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/agdg/ - Amateur Game Dev General

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Thread replies: 828
Thread images: 136

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You can make game!

> Next Demo Day 14 (SOON)
itch.io/jam/agdg-demo-day-14

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

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

> Previous Thread
>>175378547

> Previous Demo Days
pastebin.com/rmiZV5yX

> Previous Jams
pastebin.com/LKEdLxdG

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

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

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
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agdg meetup summer '017
>>
>>175464473
i wonder if the people with non-real dolls get bullied.
>>
Who /devilish/ here?
You WON'T beat my game.
>>
Who else /enginedev with 20k lines of C and counting/?
>>
>>175464473
>tfw you own a silicon sex doll and this hits hard.


Fuck you dude. I just want to focus on becoming successful and not deal with real women sucking away my dreams during my 20's.
>>
>>175464579
why not c++?
>>
>>175464776
Why does it hit hard? You could hang out with these guys!
>>
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>>175464473
don't know why, but this makes me feel like I would be more depressed doing this than doing nothing
>>
>>175464579
LOC is like telling someone your word count when asked about you novel.
>>
>>175464579
top lel, you'll be like handmadehero with no game or engine after 50+ full work days.
>>
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>modeling in blender
>a day like any other
>doing my thing
>having fun
>PC decides to shut down instantly
Yeah okay
>>
>>175465445
>windows
>>
Hey guys. I'm making a gravity puzzle game, and I just finished a level editor. Would anybody be interested in trying to make some levels for say a couple dollars per level?
>>
>>175465510
ill do it FOR FREE.
>>
>>175465574
thanks, but I'm not interested in shitters, who do not value their own time
>>
>>175465574
But then you'll want revshare, right?
>>
>>175465797
i was really going to procrastinate a few hours and make you some free levels because i love doing it.
but alright mang.
>>
i'm paying a guy $200 to make 2 songs for my game, am I being overcharged or nah?
>>
>>175465980
Not if they're good songs
>>
>>175465980
sort of.
Unless you know his stuff is good and he can churn out quality on schedule.
Stability is always better.
>>
>>175465904
I didn't reply to you yet. I'll consider your offer after I work out all the bugs in the editor
>>
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>>175465574
artist btw
>>
>>175464316
>anything that you're willing to practice, you can do
What if I'm not good at practising something?
>>
>>175465413
Handmade Hero is actually a successful project
Casey is literally making $1000/month by not making progress
>>
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>Work on environment shit yesterday
>Finish doing that
>Midnight
>"Y'know, there was a camera issue I saw while working. I could fix that real fast, right?"
>Spend an hour on it, get a headache, get stuck, sleep, work another hour
>Result in pic related (first area has old camera, second has new camera)

I think this is more like how they do the camera in Paper Mario now. The old one had Mario just be the center of the universe, but now I have a set of box dimensions I can change the size of that will tell the camera to move if Mario leaves it.
Does the new camera look better?
>>
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>>175465980
is he Mick Gordon or some shit?
dude those tracks better be damn good
>>
>>175465510
I am interested.
post game
>>
>>175464818
I don't know C.

>>175465279
LOC gives an idea of the scale of the project.

>>175465413
Sure feels that way. If nothing else, I've learned not to make my next one in C.
>>
>>175466157
And thats just his patreon.
He has odering on his site too.
>>
>>175465980
I got quoted $5000 for 4 songs once, instead found someone who does $30/minute.
>>
>>175466156
you can practice practicing until you become good at practicing practice and eventually you can practice other things
>>
>>175465797
Make it $50 a level then.
>>
>>175466237
>LOC gives an idea of the scale of the project.
Spoken like a true enterprise manager.
>>
>>175466237
Fuck. Meant to say I don't know C++.
>>
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>>175466261
>$5000 for 4 songs
hans zimmer?
>>
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So I had a go at making some dynamic music with FMOD.

not happy with the ambient transition right now and the music itself could use some work but this was more about learning how to make a good dynamic music system inside FMOD.

https://streamable.com/wjkmv

Streamable is pretty low bitrate on the audio but you get the idea.
>>
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>>175466261
>I got quoted $5000 for 4 songs once
>>
>>175466328

>>175465797
Isn't me

>>175465574
>>175466172
I'll post it momentarily
>>
>>175466157
$1000/month is a joke compared to where he should be at in his career. "those who can, do; those who can't, teach"
>>
>>175466665
I forget how to trip
>>
unity devs why arent you using clojure now that theres a competent mono fork?
>>
>>175466847
Isn't a mono fork just a spike?
>>
>>175466783
Maybe he's financially independent at this point, and is doing Handmade Hero as a hobby that he happens to make money from.
>>
When is monster jam? Was it at the end of may or in june?
>>
>>175465980
>>175466261
it depends on the quality. obviously if out of your budget you should look for a cheaper alternative. but there's a huge difference between some kid shitting out a "song" in less than an hour and a really talented musician going all the way with making a well-made song which fits with the theme of your game etc
>>
>>175466994
https://itch.io/jam/agdg-monster-jam
>>
>>175466994
https://itch.io/jam/agdg-monster-jam
>>
>>175466903
>>175466847
mono fork
>>
>>175467119
>>175467241
Thanks.
Not sure why it's not in the OP, it's happening relatively soon.
>>
>>175467293
that looks like it would be horrible to ride with
>>
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>>175467293
mono fork
>>
>>175467312
IMO nothing that can be found with a simple google search should be in the OP
>>
>>175467554
Well I agree on that, but our Jams and DD should be there more for advertisement. If people don't know about them they won't enter them.
>>
>owns a number of monster-related patents and IP
2017 Q2 lookin real good from here
>>
>>175467312
It doesn't need to be in the OP until after Demo Day 14. That jam is almost a month away still.
>>
>>175467536
>>175467293
>>175466903
No one invited you, /n,/ go away.
>>
>>175466665
>>175466172
>>175465574

Can we agree on like 2.50 USD per level? They're small and take a few minutes to make, I'm just no good. I can send it through paypal.

The goal of the game is to get the asteroid into the black hole. Try the levels I already poorly made for examples. To make a level go to edit and click the question for instructions. It will generate a text code.

http://s000.tinyupload.com/?file_id=00141268334152582564

Alternatively if you have any recommendations or you find any bugs let me know. I finished this just a few minutes ago.
>>
>>175467739
It doesn't need to, sure, but is there any reason not to? It doesn't hurt to have it there.
Well whatever, now I know when it starts, that's enough for me.
>>
>>175467449
Did you, by any chance, grow up in a city and never got a chance to own a bike? It looks fine as long as the construction is sturdy enough. Love the design.
>>
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>>175467773
there's no good cycling games tho

I'm here to fix that.
>>
>>175467840
$15/level
>>
>>175467840
You could post some webms before expecting people to download a random .exe
>>
>>175467894
What the fuck happened to skateboarding/BMX games
>>
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>>175467840
>>175467953
New to this

>>175467898
If you show me a quality level we can negotiate.
>>
>>175468080
Skateboarding and BMX stopped being popular in real life.
>>
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Started working on the actual AI to be used for the Wooden Mannequin enemy. Shown here also is how the AI can be adjusted in the middle of the game for experimenting. I plan to add more attack animations for this enemy later.

I also still need to give them defensive moves (i.e. dashing away from the player's attacks).
>>
>>175468129
what're those uglyxels?
>>
>>175468217
Artist is "Workin' on it"™
>>
>>175467894
is he drifting? wtf?
>>
>>175468129
I hope these graphics are placeholder.

Also I think you should flesh out the game and be 100% done with the mechanics before throwing out money for level designers.
>>
>>175467840
>>175468129
lad, spend more time polishing up the game and editor first.

Also being able to shoot any time, without limits trivializes it completely. You have a really neat concept though.
>>
>>175468363
They're all placeholder obviously.

I believe all the mechanics are in final. I cannot think of more to add.
>>
post games without ui. i can't make it.
>>
>>175468391
What limit would you put on the shooting? 3 per level is what I was going to impose, but it isn't implemented for testing purposes.
>>
>>175465980
well let's see, can the musician

>actually compose a song with minimal reference
>actually play your game and get a feel for it to see what would fit
>actually understand the genre of your game and what would fit
>actually sends you rough drafts
>actually communicates

i'd pay a lot for someone like this, sadly i haven't found it (even amongst "pros"). all i get are dudes who ask for links to the kind of song you want, shit out something generic and kind of like it with their own style. sometimes i just throw in the towel and take what i can get.
>>
>>175464473
>ryan gosling in the back
>>
>>175468907
I liked that film
>>
>>175468687
also going to add that i've never had a musician in games ask me to play my game or even see it, i always have to go out of my way to make them do so.

can you imagine a songwriter for movies never watching the movie they are composing for? it's like they don't care about how their music will be used.
>>
>>175468606
Scaled by the level.
Thats why you really need to make levels yourself.
Have the stars be an extra shot or something. You could get pretty deep with larger maps or multi-part levels.
>>175468907
dont you ever talk shit about him again
>>
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>>175468687
>more than happy to do all of this but never get a single business inquiry email
my music is not garbage so what am I doing wrong
>>
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>>175469052
Drive sucked
>>
>>175469231
I will hunt you down.
:hunt close
>>
>>175469170
Post Soundcloud
>>
Fucking edgeloops
>>
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Retopo'd Dixie's hair to make it smoother and have a more consistent silhouette (rather than being a mess of spikes). Also eliminated a lot of unnecessary tris. Reshaped her head and neck somewhat. Gave her shirt actual buttons. Also redid her face and hair materials to use an average of the vertex normal and world normals, which smooths out the way light hits them. This keeps her hair more evenly lit on top and her face evenly lit in sunlight (no five oclock shadow on her chin due to the overhead sun, she's only ever shaded behind the cheek like most cartoon characters).

This will be the last retuning of her I do for a while, because I'm starting to get into that monkey-house effect where I can't even tell if I'm making good changes anymore because all of the iterations are running together.

In terms of ACTUAL progress, more level design for World 1. Now that I've settled on a gameplay loop of collecting empty cores and filling them with shards, I needed to add some cores to find (I only had two planned, and each world should have 5). So I added a few little areas here and there with mini-challenges to yield empty cores. Full cores will still only be found in Showdown Zones.

Also, enemies can now specify what weapons they're permitted to spawn with. Weapons are still random, but some enemies can say "never spawn me with a projectile weapon", "only spawn me with axe-class weapons", etc.

Oh, and redid the grass again to make it more vibrant.
>>
>>175469682
So next is re-doing that outfit youre so set on right?
>>
>>175468687
post game..
>>
>>175469170
Post your stuff
What's your price?
Are you okay with working with shitty porn?
>>
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>tfw your shitty newgrounds RPG will never be iconic enough to become a 4chan banner.

Why the fuck even live?
>>
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>>175469818
I like the outfit. I've considered two tweaks, but they're gonna come later if they do since I'm done working on this for now and I want to get back to gameplay.

1) Give her a bandana around her neck, partly because it adds some color variation and partly to hide the shitty collar on her shirt
2) Redo the shard patterns around her legs a little bit to suggest the shape of cowboy boots.

>>175469682
Also, since this isn't as fun to watch as combat, here's a look at one of the new areas I've added, which is just a little fight with a small exploration "puzzle" to overcome. This was where I decided I needed to specify weapon spawns, because having enemies spawn with guns in such close quarters made the encounter way too challenging.
>>
is monster jam for real this time

i've never entered a jam before and i don't want to be the only one because my game will be shitty
>>
>>175470231
definitely more real than lolijam but i have no idea why these fucks jumped at monsterjam so soon
>>
>>175469170
hello, fellow musician with terrible self promotion capability..
>>
>>175469382
https://soundcloud.com/matthew_rock
all common sense tells me not to post my real name on the 4chan but desperate times call for desperate measures
critique is welcome

>>175469930
something like £40/min but it's negotiable
would rather not do porn, sorry
>>
>>175470129
damn son did you animate all that
>>
>>175470231
I'm making a game for it. So there will be at least 1 game.
>>
>>175470361
Bretty good
>>
>>175470512
Yes. The secret is good blending algos in-engine, and setting up your rig to be all IK. I control Dixie's animation with 6 bones; hands, feet, head and waist. All of the rest is calculated without me posing it
>>
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>bug happens
>don't know what caused it
>pretend it never happened
>>
>>175470716
Pretty much my face when I'm programming for multithreading and I hit a segfault. My shitty debug tools don't help much either so I just end up sliding code around until it fixes the problem.
>>
>>175470231
There's no thing such as a "real" jam. If you want to make a game do it if you don't you don't. That's all there is to it.
>>
>>175470716
If it makes you feel any better, there are plenty of bugs in your game you'll never know about until others play it and complain about them.
>>
>>175470361
I think your music sounds very cheap, the aesthetic you've gone for is very applicable to a certain niche of indie game but I don't think it's very marketable. I understand you've deliberately gone for a nostalgic sound design (I like doing 16 bit chiptunes) but it's a period not that many people are gonna actually be nostalgic about, people might just think it sounds dated on accident.

The reason why you have so many brazilians churning out shit hans zimmer ripoffs is because people want that stuff, people respond to production value often more than harmonic or melodic content it's sad to say.

Here's some scattered pieces of my shit if you want to send some venom back, I like harsh feedback the most.

https://streamable.com/wjkmv

https://clyp.it/user/1e5ud4zl
>>
>>175471007
>not spamming keys like a madman and trying to fuck with the game in every way to check for bugs
>>
>>175471007
That's only if you release your game
>>
>>175470713
so you do all the animations in unreal?
>>
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You see this.

What do you do?
>>
>>175471601
gag at the fucking filters, first of all
>>
>>175471601
alt+f4
>>
>>175471104
I figured as much, most composers I see trying to find work in the same places I do all have incredibly similar portfolios.

My only critique is that love attac 2 doesn't last longer, that's some nice eurobeat you got there. Your production value is on point, I'm envious
>>
>>175471104
nothing against your music, but it doesn't sound like anything that would go into a game.
>>
>>175464579
>C instead of C++

got mad respect for you
>>
>>175471316
No, Blender
>>
>>175471601
Ctrl+Shift+Escape
>>
>>175471601
hit the red square
>>
Give me an actually good game idea.
>>
>>175473385
Skateboarding/BMX game
>>
>>175471601
Download an antivirus
>>
>>175470361
spooky swing and peculiar boss sound a bit too cheesy and "in your face" imo. for video games it should be more like inoffensive background noise almost like elevator music so it doesn't distract from the gameplay. but then again if peculiar boss is for a boss fight those are supposed to be more intense so that's fine i guess.
>>
>>175473385
kid pillowfort rts
>>
>>175473717
You mean the tf2-like MP TPS.
>>
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Imagine a shmup RTS.
>>
>>175473385
agdg mod simulator. 100x speed posting, you need to tap progress/shitposts.

You may also parse archieve threads to fill the post database.
>>
story driven sports game where you play 1 character
>>
>>175474603
Later levels introduce subtle metashitposting that gets harder and harder to detect.
>>
>>175474734
literally a "mario where you go left" tier idea
>>
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Took me like 3 hours to finish this big sack of shit because blender kept freezing for no good reason.
It's not blender's fault though, it's my toaster
>>
Where do you hire artists? Ones that aren't college kids who will take 5x longer than their estimate and continually fuck you about. I don't want to spend a year learning art, just to make something mediocre.
>>
In Unity, how can I animate a projectile (object), but make it so that the object doesn't always go to the exact keymarks the animation pointed to, but rather just perform the motion I made with the animation?

Basically I want to give a projectile a short animation right after it was fired, before it moves to its actual target. However, when I animate it, instead of making the animation motions, it always moves to the exact points in the scene where I put it in the animation. This means when the player fires the projectile, it doesn't make its animation where it is supposed to (near the position of the player which fired the projectile), but always at a certain place in the screen.
>>
>>175474794
>"mario where you go left"
To be fair that does sound pretty original.
Is there a platformer where you only go left? I don't remember any.
>>
>>175474484
I unironically consider Peter a role model.

His way of manipulating gaming journalism (an absolute cesspit with zero journalistic integrity) and gullible manchildren who are the kind of morons to get suckered in by non-gameplay trailers is inspiring.
>>
>>175475170
You need to disable root motion
>>
>>175475350
https://www.youtube.com/watch?v=eXM6LnJrSB0
>>
>>175475454
He's actually a much nicer and reasonable guy than he's portrayed as.
http://kotaku.com/the-man-who-promised-too-much-1537352493
This article made me respect him for real.
inb4 >kotaku
>>
>>175475520
I already did this, but doesn't help.
>>
>tfw only gamedev because too much of an unemployable loser to get a real job, and too aspie to create a real business

Maybe one of my games will make money

Maybe...
>>
>>175475719
Yea I've read every interview he's ever done. I do think he's being a bit ingenuine. He knows what he's doing with his overhyping.

I seriously wish there was a way to play his first game though. I'd pay a hefty price for it.
>>
>>175466783
$1000 is not much but he works like a few days a month on this thing
>>
Finally finished with grad school for the semester. All I have to do this summer is work part-time. Gonna get back into vidyadev.

Do you think there's any room for a competitive puzzle game these days?
>>
>>175476809
Do you have any examples of what a competitive puzzle game would look like?
>>
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Please rate my visual novel morning muzak:

https://clyp.it/gqfoplap
https://clyp.it/gqfoplap
https://clyp.it/gqfoplap
>>
>>175477050
Tetris Attack
>>
>>175477050
puyo puyo
>>
>>175476809
People seem to like those mobile word games where you compete with your friends
>>
>>175477120
You've made a whole lot of songs with more or less the same mood. It'd probably be more useful to have a few different moods as well.
>>
>>175477261
Sounds like a good idea

Letters with Buddies could be the title
>>
>>175477406
Diction with Dicks
>>
>>175477330
Mmhmm, that's the idea. Gotta make songs for the different emotions next. Might use this for more somber moments:

https://clyp.it/d2cpwuyb
>>
How come mobile games haven't even reached PS1 tier playability yet?
Can't you like emulate playstation 1 and play games like 3D GTA on mobile already?
>>
>>175477050
Multiplayer Tetris. Multiplayer Dr. Mario.

Basically a puzzle game where you play side-by-side and compete for a high score.

Some allow for influencing the other player, but I feel like you should be able to turn that on or off.
>>
>>175477731
mobile is cancer. all serious game developers stay away from it
>>
>>175477731
What do you mean?
>>
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There are too many choices
>>
>>175477731
Turns out tiny touch screens are horrible for games.
>>
>>175477952
Analysis Paralysis is a bitch, isn't it
>>
>>175477731
mobile games are not a platform for complex games not exactly because of hardware processing limitations, but because of the way people play them, what they use to play them (imprecise touch screen with giant ass thumbs) and the incredibly bloated market which makes steam look like a luxury hotel in comparison
>>
>>175477681
That song doesn't sound all that somber.
>>
>>175477681
At least put it in a minor key. At the moment it sounds like an 8bit attempt at chapel music
>>
>>175479027
>>175478595
This, it sounds more like happy credits/endgame music right now
>>
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I have a new issue regarding dice rolling in lua, using the same code on my phone seems to be a lot less random, I the code waits 1.1 seconds before rolling again, I may need to add more waste variables after all.

Do I even need to use waste variables to skip the seed?
>>
>>175479405
>coding from a phone
sdob
>>
>>175479539
What else would I do on my ride to work? Not bringing a laptop with me
>>
>>175479027
A Minor is a minor key, last I checked.
>>175478595
>>175479312
Maybe something more down-tempo would be more suitable, eh.
>>
>>175479979
fap
>>
>>175480089
>A Minor
Sounds more like C Major to me.
>>
>>175480089
While it might have been in A minor, it doesn't use enough of the notes that differentiate it from its relative major hence why it doesn't sound particularly sombre.
>>
>>175480530
>While it might have been in A minor
Just like my penis last night
>>
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>>175480130
Already did

Adding waste variables didn't seem to help much, why does this need to be such a pain
>>
>>175473585
>for video games it should be more like inoffensive background noise almost like elevator music so it doesn't distract from the gameplay

spoken as a true gamedev. No wonder no one buys your games anon
>>
>>175470129
Animation looks smooth for indie, but outfit is pretty uggo anon. Perhaps create a few drafts and sourcecrowd your answer
>>
>>175480512
Well it's not A Minor squabble if you two C Major differences in which key it's meant to be.
>>
to the guy who couldn't find the c++ torrent. https://top-kickass.net/518F09D32B63F9406A889A071974D795A3CA63ED
>>
>>175480802
What's a good example of video game music?
>>
>>175480974
Made me smile.
>>
>>175480994
Dragon Ball LSW and digimon world spring to mind.
>>
>>175480974
kek
>>
>>175470713
I have literally no idea what any of this memes

I'm not going to make it
>>
Can someone design 3D Sonic level for me in MS Paint
>>
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>>175477120
god its so bad

open up some composition software and use samples from real instruments

the song you linked is shit, because of the instrument, if it was real instruments it would sound infinitely better

inb4 >but that's what I'm going for

doesn't make it not shit
>>
>>175477731
Mobile is just a different platform with different requirements
There's a small share of "hardcore" or "real" games (or whatever you would like to call them) on mobile, but there's no market for them and you can't just transfer any genre as is to mobile and expect it to be playable with small screen and touch
>>
>>175476173
are you me
>>
>>175466981
that's basically it yeah, handmade hero isn't his day job

I don't get why someone would think otherwise
>>
>>175481258
Yes, someone can
>>
>>175481523
Will they do it?
>>
>>175480994
Music that flows with the game or enhances it. Background elevator music is mute tier. Literally only beaten by god-awful songs, or forced genres that don't fit. Take https://youtu.be/8PjfATqzN7Q?t=5437 as an good example. Just mute the song and see how dull the level becomes. Or same game from later moment https://youtu.be/8PjfATqzN7Q?t=7577. The music should improve the gameplay, not distract from it, or just be forgetteable genericass background tunes
>>
>>175481560
No, they will not
>>
>>175481304
Sometimes I wish I could go back to the days when I though people would say stupid shit ironically.

(`・ω・´)
>>
>>175481676
:(
>>
>>175477120
Very slow, I hope it's a snoozfest of a game, cause it fits that perfectly
>>
>>175480994
even take fan-favorite undertale. The music fits the mood so well, and it has pretty good compositions. Without the music that game would be 10 times as dull
>>
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>>175481258
here ya go, how did i do?
>>
Can good art carry bad audio?
Can good art carry bad gameplay?

Can good audio carry bad art?
Can good audio carry bad gameplay?

Can good gameplay carry bad art?
Can good gameplay carry bad audio?
>>
>>175482275
That's a matter of personal preference

Plus you forgot about narrative
>>
>>175482183
Can you do a city level? like an aerial view of the whole level
>>
>>175482275
Stupid question when the answer is so obviously yes. You could add

Can good marketing carry a bad game?
Can lying about features carry marketing?
Can being autistic help create games?

yes, yes, no
>>
Using a premade engine is immoral.
>>
Day #100
Still can't model for shit
>>
>>175482183
nice depth.
>>
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will i have performance issues running a server in game maker studio 2 natively? let's say for a game with under 50, or under 100 simultaneous players; relatively slow movement (32x32 pixel precision movement); like an RPG?
>>
contemplating making a chicken fighting and breeding sim
>>
>>175483557
GM has performance issues even with 1 player.
>>
>>175483826
what do you mean?
>>
>>175483702
>chicken fighting and breeding sim
delete the last 2 letters of the first word and I'm in
>>
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>>175480994
Guilty Gear ost is pretty awesome. It totally fits the game.

https://youtu.be/F577tB8JvOc
>>
>>175464776
Please go out and meet more women anon.

>>175466162
I like the new camera, nice work.

>>175476173
Go after those furry bux

>>175479405
Do us all a favor and run (and store) 10,000+ rolls to see the distribution. Beyond that it's hard to say if what you're using is or isn't properly random. Because "6, 6, 7, 6, 3, 5" IS random, it just doesn't look pretty.

Anyways. Morning guys. What do y'all hope to accomplish today before another week of wage cucking
>>
>>175483376
lets be real, more like day 9
>>
How much does hiring a freelancer actually cost?
Let's say I need someone to make a certain thing for me, like adding a simple animation which is too difficult to implement for me however. How much would this more or less cost?
>>
>>175485487
Varies wildly.
>>
>>175485487
Have a look on Fiverr
>>
Are there people here on aggy ´daggy who would be willing to do such stuff for money?

There are just certain things in my project I have no clue how to do.
>>
>>175485803
I can give you game design advice, $10/hour.
>>
>>175485803
Yea dude. The quality of work will vary widely though, so be careful.

Also I know discord has specific channels for work (art, music, etc) if you wanna get a more narrow but possibly also more knowledgeable audience.
>>
>>175485803
Be more specific
>>
>>175485803
What do you need?
>>
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>>175485803
if youre looking for a low cost animator, im your huckle berry
>>
>>175486162
>>175486170
I need help with homing lasers. I already have the lasers working more or less, but have two things I would like to have better.

First, the lasers should have a prefire animation (they should make a short curve before chasing the enemy), but I don't know how to do this, especially with my current homing laser scripts.

Second, I would like to have the homing lock-on script so, that I can't just target enemies at a certain distance/angle (like how I have it now), but they also stay locked/targeted once you had them locked, no matter if they leave the allowed distance/angle to target.

Those are basically my main problems right now.
>>
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>>175485158
Nope
>>
>>175486706
Engine? Language? Payment?
>>
>>175486903
Can I see some examples of your code?
>>
>>175486961
If my skillset matches your requirements and your fee sounds reasonable, of course you can
>>
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Still not 100% if I should approach melee combat with colliders or some kind of raycast or sweep based approach.
>>
>>175487073

Is this the next goat sim?
>>
>>175487073
Rays are generally the recommended way.
>>
>>175486903
I think I will still work more on my project before paying monies for it. I basically just started.
But if there are really people here who can help me with such very specific things, then that's very good to know.

How much would you want for something like this?
>>
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You can now see on the pause screen.
>>
>>175487073
With melee, you better use colliders.
>>
>>175487665
Give me a normal character that can punch furries in the face and i will buy this
>>
>>175487665
gay
>>
>>175487450
Very much depends on the requirements
If your codebase isn't impossible to work with and you just need a quick script or two I'd probably do it for $15. I generally aim for ~$25/h when doing upfront paid gigs

Although I wouldn't doubt you could find some suckers which would do it for free
>>
>demoday in less than 4.5 days
>just now adding core game loop
FUCK
>>
>>175486771
this isnt proof that you worked on improving for 100 consecutive days
>>
>>175487665
nice
>>
>>175487665
can you fuxk them once they're down
>>
>>175488061
Whatever, random anonymous internet guy.
>>
>>175488330
you can lie to us, but dont lie to yourself
>>
>tfw my ideas are too complicated for me to make
i just want to make a 2d parkour game with nice animations and a fight game like combat system for sweet take downs, i don't want to make another simple platformer
>>
>>175470968

engine dev tropes
>>
>>175487995
>$25/h
What does this even mean? How can I know how much it will cost like this in the end?
I mean you also could take some days for it, and then I had to pay 1000$ or what?
>>
>>175488465
Don't preach what you don't practice
>>
>>175477120
not bad layering. but some of the tones are awful. specifically the the deep one that sounds like somebody is playing with a strand of hair.
>>
what are some game ideas you can make under 48 hours max? (that isn't pong, breakout or basic shit you see in tutorials)
>>
>>175488719
You tell me exactly what you want, I estimate how long it'll take me, and give you a quote up front, which you then either accept or decline
>>
>>175488815
Whatever, random anonymous internet guy.
>>
>>175488638
What parts of that do you know how to do? What parts do you think you would have trouble with?
>>
>>175475454
>>175475719

he also made some great games, let's not forget that. Some of them I consider to be GOAT.
>>
>>175488894
Now you get it
>>
>>175488815
not him. but just stop. jesus christ.
>>
>>175489007
Stop what? I am getting confused.
>>
>>175488857
>basic shit
That's literally everything you could reasonably make in 48 hours.
>>
>>175488857
meme rpg with super simple graphics
>>
>>175488898
i can get the platforming part right, the only thing i never tried is swinging, the thing i'm having trouble with is art, and enemy ai, i like to have few enemies that put up a challenge instead and feel good to beat instead of countless red shirts, but the biggest trouble is combos, i have no idea how to properly implement them without some conflict with the basic movements
>>
>>175488857
Some sort of liar's dice type game. Or really any simply board game.
>>
I don't know how to code, how to make art, how to make music. All I have are a gorillion of concepts and ideas but none of the knowledge to make them into something. Where do I begin?
>>
>>175490249
buy rpg maker
>>
Animation heavy point and click adventure. What other engines should I consider? Currently have Godot, Visionaire studio and Game Maker on the list.
>>
>>175490417
There's LOVE and Construct 2 which might be decent but Godot and GM are the >best ones for 2D.
>>
>>175490417
adventure game studio
>>
>>175487665
Please answer this anon's refined question.
>>175488179
>>
>>175488179
I'd like to know this as well.
>>
>>175489724
I feel like swinging shouldn't be too bad, as an abstraction of what happens in real life when you swing on a rope you basically become a child object that is parented to the rope, and you inherent some velocity as you swing along the path of the rope.

Unless you mean swinging from a bar that the character grabs onto, in which case I might approach it functionally like having an invisible platform that the character can jump from unless they are not swinging and then the invisible platform doesn't count as a jumping off point. Visually you would just have a different set of animations for "IsHangingFromPipe" or something.

In what way do you want your combos to work? How do you see them interfering with your basic movements?
>>
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>>175490249
>>175491130
>>
Is there a flash tutorial you recommend?

I just want to make a simple Dating Sim, is DA trustworthy?
>>
>>175492053
>flash
fucking really nigga
is this 2006
>>
>>175489724
You should look into finite state machines, they are perfect for implementing combos.
>>
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Would you hang this on a wall in your house?
>>
>>175492168
I've always wanted to understand the language and I've some free time.
>>
>>175492412
You're better off learning a proper engine.
>>
>>175488179
>>175490768
>>175491050

My first artist, the one that made the sprites that are currently ingame didn't want to be associated with porn.

That being said... I'm not sure how I'd go about implementing lewd stuff and if it'd be actual gameplay or just a reward lewd image gallery you get for doing well, but the new artist(s) I'm looking to partner with draw porn for a living. One of them really likes the idea of clothing damage boxing. Take that as you will.
>>
>>175492412
It's basically a dead language unless you're an obnoxious ad creator. You'd be better of learning COBOL or some shit than flash.
>>
>>175491130
yes i meant swinging from a bar, you can't control the character once it's in the air (like irl), so you're stuck with whatever velocity you had before jumping out, i forgot about ledge grabbing, not sure if i want to add a special tile for it (to check collision with) or detect it automatically.
as for combat, it will be 1vs1, the camera will zoom in, combos will be a mixture of movement and action keys (like street fighter), for an example if you want to throw an opponent (if he's on the left side), you press an action for grab, up then right to throw him behind you, i want controls to be responsive so having a delay (to process if input is a combo or not) feels weird, and so does a tree of if statements
>>
>>175492375
I would hang you on my gallow
>>
>>175492412
Learn HTML5/JS instead. It's kinda similar and more useful nowadays.
>>
>>175492528
>>175492727
I just want a simple Dating Sim that can be played using a browser.
>>
>>175492992
rude
>>
>>175493037
Flash died years ago, it has no purpose nowadays and there are better alternatives.
>>
>>175493037
Have you tried using christianmingle.com ?
>>
>>175493105
Heh, just messin' with ya. I like it.
>>
>>175493409
>can't choose which gender I'm interested in
>>
>>175492993
Isn't Flash CC used for that too?

>>175493554
It's a Christian site, what did you expect?
>>
>>175493754
https://en.wikipedia.org/wiki/Comparison_of_HTML5_and_Flash
>>
>>175493037
Maybe you're using something like Chrome, but Flash has been blocked on almost every browser as of now.
>security flaws
>slow, faulty and limited
>proprietary bullshit
>bullshit useless language too
Do it in HTML5. It's easier, faster, open, more secure - literally better in every way.
If you don't wanna do it from scratch, Construct 2 and GameMaker let you export to HTML5 for example.
The best thing - there's a shitload of native engines. Start somewhere.

https://html5gameengine.com/
https://phaser.io/
>>
can you guys write a tutorial guide for me to do proper online backups
>>
>>175493037

Then learn how to use Html5 and do it, nobody is going to bother playing a flash game.
>>
>>175494336
well I still fire up superdeepthroat every now and then
>>
>>175492773
That sounds like you have at least two distinct 'states' for controlling your character.

One for parkour movement, one for close combat.

You could very much approach this with a rudimentary state machine. So the while your player is in one of those two states the input buttons do different things. just as an example, you could have spacebar be jump while in FreeMove state, and spacebar be crouch/low input while in Combat state. Same goes for how much left and right movement and speed your character moves around at can also be dependent on which state you are currently in.

As for parkour movement, even the real life version is just platforming, you just descend at a different speed if you are sliding down a wall, you can jump a second or third time if you are near a wall, etc. Try to break down what you think you can't do into small similar things you know how to do to make it look like it works.
>>
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So I had feedback that the dash particle effects were obscuring the vision too much and gets in the way of fights.

There were also feedback that its weird that there's lack of visual effects with him floating.

Here's a revision. I kept the effects close to the ground so it wouldn't obscure your vision of enemies. Do you guys like this better? Or is this even more distracting than before?
>>
>>175493995
Thank you!
>>
>>175494672
And it's horribly slow for how simple it is.
>>
>>175494968
true that
>>
>>175494843
I like it, but I'm a sucker for dash effects and even enjoyed Juste's afterimage in Harmony of Dissonance.
>>
>>175494713
thanks, i'm looking (yet another time) into state machine, they have many implementation it's confusion, i'm already using the simplest on for handling platforming (running a dedicated function depending on the state), still looking how i can do combos with it
>>
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When I draw text, I get these weird lines underneath my characters, anyone recognize what the problem is? Pic related
>>
>>175496717
Sounds like shitty texture filtering or something.
>>
>>175494843
It's quite pronounced, but I don't think it's excessive.
>>
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>>175497179
I'm thinking it's something like that because it looks fine in my font editor. No idea how to fix it because I haven't applied any shaders, filters, or resolution effects as far as I know.
>>
I really hate unity but at the same time I think it's the best choice for me.
help me :(
>>
>>175497941
use ue4
>>
>>175496717
Might be a layering or shadow issue. Disable any fancy shmancy text rendering tools and see if it persists.
>>
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Slow progress, need to rethink my approach if I want to make dynamic/destructible environments. Gonna use imgui for the in-game editor.
>>
>>175498081
I started the project as a UE4 project, but it still takes me twice as much as it takes me to do something in Unity
So I went to unity and yeah, everything is faster for me, but I hate it so much.
>>
>>175498443
Stop being a little bitch.
>>
>>175497810
maybe global game settings - windows - interpolate colors?
>>
>>175498295
imgui is great, are you using smfl?
>>
>>175498085
>>175498530

Bingo, was just coming back to say I figured out it was a script to auto-draw shadows that I forgot to disable.
>>
>>175498518
I guess,
maybe I'll go back to UE4, that version still has more progress than the unity version
>>
>>175494843
You've made all this yet you still haven't made a walking animation
>>
>>175499052
He still has some of the best graphics on aggy dag. And he is using Unity lol
>>
>pc keeps turning off probably because it's overheating
>open it
>see the fan is full of dust
>clean it up
>put everything back together
>pc won't boot up anymore
uh oh...
>>
>>175498531
Yeah. I like SFML, it's pretty easy to use.

Now I'm more focused in the rules of the game and how to map that to the game systems. I want to have interactions between water/fire/gas/electricity and certain materials, and I'm afraid it's gonna blow in complexity soon.
>>
>>175497941
I know exactly what you mean

I wish Godot wasn't so shit for 3D
>>
How many frames of animation would you say you need for a decent walking cycle for a low budget 2D game? What about an attack cycle, like firing a gun?
>>
>>175499905
walking - 4. attack - 3.
>>
>>175499905
walking 8-15, attack (melee) 4-8, firing a gun 3-4
you can use skeletal animation if your budget is that low
>>
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>>175499905
Depends what you want.
walking:
4 for pokemon/undertale/RPG maker-esque foot up-foot down animations

8 for pic related

6 for somewhere in the middle.
>>
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Kind of progress. I'm working on ideas and using winforms to functionally implement them. I might actually just stick with winforms because fuck animation, FPS is a meme.
>>
>>175499905
12
2-4
>>
>>175499429
At all? Check that you've re-seated all the cables completely, double check that if your power supply has an on/off switch it isn't in the 'off' position.

After that, you can either test that your power supply is working with a multimeter, or you can slowly start removing components one at a time to physically debug what could be the problem. Even if it's overheating it should still turn on, even if it is just for a few seconds.
>>
>>175500790
No no, that's good that you're building your house from the ground up instead of from one side to the other.


Post wallpaper?
>>
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Teaching myself Unity, doing a sprite in 3d environment type thing. On the off chance someone is interested, move with WASD and space:

https://aaaaaaaaaaa.itch.io/cutegirl?secret=CDVt5jyCuFSQfKF2FK6JWrSlWl4

The sprite animation is really glitchy, partly because I haven't figured out how to exit an animation early. The movement is pretty glitchy too. Still, it's progress.
>>
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>>
>>175468687
>Not just lurking /mu/ and asking fellow autists if you can use their music in your game
>>
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>hey, I should try to do [simple thing]
>one spaghetti monster later
don't do blueprints guys, my friend died after injecting 5 of them in a row
>>
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>>175501385
Thanks, also the wallpaper is kind of low quality but here. We'll see how far I can take the concepts I guess I'll keep posting progress. This is by far the most efficient workflow I've ever had deving.
>>
>>175502490
mixels
>>
>>175502342
how's visual coding better than writing your own code? it sounds good on paper doing anything complex or edit it seems impossible
>>
>>175502342
What were you trying to do?
>>
>opening gm after long break
>start reading the code and remembering some plans
>instantly get frustrated panic attack
>open /agdg/
>>
>>175500790
Honestly if you have a sensible flow and do a lot (read intricate) things with the forms, then throw on some still-frames or pics, you can make a pretty engrossing game.
>>
>>175502585
Indeed but the only other agdg wallpaper I have says "Just Make Like Game" so that one goes into the trash.
>>
>>175502585
i doubt you can even make art dude.
all you mother fuckers memeing the shit out of certain type of pixel art will never make it if you
let some misguided idea of "true pixel art" blind you.


>kys
>>
make me an agdg wallpaper from inside the game. you have 20 sec
>>
>>175501256
The PC does turn on, but after that nothing. The BIOS doesn't show up on screen. Hell, the screen doesn't even wake up from stand by.
I'm scared.
>>
>>175479405
Dude you have autism
>>
>>175502342
Learn to program. Use functions and macros. You are applying damage, a force, and spawning 2 particle effects all in the same area. What the fuck.
>>
>>175503003
what do you mean
>>
>>175502602
It becomes just as easy after a bit of practice.

Blueprints specifically are good because they compile much faster than C++, also latent functions and timelines make a lot more sense.
>>
>>175502602
It's good in narrow circumstances. Only when your problem is naturally graph-like in structure; trying to force other problems on visual coding is masochism.
>>
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>>175502602
I like it. But I'm not really a programmer, aside from knowing some absolute basics you can learn in an hour or two.
You've got to organize your blueprints (both visually and using functions) a lot if you want to edit or do something complex

>>175502607
trails for raycasting weapons (also there's a bit of blueprint for the weapon itself in there)

>>175503251
>spawning 2 particle effects
I'm spawning multiple ones on a line between where it was shot and where there was an impact, so there are some checks for whether it should spawn another emitter or end it.
>>
>>175464316
>Can good art carry bad audio?
No
>Can good art carry bad gameplay?
No

>Can good audio carry bad art?
Yes
>Can good audio carry bad gameplay?
No

>Can good gameplay carry bad art?
Yes
>Can good gameplay carry bad audio?
Yes, but audio is really fucking important in making a game enjoyable
>>
>>175503442
Bit of a stretch to call an animation state machine visual coding.
>>
>>175502342
Blueprints can be as bad as coding.
>>
>>175486479
What's your email?
>>
>>175503587
who are you quoting
>>
ideaguy here. post your engine.
>>
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>>175502342
>being a pooinloo and leaving your shit looping all over the place
>"why is it so messy"
Because you are fucking retarded and forgot the "cleanup that shit and add some comments" part. Go back to Unity Oh wait..What was that? You don't want to? and stop scaring potential devs with your memes away.
>>
>>175504257
Are you looking for an enginedev or just someone willing to entertain the idea of coding your idea?
>>
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>>175503143
A friend of mine had a similar symptom, it turned out to be a short in the cable connected to the on/off switch on the case.

I would probably try removing all unnecessary components and cables and see if you can't get just your motherboard with PSU connected to post. Then start plugging things in one by one and see if any certain components cause the system to shutdown.

>>175487073
First attempt at colliders and Interfaces causes damage on equipping a weapon. Current options include fixing it to work like most games, or forcing the player to attend weapon handling classes and get his/her open carry permit before they can safely equip weapons on their person.
>>
>>175504491
yes
>>
>>175504617
Thank you
>>
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In unity(or any gamedev, really), is raycasting constantly(for example, onto where the mouse points, or where the weapon points) good or bad practice? Is it a big resource drain?
>>
>>175504257
Just go ahead and post your ideas.
>>
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>>175504257
>>
>>175505036
I guess the real question is, what else are you going to use if not raycasts? If you can't think of a better way to do something, use a raycast.
>>
>>175505036
>good or bad practice?
It's fine, they're useful.

>Is it a big resource drain?
Not at all, you can do hundreds per frame and it won't be noticeable.
>>
>>175504257
Sorry, I don't use game engines. Best of luck with your ideas though!
>>
>>175504424
>Because you are fucking retarded and forgot the "cleanup that shit and add some comments" part.
gee, it's almost as if that was the point of the post
>Go back to Unity Oh wait..What was that? You don't want to? and stop scaring potential devs with your memes away.
people who get scared from a joke post probably wouldn't go very far in making a game, you've gotta have some incentives and grow some skin

all that matters is making a fucking game
>>
>>175505036
A single ray? No, not really. A bunch (100's+) Yeah, it can get excessive.

You could use an IEnumerator coroutine to send out your ray(s) every quarter or eight of a second instead of every frame and it won't be much different than constantly.
>>
Enginedevving is pure pain.

https://a.uguu.se/C5Aw1FmiYqSD.webm
>>
>>175505467
Forget making a fighting game, make a ballroom dance game.
>>
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>>175505467
>https://a.uguu.se/C5Aw1FmiYqSD.webm
>>
>>175503905
[email protected]
>>
>>175505214
>>175505253
>>175505307
Thanks m8s
>>
>>175505467
THIS
>>175505649
>>
>>175505036
If you are doing this in Unity, make sure to narrow your casting to certain layers. That will definitely improve performance.
>>
>>175505467
please dont tell me thats slowdon
>>
i've had them shut down tons of time from heat. never damaged anything.
>>
I'd like someone to first look at this vid

https://www.youtube.com/watch?v=oiep0wYfQPQ

and then explain to me how do they make levels/areas in 2d? Do they first fixate the camera and then force all artists to draw everything in an angle relative to the camera or do they draw normally and then put everything to the side?
>>
>>175506057
>>175505649
I'll try.

>>175506459
It's slowed down, although not intentionally.
>>
>>175506713
That's probably just pre-rendered 3D
>>
>>175506713
Gotta love Unity's default skybox
>>
>>175506713
it's pre-rendered, aside from the 3D models
most likely, nothing is drawn
if you know what you're doing, you can give a lot of illusions
>>
>>175506860
So, you think they make regular 3d models? What then, how to make everything 2d?
>>
>>175506713
Set your camera to orthographic at some angle like 45 degrees.
>>
>>175507123
look at ~0:43, that's my problem
>>
fug I want to play a new Ctesiphon
>>
Anyone knows shaders? using CG

I learned how vertex and fragment work in shaders but I don't know the potential and how to work with things like flow maps and stuff.

I want to avoid using Unity's shader forge and Unreals native material editor for it because Nodes give me headaches and it gets messy as fuck real fast
>>
>>175507024
But what do they gain for making 3d into 2d?
>>
>>175498081
>try using Unreal 4
>C++ is tough
>try using blue prints
>It's a giant thing to do something really simple like having a first person controller that can only be in a state like climbing, jumping, running or crouching

It's a paint, but you'll have to get used to it. I say learning c++ is a better investment in the end, nodes get messy
>>
>>175506713
My guess is they built everything in 3D, then rendered it into 2D from the fixed perspective. Then at runtime its just the flat plane with the high res texture (and normalmaps) and the few 3d elements on top
>>
>>175507332
if you're pre-rendering everything, it's a lot less graphics intensive.
It's also probably easier for some areas, as opposed to actually drawing.
>>
>>175507059
>What then, how to make everything 2d?
Open a 3D program, toggle full screen mode on and take pictures with a cellphone
Just render everything with a specific lightning from a specific angle and save the result as an asset, duh

>>175507332
To save performance
This technique has been around since 90s if not since 80s
>>
>>175507525
>It's a giant thing
Definitely isn't.

Also it's not an "either or" situation, using both is the best way to use UE4 imo.
>>
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UI programming is the worst
But at least it brings everything together
>>
>>175507332
Performance
>>
>>175465279
as opposed to what, page count? pages don't count for shit
what's even the alternative for count, function count? file size? those are both more inadequate than LOC
>>
>>175507059
They render 3d models, and then make screenshots of them to turn them into sprites.

>>175507332
Probably performance reasons and authentic oldschool nostalgia. That's just how things were done back then, and they try to make an oldschool game.
>>
>>175507743
I actually meant chapters, and even thats a bad analogy.
LOC mean nothing, features are the only thing that matters
>>
>>175466665
>>175466823

>>175466666
>>
>>175465279
more like talking about how much your car weighs
t. bill gates
>>
>>175507681
I found success using big scripts and small blueprints since that ends up neat and tidy

I've seen plenty of blueprint only users and I in my early unreal days, have a gigantic blue print and it's enormous, you have to keep scrolling for the part of the code you wanna see. Some did try making it more organized so the lines don't cross each other, but it was still a big sea of node with node islands.
>>
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Got res working I think have not tried in an actual build but trying to get windowed mode options, graphics settings etc working soon as well.

Does anyone know if the input manger values can be changed as well through unity UI?
>>
>>175470716
>bug happens
>freak out
>realize it's not actually a bug and I caused it using my built-in debug functions
>feel like a fucking idiot
>>
>>175508157
get working on borderless.
>>
>>175508028
I'm using FlowCanvas (Blueprints for Unity, sounds like) and this is my approach too, using it for large scale flow control/decision making, and leaving low level things in the script.
>>
>>175507332
sprites will always be much less HW intensive than 3D models

if you know what you're doing, you can have metric assload of shit that would kill your machine if it was all realtime rendered in 3D models on screen

nowadays computers are so absurdly powerful you already have 3D games with tens of thousands of individual entities doing their own thing, like total war games or that ultimate epic battle simulator or what is it called, but you could have literally millions instead in a 2D game with same amonut of effort put into coding it right
>>
>>175507769
>>175507730
>>175507648
>>175507569

So, this means indie team with 2d artists and no 3d modelers can't even consider making something like this

I wonder how difficult it is to actually draw this shit
>>
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Someone should make a minish cap a botw prototype style 2d game.
>>
>>175479405
I'm pretty sure they use different mechanisms to generate their randomness, but that doesn't mean they're not both valid
if you're still doubtful you can pull from the standard random number source or some game variable (or preferably multiple variables) and then run a custom randomization on it
>>
>>175508678
>So, this means indie team with 2d artists and no 3d modelers can't even consider making something like this

not true at all
it's certainly more time consuming to hand draw isometric graphics but nowhere near impossible
people do it lal the fucking time
>>
So, is it usually faggots from here that makes those "How's your game coming along, anon?" shill threads over on /v/?

Is it because the people here don't give enough feedback so some of you guys go to /v/ for validation?
>>
>>175508678
Buildings aren't that hard to model, if you're a decent artist you'll be able to do that in blender in under two months.
Drawing wouldn't be too hard, it's orthographic, which means the artist wouldn't have to deal with perspective

Also now that I think about it, prerendering it means the player won't be able to rotate the camera around, so the level design has to take extra care to make everything always visible.
>>
>>175508540
Total War started out using prerendered sprites, I think in some games they still swap out models for sprites when they're very far away
>>
>>175508459
My dude

It really is the best way for me to work. My collaborators (friends doing level design and doing simple items) like this too.
>>
>>175509024
think about it for a second. what is shilling for?
>>
>>175507886
LOC isn't meant to communicate the quality of a program or even really the complexity, just the size of it and the rough amount effort that went into it
>>
>>175508678
You won't be able to have that nice lighting, at least.
>>
>>175509024
people want to shill without leaving their comfort zone
>>
how do i work on my game instead of fapping all day, this is ridiculous
>>
>>175509336
Fap and work simultaneously
>>
>>175509336
Your body is trying to tell you fapping is not sufficient.
>>
>>175509336
Seek out more hardcore porn, fap faster and get it over with. 3 min masterrace over here.
>>
>>175508678
Decent 2D artist shouldn't have much trouble moving to 3D
Otherwise, painting this shit would be extremely time consuming but still doable
>>
>>175509336
Rub a little super hot sauce into your hands like lotion.
>>
Eh. Its not that bad for a beginner right?
>>
>>175509658
I've seen worse
>>
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>>175509336
Make your game characters sexy so you can fap to them and then want to make them fulfilled afterwards.

I'm kidding of course. You faggots wouldn't actually fap to your own creations, would you?
>>
>>175509024
>So, is it usually faggots from here that makes those "How's your game coming along, anon?" shill threads over on /v/?
no but i wouldn't be surprised if those linked here were
>Is it because the people here don't give enough feedback so some of you guys go to /v/ for validation?
/v/ threads have an actual rotation of both devs and people who view them, they're far more accessible as you click one and you are guaranteed to see some fresh progress. for devs it's easier to get the raw unfiltered feedback many defend this shithole for, not to mention it's the easiest form of shilling on 4chan without looking like a complete ass if you're not stealthy enough
here 90% of content is cancerous board culture such as ">tfw no artist", "artist here let's talk about your game so i can tell you nvm good luck after asking you about the engine and never showing any portfolio", source spam, engine wars, "remember to exercise because healthy body means good dev", lolijam wars, letsplayers' lounge blacklists, "make an llc so you don't get sued", i could go on
i really can't blame people for avoiding this place, it's really tough to see the good stuff if you don't have the patience to lurk
>>
>>175509336
Just do it. Creating something nice and pretty is a better feeling in the long run.
>>
>>175509521
What exactly does it make time consuming for 2d, my noob sense is telling me everything done in 3d is much more consuming than 2d, but i'm no artist
>>
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>>175509658
Shieeeeeeeet
>>175509709
lel
>>
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>>175509745
>
>>
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If you want nice low-bit monster sprites, run Game of Life a few times.
>>
>>175509852
Is he supposed to be wearing a poncho?
>>
>>175509745
I can't draw but I edited some pics to add bigger boobs and futa dicks and I fapped to them.
Does that count?
>>
>>175509795
>What exactly does it make time consuming for 2d
>prerendered 3D
- model a dude
- take pictures of him at 8 angles
>2D
-draw dude 8 times over
>>
>>175510020
n-no.
>>
>>175509852
I've still seen worse, but you have a lot of room for improvement
>>
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>>
>>175510406
Looks like we got a real mad lad here
>>
>>175510115
i get the point
>>
>>175510406
Do you do the same thing when you cancel your WoW subscription?
>>
>>175510115
Making 1 3D dude look nice once is about as hard as drawing 8 2D dudes
>>
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>>175474484
It's turn based but close enough
>>
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>>175510719
and here we fucking go again
>>
>>175510719
Not when the computer can do all the lighting for your 3D one.
>>
>>175509795
Complex lightning is just very hard to paint because, well, it's complex
You have to understand how every material in the picture behaves, imagine how light sources are arranged, what kind of light they emit, etc.
In 3D it's basically calculated for you
>>
How do I learn about PBR shaders?
>>
>>175510406
>>175510491
Bokudev is just a mad fag that he spent way to much investments into Unity and not unreal and has buyers remorse now.
>>
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>>175509745
How can you improve as a creator if you don't fap to your own stuff? It's like trying to be a musician without listening to your own music.
>>
>>175511196
I just messed around with UE4's material system until it started making sense. Docs are very informative about best practices as well.
>>
>>175511259
>mfw I used to listen to my own vaporwave shit
>>
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>>175511196
https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/
>>
>>175511196
Basics:
Albedo - Basic colors. No shading or darkness. Reference real world albedo values.
Normal - Same as old method. No changes.
Roughness/Glossiness - How shiny something is supposed to be.
Metallic - Yes or no. Don't use mix values generally.
>>
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I just came back from a great session of Risk of Rain. Why isn't this general producing anything up to those standards?
>>
>>175511597
Looks nice, thanks

>>175511621
So theres nothing fundamentally different about PBR?
>>
>>175511768
It took 2 people to make and no one here is willing to team up
>>
>>175512087
Artist here, what's you're shillset?
>>
>>175511768
Because I don't know how. I hope to do so in the future.
>>
>>175511768
maybe five years ago in our heyday
>>
>>175512261
Programmer here, would love to work with an artist 50/50 but first I'll need to know which brand of tablet you use?
>>
>>175511621
What was used before PBR? Because I can't find info on it.
>>
>>175512087
There was hopoo a musician and the guy he paid to do the netcode.
>>
>>175511768
It was just okay, i dont get the fuss about it.
The "harder as you go" gimmick just gets boring and tedious.
>>
>>175512517
Is the programmer or the artist worth more ? who gets the most pay when working on small project ? Who would get the most pay in a big company ?
>>
>>175512517
>using tablets
Trackball masterrace reporting in. Pic related is my portofolio.
>>
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>>
>>175512659
Programmers in real companies. Artists on rinky dink patreon games.
>>
>>175512792
lol
>>
>>175512659
>Who would get the most pay in a big company ?
gamedev salaries are available, programmers seem to get ~1.5x artist salary, look up IGDA salary survey
>>
>>175512520
PBR is just the standardization of shading and content creation across renderers. Engines used all sorts of fuckity methods before hand. It's why engines used to have more distinct looks and you could tell something running on UE3 or Unity 4.

In Unity 4 for instance there were no reflection probes and they had you just throw a cube map on any object that was supposed to be reflective.
>>
no real game developers use engines
>>
>>175512906
shadows too dark, its a reduction of light, not a black hole

>>175512938
>PBR is just the standardization of shading and content creation across renderers
Intredasting. Please stay in this general and contribute, you seem to know things and can communicate effectively.
>>
2D turn-based grid-based roguelike tactics with pixel art
>>
>>175513119
thank you.
>>
>>175513114
I use a physics engine
But I render everything myself
>>
>>175503240
Well I can't have deck shuffling be not very random now can I?
>>
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I've been working with a friend for a couple years now on Driftwood 2D, a tiling game engine in Python 3. Rather than being a library, it's a program that runs and loads game data you provide it, like RPGMaker. The engine is fully scriptable in Python 3; all public methods in the engine are part of the API. The project is in mid to late alpha stage, with beta coming into sight. We support neat stuff like infinite graphical and walkable layers, a virtual filesystem for resources with caching, and lightmaps.

GitHub: https://github.com/seisatsu/Driftwood
There is also documentation at http://tileengine.org/ but only the first chapter is finished so far. The code itself is well documented, especially the public methods which are part of the API.
>>
>>175513915
couldn't you make it random using a seed partly based on how the cards are already distributed ?
>>
>>175514194
Possibly, but im also lazy and if I can use some combination of the built in stuff that'll be fine, I think I got it a lot more random using some extra waste variables
>>
>>175509336
you gotta stop edging
if you go for the finish full throttle you'll be done in no time and you be able to fap for another couple hours
>>
>>175514059
Looks like a cool engine, but does it have any games?
>>
>>175514059
>python
>running a game
I'd get faster performance using html
>>
I played frog fractions last night. What a great experience of a game.
>>
>>175514598
Nah, it's not finished yet. Only has a small testing world.
>>
>>175514637
https://niceme.me/
>>
does anyone have advice or a good tutorial to link to about creating a sort of 3d tileset?

good general practices and whatnot
>>
Does anyone know of any good resources or examples that show how to organize non-trivial rendering with OpenGL?

I know the general idea of how to do it, to avoid changing state as much as possible, but I just want to see how people actually implement it.
>>
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>>175514676
>>
>>175514676
https://www.youtube.com/watch?v=3q33nzCccw0
>>
>>175515015
>a ton of shitty spiders
>big dude with weapon x3
>easy, boring neato
>>
>>175511259
I need the source my man.
>>
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I have this code attached to an object yet for some reason the distance is almost random most of the time. I'm just looking to apply damage to an object if the player is within a certain range of a player.

Can someone point me in the right direction?
>>
Gimme your best original mechanics for a lewd game
>>
>>175516627
what kind of art assets are you capable of making
>>
>>175516627
You press the button and penis goes in
>>
>>175516627
the goal of the game is to pick up the soap
whoever gets analed loses

keijo, but you attack with the front side
>>
>>175516627
porn curator sim

>>175516796
pure version of this idea
https://fsjal1992.itch.io/aida-01
>>
>>175516627
You get a controller, turn it upside-down and lay it on your desk.

With your hand on top, keeping it balanced so only the thumbsticks are in contact with the desk, you thrust the controller to simulate the thrusting of your character, or the motion of a handjob.

I reckon It should be possible to take the the stick input as normal and interpret the player's motions. You may need to use your mousepad to get proper purchase.
>>
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I decided, how hard could making my own animations be? I have newfound respect for artists and animators. (Also GIMP animated gif export stamped the layers on top of each other, no idea why.)
>>
>>175517054>>175516627
tell the player to tape their dick to their mouse

go to town
>>
>>175516378

why don't you use an invisible sphere and use collision detection to apply the damage ?
>>
>>175517160
>(Also GIMP animated gif export stamped the layers on top of each other, no idea why.)
Haven't used GIMP, but you want to change the frame disposal method.
>>
>>175517351
because im dumb

I'll try that thanks dude
>>
Who else /20k lines of C/
>>
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>>175517530
Brilliant!
>>
>>175516627
A multiplayer one.
People forget that shit like Second Life and imvu are still extremely popular and raking in huge amounts of dosh even today.

It doesn't even have to be a chatroom simulator with avatars or whatever. Make a competitive Pokemon game with online multiplayer, but you catch monstergirls and the battles are fuckfights. Make Breeding Season, but you can trade and quest with other players. Make something like Artificial Academy, but each player has their own classroom and you can walk and visit other player's classes and sometimes other player's students drop in. Make a co-op roguelike where you can fuck or get fucked by the monsters and other players.

Add in either mild customization and some ERP support and you have a golden egg.
>>
>>175516378
Try adding a max distance to the raycast
functionhttps://docs.unity3d.com/ScriptReference/Physics.Raycast.html
I could be wrong, but that might only be shooting out the raycast for one unit?
>>
>>175517810
im cumming all over your virtual avatar right now
>>
>>175517739
less a walk cycle and more a writhe cycle, but you'll get there eventually
>>
>>175517739
if you go for this rough/ loose style, you have to completely redraw it each frame. the parts where you selected and moved are obvious af.
>>
>>175516378
Usually when I first try anything with raycasts I test it with

print("I hit " + hit.name + " at a distance of " + hit.distance);

Usually I find that I'm hitting something on a layer I should be ignoring or hitting the ground instead of what I want to hit.
>>
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So I'm using this method instead of an if/else to determine the speed of my enemies.

Is this a good thing to do or am I too autistic about obfuscating my code?
>>
>>175466482

that was pretty cool
>>
>>175518967
you fucked up by obfuscating manually before compile time. now you're just punishing yourself.
>>
>>175519957

what does obfuscate mean ?
>>
>>175520120
>tfw obfuscating my sentences by using words that can be easily googled
>>
>>175520212

don't obfuscate. illuminate !
>>
Is it more useful and applicable to learn 3d modeling or programming?
>>
>>175521607
??????????
be less ambiguous
>>
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>tfw you work on shit that probably wont even be in demo day much less than in the game.
>>
>>175521769
Which would make me more successful and sought after?
>>
>>175521892
Game Dev isn't a project, its a skill you build your entire life. Also finishing bad stuff is better than not finishing something good. Learning quickly through mediocre production of a whole product is better than learning slowly by perfecting small parts.
>>
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>>175518454
Yes, you're right, I was being lazy.
>>
>>175522526
Looks way better, not lazy at all
>>
>>175466847
i have no idea what this means but i haven't bothered with unity for multiple reasons and use clojure/clojurescript for lots of stuff.

elaborate?
>>
>>175521607
All else equal programmers make more than modelers.

Your question is so vague and we know so little about you and your situation and your goals. Thats the best answer youll get.
>>
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a tactical rpg on a triangular tile map
>>
>>175523395
A tactical RPG on a hyperbolic tile map.
>>
>>175521607
Learn both, they compliment each other.
>>
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Reminder that if you don't test ui text boxes with pic related you're doing it wrong.
>>
>>175523939
>hardcoding text
>>
>>175524136
>reading in dynamically generated text
>reading in test text to test a system that just dumps a stringbuilder to a gamelog
>look Mom I redesigned my collision code AGAIN its now only 2 lines of code!
>>
>>175524136
Why not?
>>
>>175524417
If you make it read a text file you won't need to recompile your code and can even change it at runtime.
>>
>>175464579
What does this allow you to do that a normal engine might not?
>>
>>175524417
If you keep all of your text in text files I guarantee you will get people translating your game for free.
>>
Why is the finish line getting farther and farther away?
>>
>>175525237
so why cannot he both hardcode text and keep it in files like gettext?
>>
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Unity more like punity
Unreal more like no deal
Godot more like total shit

Become an enginedev today!
>>
How big is your game? Mine is 5.8 MiB when statically linked and zipped.
>>
>>175525475
Put some backbone into it.
>>
>>175525475
Reminder that once you Godot you never Goback.
>>
>>175525237
>>175524632
I'm going to be doing both depending on the situation.
>>
I've finished my engine, now I need to make my game. Making the game feels like it will take much longer than making the engine did.
>>
>>175525818
Godot, more like God No!
>>
>>175526394
Does your engine follow OOP practices?
>>
>>175526796
No, it does not.
>>
>>175525475
Godot is the best of both worlds, if you don't like/find something you can go c++ and change anything, otherwise you'll gain time from the already implemented features, if you don't like the wheel, enhance it, there's no need to start from scratch
>>
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Let this be a lesson that using a tablet to draw doesn't magically make your programmer art look better.
>>
>>175526948
that tablet is a waste on you
>>
>>175526948
If you bought a tablet at least have the guts to take some drawing lessons
>>
>>175525353
Because of your SCOPE.
>>
>>175527081
>>175527143
I think he was allowed to borrow it from school. No harm no foul.
>>
>>175526948
loomis
>>
what if mario kart was maria kart
>>
>>175527664
Ave Maria kart?
>>
Any artist wants to team up with a programmer?

I use visual studio 2015 btw.
>>
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>>
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>complete the latest enemy added to the game
>want to add another one
>too lazy to go through the whole sprite ripping process again

Fuck, I just wanna make game not copy paste parts of an image from photoshop to graphicsgale for an hour. I wish I had a dedicated sprite ripper.

Anyway, how does my game look so far?
>>
>>175528358
>my game
>stolen assets
>my
>>
Hey /agdg/, just finished my buildings, how do they look?
>>
>>175527957
me
what are we gonna make
>>
>>175527957
Come back when you're writing your game in Rust
>>
>>175528510
Did I claim I made those sprites anywhere? It's supposed to be a fusion between 2 games their names are even in the title (Metal Slug vs Double Dragon)
>>
>>175528678
I was thinking of making a turn based rpg with visual novel elements.
>>
>>175528676
Come on anon, at least try to make the buildings look like they would work in real life. There's no way such a thing would be physically possible.
>>
>>175528358
Looking good. I like these sorts of games. Don't worry about sprites though, even just making a quick stick figure is fine. You can improve the art later.
>>
>>175528753
Not him but have you done any of it yet (with placeholder blocks etc?) Would be neat to see what kind of combat system you are planning (unless it is literally just turn based with no gimmick which is fine also)
>>
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Spent two hours on this. It's a long road ahead, good thing my scope only calls for 60 or so npcs and monsters haha!

By the end I'm either gonna be so good at this, or the whole thing will at least have a consistently shitty art style!
>>
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>>175527597
Not a bad idea; time to start studying.
>>
>>175528949
Yeah, I've got it working with no art, no gimmicks though.

1 to 3 party members on each side.
attack, magic and items inputs
each unit has weaknesses to different types of magic
status system (stunned, burning, dead etc)

I can show it to an artist who'd like to work together.
>>
>>175528676
>Google images search

poorly concealed b8 anon
>>
>>175529342
One thing I think I can see as an artguy is your lines look as though you press hard at the start, and then draw your stroke slowly, like a surgeon with a scalpel.

To get good line art, your strokes should be quick and long. Make use of the undo button. It isn't unusual for me to draw and undo a stroke 30 times before I'm happy
>>
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PROGRESS: Pow!
>>
>>175529416
Previous anon but still not the original one who said he would do it. Just as a curiosity were you looking for pixels for the combat or high res? I can only assume the VN portraits and backgrounds would be lineart unless you were going for 'high res pixel' there to keep it in line with pixel combat stuff.
>>
>>175529695
Looking good. Would it look good to maybe have that part slo-mo for more 'impact' that you failed/got knocked tfo? Also did your new art friend ever get situated?
>>
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Rate my cat
>>
>>175529856
I think I might be able to do that.

As for art, they're still working on their patreon stuff for the month so they're going to probably be busy for the forseeable future so for right now the project's status with regards to art is still ¯\_(ツ)_/¯ but I'mma keep coding shit anyway because this is my hobby now.
>>
>>175529715
I guess the type of art like Radiant Historia, so pixel art wherever possible? The VN portraits wouldn't have to be too high res.
>>
>>175530097
Just looked it up. Were you hoping for 3D backgrounds on the field like RH? (at least I think those are 3D)
>>
>>175530496
Yeah, they're 3D. But them being 2d or 3d doesn't matter as long as they fit the art style.
>>
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Finished UVs, texturing, rigging and a couple animations for this thing. Fun fact: it's surprisingly difficult to make a convincing run animation for something that has skeletons for legs.
>>
>>175525475
>not writing your own STL algorithms
>using the STL ever

not gonna make it
>>
>>175511768
>Why isn't this general producing anything up to those standards?
You mean like Risk of Rain?
>>
cuhrayzeeshoot-em-up

can it be done?
>>
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>>175467894
as much as i enjoy yowapeda i cant say i feel it would make good vidya, too few elements of strategy.
what would you be doing to make a good cycling game?
>>
>>175531305
>Implying the theme of the game matters

You can make anything fun
>>
>>175531305
yowamushi pedal... with guns!
>>
>>175531305
Apply your thoughts about baseball games, but to cycling.
>>
>>175531305
Just add quick time events.
>>
>>175531305
Make it a menu-em-up lol
>>
>>175530639
Another curious question if you don't mind. What is your intended length for the game? Is it going to be a quick romp/adventure or are you looking to go the long haul and spend some years nailing down an epic? Kind of determines the amount of art assets the game will demand.
>>
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Made a bookcase. Kind of a weak update but I just wanna post more often
>>
>>175531526
i dont believe anything can ever be made fun.

>>175531549
[vomits internally]

>>175531664
baseball has so many systemic rules and variables, theres so much there to exploit strategically. cycling doesn't seem to have many of either rules or variables, not systemically anyways, theres plenty of variable in a specific instance of a race, but that's not useful for gameplay - systemic variables lends to competing strategy, instanced variables lends to randomness.

>>175531716
[vomits externally]

>>175531829
all games are menus-em-ups at their core
>>
>>175532391
Nothing long, at most a 4-5 hour long game, maybe some procedural generation.
>>
>>175532687
Tour de France seems to be quite complicated, though many of the rules are understood between the athletes and you'll get shit on by everyone if you don't follow them.

(may or may not be bullshit, but someone who followed the races was telling me about it)
>>
>>175530809
But anon, all vertebrates that aren't fish, sneks, or caecillians have skeletons for legs.
>>
https://youtu.be/P2yyWBs_4G0

On a scale from one to ten, how much does my trailer make you want to play my game?
>>
>>175531305
>>175532687
>tfw you are now aware where ripoffdev aka rotatedev learned to be an attentionwhore faggot and reply to 7 posts at once
>>
>>175534114
boku does it too
>>
>>175534114
>efficiently replying is bad now
>>
>>175532402
Any progress is good progress. It's a nice looking bookcase.
>>
>>175534015
Honestly, zero. Show some damn gameplay atleast. All I know about it is that it has a horse and is in a desert.
>>
>>175534367
But the gameplay sucks
>>
>>175534015
0

Shitty art shows you put no effort into the game.
>>
Listen guys, I'm really sorry for shitposting so much these past months about being an artist in search of a programmer. I feel really bad about it. So if anyone really does need an artist, I will work for free time allowing in the next couple weeks.
>>
>>175534254
>implying that many people are being nice to gogem
kek
>>
>>175534491
What Image Editing Software do you use?
>>
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>>175529668
It'll be a difficult habit to break but I'll try!
>>
>>175534015
There's some good elements here. Juxtaposing dramatic themes in the audio and camera work with the low quality art could have a really fun appeal. But yes, you need to show some gameplay (perhaps after setting the tone the way you're doing). Also returning to the slow zoom would be great if it ended up revealing something more than just "oh so we're getting closer to these cactii" Maybe something changes with each return, maybe we get more time to parse what's happening in the frame, just something other than returning to a slow zoom for its own sake and because it's a dramatic trope.
>>
>>175533009
Procedural generation actually answered another question I had. That means you probably would want tiles instead of fully composed pixel backgrounds right? Or would you want fully composed for special/non procedural areas and then a tile set for the random stuff?

I am trying my best to not screw us both over here, anon. I am not very confident in my ability to juggle two projects and I am very weak in the background department I feel. A huge project would probably be a no-go for me and I am just fishing around for anything that might signal to me that I just need to pack it in and let someone else potentially contact you.
Speaking of which do you have a dev blog/site of some kind that readily has your contact info?
>>
>tfw you boot up linux again for the first time in months to dust off your serverside code
>>
>>175534923
>tfw you're wasting time instead of making a game
ftfy
>>
>>175534469
Let's be fair here: Some of the cactii had three branch thingies even though two would have been enough.

>>175534820
>perhaps after setting the tone the way you're doing
Fuck, that would have been perfect. Way better than the god-awful black screen of boredom that goes on forever. Thanks Anon, came here to share my cringy trailer and actually ended up with some pretty sweet advice!
>>
>>175534015
technical:
:00 opening too slow
:05 company logos are worthless unless you already have a hit game
:12 the zoom in on pixels looks like shit, use nearest neighbor instead of bicubic. maybe apply a meme filter afterwards.

general:
1. i watched it muted at first and many others will too. only turned on the sound because im "reviewing" your trailer. you miss a lot of info if its muted
2. in general you spend too long on each of your shots, especially the zoom in and blank ones. cut the vid to at most 1:00 and maybe to :45.
there is no gameplay.
3. i usually cut to halfway through a trailer to avoid all the intro shit and see some gameplay footage. since you have none, you have failed.
4. stylistically i LIKE the faux west theme. the end cards are pretty good! why not use that same style for some dialogue cards in the middle of the trailer, inbetween the desert stuff?
5. use more shots than just the horse.
6. the link to your site from youtube is broken
7. the download links on your page are way too fucking small man. it seems stupid but i dont have the time for this shit, i would have left the page since i dont really care
>>
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>>175534114
>ignore people
or
>7 individual replies, with a much larger amount of total screen space taken up
hmmmmmmmmmmm

Really makes you think.
>>
>>175534923
I have exclusively used linux for about 10 years, up until about a month ago when I started with win10 for some bullshit school stuff that I didn't feel like wrestling with. It's bizarre to say but I'm completely enjoying win10 (for a non-tiling WM anyhow) and VS Code is alright, though fuck everything about dealing with libraries/development in non-linux.
>>
>>175534887
The combat areas would be fully composed, but not too many unique ones, most games re-use those a lot.

It's all cool my dude.

If you want to contact me just e-mail me at [email protected], I'm currently busy with web dev work for next 2 weeks so I wouldn't start anything until then anyway.
>>
>all this shameless damage control for gogem
You really need to fuck off Ryan.
>>
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>saying pan when you mean dolly
>>
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Who else making mecha vs monster game for monster jam?
I'm starting early because I need an excuse to get better at 3D modeling mecha and monsters
>>
>>175528727
Autism

Good luck on the streets
>>
>>175535293
>The fucking ! was stuck to the end of the URL
Ahh, so I really am retarded

I actually didn't know a lot of people watch their videos muted, I'll keep that in mind from now on.

I'll try and keep the other stuff in mind for future trailers. Especially the keep it short thing. Oh, and the gameplay.
>>
idea guy here
mecha + knight
>>
>>175535804
Stolen
>>
>>175535804
mecha are literally suits of armor anon
>>
>>175535804
Thanks for the idea sucker.
>>
>>175534765
Look up sycra on YouTube m8. For your own sake atleast
>>
>>175536030
mecha knight that wears dapper clothes to make his enemies fall in love with him an amor suit
>>
>>175534015
Too much "dead air"
Pixels should be crisp, not blurry
Staring at the old timey shader gets old quickly
Narration is almost okay, but the half-whisper comes off as a wimpy

But for what its worth, I didn't laugh
>>
>>175535447
Thank you for understanding, anon. I have a lot of scraping and polishing to do for DD14 in a few days but after it passes I promise to sit down and give it some focused, honest evaluation on my part and then contact you one way or another with my decision. I need to get back to devving now. Have a good one!
>>
>175534015
Pros:
>Like the music
>Like the funnies

Cons
>Pube filter gets all quick
>Too much super close up of horse(?) ears
>Absolutely no idea what your game is

Neutrals
>Style/mood reminds me of a rockstar traielr
>Narrator wasn't 'man' enough for me, sounded like a gimp darth vader
>>
>>175536294
>I didn't laugh
Just you wait, I... I'll be back and the next one will be so amazing that it blows your socks off with laughter!

The next game is a comedy-horror game, so let's sincerely hope so
>>
>>175536489
Please stop drunkposting.
>>
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Created a parsing system really quick that allows my to easily link unicode text to the correct UI text values as long as the user doesn't fuck with the Key's. I also added in comment functionality into the parser which is really all I should need. However I intend to add a pop-up at the beginning for if theirs errors loading the program that will ask if the user wants the game to replace the directory files for the specific file that's having errors to be re-written to the default.
>>
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Aside from my camera code rework, I also made two more buildings today.

I think it looks a bit off now, but hopefully it'll looks nicer when the backdrop is entirely skyscrapers you can't see the top of.

Still not sure how I want to approach the main super skyscraper in the middle though.
>>
>>175536489
>Style/mood reminds me of a rockstar traielr
I watched all the Red Dead Redemption trailers before making it, so it must have bled through somehow. Nice catch!

>Narrator wasn't 'man' enough for me, sounded like a gimp darth vader
Should've gone a little softer on the pitch filter, I guess.
>>
What could a statistics/data guy do for a gamedev? If a fellow pursuing a masters in such things was at your disposal, what would you have him do?
>>
>>175537443
...program.
>>
>>175537443
1. balance all the numbers
2. run analysis on all the data we're collecting, to either optimize a player's experience or to maximize our profits

probably only a fulltime role for you at the largest of companies
>>
>>175537443
Could you turn the data into gameplay somehow? Like, what kind of data are you working with? You could maybe use it to parameterize procedural generation maybe?
>>
>>175534015
it makes me want to see your next trailer
also it makes me want to know what the fuck the narrator is saying
>>
>>175464473
>that hot blonde chick in the back that brought her dollfu
what's her story?
>>
>>175538172
that's another doll, anon
it fooled me too
>>
>>175538067
You can have the previous game's trailer to calculate a delta:
https://www.youtube.com/watch?v=FneWpASMENQ

That one manages to be even worse than the western trailer, by consisting pretty much of only black screens and the tamoha font. But hey, at least Berlin gets bombed, and there's some gameplay.
>>
>>175538378
if that is a doll then where is the husband of her and the doll next to her?
checkmate
>>
>>175538458
well who's the owner of the two dolls in the row in front of that?
>>
>>175538392
I like this one better as far as face value
the newer one could be great as a totally ironic faux-pretentious thing, but it's only partially ironic
>>
alright fags
i'm going to make the worst game ever

what does it need
>>
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I'm making a video game
>>
>>175538512
Not all dolls have "owners" shitlord
>>
>>175538858
hey Raspution
>>
>>175538847
Just have at it, dude. I have complete faith in your ability.
>>
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Fucking namefags reeeeee

>>175538847
quicktime events
long walks back after you die
limited continues
score centric gameplay
game is one long escort quest
>>
>>175538946
no. i dont want to make a mediocre game, or even a bad game.

i want to make an aggressively terrible game. this needs intentional effort.
>>
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>>175538940
hi
>>
>>175537537
Cool n/m but not interested but good luck bye

>>175537595
>balance all the numbers
Could you go on a little about what you'd give them? I'm assuming you mean for (1) more gameplay numbers, like hits/health/... ? for them to analyze. Would love specifics on this.

(2) yes that stuff is given, so what data is available to you (gamedevs in general). I guess this is via steam?

What data does steam give you about your customers regarding their attributes, and playtime, and ... just whatever?

>probably only a fulltime role for you at the largest of companies
Disagree actually, and as we keep seeing "big data" become more and more important, we'll see it become cheaper in some senses, where you have people willing and able to do freelance work for smaller companies/individuals, but that's a different discussion I guess

>>175537713
These are also questions I'm trying to answer, so feedback from devs specific to their game is interesting. What data could you give? Yes, helping with procedural generation is a possibility for sure. Running simulations on models, running simulations on samples of data, and so on. It's a weird line between "okay now I'm just being your math tutor" though, when it comes to implementing base features in your game. Good thoughts though thanks
>>
>>175538691
I'll actually try and make it more over-the-top next time.
>>
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which logo looks best? 1,2,3

or should I start over
>>
>>175539072
Your expertise is not applicable to game development. You're ideaguying about working on a game, which is even lower than ideaguying about what to put into a game.
>>
>>175539329
Middle "sphere" is the only bordering-on-non-offensive part of that image.
>>
>>175539329
I'd gravitate towards 3, the other ones are kinda hard to read.
>>
>>175539329
1 and start over
>>
>>175539374
>>175539380
>>175539384
>2, 3, 1
but they all agree it's shit
>>
>>175539329
2 reads best in the thumbnail.
1 looks better at high res
>>
>>175539329
Maybe post a pic where people can actually look at all of them at the same time.
>>
>>175539072
>What data does steam give you

More than that. You can put hooks into the game itself that tell you how long players spend in each area, what % make it through, when they quit, their scores, basically anything that can be measured. You could probably find out how angry the players are by hyperanalyzing how fast they move their mouse.
>>
shamelessly waifubaiting, need your opinions

What makes you insta-waifu a character?
>>
>>175539718
feminine penis

short hair

wide shoulders

small eyes

long neck

big nose and forehead
>>
>>175539718
Loneliness, desperation.
>>
>>175539842
no face
long neck
big hands
>>
>>175539718
If she pilots a mech I will marry her at any cost.
>>
>>175539718
lack of arms
>>
>>175539718
a penis
>>
>>175539362
>You're ideaguying about working on a game
No I'm not, I'm a data analyst with a passion for games seeing if there's some way I can help. You should step outside agdg more.
>>
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>>175539898
Also if she is partially or fully robotic I will marry her at any cost.
>>
>>175539707
Jesus this sounds fantastic. Where can I read about the specifics on this? How's the transfer of that data happen, some kind of API?
>>
>>175539718
blind
>>
>>175540250
>>175539909
katawa shoujo general is that way you cripplefuckers

>>175539969
>>175539842
girls with dicks are dudes ;^)
>>
what are some good examples of 3d games from the PSX era (or thereabouts on PC)? i have a soft spot for those games that really pushed the limits of what the hardware of that era was capable of, and i'd love to try to emulate that style in my art
>>
>>175540250
>>175539969
>>175539909
>>175539895
>>175539842
>>175539898
>>175540183
A qt femboy mechpilot trap with is blinded and loses her (male) arms in a tragic training accident. She (male) is outfitted with new robotic arms, becoming the strong cyborg yaoi she was always meant to be.

Oh and she still has no face
>>
>>175540605
MY DICK
>>
>>175539718
>male
>beefy af
>likes videogames/anime

if you gave me a husbando i'd throw money at your game
>>
>>175540605
what a god awful mess. 10/10
>>
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>>175540605
>>
>>175540605
i, too, watched welcome to the nhk
>>
>>175531305
Add drifting, obstacles, and rhythmic button pressing to go faster.
But the boost it gives you makes cornering harder, so you have to be smart about when you can use it.
Give it an anime aesthetic and pay for some eurobeat songs

best cycling game, easy
>>
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>>175540478
The Spyro games. The gameplay was mostly good, with a few quirks. I always thought the graphics looked great, even looking at it now, they look good.
Spyro was also one of the earliest games to use LOD models for the terrain. Which is how they managed to render more terrain than most PS1 games did. You can see in this screenshot, the mountains furthest away don't have any texture, just vertex coloring.
>>
>>175540948
>CYLCING IN THE 90s
>>
>>175539718
She has the style of a popular anime

It always works
>>
much like anyone would be interested in a cycling game i stopped reading at drifting.
>>
>>175466157
Didn't say he wasn't successful just that he has no game.
>>
the trip is so fucking obnoxious, but no amount of discouragement seems to make him leave
>>
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>>175536153
Will do.
>>
>>175541331
I don't think there are very many people interested in a legitimate cycling game
>>
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>>175541402
>>
>>175526942
Godot, where you should invest your time into learning a custom shitty scripting language with a terrible library!

Both Unreal and Unity are better than Godot atm. I prefer Polycode(Shit lua) or Duality(2D Focused) over Godot.
>>
>>175517645
Haven't counted but probably not too far away. Although usually, less is more.
>>
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>tfw you can't find a musicbro that understands game music
>>
>>175539329
The P in 1 is confusing af; the P and R in 3 are horrendous.
>>
>>175524632
>His code takes more than 5 seconds to compile.
LOL
>>
>>175542125
>his code takes longer than .15 seconds to compile, it would be faster if not for microsoft's slow fucking linker
>>
Give me a game idea i can finish within 1 month
>>
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>>175541540
I'm interested in a legitimate recycling game.
>>
>>175542364
pong
>>
>>175542413
>implying the paddle physics library with ragdoll physics doesn't eat up 2 months alone
>>
>>175542293
>microshit wangblows
found ur problem m8
>>
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>have good idea for a game
>start brainstorming
>take notes
>research
>do preliminary sketches

>sudden realization 4 hours later
>its just-close-enough to a hugely popular game that i dont like and have never played
How close to Bloodborne is monster-hunter-game-in-dystopian-past?
Whats the quickest method to kill myself?
Pic unrelated
>>
You have 2 minutes to explain why I should play your realtime pausable colony survival MMO sim strategy with minigames
>>
>>175542701
Bloodbourne is not really Monster Hunter-esque, is it?
>>
>>175542701
>i dont like
>and have never played
I know "we're all the heroes of our own narrative" and all that but how is this not problematic to you?
>>
>>175542701
I just realized I don't like your game
>>
What do you use to make sound effects, /agdg/?
What are your sound effects?
How important is/will be the audio design in your game?
>>
>>175542125
>implying some minimal characters will take that long to compile
>>
Is there any way I can code characters using Blender3D?
>>
>>175464473
blonde on the left is qt
>>
>>175543078
There is a game engine built into blender.

Why would you EVER want to use it, though?
>>
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Anyone here deal with C# winforms? I'm running into a memory issue where some object, possible a character class, is continually instantiating and just leaking memory.
Using this video https://www.youtube.com/playlist?list=PLlmV8hCw8wbnACZ2daplPFL9F9OkwLAOZ
, pic related is the code I've been working on today that must be causing my issue.
>>
>>175543010
Foley is a fascinating thing. Look up where the Star Wars lightsaber noises came from, or how they made the T. rex roar in Jurassic Park. I'd also recommend The Secret World of Foley, which is about sound effects in movies, but it can translate to games pretty effortlessly.
>>
>>175543428
Fuck anon, winforms is really obsolete...
But nobody will know your issue just by looking at a playlist and some random screenshot, you might as well paste your error log.
>>
>>175543428
I don't know much about C# or such, but could it be that because inside your function, you pass that locally instantiated string to another function, presumably one from the winforms library, the string doesn't get collected by the garbage collector at the end of the function's scope? Or something like that.
>>
A 2d pixel platformer but in VR
>>
>>175543869
>3Dixels
>>
>>175543943
vrixels
>>
Just spent 2 hours going through all the objects in my scene and cleaning up and god I feel so much better. Super cathartic to change a ".001504" offset "0.002" and it look the same. Also fixed a bunch of anchors on different canvas elements that would have bit me in the ass later. now I have no excuse not to work on gameplay
>>
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>>175543869
>>
>>175543869
>that weird feeling in doom and daggerfall where the sprites are always looking at you, but in VR
>>
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>>175543637
It's what we have to use for our final project to run an rpg in GUI
https://pastebin.com/je0XRQGU
I assume this is the error log. My project runs and opens nothing as the ram fills up 2GB in like 5 seconds
>>175543769
Which function?
>>
>>175543428
Dear anon. Please use reflection instead of that ugly if/else block that will only get bigger. Sincerely, you in 3 months.
>>
>>175544363
How would reflection eliminate if/else? isn't that what switches are for? im not expert just asking
>>
>>175544223
why is winform key down being called at all?
>>
>>175544223
MessageBox.Show(output, "Success")? Oh, I don't know, its probably not it.
>>
>>175544476
As the name or as the controls for moving the character?
>>
>>175542920
Ive seen gameplay and videos and whatnot, and from what ive seen, i dont really like it.
Im sure its good fun, and the bossfights look amazing, but I dont like the rest of what I see.

>you shouldnt judge before trying
Sure, and maybe ill love it once I get around to playing it, but for now, i dont like it.
>>
>>175544223
Wait, is "WinFormKeyDown" a button? It's kind weird... and that "global" is ever stranger.
Explain what is this "pictureBox2" is and how you put an image to it. By the looks of it, this code was auto-generated when you drag and dropped something.
>>
>>175544471
I forget exact implementation, but it'd go something like

var type = typeof(HeroesCharClass);
var method = type.GetMethod(var_that_has_class_name);
method.Invoke();

Or something like that. It's basically using the variable as a method caller. It'd be easier if I saw how the HeroesCharClass is implemented. Depending on what the Class name changes there would be easier ways to do it.
>>
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There's a very thin line between trivial and frustrating. Takes work to find it at all.
>>
>>175544656
I put an image into the background of this form from the import menu on every picturbox
Which global?
>>
>>175544774
>Giant fucking door with ancient runes on it
>Oh hey and they happen to use the same punctuation as us, cool
Immersion broken, game uninstalled

>>175544656
Why is win form keydown being used when instantiating an image
>>
>>175499905
3 frames for walk, 1 for attack
>>
>>175544856
Ha ha ya got me.
>>
>>175544223
Put a breakpoint there and see how many times it gets hit.

Alternatively
>developing on 2gigs of ram
VS by itself probably takes up a quarter of that, plus Windows..
>>
>>175544840
Ok, it's hard to tell. Just tried that here and everything ok. But you need to name your projects properly, that's why everyone is so confused.
If you wish you can send your project for me to open it here and see what happens.
>>
>>175544223
>https://pastebin.com/je0XRQGU
read this, the problem should be obvious, but if its not, two functions are calling eachother in an infinite loop
>>
>>175545071
>>developing on 2gigs of ram
I think he's saying VS uses 2gb, not that he has 2gb.

VS isn't 64-bit, so it'll always stop functioning at 2GB mem usage.
>>
>>175545370
His program wouldn't cause VS's memory to grow, though. The process graph is almost certainly showing the program being run, not VS, you mong
>>
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I'm back to deving tonight and I properly linked this shit up with the data I'm pulling in. Right now I'm just using an enum to access a dictionary because it seems safer than using actual strings. I'm glad I didn't have to do any wonky shit to make sure unicode stuff works with winforms.
>>
>>175545747
>His program wouldn't cause VS's memory to grow
>I'm running into a memory issue where some object, possible a character class, is continually instantiating and just leaking memory.

>The process graph is almost certainly showing the program being run
>His program wouldn't cause VS's memory to grow

You're not making sense.
>>
>>175545895
>You're not making sense.
No, you're just retarded.

If you open up VS and make a program called anime.exe that loads up ten gigs of garbage, its the anime.exe process that will be huge, the VS process won't change all that much.
>>
>>175545834
>all those .ToString()s
gross

Alternative 1: use the enums themselves as the keys for the pairs dictionary
Alternative 2: make the textKeys entries static strings
>>
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Post your battlestations!
>>
>>175545178
https://mega.nz/#!mNEwmbjI!MQA5Aasf4rfeqKk6fsBDs-Bl2cmsXUlo2lKXqr8RtTA
Here you go anon, thank you for offering to help
>>175545212
I figure that's the issue but I don't know which functions. Maybe I messed up a name between enum, hero, and charclass
>>
>>175546936
>>>/g/
>>
>>175547181
>>>/agdg/
>>
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>>175546963
When it comes to error messages, usually it tells you exactly what is wrong, you just have to understand what its telling you.
>>
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>>175546259
fuck
>>
>>175547598
What I meant was
in the TextKeys class do
public static string Region_Map = "Region_Map";

That way you can later write
toolSMI_RegionMap.Text = pairs[TextKeys.RegionMap];

god why is everyone in agdg so bad at programming tonight
>>
>>175547815
nice one hour intro
>>
>>175547815
solid devlog but 1:15 onwards shows a lot of getting hit nearly from offscreen, seems hard to defend against
>>
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>>175547778
I went with the second way you suggested because I suck at programming and didn't know what you meant before.
>>
>>175547815
Your intro is 27% of your devlog1. I'm drunk and the koyanisqatsi + 90s computer glitch freakout + tutorial-tier game was pretty aight to me but maybe it's a little bad. Ok now I'm seeing that it's a pretty relaxed vid meant just for agdg so basically I think it's good and I don't think you're really looking for feedback like I initially thought you were, well bye
>>
>>175547874
>>175548058
>>175548497

Ty for the feedback, I'll do a re-upload without an annoying intro
>>
>>175548738
Yeah short and sweet. Also now that I watched a little I feel bad for calling it tutorial-tier, it looks pretty great. I literally saw a second of it when I said that.
>>
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I think my PC just died for good
Press F to pay respects
>>
>>175548821
Time to buy a Chinkpad and stay focused on gamemaking instead of stupid shit like game playing
>>
>>175548918
But I never played games on it
>>
>>175548972
Well now you never will
>>
>>175548497
I liked the intro too, was chill

>>175548821
PHONEPOSTER OUT
>>
>>175548989
I'm posting from my laptop genius.
>>
webm section
>>
>>175548821
Probably committed suicide because it's owner is a weeb.
>>
>>175547815
>shit internet
>loading intro for hours
ffff
>>
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>>175526948
>>175527597
also bridgman
>>
Does anyone know what dicipline gets what percentage of profit sharing in a project? I found it's 10% for audio but can't find the link again.
>>
Dwarf Fortress
Rimworld
Banished
(You)r game
>>
>>175526948
Now get Aseprite.
Now break the body parts into separate layers.
Now practice every day.
Now read books.
Now get constructive feedback.
>>
banished was not that impressive
>>
Rimworld was not that impressive.
>>
>>175550053
>>175550015
I want them to be better. I'm always hopeful when an aggrdaggr is possibly heading that direction because those kind of games are like crack for me, but I play them a bit and stop because I see how badly they've failed my expectations.
>>
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hey bros

working on games has been a real fucking struggle just because of the sheer amount of skills you have to work on before you can put out a worthy product. at first it seemed easy and i put out a bunch of garbage but as I got better I started to fixate on certain aspects of my games and feel like they're never gonna be complete because of things that stopped me from achieving my vision.

so after 6 hours of actual statistical research on demand for porn games in the industry i'm really considering just stopping everything i've been working on and making a porn game. there are 1 man porn games with terrible fucking writing art and coding making $6.5k a month. That's 76k a year before tax, and judging by that guy's grammar he's probably russian and doesn't pay any taxes.

why am i struggling to work on real games when a retard that puts out a game with more spelling mistakes than a 3rd grader can make more money than I ever could as an indie developer.

am i the only one here thinking about this? am i the only one stuck in this infinite loop of
>make shit game
>ponder about my life choices
>repeat
>>
>>175550518
can you give link to the game?
>>
>>175550518
No because my career is rewarding and stable and gives me the monies I need, so I gamedev as a great hobby.
>>
>>175550624
https://www.patreon.com/kstgames
>>
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>>175550642
>>
>>175550642
I don't like the style at all, but that art isn't so bad
>writing art
>writing
who the fuck cares about text as long as you understand what's happening and you have visuals.
You need quality text only if you don't have visuals.
>>
>>175550518
I would do both. First I would make a game you would like to play yourself, and if this doesn't pay you enough, then I'd do a porn game.
>>
>>175550823
>who the fuck cares about text

ok well maybe you dont get off to that but there's loads of people that read doujins and there are a bunch of text only porn.
>>
>>175550518
You know how /fit/ always says don't lift for girls, lift because you want to be healthy?
If you're in indy games for the money, you're in for a rough time. Most people here treat it as a hobby, or a stepping stone. Despite all the difficulty and frustration, they keep at it because somewhere deep down they actually like making games. That's not to say it isn't a worthwhile pursuit; programming is a six figure skillset, and having hobby projects on your resume that have actually been released, regardless of success, looks REALLY good. But for the overwhelming majority of the people here, our aggy projects alone aren't about to pay our salaries.

But yeah if you're explicitly after the money with no desire to rise beyond indy then weird fetish games are probably the way to go.
>>
>>175550823
http://www.hardcoregamer.com/2013/04/22/trials-in-tainted-space-at-110k-in-crowdfunding-and-counting/37661/

literally text only porn
>>
>>175550849
>as long as you understand what's happening and you have visuals.
>You need quality text only if you don't have visuals.

I'm part of that loads of people that likes text porn, but that thing is far from that.

Just look at the list of fetishes, it's all normie shit with 'realistic' models:
- incest M/S, B/S, M/D
- Milf
- Hardcore FM, FF
- Group FFM, MMF
- Anal
- Latex
- Lingerie
- Breastfeeding
- Voyeurism
- Toys
- BDSM
>>
>>175550901
>if you're explicitly after the money with no desire to rise beyond indy then weird fetish games are probably the way to go.

I really want to have a talk with someone about this like an actual voice chat where I can get opinions from both sides of this issue.

Look at Japan's hentai industry. Millions invested in porn games there. What makes you think that's not gonna reach the west? Especially with VR. Say in a couple of years when VR won't be so expensive.

Porn games are in their infancy, nobody is investing in them and there's huge demand.
>>
>>175551019
https://www.patreon.com/drmaddoc47

this would probably be more up your alley then.

it feels like super tumblr writing tho. you can fuck different alien species, gay relationships, futas, tails, lamia tongues.

i have a feeling this game's gonna get a lot more money soon
>>
>>175551062
>western porn games
RIP the lolis.
>>
>>175551182
this is doing lolis.

https://www.patreon.com/mrdotsgames

and the writing is actually fucking spectacular. incenst is not my type of stuff but you can shift from tryign to fuck your daughter to trying to fucker her friend who's a flat chested loli slut that just wants your dick.
>>
>porn sells guys
>it sells!
>i am going to create porn games guys!
every single thread but not a single progress post about it.
top.fucking.kek
>>
>>175551263
I'm working on my art, but frankly I suck balls because I'm a programmer, it isn't even good enough to show.

I want to make a good shota eroge, I will keep trying until I succeed.
>>
>>175551263
>i am going to create porn games guys!
i didn't say that, nobody else in this thread has said that.

we're merely just discussing the idea behind it

what the fuck's your problem?
>>
>>175551252
>Fetishes

>Incest F/D
>Anal
>Groping
>Lesbian
>Corruption
>Mini games
>Voyeur
>M/FF (optional)
>MM/F (optional)
>Bestiality (optional)

>Mini games
Oh yeah my dick gets so hard when I play Mario Party.
>>
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>>175550901
>Most people here treat it as a hobby
What leap of logic has brought you to this conclusion?
The most basic observation of these threads laughs in the face of that claim.
>>
>>175551390
the "mini games" are a series of questions in a valentines day game that you get asked and if you paid attention throughout the game to what your partner has said you can answer those questions and if you win you get a prize which is a whole new story arc
>>
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>>175551154
I don't like 'realistic' models. I don't need you to link stuff that might be to my liking, I just wanted to say that the people interested in a 3d porn game with these models and fetishes are normies that won't care about the writing being sub-par.
>>
Sometimes when agdg gets on about porn games, I get that same feeling as when I have a headful of morrowind and skyrim econ overhauls in mind, then head to /tesg/ and it's all waifus and other such muck.
Just make good game. If it's porn, make it a good game first, and coincidentally porn. It's so sad to see people endlessly chasing some fantasy of "half hour in GMS making porn and 100k/yr for life" or whatever they think will happen. Sad because (1) it's really unlikely, and they're ignoring all of the failed attempts, and (2) this is such a beautiful medium, where something "pornographic" could also be engaging and interesting, but everyone's always just talking about the money like their chimp customers, everyone jerking eachother off.

Just suck some dicks for that monthly 5grand or whatever. Equal arguments can be made for how easy it is. Plenty of ways to make cash and move on with your dreams. The sad part is when you get there and find you don't have any.
>>
>>175551450
That still doesn't sound like a fetish to me
>>
>>175551472
What kind of models would people like you be interested in?
>>
If I can get just ONE person to confirm they fap to something I make it will all be worth it.

The money and everything else doesn't even matter.

If I can use it to hook up with a cute guy it would be even better.
>>
>>175551529
Have you actually made anything?

i'm the guy that did "extensive research" into porn games for the past 6 hours. I'll read/play your stuff
>>
>>175551581
Mostly just text stories.

Nothing I want to share yet, it doesn't feel good enough.

I need art though. Fuck art is hard.
>>
>>175550642
You weren't kidding, that seems... do-able, no pun intended
>>
>>175551472
jesus is a tangible historical figure
beyond him claiming to be incarnation of the abrahamic god, his existence and death at the hands of romans is not a matter of belief
what the fuck is it trying to say?
>>
>>175551670
I know. Most people here I bet don't take what I said seriously but this is something that's got me thinking for a couple of hours.

play the game see how basic it fuckign is. literally just scene switching with a random factor added to it
>>
>>175550949
>$28,808 per month
Jesus
That better be some good writing
>>
>>175551790
I bet a good portion of the mega patreons are really the artist subscribing to themselves through zombie accounts. Suppose you "seed" your patreon with 5k to look successful. What is the patreon cut, like 5% and you get the rest sent back into your paypal which takes another 1%? So $250 a month as a marketing fee, to attract dumb normies who think you must be some kind of indie god if there are THAT many other people supporting you.
>>
>>175551941
That is very possible. But there are some people that hide how much money they are making like the loli game. What would be your argument to that?
>>
>>175552010
Create a $1 subscription tier and pad your subscriber numbers at $0.05 cents each, or whatever patreons are judged by if their total income is hidden
>>
>>175466261

$30 a minute is actually super low if the composer is any good.
>>
I wish AGGYDAGGY could have like some roundtable talk about shit like this because a lot of people are bringing up good counter points
Such as
>>175551941
>>175551472

But conversations like these usually end with the thread when a new one is made and we never learn anything.

People will leave with the same opinion they came in with.
>>
How do you model your precipitation?
>>
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>>175552151
>>
>>175552256
What, like the probability of it?
>>
>>175552294
Yes, and a more rigorous definition of "it". Does the probability suddenly shift on a border, does it gradually change? Do you account for roofing, wind, blah blah? That's probably overkill for most games but I'm just wondering
>>
>>175552358
It was a RoR joke you homo
>>
>>175551263
This is a christian board
>>
>>175551263
>not a single progress
Didn't we have an entire jam about lewd
There was that dino-fucking game

Or maybe that was just a lewd entry into dino jam
>>
>>175551381
>what the fuck's your problem?
are you mad or something?
>i didn't say that, nobody else in this thread has said that.
who said i was referring to this thread alone?
>we're merely just discussing the idea behind it
and after 20-30ish iterations of this discussion there is no progress about porn games which leads to the conclusion nobody really cares
>>175552151
what would be the point of discussing something like that?the only conclusion you guys would come up with something stupid like people have shit taste but reality is everything have an audience problem is find where it is and gain their trust.
>>175552514
post on /aco/ and crosslink it here :^ )
>>175552640
>Didn't we have an entire jam about lewd
>September 16th 2016
>lewd jam was an agdg jam
k.
>>
>>175552782
>what would be the point of discussing something like that?

What's the point of discussing anything ever. People will just come to the conclusion that they disagree and nothing ever gets solved.

You'd be a great politician my man.
>>
>>175552782
>lewd jam was an agdg jam
Hot meme but we did create it, even if supposedly other people piled on because it wasn't explicitly a secret agdg clubhouse thing
>>
>>175551581


Stella's long red hair bounced and twirled to the motions of her body as she expertly maneuvered her whip. Like a cobra in heat, the blood red whip twisted and snapped as she walked. One moment calm and docile, the next ferocious and bloodthirsty, the whip betrayed the emotions of its master. Beneath the tight leather jumpsuit her master had picked out her ample breasts struggled to break free, the strained sounds of the material acting as a herald to her coming.
>>
>>175553435
Ok there's embellishing a story with very vivid descriptions of actions and then there's overdoing it.

You've gone over the top. This would make a lot more sense and it would be a lot easier to read

Stella's long red hair bounced and twirled to the motions of her body as she expertly manuevered her whip. One moment clam and docile, the next ferocious and bloodthirsty. Her ample breasts struggled to break free from the tight leather jumpsuit her master had picked out for her....

Like I get what you were trying to do but after a point you lose track of what the main focus of the situation. Like "the whip betrayed the emotions of its master" completely lost me, I had no idea what the original point even was. I got lost in your small paragraph.
>>
>>175553435
wow that's pretty bad
>>
>>175553603
Thank you anon! I like your revision a lot more.
>>175553830
I'm a coder not a writer or a drawer, I need to work to get better.
>>
>>175553603
>One moment clam and docile
>clam
>>
File: 1470825524503.jpg (47KB, 500x500px) Image search: [Google]
1470825524503.jpg
47KB, 500x500px
>>175553868
>drawer
>>
>>175553992
it's a legit term for a person who draws tho
>>
>>175553868
Don't be discouraged anon!

I went from shitposting on /vg/ to making 2 VNs and getting over 50k in kickstarters. Research writing and writing tropes and styles of writing if you really wanna get better at it.
>>
>>175553992
Well it's still right.
>>
>>175552782
But I don't like /aco/. It's full of western style art which is kind of gross.
>>
>>175554176
Do you know any good resources to get better with?

Is there another board with writing critique and things? /vg/ doesn't seem like the best place to run my porn past.
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