that from an asset from the asset store though?
I know I've seen it like at least a year ago somewhere
>>
What is AGDG opinion on Ogre3D?
>>
>>175368259
its good if you dont need all the latest rendering bells and whistles like UE4 has. it should be more than enough for an indie game
>>
>>175347884
>holding the magazine
delete this
>>
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I should be making animations.
Instead I made one of the portal rooms you can use for fast traveling through the dungeon floors
>>
>>175368408
Got the suggestion when researching for a C++ engine, since i don't want to build one from scratch at least for the project im doing, I'm going to use it then
>>
>>175368408
>more than enough for an indie game
I've never understood this meme.
>>
>>175368512
How bout a webm of someone traversing through a dungeon floor/room without fast travelling?
>>
>>175368427
>t. noguns
>>
>>175368613
Assuming your indie game isn't going to be full of photorealistic assets modeled and sculpted to perfection.
>>
>>175368682
Indie devs still enjoy the nice tools that UE4 has to offer, if anything Ogre is better suited for AAA teams with the resources to make their own shit.
>>
>>175368637
I got lots of environment in the trailer, but it's a bit too much for a webm.
>>
>>175363937
this can be done much better
>>
>>175368259
Documentation on version 2.1 is very lacking. I recall I had to derive how to initialize it by reverse engineering the example framework. Admittedly that was a year ago, maybe it's better now. V1.8 has lots of documentation, on the other hand, but it's a little older and slower.
>>
>>175369120
Did you try UE4 after that experience? Or even swap entirely?
>>
>>175369301
just a heads up: UE4's version of C++ is pretty painful
>>
>>175360187
wish I could launch fireballs from my armpit too.
>>
>>175369301
I decided to work on the simulation's algorithms with some simple SDL2 graphics for visual aid. I'll probably pick Ogre up again when I'm done with the simulation.
>>
>>175307084
http://www.dafont.com/coders-crux.font
>>
>>175363937
Just animate them! Dear lord do devs these days have no shame?
>>
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G E L A T I N O U S
>>
>>175363937
to be honest that would be fine if it were actually being rendered at a 1 to 1 resolution instead of being scaled up.
>>
>>175370057
2l8m8 (two leight meight)
>>
>>175298558
Where the OA guy?
>>
Which setups would you prefer for a first person Dungeon Crawler? I'm implementing both controller & kb so i'd like feedback on both and if you prefer something different than listed I welcome that also.


>Controller

[A]:
Turning = DPad Left & Right
Strafing = L1 & R1

[B]:
Turning = L1 & R1
Strafing = D-Pad Left & Right

[C]:
Turning = Dpad L & R
Strafing = Hold a Button (Square maybe?) + Dpad L & R

>Keyboard

[A]:
Turning = A & D / < >
Strafe = Q & E / Button (Alt?) + < >

[B]:
Turning = Q & E
Strafe = A & D / < >
>>
>>175370519
A for both, the rest are gay
>>
>>175370519
Keyboard B
>>
>>175370519
Let the user remap it like any non-shit game.
>>
>>175370519
Give me your excuse for not including customizable keybinds.
>>
in my vision of the game it doesn't have remappable controls
>>
>>175371017
your game is shit no matter who visualizes it
>>
>>175309810
>Why hair style does your main character have
shaved sides and a man bun
>>
>>175370519
for kb "A"

Controller use the analogic sticks
left for strafe and forward/backward
right for camera up/down and turning
>>
>>175370810
I'm unsure if I can properly code that in so I'm taking the safe route and assuming that I can't.

And it's not part of my agenda for today
>>
>>175367785
Bumping for answers and thoughts
>>
>>175312661
Just look at fucking slavs for gods sake
>>
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>>175369814
I would love to have that and even have a pretty good idea how to do animations for it, but I wouldn't be able to actually do the collision code for it with a gun to my head
>>
Pick one for me please

>SDL
>SFML

The game is a fast paced 2D multiplayer shooter with custom lighting and shaders, so raw OpenGL will be required too.
>>
>>175371939
Good luck anon, you're gonna need it.
>>
HAHAHAHAHAHA IT COMPILED
>>
>>175371939
Assembly
>>
>>175371939
SDL. If you're already working with OpenGL, you won't need anything but a way to create a window and some input handling. And I think SDL is nicer to use.
>>
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>>175297658
respawning almost works as intended now :)
>>
>>175371939
i don't think there will be a game sorry
>>
>>175372179
The hell is a "compile"? I just click play and it starts up lol.
>>
give me RMGUI tutorial for gamemaker
>>
>>175345248
>Name 10 hentai games you plaed in your lifetime
Man i could write you the bible of h games, your request is wack af, step your level.
>>
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I'm slowly getting back into this by making some minor things step by step
I'm working on impact feedback right now, does this look alright?

I wanted to make some flashing shaders but until then I guess the shake will do

How's the little impact explosion thingies? Rotating them on non-90 angles makes them look really bad so I'm thinking of making a few variations to show up randomly, but it may not be needed if this looks okay
>>
>>175372754
Then write that shit down, Moses.
>>
>>175372754
nice list you got there pal
>>
>>175372905
I will, when i finish my gaem.

i didn't even start
>>
>>175372867
Not my type of game, but that looks really good.
>>
Serious question, how do I get the motivation to finish my h-game?
I've spent half a decade learning how to draw and it still looks like deviantart shit.
I tried putting up a tumblr and a FA and I've gotten barely any actual attention because it all obviously looks trash.
There isn't even potential money to motivate me because it's shitty R34 garbage so I can't sell it.
It was fun to work on it at first, but now it feels more embarrassing than anything else.
>>
>>175373805
>I've spent half a decade learning how to draw and it still looks like deviantart shit.
Restart your life and roll higher wisdom.
>>
>>175367785
There's not much to update, you can learn using any book written for xna with monogame and don't have any problems.
>>
after I make some quick progress and finish adding something to my game I lose all motivation to continue
>>
>>175373805
Force yourself to finish it, only those who can get past those feelings can make a proper h-game,
>>
>>175373967
After i open the engine or any other tool i lose all motivation to continue
>>
>>175370519
C
Also down turns you 180 degrees and hold/down is step back.
>>
>>175373967

I use post it notes and note cards full of milestones. When I accomplish those, I take them down and store them somewhere.
>>
In GM:S how does one go about creating an instance (say explosion sprite) at the point of impact between a sword/attack and the target? I don't mean creating instance at the x,y of the enemy or the blade itself but getting the actual position of the collision so I can spawn it there?
>>
>>175370519

B for both. Turning with dpad never feels right and B is the standard for keyboards and is what I'm using.
>>
>>175374293
just writing down milestones will make me lose motivation too :(
>>
>>175373805
Post your art.
>>
>>175373805
Do you mean you occasionally tried to doodle for the past 5 years or you actually practiced everyday and still shit at it? Because I find later hard to believe.
>>
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Would you read whatever is written on this?
(It's supposed to be pretty small so the writing is supposed to be illegible though I should probably rework it a bit)
>>
>>175374325
Think about what you're actually asking. Do you want a method that returns every single pixel where two objects meet? 'cause that's what you're asking for.

Anyway:
http://gmc.yoyogames.com/index.php?showtopic=481823
>>
>>175373805
>I've spent half a decade learning how to draw and it still looks like deviantart shit.
Drawing is like bodybuilding. You have to establish a solid regimen to build your muscles, and then you have to maintain them or they quickly atrophy. You can't do one pushup every couple of weeks and expect to get ripped.
>>
>>175374963
Is this loss?
>>
Is there any software or asset for Unity, which can create transformations between 2 objects?
I really would like to make a transformation in my game like in Transformers, but modeling and animating this is probably way above my skill level.
>>
>>175374963
no
why are you obsessed with creepy dark wood
>>
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>>175375221
weird post desu
>>
>>175374984
>Think about what you're actually asking
That's a pretty typical feature in any decent engine, it's not surprising that GM lacks it though.
>>
>>175375214
Or better said some thing which can create morphs or mutattions between 2 objects.
>>
>>175375127
No but I realized I got pretty close to it after I finished.

>>175375221
Is it really that dark? Fuck.
>>
fairly new to gamemaker. Can you do for loops in the scripts, or are they basically one time step events?
>>
>>175375378
>unironically doing color-important work on TNs
>>
How do I get my writer to actually write?
>>
>>175373805
Post art
>>
>>175368086
Just because someone makes a tool doesn't mean they hate every other tool.
>>
>>175375582
Give him some cookies.
>>
>>175375582
Don't bother trying to work with people who won't do their job.
>>
>>175375582
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
>>
>>175375358
That's interesting. I'd love to see some documentation on that, since it's such a typical feature in so many engines (apparently).
>>
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>>175302948
This horrifies me.
>>
>>175373805
>I've spent half a decade learning how to draw and it still looks like deviantart shit.
something is wrong here
>>
>>175375582
You don't need a writer.
>>
How do you even fucking compete with corporations in mobile games?
all i fucking see is LLC or some shit like that.
how can i even beat them in advertising?
Should i use indians to shill my game?
>>
>>175375381
yes. scripts are not one-time step events. you can execute a script every step event and put all the code there instead of step event.
>>
>>175375381
Seems pretty easy to test.
>>
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>>175374963
>>175375127
If you aren't putting at least one Loss reference into your game, you are fucking doing it wrong.
>>
>>175376081
What if he doesn't want his game to have shit writing?
>>
>>175376083
Make a good PC game and then you can charge actual money for the mobile port
>>
>>175375849
https://docs.unity3d.com/ScriptReference/Collision-contacts.html
https://answers.unrealengine.com/questions/51221/spawning-an-emitter-at-a-location.html
http://docs.godotengine.org/en/stable/classes/class_kinematicbody2d.html#class-kinematicbody2d-get-collision-pos
>>
>>175376237
Use writing from a public domain book
>>
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>>175374984
Sorry for the obtuse question, anon. I just have been spawning 'hits' at 'A' and it looks bad and I wanted to know how to do it at 'B'. Thank you for the documentation though, I will read up on it as best I can!
>>
>>175376237
Then he should have made a game.
>>
>>175376194
when people ask obvious questions it's not that they can't answer them themselves, it's just that they want to talk to you
>>
friendly remainder that your generic platformer wont catch my interest if theres no characters and lore to explore.
>>
>>175376083
mobile games aren't worth it, do PC
>>
>>175374984
he literally asks for just a raycast in gm, not necessarily every point where objects meet. gm lacks it though, so you have to make it yourself
>>
>>175376598
But I'm not making a platformer.

Was this message for me?
>>
>>175376267
those are not comparable to
>every single pixel where two objects meet

they give 3d contact points, which give very little information about the shape of the overlapping area compared to the 2d pixel overlap mentioned before
>>
>>175376214
how ironic
that game died before being born
>>
>>175376267
And GM has similar functionality through Box2D. Big fucking whoop. The original poster would've specified that he was using physics if that had been what he was after. Your answer isn't relevant where sprites are concerned, whereas mine was. Feel free to provide documentation that's actually relevant to his question, though.

>>175376356
Consider a raycast along the length of the sword.
>>
>>175376675
No, for anyone that thinks writing == making a shitty walking sim non-game.
Very few games benefit from not having some kind of world building unless theyre pure arcade-style or MP. But even Blizzard pretends to have lore in OW.
>>
>>175376751
they guy wanted a point of contact and not the 2d area?
>>
>>175376751
Anon wanted the position of the collision and that's exactly what the other engines give you, 2D and 3D.
>>
>>175376598
What about my shitty RPG?
>>
>>175363937
How is this sort of things done?
>>
>>175376884
He asked for the actual position of the collision. Verbatim. The position of the collision is "every overlapping pixel between the two hitboxes".

Upon further explanation, yes, a raycast suits his needs.
>>
>>175376598
Lucky!
>>
>>175376961
Your RPG doesn't have characters and lore?
>>
>>175377156
It does. It just doesn't have anything else.
>>
>>175373976
It's not about being able to finish it. I can physically do it.
But why bother? Making a shit game just for yourself is fine, but making an h-game that no one's interested in is a joke.
>>
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an RPG but without characters or lore
>>
>>175377195
Post you're characters and lore so I can explore them
>>
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>>175377315
Here you go
>>
>>175377315
MMORPG
>>
>>175376956
And so does GM if you're using physics. Your godot example only applies to kinematic bodies; does it have point of collision detection for bodies that aren't kinematic? 'cause unless it does, it's on par with GM, in which case your argument that the engine offers functionality that GM doesn't falls flat.
>>
>>175376884
>>175376956
i might have interpreted the chain of responses wrongly but it seemed like somebody thought it was normal for engines to have a feature giving detailed information about collisions when usually its condensed down to one or a few contact points
>>
>>175377459
Bad mmos*
>>
>>175377505
You interpreted the chain of posts wrongly because the guy claiming that other engines offer the described functionality was being deliberately obtuse for the sake of trying to shit on GM (which is hardly necessary because there's enough to nitpick about the engine without pretending to be retarded).
>>
>>175377579
But you repeat yourself.
>>
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>>175377430
>>
>>175377756
Runescape would like a word.
>>
>>175377494
I don't know exactly how kinematic bodies work in Godot but from the description it just sounds like a generic kind of object with built-in collision and movement functions that you can use for anything.

>>175377750
The first condescending reply to the guy's problem irked me, making it sound like collision points are somehow impossible and then linking an irrelevant page about collisions in general.
If you can't think of a proper answer then don't even bother replying.
>>
>>175377859
>my nostalgia would like to posit that a bad game is in fact a good game
Runescape may keep its word to itself.
>>
>>175378006
Name 8 bad things about runescape
>>
>>175354983
monopoly is shit because
trades are'nt mandatory (not that they have to be but the entire games progression depends on it and casuals are retarded
starting money is too high
too many players fucks things up
3-5 is fine
lucky or unlucky rolls can make the game too fast or too slow
>>
i have a great idea
how about you make my game for me?
i need a programmer, artist, composer and als an ideaguy for game ideas
>>
>>175378006
Runescape isnt a bad game though, nostalgia or not.
It set out to be a PnC fantasy game to their DnD OC, and went above and beyond.

>the best quests
>the best world / building
>the best npcs
>the pvp meta was more intense and varied than some "proper" MMOs
>GOAT mini-games

Sorry you fell for the WoW meme.
>>
>>175378156
I will be your ideaguy. let's make a sfw fighting game featuring characters from hentai
>>
>>175376797
That thing was full of memory leaks, I really didn't know what I was doing back then.
I would have picked it back up if metroidvania market wasn't completely saturated. at least more so than it was then.
>>
>>175378000
All the examples you provided are irrelevant both because GM has identical functionality and because they situation they address is incomparable to the one being discussed.

My original reply with the collision information was not irrelevant because it gives a comprehensive beginner-friendly overview of all the collision functions in GM which the person I replied to can use to construct collision detection tailored specifically to his needs.

You're the one without a proper answer; nothing you've said thus far has been relevant to his question; my "condescending" reply was designed to make him question the nature of the collision he actually intends to check (a nature you clearly don't understand).
>>
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>>175377315
a VN but without and dialogue
>>
new thread
>>175378547
>>175378547
>>175378547
new thread
>>
>>175378156
>>175378304
I'll be your artist.

On principle, I refuse to work with anyone programming in C++, C#, Python, C, Java, PHP, Ruby, Swift or SQL and people using Unity 3D, GameMaker, Unreal, OpenGL, Source, CryEngine, LeadWerks, and Shiva3D.

I also refuse to work on sfw fighting game featuring characters from hentai.
>>
>>175378424
No one provided an answer that isn't either extremely inefficient (checking every pixel) or that doesn't rely on third-party stuff (Box2D).

So GM really doesn't support collision points (raycasts are a decent replacement but still not perfect).
>>
>>175378081
I haven't played newscape so I'm talking about OSRS

1 Agility
2 Stupid overpowered quest rewards that don't integrate into the economy
3 Rampant Botting
4 Dead Minigames
5 Shitty mechanics integrated into "gameplay" eg "flinching", "ranging" etc.
6 Firemaking is a literal worthless meme skill (except for quest qualifications and a couple shortcuts)
7 Prayer is imbalanced and the game literally revolves around abusing it.
8 The playerbase consists of 13 year olds and 24-30 year old vaping faggots. Like somehow even the game devs at jagex fit that profile its actually pretty haunting.

I still like runescape but it has its faults.
>>
>>175378081
Everything that happened to it since 2006
>>
>>175378796
>or that doesn't rely on third-party stuff (Box2D).
>GM doesn't offer functionality because it uses someone else's library
Box2D functionality is built directly into GM. You definitely have no fucking clue what you're talking about. In the future just keep your uninformed mouth shut.
>>
>>175378620
You were interested though I guess we win
>>
>>175379101
If you couldn't answer that simple question and instead had to post unrelated shit then who is the uninformed one?
You could have just said Box2D but apparently you didn't know about it either, the difference is that I didn't reply with condescending shit for a pretty basic problem (which any engine supports, apparently including GM too which makes your post even more pointless).
>>
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>>175378796
By your logic GM doesn't support shaders when it unequivocally does.
>>
>>175379446
>unrelated shit
Rrright, the fundamental collision tools in GM are "unrelated" to questions regarding appropriate collision checking methods for beginner-tier problems.

>then who is the uninformed one?
Still you. You even admitted that you don't understand the significance of offering a kinematic body solution in Godot as though it's perfectly analogous to sprite collision in GM (the only reason someone would be using kinematic bodies in Godot is for, fucking surprise, physics, which GM also supports).

>You could have just said Box2D but apparently you didn't know about it either
Welp, you've reached full on straw-grasping damage control. You're embarrassing yourself. Nobody mentioned Box2D in the thread before I did. I obviously knew about it.
>>
>>175378413
It's a shame though, I liked seeing your progress. What are you working on now?
>>
>>175379964
Then why didn't you mention it instead of implying that collision points are impossible?

It's not my fault if you can't convey in one reply that it's possible if you do this and that, it's pretty weird how I had to coax you into giving a proper solution instead of a useless "here's how collisions work durr" post.
>>
Last post for writing your entire game in an engine specific DSL
>>
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It's not really worth a .webm of its own, but the game now displays text for most keybindings that don't have nice unicode representations.
Thread posts: 778
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