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/agdg/ - Amateur Game Development General

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Thread replies: 772
Thread images: 129

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Anime game edition

> Next Demo Day 15
itch.io/jam/agdg-demo-day-15

> Play Monster Jam
itch.io/jam/agdg-monster-jam

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

> 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: >>179926409
Previous Demo Days: pastebin.com/JqsQerui
Previous Jams: pastebin.com/jAByvH3V

> 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

> Free audio
freesound.org/browse
freemusicarchive.org
incompetech.com/music
fantasymusica.org
>>
first for despair
>>
C++ and Lisp for gamedev? Yes or no?
>>
>>179993019
Why not?
>>
>>179992949
>tfw Guru Guru is getting a new anime next month
Can't wait.
>>
>>179993097
I only know C, not C++.
>>
>>179993019
Assembly
>>
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some walking animation in progress
>>
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>mfw making games
>>
>>179993259
Not portable

Or do C, C++, and assembly all look the same to you: languages that are too low-level for you to be able to understand and use?
>>
>>179992391
My biggest problem with RNG is that it could punish a player who is making a good move, by giving them an unusually bad roll. Or it could reward a player who is making a bad move, by giving them an unusually good roll.
Of course players can take this into account when they're making a move. But when every single move you make is a dice roll it starts to feel like you're just hoping for the best every move.

From last thread
>>
5+1 bugs until the 3.0 alpha
Are YOU ready for the Age of the Godot?

https://github.com/godotengine/godot/issues/8805
>>
>>179993260
CUTE
U
T
E
>>
>>179993290
why did you post an engine mascot instead of your game
>>
Is there a good way to find out what kind of low budget games people are actually playing? I'd prefer to avoid working on something that's been done to death.
>>
>>179993348
There's absolutely no reason for anyone to work with anything but Python in the modern age.
>>
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>>179993260
with a transition frame. im worried her face looks too different when walking so that might be fixed later. pixel animations take way too long to polish so hopefully it pays off in the end
>>
AR game for mobile devices, good idea?
>>
>>179993435
because he has no game
>>
>>179993460
>There's absolutely no reason for anyone to work with anything but Idris in the modern age.
>>
>>179993460
What if you like types?
>>
>>179993460
DESIGNATED
>>
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>>179993519
cute but she looks like a doll and moves mechanically, can you separate the face/eyes from the rest of the sprite so she can blink randomly?
>>
>>179993460

>>179903924
>>
>>179993521
>AR game for mobile devices, good idea?
Sounds good on paper but no. Even though it's interesting and could provide something new; all mobile users play games that doesn't involve ar

People rather play a fidget spinner game than this https://youtu.be/uqQqn7RWffE
>>
>>179993671
at last I truly see

Python is the language of the gods

no other language can put so much effort into a single problem
>>
>>179993671
>comparing a scripting language vs c++
at least put cython or ironpython benchmark instead of pure python
>>
>>179993520
aside from whimp and that one sdl game with epic anime waifu are there even living 2d platformers on agdg
>>
>>179993876
>look! Python is fast if you use it as a thin wrapper around another language!
>>
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>have a game idea
>start to just make game
>accumulate time working on it
>start thinking the idea is stupid
>drop the project

every time. this is suffering.
>>
>>179994104
post idea
>>
>>179993876
https://attractivechaos.github.io/plb/
It's still slow as shit.

Also Ruby is a confirmed meme, it manages to be as slow as Python somehow.
>>
>>179993520
There are no good ones all I have to do is make a good one and I will be rich
>>
>>179994104
What's your process for design? Sounds like you may be losing interest due to poor planning
>>
>>179993716
that would be nice and it sounds possible. even if that doesnt work out i can add it in manually in the animations
>>
>>179992949
http://picosong.com/7HTP/

Any musicfags here? Is there any good tutorial to balance instruments on FL studio? I've been practicing for a good while but it always ends up sounding too messy.

Only the first 30 seconds of the song count, the rest needs to be changed into something less annoying,
>>
How do you feel about LOVE? It's a 2D engine which uses LUA
>>
>>179994461
Based on nothing but your description of it, it must be shit
>>
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>>179994461
It's a framework, not an engine.
>>
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What do you do about jobs you can't really do yourself?

I'm working on a sci-fi game but since I'm not an artist, I'm really getting stuck on the fact I don't know what my overall art design will look like. I have vague hopes and ideas, but that's it.
>>
>>179994564
Use placeholders. Get an artist interested once your project starts taking shape and for god's sake pay him.
>>
>>179994564
it's just music, so I'll just get it later for "exposure", maybe pay if things get this far which is doubtful
>>
I'll code for nothing.
Give me something to do.
>>
>>179994803
Do something nice for yourself.
>>
>>179994417
Sounds nice. Just watch mixing videos for fl studio.

Just some feedback off the top of my head at the moment.

Lower all the instruments to 6db and then select what sounds you want to be above the others. Use stereo seperation widen your sound on each instrument (e.g. drums/bass should be mono). Get Fabfilter to do you e.g. and cut out frequencies from instruments that dont belong in a certain range e.g. hi hats should have it's lows and most mids cut off.
>>
>>179994704
>Do all the work. Give an artist a free ride
>>
>>179993019
C++ is old and /trash/ language
>>
>>179994870
Like what?
>>
>>179994803
Medieval total war trait system with Dwarf Fortress-esque story generation.

Then later use this trait system so you can exploit those advantages and weaknesses of said heroes, maybe even kidnap love interest, kill best friend or turn his brother into the dark knight that works as your left hand.
>>
>>179993203
Why not C and lisp then
>>
>>179994915
how about a small 1-scene game that focuses on a game mechanic you like. Try to do something interesting with it.
>>
>>179995029
I'm sick of writing C
>>
Where do you guys go to grab people if you need more team members? My team needs a unity programmer familiar with their multiplayer networking to build what we're doing, but I can't find good places to throw an ad down.
>>
>>179995265
C++ is just C with garbage glued on it. If you're looking for something different try some other language. D, Rust or ... I dunno Crystal. They're all compiled.
>>
>>179994887
>>179994417
-6DB I meant

Also make a send channel on the mixer with reverb and send the instruments you want reverb to that channel. I'm guessing at the moment you have reverb on individual channels and thats also making it sound messy.
>>
>>179995094
Thoughts.
>>
>>179994803
Tetrkanoid. It's a game I just made up.

It's Tetris and Arkanoid, so while you're trying to stack up combos and sandwiches with the tetriminos; there's this little asshole ball flying around that breaks a block every time it hits something, ruining your hard work.

It's an allegory for making a game.
>>
Is AGDG dead?
>>
>>179995682
Yes
Every idea has been done, no one has anything new or interesting. It's the end of game development as we know it.
>>
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So what do you guys do outside of gamedev? Are you a student/are you working, etc.
>>
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>>179992949
messing around with textures
>>
>>179995553
I just don't understand how people can think random misses is fun.
>run up to enemy
>few tiles away
>take shot
>miss

This isn't fun, it's just frustrating.
>>
>>179995682
yes, fewer post progress and it's only shitposting and engine wars lately
>>
>>179995553
>That gives me another idea about how to allow the player to reduce the RNG. Just increase the chance of success after each failure (it could be a perk).
This is how League of Legends handles crit and I haven't heard any complaints thus far.

Personally I don't enjoy RNG, but I appreciate that managing your expectations round randomness is a good life skill to have. I also think the frustration around RNG is part of the draw to it. The bad luck makes the good luck that much better.
>>
>>179995932

The golden rule with RNG hit/miss mechanics is to never allow single attacks to miss. It only frustrates people. That is why single attack games are hard to balance around this rule.

It is much better to have multiple attacks with some miss chance.
>>
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After years of devving with Unity i'm thinking about getting the unity certificate (ironically of course), it is a waste of money of course, but i think it would be pretty funny to go on gaym dev forums and be like "Step aside filthy peasants, certified unity dev coming through"
https://certification.unity.com/
What do you think? Should i sign up
>>
>>179995894
Smooth textures
>>
>>179995737
>No mecha TBS with political intrigue and index fund advice strategically hidden throughout the game.
I beg to differ, sir.

Europe daytime has low traffic.

>>179995893
Working. And stop posting Sarahs, if you please. Awakes my dick's berserk mode and I can't concentrate.

>>179995932
Yeah, but I want to hear about alternatives. If you make every attack have a 100% chance of success you're removing the accuracy mechanic. I want to know what would you do.
e.g. Make it impossible to miss if you're within 3 tiles, make it impossible to miss if you have missed too many shots (Hard West does this, but backwards. Luck gets depleted).

>>179996091
I see.

>>179996095
How would you manage it, in a single attack scenario? What about making it deal only partial damage. That way it's not so binary.
>>
I'm thinking of just removing miss chance from my turn based game.

Redpill me on miss chance.
>>
>>179995893
Working. Studied game design previously but decided to keep it as a hobby.
>>
>>179996283
I would vote against it, but I'm a nodev with a kink for masochism, so what the fuck do I know?
>>
>>179996217
To be honest I like how the new Mario and Rabbids game does it. Full cover is 0% hit, half cover is 50% hit, no cover is 100% hit. All cover can eventually be destroyed by shooting it.

I don't know how they calculate damage, but for you, you could calculate it based on distance and the units "accuracy". So the accuracy doesn't actually make them miss, it just makes them deal less or more damage depending on how accurate they are. Distance damage fall off could be gradual at first, then quickly drop off towards their max range.
>>
>>179995893
Trying to become a writer, a voice actor or a musician while I try to find a job as a teacher and translator.
No luck so far. I suck at finding jobs.
>>
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doing this is really easy and it looks nice

hope it actually works in engine
>>
>>179995893
I'm NEET living with my parents. So I clean the house and gamedev most days.

My other hobby is gardening, just growing herbs right now though.
>>
>>179996995
are ye growin da ganja mon, secret errb 420
>>
Hey gals, programmer here looking for an artist, musician, writer and designer to help me with my game.

Going to be releasing it at the end of the year, so anyone who has 3 days a week to dev would be perfect.
>>
>>179997142
me too, but im also looking for a programmer

im more of an ideas guy
>>
>>179995893
I gamedev out of other things
>>
Is it ethical to re-make a favorite game from your childhood because that favorite game no longer runs on modern systems and the original creator has fallen off the face of the Earth and can no longer be reached?
Not use the name and trademarks, of course.
>>
>>179997142
how much do you pay
>>
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>>179993130
That is much better, thanks for the correction
>>
>>179997292
Well, there is two projects on github remaking lara croft, so I don't see why not. Unless you get C&D.
>>
>>179997354
Revenue share of course.

25% artist, 10% musician, 10% writer, 20% designer, 35% me
>>
>>179997360
What the fuck is that color scheme?
>>
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>>179996217
>How would you manage it, in a single attack scenario? What about making it deal only partial damage. That way it's not so binary.

Think about a miss in more concrete terms. A throws a punch at B, B evades, A misses. What resources did A and B use and what did they lose.

A is using an attack point, which uses a hypothetical turn. They are also using energy (muscles) and losing stamina.

B is using a defence point, not a hypothetical turn, but a reaction. They are not using energy, but losing stamina and are in a more difficult position to attack or counter-attack.

Some examples for miss mechanics.

A attacks B, B evades and A misses. B is however in a worse attack position and takes a damage debuff on their next turn/attack. This way the miss is still annoying, but A got something out of it anyway.

Another example would be B taking stamina or energy damage, reducing the amount of attacks/follow up attacks they can do.

B could also lose a turn, but that is tricky to balance.

There always needs to be a give and take. If A is missing, B must have done something to facilitate the miss. B doing something needs to cost a resource or have an effect on B.

There is also nothing stopping you from buffing A after a miss. Hitting someone with a weapon for example is jarring and messes with your combo. If A misses, they may get a +hit chance next attack or even an extra attack next turn to make up for the miss.

>>179996283

See above.
>>
>>179997142
I'm the fastest musicman at this side of the atlantic. How much do you pay?
>>
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>>179997378
Can you get C&D for game mechanics and general premise, though?
>>
>>179997526
I need 12 tracks, 1-2 minute each.

I will pay 100 dollars per track.
>>
>>179997589
Sounds good. Got an email? I'd like to hear more about the project.
>>
>>179997292
>asking for permission to make a clone
bless your heart anon
>>
>>179994564
The only thing I can't do myself, mostly because I don't want to and view it as a waste of time, is marketing.

I derive no joy from it, and am just making sure the graphics are going to be good enough to find a publisher to handle all that stuff for me.
>>
>>179997572
I doubt it. Not if you don't use the name or assets. I doubt you'd get a C&D from that game anyway.
>>
>>179997505
Dunno, default on MonoDevelop I think? If not, one of the preset ones.
>>
>>179995431
D and to a lesser extent Rust don't respect your desire to manage memory as well as they should and try to make certain things as opaque as possible so you don't shoot yourself in the foot.
>>
>>179996283
it's shit, i have stamina and the enemy can block or evade, all actions deplete stamina with different rates, it is restored each turn at a low rate, so it basically micromanaging stamina, if you block too much you won't have enough to attack next turn (or only can use the weakest attack), if you attack too much you won't have enough to block, taking the hit to save stamina is viable, but health and stamina are low overall to make fights quick, otherwise it would be an endurance competition until a side can't block
>>
>>179997661
I'll be posting here in about months time looking for musicians, just look out for that anon and send me some of your previous work then.
>>
>>179997292
It is ethical to remake any piece of art as long as you don't literally use the name or characters. It is ethical to use the name and characters after a few years, but it became illegal because shitty laws.
>>
>>179997906
That sounds like a trash system, I'll keep my miss chance.

Fucking idea guys.
>>
>>179997186
I want to work for you.
>>
>>179997292
Anon, that's what 99% of indie games are.
>>
>>179997936
https://soundcloud.com/trip-tune/classes-and-shapes
https://soundcloud.com/trip-tune/moonlit-flight

My soundcloud is here. A bit outdated since I only post finished projects. I'm currently getting better at mixing. Most genres should be fine.
>>
>>179994735
>it's just music

wha

i don't even
>>
>>179996283
Heres something that can eliminate the randomness if that's your problem. speed stat. if your speed stat is higher than the enemy you fight, your chance of missing becomes really slim. however the lower it is than the enemies, the harder it is to land a hit.
>>
>>179998505
I mean I can do or try to do everything, except music
so I'll worry about that later
>>
>>179998186
too complicated for your little brain anon? i guess it's a lot of work more than if randint(0,100)<hitchance : calculatedamage()
>>
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ok picasso isn't in the public domain gud 2 kno
>>179997572
no one shut down uncharted
>>
>>179998494
Needs more F# and Ab
>>
>>179998494
Sounds bretty gud anon
>>
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when's the recap going to be posted
>>
>>179999710
Never, it's dead.
>>
>>179999710
This one looks the best so far. IMO it's because the texture is fairly flat so it looks like an illustration.
>>
>>179995893
part time work and going to college for a meme compsci degree
>>
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Anyone familiar with Steam API, or have access to the Steamworks development group?

By default SteamMatchmaking's RequestLobbyList filters lobbies that are full. How the hell can that be disabled?
>>
>>179999924
>IMO it's because the texture is fairly flat
hmmm you may be right

i was going for sections of the paintings which had brush strokes and shit but this does look better, it might also be because the colours are similar
>>
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How's this, boys?
>>
>>180001097
Where are the windows?
>>
>>180001097
if you're going for Bloodborney you need much more details, same with your previous stuff
also autocomplete features when you're gonna try to design levels with this kind of stuff
>>
has googum ever made something worthwhile?
>>
enginedevs, are components just a meme and should I go with inheritance?
>>
>>180002535
SIT was a clever concept milked to death
YESDEV is unironically a good intro to gamedev and scope management
>>
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Progress. Finally got my laptop back, but I'm having difficulty making decent gif/webm. Using gifcam right now. Help famu.
>>
>>180002747
mixins are the true path forward
my current game has none of them just flat objects actually
>>
Post soundclouds
>>
>>179996283
the reality is that something like xcom is half a tactics game and half a slot machine. everybody complains about the rng but it's integral to the game. i don't know what kind of game you're making but whenever you get this popular "wisdom" in the form of "game X would be so good if it wasn't for feature Y" you should take it with a grain of salt because what people perceive as an obstacle to enjoyment is often paradoxically necessary for it. i firmly believe the people who claim xcom would be better without an rng would be abandoning xcom in droves if it was actually taken out. it's absolutely crucial for the functioning of that game, psychologically. whether it's crucial for your design, i don't know.
>>
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>>180003252
Webm version
>>
>>180003252
>>180003874
I like how it runs at 2 FPS.

Just use OBS and Webm Converter for Retards.
>>
>>180003874
try webmcam?
>>
>>180003252
>>180003874
I don't know how you managed to fuck up the gif so hard but that's quite an accomplishment.

Just get OBS and WebM for retards.
>>
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How many polys is too many and no longer considered low-poly?
>>
>>180003939
>>180003942
>>180003968
okok will look into that, ty
>>
What do you think makes a better game?

-A team of devs from the late 90s/early 00s with knowlege and computer/software from that period

-An amateur dev with knowledge and computer/software of 2017
>>
>>180004010
why do you care?
>>
>>180004010
Depends on a variety of factors.
>>
>>180004458
is that a trick question?
>>
>>180004010
"old game" low-poly and "hipster" low-poly like your pic are two different styles with different aims and techniques. it's stupid that they share a name.

"old game" low-poly operates under a severe polycount/texture resolution limitation and little to no lighting. the aim is to minimize the obviousness of these limitations with skillful texturing and vert placement.

"hipster" low-poly is the opposite, it's all about accentuating the geometric appearance of the scene, using modern lighting techniques like global illumination on top of flat-shaded polys. the actual polycount does not matter and modelers will often use absurd amounts of geometry to add details that in "old game" low-poly would be simulated with a texture.

these are opposite approaches and you need to pick which one you're going for. polycount only matters for "old game" low-poly.
>>
>>180004458
>which is better? a team of competent and experienced developers or some chucklefuck using baby toys?
>>
>>180004010
As a purely subjective marker i consider low poly the level at which somebody could without too much effort point out the different individual faces on any given model.
>>
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>>180004010
It's completely relative and there is no exact number. A single blade of grass using 100 polygons would be high poly. But a full human with 100 polygons would be low poly.

Just use enough polygons to make the model look like the thing you're trying to make.
>>
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Shiny sand is pretty. Is it easy to achieve with Unity's default shaders?
>>
>>180004847
Is that your work anon? It looks incredibly cute.
is that a she?
>>
>>180004685
>>180004724

well an amateur dev could have some advantages too, assuming they are not lazy they can get a game done faster because the technology is more advanced, they are more likely to make something new and original based on knowledge
>>
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>>180004945
I wish I were that good. I'm shit at 3D modeling. Here's another good model.
>>
>>180004458
your weird as fuck question that doesn't really fit your options aside, there is no correct answer

take a bunch of advanced programmers, geniuses of keyboard and mathetmatics, who have no clue what makes a game good because among many other reasons they never played video games. they're bound to shit out an amiga yuropoor trash tier turd at best. now pit them against a nerd that spent a good chunk of their childhood playing video games, has old classics thoroughly analyzed, knows their shit and knows their art - they will win
but you can also take stellar developers who made truly groundbreaking games in the 90's and pit them against a pajeet who, along with many like him, makes phone stores the garbage they are or a redditeur who thought he'd be able to make a quick buck if he took a java crashcourse and made a mobile game
>>
>>180005048
>I wish I were that good. I'm shit at 3D modeling
Pull the other one
>>
>>180004884
https://www.google.com/search?q=unity+sand+journey&oq=unity+sand+journey
>>
>>180004997
>they can get a game done faster because the technology is more advanced
Are you legit being serious right now? Even if you shot the late 90s/early 00s team through a time portal to the present day, the knowledge and experience they have is still usable to make a game, and because they're a team and not some faggot on his laptop they will assuredly get the game done much quicker. The only way an amateur game dev is faster than a team is if the team is working on a triple-A title and the amateur is working on babby's first drag 'n drop Game Maker game.

>>180004997
>they are more likely to make something new and original based on knowledge
The "amateur devs are super creative guys!" meme needs to fucking stop, 95% of all indie games are made because the devs really liked (insert game here) from their childhood and wanted to see more of it.
>>
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Time to start working on kills! You can link two character kills by putting a tree down as a ramp, which will propel the skier into the other target that goes on balcony to smoke. Needs a bit of a setup and good timing.
>>
Would this thread be a good place to post a demo of my game for feedback? I've been working on a metroidvania-style game for a couple months and was wondering if fleshing it out would be a good idea, or if I should start a new project.
>>
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>bokube kickstarter gets no money for 4 days.

>he makes a change that the switch port will happen if goal is met

>gets $200 in one morning

what did he mean by this? Will he make it?
>>
>>180006715
yes
>>
>>180006715
Yes. And just finish it, even if it's bad you will learn a lot.
>>
>>180006736
I'm sure his momma (who knows more about good games and what sells than her dumbass kid does) will donate whatever remains on the last day to make sure she doesn't have to put up with your dumbass crybaby kid's crying for the rest of her life
>>
>>180006807
Okay, I'll post a link to a demo in about 10 minutes
>>
>>180006715
keep in touch, we want to see progress even if we can't play yet
>>
>>180006907
Why you heff to be mad? It's just a game
>>
>>180006736
>will release the game on Switch
Is this guy an idiot?

He has no idea how to program and yet he's promising a Switch release?
>>
>>180007485
ever wonder why boku gets shit on but monolith didn't?
>>
>>180007589
I try to stay out of the drama bullshit, i haven't been here for a while but seeing source dev gone's a real plus.
>>
>>180007589
That's an easy one: memes and Monolith is 'cool' and Bokube is 'cute'. Cute notanime is notallowed.

Also /agdg/ loves shooters of any sort. /agdg/ isn't nearly as much a fan of platformers which is what Bokube is.
>>
>>180007587
>click export to switch
>switch release done
>>
>>180007765
This thread is one hell of a drug.
>>
>>180004010
you can have 80k polys and if it looks like trash it's still considered low poly
>>
>>180007765
This. The only thing he risks is having to deal with all the extra support he might have to give out due to the new and different platform.
>>
>>180007765
>>180007882
Please tell me you're baiting me. I refuse to believe that you can be that stupid.
>>
>>180007765
>controller mapping and performance testing are myths
>>
>>180008012
>trivial work is something noteworthy
>>
>>180006715
>>180006807
>>180006865
>>180007259
https://drive.google.com/open?id=0Bx2JVs_N4FJ6Q0c0RGtQRG5kM2M
Alright, here it is. Most stuff is placeholder (most notably gold, I added it today and it doesn't look good yet), but I'm looking more for gameplay feedback. I plan on adding an actual story/tutorial, actual uses for money, and more upgrades/levels, but until then, this is what I have. It's the first game I've worked on more than a couple days, so feedback on anything is more than welcome
>>
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>>
>>180007765
"Fuck Unity and the horse it road in on"
>>
>>180008128
you could have at least posted a screenshot/webm goddamn
>>
>>180008128
>*.exe

Heh
>>
>>180008128
You game crashed 5 seconds after starting because I pressed attack and jump at the same time.
>>
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If clicking the "export to Switch" button in Unity is so easy why do you need five thousand dollars to do it?
>>
>>180008491
you don't
>>
>>180008263
>>180008264
I'll post a webm in a few minutes
>>180008417
I've never had that happen to me or anyone else playing, or trying to replicate it, does it happen every time?
>>
>>180008491
You don't but it is nonetheless a burden that's worth considering as part of your funds because it's going to take more time per patch to fix things because now you've introduced platform specific variables.
>>
>>180008491
devkits
>>
>>180008783
I can replicate it every time, by jumping and attacking while the enemy is coming for me.

The music keeps playing too.

The game also uses 35% of my CPU?
>>
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Bossu fightu
>>
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Some progress for the optional hand-holding tutorial.
>>
>>180009412
Good stuff. You're doing it, Peter.
>>
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>pixel shit
>>
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What advice do you have for finishing your games?
>>
>>180010153
Close the browser and work on the game instead of reading articles on how to work on the game.
>>
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>>180010153
Everything in that image and this one too, though it was written to apply to a pen and paper game it stands just as well towards videogames.
>>
>>180010273
I'm taking a break I've actually just finished my programming for today (5 hours) but I do only have weekends to work on my projects.
But I appreciate your enthusiasm and encouragement anon.

>>180010298
Oh that's nice, thanks.
>>
>>180010153
I have none. I haven't finished a game in 5 years.
>>
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More pixel shit coming.

Added faces to show more clearly which unit is the current one, I really hate the idea of adding more cluster around the player with the menu being pretty big already.
>>
>>180010489
Then take the advice of these >>180010153
>>180010298 images anon.
>>
>>180006907
t. salty nodev who will never finish a game
>>
>>180010153
>Just remember you're appreciated by those around you
Bullshit

>at least 1 person wants to play your game
Bullshit. I always get 0 reply.
>>
>>180011439
Well make a better game then faggot
>>
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waifu
>>
>>180007750
is this bait
>>
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Me failing at the first boss fight, trying to demonstrate mechanics more than anything
>>180009148
That's really weird. It uses around 5% on all 3 of my computers(FX-6300/i7 6700U/i7 3770) and I can't replicate that crash even just mashing the two together for several minutes on any of them.
>>
>>180012064
I also spam Left and Right while in the air+attacking, and that's when it crashes.

I have ADHD so I need to move a lot in games.

The CPU usage is probably because the crash creates a memory leak.
>>
>>180011439
>those around you
Could mean yourself if you have mirrors all around your desk. Git gud.

>1 person wants to play your game
You want to play your game, don't you? If not then stop and start a new game that you DO want to play.
>>
I don't know if I should ask here or on /g/, but this place seems more relevant.

I'm trying to do some stuff in ren'py, and I'm needing to calculate some percentages. Specifically, I want to have a debt system where the player owes 3% of a current debt, and needs to make a payment on it. Since the debt is going to vary based on how much the player pays towards it at any given time, I thought this would work

$ owed = ([debt]*.03)

but instead I get a float error. Any idea how I can set this up so it doesn't fuck up?

I also need to set up a money system where I can give the player a % based raise/bonus without having to manually do the math every time the player works a job.

Is this possible or am I just a massive faggot who needs to rethink their life decisions up to this point and do this shit manually?
>>
>wasting time coding and tweaking what is already a perfected feature in another engine
>>
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>>180005048
>>
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>>180012302
I tried doing that again, is this what you're doing? What are your specs?
>>
>>180012603
>making a game when you can just masturbate
>>
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how do i go about coding a virtual joystick
several if statements? or is there a cleaner method?
>>
>>180013516
I made it a 2d vector, some code turns keypresses into a vector.
>>
an array or a dictionary for storing a tile map?
>>
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>>180013193
i5 6600k and gtx1070

Here's a webem of it.
>>
>>180014228
array because a 2d array perfectly describes a grid
>>
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Some progress.
I fixed some bugs and shit in the AI behavior, and now everything works fine. I still need to add some pauses when the guard goes to investigate or when he's chasing you and you get out of his sight, but it should be easy enough.
Then I moved to player control, added running and sneaking (though for now they only affect the movement speed, I'll make it so the faster you move, the more noticeable you are to the guards).
Lastly, I started working on inventory and the related UI. Right now you can pick stuff up. Then I'll implement dropping and throwing items.
I'll work on the code tomorrow too, then I'll finally get to modeling the characters and some environment and props. Fun times ahead.
>>
>>180014434
But with a dictionary you don't need to specify blank spaces.
>>
>>180014391
Although I tried checking if using a gamepad might be the problem, it's the only thing I can think of that might cause that. If you have one, try unplugging it?
>>
>>180014705
Don't have a gamepad senpai.

My monitor is 144hz, could there be a problem with that?
>>
>>180014634
I don't see anything wrong with specifying blank spaces
>>
>>180014785
No, I also have a 144hz monitor. Maybe your install of visual C++ is messed up, but I'm really out of ideas.
>>
>>180014634
even with a dictionary you still need to do null checks to detect empty tiles.
>>
>>180014936
another anon who has the exact same problem, maybe your code is scuffed?
>>
>>180014936
Anon, I'm sorry but I don't think it's me...
>>
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>>179993716
is this any better
>>
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>>180014936
>>180015154


is this normal?
>>
>>180013945
im a dummy what does this mean exactly
>>
>>180015424
I don't know your needs exactly, but all a virtual joy stick would be is just two values: how far left/right the stick is, and how far up/down the stick is. Thats just a vector (list, array, whatever) of two numbers.
Idk what else I should explain, I'm not sure what problem you're trying to solve.
>>
anybody seen /v/'s new thing? it's pretty funny
http://vb.booru.org/index.php
>>
>>180016096
Context?
>>
>>180015190
playing it on 110% looks smoother but yeah, if you want to add more details you can make the hair move a bit or deform, any reason why the character has a bland expression? eyebrows can be curved to make a neutral face unless you want her to be cold, what's the theme of your game?
>>
>>180015190
no
>>
>>180016310
I don't really know how it works but you can get your thing accepted and actually fight people
>>
Does refactoring and tidying up my code count as devving?
>>
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>>180016096
That's actually genius
>>
>>180016413
its a clocktower clone with an anime cast
>>
>>180016569
If it's making your game run better, yeah.

If it's not and you're just being an autist about "syntactic sugar", then no.
>>
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Is this a good idle animation?
>>
>>180016763
performance isnt everything senpai
>>
>>179996862
>doing this is really easy and it looks nice
then why does this look like shit?
>>
>>180016940
It's an idle animation.
>>
>>180012593
What are you even trying to do with that single item list
Shouldn't it be just
owed = debt * .03
>>
>>180016042
well im not looking for sensitivity, just for 8 directions where only one direction is allowed to be held
>>
>>180016940
why niggy got 3 arms doe?
>>
>>180017275
So he has a spare if he loses one.
>>
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>>180015401
Pretty much
>>
>>180016628
it makes sense, i did get the horror vibe, don't know why i remembered corpse party
>>
>>180017259
Where are you getting the input from?
My best guess rn for what you want to do is take input from an analog joystick or a keyboard and turn it into a virtual joystick input, where the stick can be in one of 8 active positions and one neutral?
For representing the stick, the vector still works, but you'd use one of these values: {-1, 0, 1} instead of something in the range of [-1, 1] for ea axis.
>>
>>180017535
Dumb Akko.
>>
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>>180017535
>>180017624
Wrong pic btw
>>
>>180015401
Yeah it is
>>180015107
I have no idea how to replicate this, and I've played for multiple hours. Another shot in the dark: are you playing in 4k? I don't have a 4k display, so I haven't been able to test if it fucks anything up.
>>
okay. I just remembered I downloaded gamemaker studio last year through humble bundle for a dollar.
How do I even get started?
>>
>>180017890
playing in 1080p, windows 10 64bit, two monitors
>>
>>180017987
Look up Shaun spalding on Youtube and watch his "Your first game in gamemaker" tutorials
>>
>>180017987
Sorry anon, GMS2 is out now, you'll have to buy it for $100.
>>
>>180017038
because it's brown and i chose poorly matching colours
>>
>>180018118
Will do
>>180018125
i refuse
>>
Show me your task lists.
>>
>>180018503
I don't have any because if I want to stare at task lists all day I'd just stay longer at work.
>>
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>>180018503
>tfw you add tasks as quickly as you finish them

I will never make it
>>
masturbation is legit the source of my problems, how do I beat off this addiction
>>
>>180018804
Respectable opinion.

I have one because sometimes while i'm working on a feature I find something that needs to be changes but is not directly related, so I add it to my list to not forget.
>>
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me beside zizek
>>
>>180018503
>>180018905
what software do you use?
>>
>>180018503
what task manager is this?
>>
>>180018052
Connecting another monitor with a different resolution, it still works for me
>>
>>180019087
>>180019045
It's just the Reminders app in OSx and iOS, nothing fancy.

>>180018905
You'll probably get to a point where the delta between created and resolved will get smaller as you complete your game. Keep going anon.
>>
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>>180008128
Walking left from the edge of this platform while holding X also crashes it
>>
>>180018906
like anything else, be aware while weening yourself off
>>
Alright how do I create a wake effect? Like the water trail behind a boat? Do I need a shader? Idk where to start, any hints would be helpful.
>>
I think my worldbuilding guy is broken, how can I fix him?
>>
>>180019020
>sam's on there twice
truly the philospher of our time
>>
>>180019509
Just buy a new one, they aren't made to last.
>>
>>180006736
>>180007587
>>180006907
Like it or not bokube has more passion, autism, care, and love poured into than most agdg projects have and has consistently posted progress for a little over a year.

Where is your game?
>>
>>180016420
:(
is the animation that bad? should i just redesign her
>>
>>180018503
- fuck bitches
- get money
>>
>>180020174
Is his name pronounced bo-cube or ぼくべ?
>>
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I have a problem with my blender models in Unity and I don't know what to do anymore. Unity won't create any more materials for my textures when I add them on the blender file. Instead, everything new that is supposed to have a new texture is invisible.

What do you guys think it might be? Please help.
>>
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>>
>>180020410
just make the hair bounce and make the legs move smoother
https://www.youtube.com/watch?v=DAMZ_sjDMvY
>>
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People who aren't one-man-armies, where do you go to recruit people?

I'm making a multiplayer game and we need a unity programmer familiar with their new networking, but every post I make on >reddit gets me flooded with people from fullsail who've never actually worked with unity's multiplayer networking.

help me
>>
>>180020981
Are you willing to pay? Post on a proper job board like indeed.
Are you expecting pros to join you for free? Then you are delusional.
>>
>>180020410
like in the video i linked you can see she tilts her body as she walks
>>
>>180020469
ぼくべ
https://www.youtube.com/watch?v=ylDbqoDixmc
>>
>>179992949
aggydaddy! just like make game
>>
>>180021196
>amateur game development general
>expecting someone looking for a team member to be a professional developer or looking for professional developers

Where do you think you are, anon.

I'm not looking for a pro. I'm asking where to look for amateur recruitment so I can find someone to team up with who's got experience doing something we don't.
>>
>>180021453
>when trannys are starting to like your game
wait untill they find out you're a racist piece of shit bokubedev
>>
>>180018905
>>180019045
this one?
>>
>>180021750
Fuck you commie scum.
>>
>>180019045
>>180022178
Asana
>>
>>180021453
wtf that guy get so little views relative to his subcount.
>>
>>180020981
Got my music guy from AGDG, posted a call for artists on tumblr and got some 'applications'
>>
>>180021651
>asks for amateur recruitment
>complains when amateurs apply.

What the fuck is wrong with you though.
>>
>>180023124
thats not even new bokube, thats old bokube from along time ago.
>>
>>180017252
Dude thank you so much. I'm a fucking idiot and I apologize.
>>
>>180023339
What the fuck are you talking about? I'm just looking for where people on here recruit because reddit is shit for it.

The people applying didn't even read the ad there and didn't know anything about the one thing we needed. One guy thought we were talking about SQL databases when the thread name was "Looking for a Networking Programmer to join team for multiplayer game X". I'm not being a picky asshole because I'm looking for someone who's worked more than one day on the thing we need them to work on.
>>
making pong but the ball is getting stuck inside the paddle
>>
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>>180024092
>>
>>180023286
Thanks anon. I don't really use tumblr much but I'll try looking around.
>>
>>180024437
Congrats anon, you get to fix your first bug.
>>
>>180024437
Peter give it up.
>>
>>179995893
Army officer / military instructor :^)
>>
>>179994893
>Do all the work

Except the art, apparently :^)
>>
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>>180020174
Right here
>>
>>180024921
>Doom mods

Exactly what I thought.
>>
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>>179995893
Sleep and eat. Occassionally go shopping for groceries and maybe watch a show or two for a few hours a day. On Sundays I play in a pen and paper roleplaying game.

Otherwise, it's about 12 hours a day, every day except Sunday.
>>
>>180024092
It's an unpaid amateur position, no matter where you post you will get amateurs that think 'I can probably handle that even though I've never done it before' applying, doesn't mean you have to take them, but unless you are willing to pay you will have to wade through all the applicants to find the right person. Your expectations are off.
Adjust your tits accordingly.
>>
>>179994898

t. Nodev
>>
>>180025092
well what're you working on then?
>>
>>179994564
You learn how to do the job.
>>
>>179995893
part time janitor, and on weekends I suit up in armor and do SCA practice with a few friends.
>>
>>180025135
fuck yea, just me like me, except I DM on sundays.
>>
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>>180025827
A failing kickstarter hehe
>>
>>180026076
I'd like to DM again. It's been too long.
>>
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>>179995893
Nothing. Working on my game is the only reason I haven't offed myself yet.
>>
>>179993671
Surely your game is going to need a lot of computing power.
Not even defending Python, it has bigger problems (like dynamic typing of the worst kind)
>>
I want to clip out the water from inside a boat using a shader. Any tips on how to do it?
>>
>>180026361
Make a stencil the shape of your boat relative to the depth it will rest, center it on your boat actor, and use it to mask opacity.
>>
>>180026361
how big is the bote
>>
IDEA: space invaders remake as if it were a next gen game.
>>
>>180026857
stay focused, cris
>>
Going through the project and just retouching small things today. Still a lot of work to complete but I don't feel like taking on any of the larger tasks this weekend.

>>180026361
http://wiki.unity3d.com/index.php?title=DepthMask
>>
>>180026835
Like, maybe 5 or 6 right now my dude.

>>180027047
O, well that was easy.
>>
>>180027114
You are like a little baby, watch this.
>>
>>180024437
Are you using an engine?
>>
>>179997817
>Rust don't respect your desire to manage memory
Is this a joke?
>>
>Need to have an outline for my sprite
>Redraw the sprite 4 times and move each one in different direction, and make their colour the outline

How retarded am I?
>>
Rust memers get out agdg is lisp territory.
>>
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>tfw an attempt at a bokube thread dies before you can even post a reply mocking it
>>
>>180028553
a bit
>>
>>180028564
I don't really give a shit what language you use but I won't have people outright lying about languages they don't like.
>>
>>180028614
That is one sad attempt.
>>
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>>180026361
Render a "cap" (shown in red) to your depth buffer only, after you draw the boat but before you draw the water.
>>
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>>180028614
Thanks for trying to shill for my game anon.

I appreciate the thought/care.
>>
>>>/v/380908740
>>>/v/380908740
>>>/v/380908740
>>
Making a game (metaphorically) about psychedelics lads.
>>
>>180020174
I'm only annoyed at the level of Bokudev's retardiation. The game seems pretty cool though it's not the kind of game I tend to play.

He just keeps asking stupid shit without any effort to figure that shit out and sure I'm a bit jealous still proceeds to make a game through pure willpower if anything.
>>
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>>180029987
Does this count?
>>
>>180030319
>it has trippy visuals ergo it is metaphorically about psychedelics
No. Also shame on you for replying to such a retarded post.
>>
>>180009318
Those particles/fx heavily clash with the rest of the art style.
>>
>>180030506
pixelshit with lights and particles is all the rage right now
>>
>>180030319
In a cosmic sort of way, yes.
>>
>>180030592
>right now
maybe 5 years ago
>>
>released some demos of your game over time
>now people are under the assumption that you will do this indefinitely and keep asking for more
>don't want to release entire game for free

I've made a mistake
>>
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>>180029813
>>180029367
>>180028614
Reminder guys to use the kickstarter image we have to shill for Bokudev together!
>>
>>180030709
I'm worried I'm in the same boat
>>
>>180030763
https://www.reddit.com/r/nintendo/comments/6hrqc2/bokube_an_indie_game_in_development_for_the/

Why dont you just keep shilling on reddit instead of same fagging 4chan?
>>
>>180030709
Monolith pretty much did this. Whether or not it was a factor in how successful they were is up to you.
>>
>>180020683
In unity did you try to right click your model file and select reimport? What about checking the import settings of said model file in unity?
>>
>>180030989
I think it's a trap many indie devs fall into because they really have no way to get feedback otherwise.

Releasing any part of a game you plan to sell for free can't be a good thing, studies have shown that even demos impact sales.
>>
>>180029274
Thanks m8, got it working.
>>
>>180031150
source?
>>
>>180031150
>studies have shown that even demos impact sales.
If you have the AAA budget to advertise your game in other ways, maybe.

As a pleb demos are definitely a good way to get your game out there.
>>
>>179995893
I just recently graduated so I'm moving to fulltime NEET mode and hopefully getting some good dev done this summer. I did plan to take part in a local gamedev program thing that starts in the fall but I'm not sure if I can get funding for that.

Basically my daily life is shitposting in 4chan, deving, masturbating and playing some games. Roughly in that order.
>>
>>180030709
Demos should be vertical slices. Show off mechanics, not content.
>>
>>180030908
>Nintendo Switch version
uhhhh yeah good luck with that
nintendo is actually vetting games that try to port, have to prove that you aren't some bottom-barrel nobody before you can even be allowed to buy a devkit
>>
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>>180030908
>reddit
>>
>Stealing ideas from 5 different games

Feels Amazing Man
>>
>>180030989
>>180031150
i don't think i'd buy monolith if it wasn't for the demo desu
>>
>>180031497
He has a point - that is a lazy rushed title
>>
>>180031497
H0ly shit this is the retarded fucking shit they post this was worse than agdg.
>>
>>180030592
I guess it doesn't really matter since nobody plays pixelshit platformers anymore
>>
>>180031515
other games have stolen those ideas already so basically you're like stealing from 2-3 games or less
>>
>>180031150
>studies have shown that demos impact sales of the shit games that people wouldn't know they are shit otherwise before buying them.
FFGJ
>>
>>180030709
Sadly this is the reason I've decided not to participate in demoday. I might work on an actual demo once I'm closer to release but I'll never release demos of the current state of the game for free distribution.

Most people don't finish games anyway so why the fuck would the buy the full version if they have most of it in a demo?
>>
>>180031432
Get out under your rock already.
Nintendo sells devkit for a mere $500 to anybody nowdays.
>>
>>180031803
Why would a demo have most of a game?
>>
>>180031898
retarded assumption that you have to shove in absolutely everything you have done into a demoday demo
>>
>>180030908
Oh welp time to give my downvote bots something to do.
>>
>>180031803
If you're 99% of devs, this is a bad idea. The exception is if you have a guaranteed hit just based on visuals and pitch. AGDG demo days aren't even really for shilling. The audience is pretty much restricted to fellow devs. You can always delete the demo after a week or so.
>>
>>180031936
Finally someone says it.
>>
>>180030709
>>180030839

Just ween them on trailers. The thing is that they want to know X amount about what is new in your game. A demo is a good hit but in the indie scene the meaning skewed.

So basically you just have to keep up on the updates.
>>
>>180030763
>nostalgic and comfy
I just can't support this as a game tagline. You can't declare what is nostalgic for people especially when your game is all original characters who nobody has ever seen before. Just strange to so blatantly state what sensibilities your game is trying to appeal to like that, but maybe that's just my opinion.
>>
>>180031898
A lot of the devs here seem to release the most playable state of their game as is.

>>180032064
I'd much rather demo the game face to face to people. I feel it gets me better feedback and I have a better control of the testing environment.
>>
>>180032149
Maybe nostalgic as in the atmosphere? Like how its trying to be 90's tier shovelware?
>>
>>180032149
This. Leave this kind of thing to the reviews, Steam tags, etc.
>>
>>180031834
No they don't. Only the Wii-U and 3DS devkits are available.
I check the developer portal occasionally since I'm actually interested in porting to Switch.
>>
>>180032226
>I have a better control of the testing environment.
That's barely testing at all.

What you need is the drunk nutjob who does shit in your game you couldn't possibly have considered.
>>
I submit demos because people acknowledging that my game exists is a good feel.
>>
>>180032257
Bokube has too much content and effort put into it to be considered shovelware.
>>
>>180032226
That's because usually the most playable version is still far away from version they hope to sell
>>
>>180032226
If a lot of the devs here jumped off a bridge would you follow them?
>>
>>180032536
>cubes
>effect
t. agdg poster
>>
in all honesty what's fun about boku game? it reminds me of shit i've played on newgrounds and it's a mobile game at best, blocky art style is boring too
>>
>>180021750
>>180022269
>this exchange
kek
>>
>>180032536
>>180032607
aw fuck I meant to say effort damn mobile shitposting sucks.
>>
>>180031803
Why the fuck people buy no-drm games when they can just pirate them?
>>
>>180032536
Effort? Really man? You have to admit Boku himself comes off as lazy and disinterested in his interactions. Just read his kickstarter. Look at his shilling attempts. Apologizing in advance for criticizing him btw.
>>
>>180032761
idk, but gogs doin pretty well
>>
>>180032735
phoneposters need to be culled t.b.h.
>>
>>180032536
Nah, he realizes himself that he's just taking the lowest effort route possible. All the pushable blocks have spikes on top because he couldn't program Bokube being able to stand or move on top of them.
>>
>>180032607
Don't be a bitch. It's not like it's a minecraft aesthetic. And the cubed design of things fits the main gameplay concept which is a block navigating a map in roll-a-ball fashion. Most everything is rounded, the cubeness is actually just a theme element. Ya dick.
>>
>>180032761
People paid for my game and it's free, not everyone is a bad person
>>
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Reminder

It will fail
>>
>>180032761
>I have no idea how capitalism works: the fucking post
>>
https://www.youtube.com/watch?v=YKNt_qq6N7o
>>
>>180032931
mmm... every cube has 120 polys...
rounded is cute after all!
>>
>>180032914
Still not bad enough to call it shovelware.
>>
>>180032761
Honestly I've found that a game I'm not willing to pay for is rarely worth playing. So I just buy and play the games I want to play.
>>
>>180031803

That's a terrible idea. Demoday is about practing finishing a product and releasing. Just check youtube and you'll see it isn't about publicity.

You're kind of a dumbass. Most devs are good at the dev part, it's actually making a stable program that is ready to work in a public build that everyone needs to work on doing.

>>180031936

Also this. A big Pat of making a demo as opposed to a beta build is that a demo is supposed to be a complete app.
>>
>>180031936
>>180032117
you would think its obvious
>>
>>180032683
>in all honesty what's fun about boku game?
It's a puzzle game so I imagine solving things is the fun. I don't like puzzle games so I'm not going to play it. But I'm sure many will.
>>
your game has 20 levels, 8 playable different characters

your demo has one level, not the best level in your game, 2-4 playable characters.

when the demo ends, play a video teasing the rest of the content.

make sure your demo is a seperate build so you can remove the massive amount of files youre not using
>>
>>180029813
>>colisions, ai, physics, fluid simulation, destructible enviroments, storytelling, gameplay are stagnated since the 80's or psx era with no real advancement
now that's just wrong.
>>
>>180031803
>Most people don't finish games anyway so why the fuck would the buy the full version if they have most of it in a demo?
If you're not a penis and you're making your game for free.
>>
>>180032914
>How dare he work around his limitations to get a game DONE.

This is why you're all so bad at making games and will never finish anything.

what happend to devs being able to make good products while cutting things left and right, moving around limitations like the NES days?

Many agrue their generations of games were better than todays and I argue it was that trait.
>>
has anybody else here always just assumed that the people calling bokube's game good are either bokube himself or people trying to get his hopes up so that when he fails it hurts even more
cus damn
>>
>>180033478
Well his programming ability is severely hampering the puzzle aspect of the game. Pretty much every video of it I see nowadays is about running away from enemies, not solving puzzles.
>>
>>180033557
i think hes shilling himself, but worry about YOUR game honestly
>>
>>180033557
it's probably a mix of people who actually like it, people who just want to see it burn and boku himself
>>
>>180033417
But my game is literally 2 hours and 1 minute long.

If I make a demo, it would have to literally be half the content in the game.
>>
>>180033417
>play a video teasing the rest

you need to do better. You need to fill the demo with secrets and interesting shit that will be explained and further explored in the game. If your game is gameplay heavy, it's a good idea to keep iterating upon the demo stage until it feels good just to play.
>>
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>>180033558
I dont show all the puzzles because I don't want to spoil them.
>>
>>180033686
no, just make it 10-15 minutes

the orinigal demo disk's for playstation had short amount of content, parapa the rapper had like 2 levels and played a video after
>>
>>180033642
Do you want agdg to consist of devs who only care about their game?
>>
>>180033557
i just want to see devs here do well.
>>
>>180033686
Have a shorter demo with something added that encourages replaying.

Maybe you unlock a weapon right at the end of the demo and then restarting it keeps this unlock.
>>
>>180033557
>people calling bokube's game good
Who is doing that? This hyper shitty attitude towards him and his game is kind of fucked up, like if someone so much as argues with your implications that no work was done on the game or it's complete shit shovelware you accuse us of being fangirls. Get fucked nodev.
>>
>>180033856
You can give feedback to someone else's game without trying to interpret the feedback they receive from others.
>>
>>180033686
A game that fucking short (with no replay value) should be free in the first place you kike.
>>
>>180033891
I want him to succeed but certain aspects are still not up to par in my opinion. Stop being so dramatic.
>>
Saying things like
>this is shovelware
>this is zero effort
to a game that took someone over a year and has content isn't really feedback it's just talking shit. Nothing new for trash like you right agdg?
>>
>>180033768
ffs use "eliminate" or something instead of "kill". god, it's the simplest thing.
>>
>>180034173
>to a game that took someone over a year and has content
Do you honestly believe the general public gives two shits about that? Get a clue. Agg dagg may be more harsh than reddit but its a puppy compared to the real world.
>>
>>180034112
You're insane. And cheap.
>>
>>180034112
I spent 4 months on it, fuck you for telling me I can't get a couple dollars from all my effort, you fucking commie.
>>
>>180034221
use DEATHsTROY
>>
>>180034302
>Do you honestly believe the general public gives two shits about that?
What do I care what the "general public" thinks? As a gamedev I can see (because I saw the progress posts and watched) bokube's development, I watched him dev live, he's not a total fake like so many of you salty anused nodevs, I think this must bother you because I don't know why else you would use loaded terms like "shovelware" to describe his game. It's not an app he shit out in a couple weeks, and from what I have seen if he wanted to do that he could. He is making a game worth being called "a game" and not "shovelware".
>>
>>180034112
I dunno, length doesn't equal quality. Some of the games I enjoy the most are super short.
>>
>>180034519
what's the weather like in brazil anyways
>>
>>180034645
>paranoid meta shitpost
Typical.
>>
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>>180034645
>a country of continental proportions has a single weather
>>
>>180034748
if people thought that your longwinded paragraphs defending a shitty shovelware phone app weren't shitposts in themselves you'd probably get better replies
>>
>>180034948
You could have just said "warm" dude.
>>
Should I add a journal to my game? Or let players make their own notes?
>>
>>180035310
i love typing with a gamepad
>>
>>180034645
bokyubei is brozilian? I want to be Brazilian buttbros with him.
>>
>>180035310
Depends on what type of game you're making
>>
>>180035310
I note that the quality of your journal is only marginally related to the quality of your game
It's the exact sort of thing you can afford to do at the end when the game is mostly done
>>
>>180035437
>gamepad
>>
>>180035196
And yet you've done nothing to refute the obvious points made, that your vagina is salty and you're shitposting a dev because you have a salty vagina.

Want to give a different impression? Make a game, or learn what you're talking about, or unsalt your vagina.
>>
Why are so many people so salty about ぼくべ?
>>
>>180035310
It really depends on how in depth your game is and if there's a lot of shit the players would need to remember.
>>
>>180035752
calm down bokudev
>>
>>180035196
>durr too much words
It was like 3 sentences you fucking moron.
>>
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>looking to make a simple "8-bit" pixel style 2D platformer
>snoop around some forums
>people freak out when the game is locked at 30fps and demand 60 or they reeeeeeeee

Weren't old nes/snes game barely pushing 30? Does fps really matter when it comes to shitty 2D platformers anyways? I feel like I have to lock it to 60 fps just so I can mark that checkbox off even though I don't fully understand how that will effect the game if it does at all.
>>
>>180035752
Because he's been posting progress steadily for over a year and is probably going to make money now. The shitposting and salt will only increase, we're not even through the first development funding kickstarter.
>>
making some confusing thing
>makes you just want to say fuck it and not bother

HELP
>>
>>180036019
Games shouldn't be locked to any framerate.
>>
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Most of the out door textures are done, going to start on the interior soon.
>>
>>180035670
>implying implications
whatever makes you feel better about some guy's shitty attempt at making a game teehee
>>
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I made a crystal.
>>
For Unity do you think "GameplayObject" derived from Monobehaviour is a good class name? I will put methods like Init(), OnSpawn(), OnReset(), OnGamePaused()...
Any advice for class tree? What do you use?
GameplayObject -> Unit (for things that are physically in the scene, like Enemy, Bullet)
I haven't decided if I should make another class to derive from for things like ObjectPool, WaveMachine, Game.
Maybe I should have a base for the Canvases as well.
>>
>>180036019
Yoshi's Island ran at 60fps
>>
>>180036019
NES games were at 60 fps retard.

only after psx games were at 30fps.

kys

>30 fps
kys
>>
>>180036019
If you can't tell the difference between 30 and 60 fps then you need eye surgery.
>>
>>180036153
there should be a hardlock on around 150-200 fps otherwise the game will kill the gpu
>>
>>180036330
No because GO is already a name in Unity that means GameObject and it is not a monobehaviour
>>
I want to eat a bokuburger
>>
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Thank you my metaphorical family

>>180036462
That's good to know.
>>
>>180036462
>having toaster gpus
>being poor
>>
>>180036019
Not only does 60fps look a lot better but it also FEELS a lot better to control.

Your game logic should run at a fixed framerate (preferably 60fps) and often rendering logic is left to run as fast as possible.
>>
>>180036330
Sounds like you're over thinking and trying to over engineer your game. Just make stuff and worry about the implementation if it actually gives you performance problems.
>>
>>180036312
Nice Final Fantasy rip off
>>
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>>180036019
>>
>>180036019
for a fast paced platformer you can notice the difference, 60fps is smoother, it depends on the game genre, a card game or a puzzle game won't need anything beyond 30fps unless you have animations, you can play minesweeper at 10fps or less and feel no change
>>
>>180036694
Dumb Satania.
>>
>>180036567
It's Game'play'Object.

>>180037119
I made a game, for the next one I'm trying to gradually improve it. Adding more features to design and improving the code with things like this. I already had to use things like Init(), and OnSpawn()
>>
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>>179992949
testing out fixed cameras in buildings
i think i like it :)
>>
>>180037236
You're also fighting with the controls at 60fps. The minimum acceptable poll frequency is 100hz
>>
>>180037208
oh if only you knew.
>>
>>180037443
Anon, I'm ripping things off from Final Fantasy daily.
>>
>>180037364
MonoBehaviour has Start(), Awake(), OnEnable() and OnDisable() and a bunch of other shit.
>>
>>180015190
is beautiful
>>
>>180031061
I did try to reimport, but nothing changed. It was also working pretty well not long ago. Unity just won't display the materials for some reason.

Maybe I should just move to UE already.
>>
>>180037618
Unity is pure shit compared to Unreal but you are going to run into bullshit issues no matter what tool you use.
>>
>>180037618
Can you assign new materials to the meshes?
>>
>>180037824
This is why enginedev is the one true way to gamedev
>>
>>180037892
No because you will run into even more bullshit as an enginedev.
>>
>>180037410
>>180037236
out of curiosity, what's the response time of the average human/gamer? how much time is spent between looking at the screen, processing what you need to do, make your muscles move, the delay of pushing the button?
i imagine people have different response times depending on many things but it still can be calculated better than "eye fps"
>>
>>180037997
average human timing is about 15 frames
for non-gamers i imagine its way slower. humans can react to audio faster than visuals, and touch faster than audio.

the issue becomes when your players are using a laggy monitor and wireless devices if you make your game very strict in this manner
>>
>>180037410
>>180037236
>using polling for the controls
>not using events

That image only applies if you use polling and use the same loop for everything like an idiot.
>>
>>180037970
However, you will be in control of it and empowered to fix it.
>>
>>180037824
>Unity is pure shit compared to Unreal
Unreal can suck a fat cock until the devs who use it manage to actually put a dent in the scene.
>>
What are some 2d platformers that have cutscenes peppered throughout the game?
>>
>>180038568
cave story
>>
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>>180038295
*blocks your path*
>>
>>180037824
Unreal doesn't have layered rendering
That's actually a problem

t.UnrealDev
>>
>>180038753
What
>>
>>180038687
Doesn't change the fact that there's like 5 commercial games total made with the engine.
>>
>>180037824
;-;

>>180037851
Anything I create in the blender file dissapears as soon as I assign a texture to it. I've had some prior problems with textures, but this one is new.

I know the materials of the models are messed up, but it didn't had a effect like this before.
>>
>>180038862
Did you not watch E3?
>>
>>180038795
https://docs.unity3d.com/Manual/Layers.html

Try standing in front of a wall with your weapon model going beyond player bounds in Unreal.

Just to showcase where this can become a problem.
And no fucking 2D captures aren't an alternative.
They actually fuck your framerate big time.

Also constantly fucks up with transparency if they aren't done right.
>>
Alright you fuckers didn't get it the first time so let me repeat myself Unity is the ONLY way to make a game
>>
>tfw youre suck the same way it shows up in actual fighting games

feels good i guess?
>>
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>>180040140
forgot gif
>>
Is there anyone here who regularly practice solving problems on codility and the likes? Is it useful for game dev? If yes can you recommend me one?
>>
>>180040394
I can't really say how effective it is for game dev, but I see no reason not to try
>>
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pls rate.
>>
>>180040394
Isn't this just how making a game is like?
Actually, I think making a game is better for this.
>>
>>180004718
>>180004826
>>180004847
I will think about what you've said. Thanks for your answers.

its just im doing a modular environment assets set, and want it to be like mobile level demanding, but dont really know how many polys per asset to go for.
Maybe I've used the low-poly term wrong; meant like actually low polygons and pretty textures. Somethink like Diablo 3 (when you look closely at it, D3 is hella low polygonal).
>>
>>180038926
>taking credit for shit at E3
kek
UE4 devs pls
>>
>>180040876
Not blocky enough to be 3d pixelshit.
Not smooth enough to be a stylized sprite.

It could use a little more effort.
>>
>>179997508
right arm is fucked
>>
>>180041414
>3D pixel shit
you mean voxels?
>>
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Currently reworking the inventory
Resolution still fucked because of the engine capture - also 60 frames, but whatever.

Shit's functional now.
Including equipping, looking at stuff, combining items with the world, setting quickslots, reading notes you collected (in the order you collected them) and equipment management.

Just gotta prettify it sometime i got the UI looks down.
>>
>>180041663
still gotta add a tab for maps and a keyring btw
>>
Is source okay for game dev?
>>
>>180033686
>>180033417 is wrong. Demos shouldn't be a level, it should be a vertical slice of your game's mechanics and themes. Give them a full, tiny bite of the cake you made, with all the layers. Don't hand them a single full layer and expect them to form their impression from that.
>>
>>180042286
This. It's the reason why demos often happen in some later stage of the game where you have most of the features already unlocked instead of just giving you the first level of the game to play.
>>
>>180040876
Fucking NICE!!!!
>>
>>180042286
i disagree
>>
Demo day is for playtesting you retards, not attracting customers.
>>
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>>180042586
>>
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Like two months ago, an anon was super insistant that I have rapid bodyblow and rapid jab supers in Kick-in'. It was in my plan already from the get-go, but I needed to do a lot of AI work for on the enemy before I could get to the point where I could begin work on the actual player rapid supers themselves.

If that anon is still reading these threads, I've finally reached that point and have begun work on them. I'm sorry it took so long.
>>
>>180001097
WTF why is this even allowed to exist
>>
>>180042713
But I didn't >meme him!
>>
>>180033663
i like the idea, i like the art style, but i don't like how the project is being aimed.
looks too busy for a puzzle or mobile game, but feels too simple for a pc game
>>
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>>180042859
dissenting opinions are verboten
>>
>>180001097
Why would anyone ever think that this is ok
>>
>>180043337
he doesnt make games, he makes shovelware

theyre holding all those greenlight meetings because of him
>>
>>180036019
>Weren't old nes/snes game barely pushing 30?
Old games were directly tied to the refresh rate of the tvs, so on NTCS they ran at 60 fps, while runing slower on PAL systems. That's why europoor/kiwi ports of those games felt slower or the controls felt sluggish
>>
>>180001097
Please, for the love of catholic god, delete this.
>>
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>>180038295
https://en.wikipedia.org/wiki/List_of_Unreal_Engine_games
>>
>>180043547
None of those are real games. Try again, nigger.

>>180043429
Gogem is actually being expedited to the US of A. Fun fact. Not for him. Fun for us. :)
>>
i can't wait for that shitty mspaint thing to get moved to /vg/
>>
>>180043845
What?
>>
>>180001097
wtf man are you gay
>>
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>>180028614
Reminder that there is a conspiracy trying to destroy BokubedevDev.
>>
Does an RPG need a tutorial?
>>
>>180044436
This is getting to the levels where that one guy blames 4chan for his shitty game being a failure.
>>
>>180044483
If you can spare the time it's nice. Depends on how close to genre conventions you are.
>>
>>180044436
Sourcepham is the source of ALL evils in /agdg/, he FAKED BOKUS DEATH and you're ignoring that now, you're PART OF THE PROBLEM you DUMBFUCKFINKEK
>>
>>180044596
Pretty close, there's nothing groundbreaking. Still I guess an interactive enumeration of what players can do in the game could be helpful.
>>
>>180044436
I can't believe someone would be so evil... But I guess that's why the Source Engine is banned from 4chan, 7chan, 8ch, 12chan, 14chan, 2chan, and even desuchan.......
>>
>>180041663
is that the blade's helmet from oblivion?
>>
>>180044436
I can't believe that the Source Poster is trying to fake boku-chans death
>>
>>180044542
That's what happens when the dev himself becomes more relevent than their game. Anything related to them eventually turns into circlejerking and shitposting. Think about who the most shitposted devs are, and how you usually know more personal stuff on them than what you know about the devs that don't get shitposted.
>>
>>180044483
>>180044876
Do it subtly. Teach them without letting them know they are being taught. Works for platformers anyway.
>>
>>180045316
>>180044436
Source dev why dont you put that boku shitposting skills to good use and shill for his kickstarter on /v/?
>>
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>>180041312
Keep the models themselves simple, let the texture do all the heavy lifting.
>>
>>180040140
Are you making a fighting game?
>>
>>180045803
You need to be hella good at texturing for this
>>
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>>180045994
maybe
>>
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>>180046059
Yeah, but the more you practice the better you'll get.
>>
>>180046370
There's a lot of shit that you can do online that you can't do IRL because online it doesn't have any real effects.
>>
Who else /pixel arting/ in here?
>>
>>180046701
Like 80% of the devs in the thread
>>
>>180046701
>pixel art
>wanting your game to fail before you even start
>>
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>>180046269
Nice, I'm doing the same.
I'm assuming those on the left are your inputs. Mine don't look as nice :''((((
>>
>>180046853
well im using game maker so its kinda training wheels i guess, are you the one doing it with melty blood sprites
>>
>>180044436
>>180044860
>>180045141
>>180045316
>>180046370

Why is everyone pretending bokudev is still alive? Was his death just too much for /agdg/ to accept?
>>
>>180046282
How do I into /lowpoly/?
>>
>>180046948
Yeah, was it that obvious? It looks like the other guys making fighting games don't post as often.
>>
>>180046826
>not realizing art is 90% of the appeal of vidya
>>
MothDan
>>
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>>180047142
yeah i dont post much, are there more than just you and I ?
>>
>>180041663
this better not be a fucking 3D rpg!! you can't make those
>>
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that one guy in your friend circle discord who never shuts the fuck up so you constantly say brb or just stay out for days
>>
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>>180046826
What's wrong with pixel art?
>>
rust enginedev
>>
>tfw it will takes years before I'm good enough to even start my dream game
>tfw even when I do make my dream game there's a real chance that it was actually a shit idea the whole time
>tfw if I give up I'll never know for sure

Gamedev is suffering I should have never even thought of the idea of making video games, now I'm stuck in this infinite loop.
>>
>>180047362
Oh, I thought you weren't you. Well, there's also the guy making a game with the black girl and the big nosed guy with nasty colors. I feel like I've there's someone else more that I'm missing.
>>
>>180047812
Garbage collected languages are a joke for enginedev, just use C++
>>
mom look i said nigger on 4chan
>>
>>180047906
havent seen that one
>>
>>180047703
What's wrong is you being a furfag.

The thing with pixel art and platformers is that people are so fucking done with them. They don't give a shit anymore. Every pixel platformer looks the same at this point.
>>
>>180048009
>minecraft
>>
>>180048009
Rust isn't garbage collected. Servo is the fastest browser engine (compared to the others written in C++). Leaf is the fastest machine learning framework (compared to the others written in C++).
>>
>>180048147
Reference counting is a kind of garbage collection
>>
>>180048141
Thank you. You've reminded me that no matter how bad I am at gamedev at least I'm not insane.
I have a new boost of confidence.
>>
>>180048094
Got any examples of pixel platformers that you think look the same?
>>
>>180048238
Rust has Rc and Arc.
C++ has shared_ptr.
Does that mean C++ is reference counted and thus garbage collected? No, you don't have to use any of the above.
>>
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Rapid hook preliminary state work is complete. No hitboxes yet, because that's where the bulk of the AI and player state work will need to be done.

The way that this move, and its rapid jab counterpart will work, is that they launch you into a string of 10 rapid attacks aimed at the body or face, respectively. These attacks deal more damage than the average jab does, and have a 'lower' value for knocking the enemy out of stun than a normal punch does.

Compared to the player's already-existing Heavy attack supers, this one fills a different niche: Whereas the heavy attack supers benefit most when attacking low-stun-remaining targets or targets with a very high damage modifier for the first hit, the rapid supers will be your go-to tool for maximizing damage dealt against enemies with high stun values.

As an example...
Executing 10 normal jabs deals 100 damage total at the cost of 10 stun, excluding hitbox-specific damage boosts.

Executing a heavy super deals 80 damage at the cost of 5 stun, excluding hitbox-specific damage boosts. This means that per unit of stun, you're dealing 16 damage.

Assuming all of your attacks go through, you'll deal 150 damage at the cost of 7.5 units of stun. That's 20 damage per stun for the same cost, but with the caveat that unless the enemy is going to be stunned for at least 6 or 7 of the blows, you're usually going to be better off using the heavy attack instead.

Math!
>>
>>180037408
You should add an animation for when he stand stills.
>>
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Will you port your game to the Atari?
>>
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>>180047703
lol. dumbfuck. didn't you post pic related? retard.
>>
I'm glad I don't have schizophrenia.
>>
>>180049301
Man, that really activates the brain pan. NOT

Why do people even use """source""" when it doesn't even have real lighting through GI or AO?
>>
>>180049301
>static lights
>on and off
Really activates the almonds.
>>
>>180047703
Don't you draw diaper porn?
>>
What's wrong with making non-pornographic furry games?
>>
>>180050141
Because it's furry.
>>
>>180050141
furbait in an otherwise great game is only ever good for you
furry games without porn don't have much of a market
>>
>>180050248
I'm not whoever you think I am.

>>180050321
What's wrong with that?
>>
>>180050539
>What's wrong with that?
you
>>
>>180050124
>tfw furry diaper porn pays more than any job you could get
>>
>>180050539
Furries ruined anthromorphic characters for everyone else.
>>
>>180050760
>halifax
I live in neither West Yorkshire nor Nova Scotia.
>>
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Turn based vs real-time, pro/con?
>>
>>180050825
Do you mean the ones who sexualize characters?
>>
>>180050857
turn based is about strategy.
real time is about action.

diferent shit.
>>
>>180050857
turn based

more retards will buy your game
>>
>>180050902
I assure you anon, I am not whoever you think I am.
>>
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WIP enemies latch onto whatever object is closest and start attacking. Shit, I guess I have to make destroyed animations for every non-player object in battle.
>>
>>180051062
you must be new here
welcome, this is a type of shitposting here
enjoy your stay
>>
>>180051518
But I want to make game, not shitpost
>>
>>180051598
you're in the wrong place.

see you tomorrow
>>
>>180051787
nice blog
>>
>>180052124
>reversed normalized number between 0 and 1

what? like an inverted number? make a function that returns 1 divided by the returned value from calling the function for a random number from 0 and 255. if it's 0 reroll the number, can't divide by zero.
>>
>>180052628
That sounds really complicated. Can you explain how to get a number from 0 to 1 from one that goes up to 255 for me? I'm just a girl, so I don't understand, what if the number is 0?
>>
Is 100MB of memory a lot for one semi-basic level of a 2D game
>>
>>180052124
y = x/255
>>
>>180052628
It's an old bait. Don't bother replying.
>>
>>180052880
wtf? is this real math?
>>
>>180050942
No, furries ruin everything by existing.
>>
>>180053151
What's wrong with being gay?
>>
I wish the shitposting was at least funny.
>>
>>180046701
I have to finish my image editor first
>>
What's an LFO?
>>
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Is there any way to read Gamemaker Studio project code without actually installing it? I'm looking to pick up a abandoned project for another board and would rather avoid GMS, but all the source code is uploaded as .gmx.
>>
>>180055634
notepad
>>
>>180055634
open the file in a text editor?
>>
>>180055740
>>180055750
That's the actual syntax? Christ that's annoying shit, but oh well guess I'll have to do.
>>
Anyone have that comic where there's two people on abridge and they jump off, but its agdg themed
>>
>>180054485
Low frequency oscillator
You're doing music right?
>>
>>180054485
it's a band from the late 90s known for their hit "
Summer Girls"
which has lyrics that are both worse and more weird than you remember, and is not the "chickety china" song, those both threw me for a loop, when I looked it up
>>
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>working away
>decide to take a break to watch anime
>realize i'd like to smoke weed and eat before watching
>listen to some rap while smoking and eating
>end up listening to rap albums for the next 2 hours instead of working

ANIME

NOT EVEN ONCE
>>
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>go to work on game
>what was I going to work on?
>oh yeah, control customization
>"well that's mostly [user] interface code"
>pause
>start laughing and crying at the same time
>>
>>180051124
That's a weird looking initiative/action point system
>>
Anyone else have experience of trying to make game with your spouse?
>>
>>180057187
do waifus count?
>>
>>180057264
No
>>
>>180055634
LateralGM?
>>
>>180057187
Not worth the risk of making your relationship weird.

Jams and stuff are probably fine
>>
Where do you guys find people to translate text?
>>
>>180057886
how would you even know if they're doing a good job
>>
>>180057967
fug
>>
>>180056851
>tfw I use Godot
>tfw I don't understand the hating UI code meme
Making UI in Godot is comfy as heck, is it not like this in every engine?
>>
I'm new. What program do I use to make sprites? Not like pixel art but a step higher than that.
>>
>>180057886
>not making friends with people from other countries and getting free/cheap translations easily with their help

>>180057967
Google translate. It will at least let you know that they're making real sentences and you can check that there's no unwanted fowl language thrown in.
>>
>>180058308
Godot is particularly good at UI because the editor itself is made with the Godot engine.
>>
>>180057886
Go to /int/.
>>
>>180058468
Paint I guess
>>
>>180058308
maybe I'm doing it wrong
it's not hard, at least not now, it's just really tedious, and it involves making decisions that are externally visible and those always make me second-guess myself a lot
>>
>>180058468
if you don't already know about photoshop / krita / sai / whatever other programs are used for painting, you are not skilled enough to make assets for games in that style.
>>
>>180056681
if you smoke weed you are a doomed nodev for life
>>
>>180058704
isnt art like this

https://www.youtube.com/watch?v=He-jqyNakVU

easier than 3d?
>>
>>180058827
That character is a 3D model rendered to a sprite.
The background is digitally painted though.
>>
>>180058827
That's a 3d model rendered into a spritesheet.

And in general, no. 2d requires you to have both a good eye and technical skill to not suck. In 3d, if you work from reference you can become passable at 3d in 6 months or so without ever touching 2d.

But it seems like you're in waaaaay over your head here.
>>
>>180058965
>>180059038
sigh, guess i'll just go kill myself then
>>
>>180058827
assuming both are done by one person (and that person is probably you), 2D is less time-consuming than 3D, but if you want it to look good you need the same "effort density", to coin a phrase
for any given minute or hour, or any given asset (player, enemy, weapon, etc.), you should spend a decent (read: probably large) amount of time on it, regardless of how many dimensions it has and what style it's a part of
>>
>>180058778
What if I only use edibles?
>>
>>180059227
What art style gives the most return for your effort? I don't care toooo much how good it looks but I do want to make something on my own.
>>
>>180059494
Paying an artist
>>
Just wondering: how many of you started gamedev because the niche genre you enjoy is dead? Does that still motivate you?
>>
>>180059494
1. make a game that doesnt need good art
2. anything where you can stylize away hard to model bits
3. get good at visual taste and color theory. even cubes and squares look decent if you don't use programmer's first colors
4. https://www.youtube.com/watch?v=52vY-_t3y8o
>>
>>180059494
depends on what youre making, you could make a game using all still images and have it look really good, there is a 3DS game that uses static 3D models that spin around on their axis in an RPG game, there is also aviary attorney which used static drawings of birds.

if you want to have it animated, you could rotate static sprites around though people in this thread will yell at you forever, so youd best not post it.

another option is doing very small sprites, and just adding a ton of particles and stuff to make your game look better than it is
>>
>>180059494
Buying shit from an asset store.
>>
>>179993126
>>tfw Guru Guru is getting a new anime next month

really? Noice. I loved watching this show when I was a kid.
>>
>>180049081
If it can run ue4 then I'd love to! Assuming I ever finish my game
>>
>>180059494
Make something stylized and keep it consistent. Keep it consistent. You can have meh looking art, but as long as everything is consistent it will look good. Use good colors, this is absolutely the most important part. Ugly art with good colors looks better than good art with ugly colors.

Make the game juicy too. Juice can be applied regardless of art style. And it will make the game feel better. Of course not all juice is visual, but juice is a part of visual design.
>>
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Minor update for my Unity Networking asset I'm building.

For those curious, my asset previous did
>Gives each player a unique ID that everyone who's connected knows about
>Allows you to send messages from a client to both all clients and a specific client.
>Also has functionality to do 'Server to client', 'Client to server', and 'Server to all'
>Also adds ability to setup info for the networking so you can shorten a lot of method calls and predefine information such as what messages go over what channels

Recent update added
>Spawning, destroying, despawning network objects from both the server and client

My current update adds some minor fixes as well as
>Added support for "SendMessageToAllOtherClients" which can be called from any client (useful if you want to, say, make a prefab or play a sound instantly for the initiator, but also play it for everyone else without hearing it twice)
>Added some non-networking classes for Prefabs and AudioClips that let you register them to a static dictionary and spawn them or play them (with predefined settings, both 2D and 3D)

Everything seems to be working quite well. Just tested a bunch of clients and the calls are looking solid. The entire asset is built over Unity's UNET existing stuff, so it works completely with existing stuff. Setting up handlers for messages is also really easy since the base class I use is abstract and implementing it forces you to put in a bunch of setup methods and properties (which you can have return empty stuff if you don't care to do anything there).

It was super easy for me to make a message that spawned a prefab locally (not a network prefab) on all other clients and a different one on the initiator. I plan to build a small FPS example game using it as part of the asset.
>>
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Happy crocodile scene :>
>>
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Game design challenge #43:

Describe how you would design a "turn based platformer".
>>
>>180061138
You have 3 jumps with different parameters: tall, normal, long. The level is designed such that there are a few possible jumps at every point in the level. You need to use the right jump for each obstacle. Early in the game, you can be sloppy about which jump you use, but later you need to choose the right jump nearly 100%. They may be on cooldowns to make it harder.

You can add some other mechanics on top of this to add depth.
>>
>>180061138
>Lava is rising
>game starts with all 4 players about 1/3 to 1/2 way up a long vertical map
>every turn the lava consumes a row of blocks
>have to jump to next platform above
>rng decides order of turns
>can role for either the safe jump to platform up a level
>or role for risky jump which gives you a platform two up or if you lose, one down
>can also foresake your turn to push somebody off your platform and onto a lower one

>player's goal is to reach the top/survive
>>
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Give me some devving music please.
>>
>>180061840
future funk and eurobeat
>>
>>180061840
https://www.youtube.com/playlist?list=PLp4hwvnO8DGZ9YAJW-IZMCCdTgWRf2sCY
https://www.youtube.com/playlist?list=PLH834K1pkcjL6M-DwBFMO-LZSwnzh3aiz
>>
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>>180061879
>>180062000
thanks friends
>>
>>180061879
>future funk
isn't that basically vaporwave? or am I thinking of something else?
>>
>>180062373
it's a subgenre or offshoot. really it sounds closer to daft punk than vaporwave
>>
Anyone working on game and looking for an artist?
>>
>>180062493
unity
>>
>>180062562
I'm sorry? Is that the engine you're using?
>>
>>180062626
nvm
>>
>>180061840
Why do you upload a gif of a sun and clouds?
>>
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Testing out background stuff for cutscenes.
>>
>>180062493
Not working on anything specific right now but trying a bunch of prototypes.

Are you just memeposting or actually looking?

What kind of art you do? Post art.
>>
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>>180063119
>>
>>180062774
yiffs need to be castrated and burned alive
>>
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Do you agree with this?

http://pinkuboa.tumblr.com/post/143951259069/duulaman-painted-bees-shingworks

I think they are less than human ans should be treated as such. Modern ones at least.
>>
>>180063942
what if the two people are both me
>>
>>180064642
nice progress
>>
>>180064642
>>180064750
>>180064912
>>180065051
i like the graphics. Where is the gameplay ?
>>
Wtf mods
>>
>>180065408
mods = gods
>>
>>180015190
why's she got her hand prepared to choke a bitch?
if it was in a natural position she'd be damn near touching her knees so the proportions are fucked, shorten the arms or lengthen the legs.
>>
>>180066062
>googem complaining about proportions
>>
>>180043687
>expedited

>>180059760
[2] is just as important as [3] for this conversation
https://www.youtube.com/playlist?list=PLaW5cpjBPpWrO1dRq4PAERAnoX2h2QldR
>>
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>>180066219
>anon thinks proportions are absolute and not relative
proportions can be wrong if you fuck up their relativity.
>>
>>180066540
>http://pinkuboa.tumblr.com/post/143951259069/duulaman-painted-bees-shingworks

gogem's fetish fantasy
>>
>>180066062
I disagree with her proportions being off. To me it doesn't look like she has long arms but that she has short legs kind of like a LoZ Wind Waker character and I think it's a fine style choice for cute.
>>
>>180033557
someone from here backed for $500
>>
>>180067140
could that be a self-baking....
>>
>>180063119
How is that a meme? I'm actually looking, so you don't have a game?
>>
>no text tutorials
>only video tutorials
>>
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>>180067719
Wonder if you could make a pretty penny just typing out video tutorials / attaching some images (re-created, of course)
>>
>>180066540
aaaaaaaaaaaaaaaaaaaaaaaaaa
>>
>>180068145
publish a book via packt lmao
>>
>>180066868
even chibi proportions dont fuck up torso/arm/leg ratios.
>>
>>180068163
t. manlet
>>
>stuck on which RNG implementation to use for my game
It's suffering lads
>>
>>180066062
Proportions change with age. Having shorter legs relative to arms/torso suggests youthfulness.
>>
Why doesn't gogem get a trip so people stop impersonating him?

It's not like there's much difference vs namefagging all the time.
>>
>>180068530
Trips make trip-haters explode
>>
>>180068530
plausible deniability

you can usually tell real googs posts from fake ones anyway
>>
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>35°C forecast for next 5 days
>>
If you didn't write your physics engine using a Clifford algebra I will not be playing your game
>>
>>180068587
>mfw people forget to take off name and start normal posting as googum, but you can tell it's not him since they're being too nice/coherent
>>
>>180068519
youthfulness or, if you fuck it up, deformity. that gif looks like she's a midget, not a kid.
>>
Is it okay to use per pixel collision for certain objects if they arn't that plentyful?
>>
>>180069319
>aren't that plentyful
elaborate
>>
>>180069452
Use a quad tree my dude.
>>
hows monolith doing
>>
>>180069663
we're k.
>>
>>180069452
I have one like 2-3 stairs in each map and they are roughly 200 tris, but the geometry is a bit complex so I was wondering if I could use per pixel collision for it.
>>
>>180068787
>get food poisoning
>fever
>puking a lot
>same forecast
Literally hell
>>
>>180069763
sales?
>>
>>180069785
Sorry man I was just pretending to be knowledgeable on this subject.Sorry I'm just working on my 2d tile based game I have no idea or experience with collision detection.Hope you find a solution
>>
>>180070084
>>180069785
lmao
>>
>>180070084
>Sorry man I was just pretending to be knowledgeable on this subject

welcome to the internet
>>
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bbbbbuuuuuuuuuuuuuuuuuuuuuuuhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhplanes
>>
>>180070136
>>180070145
It seems you've been coaxed into snafu, I just wanted to lighten the mood at my expense haha
>>
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>>180068787
>>180069950

Fucking soft cunts.

44C is a bloody average day in sunny Straya. Eat some concrete and harden up.
>>
>>180070269
I'd happily come over, sell me a place
>>
>>180070269
>44C
>spiders big as cats
>everything can poison you
You win, anon, THAT is literally Hell on Earh
>>
>>180070145
>>180070136
>>180070084
why do I even come here
>>
game engines for browser, android and ios?
unity sucks for web
>>
MonoBehaviours with public variables or loading data from json files on Awake() in Unity?
>>
>>180070269
>replying to a post 15 minutes ago
Did it take you that long to post because you added that gif? I know you Aussies have shit internet
>>
>>180070498
json is the way to go
>>
>>180070546
go back to discord
>>
>>180070546

Nah, cunt.

I'm actually working on my game, so I don't sit on agdg refreshing every 5 bloody seconds.
>>
>>180070568
I don't even use the discord. From the sounds of things the shitposting is often more intense than it is here.

>>180070698
What're you working on anyway?
>>
>>180070767
Emu simulator
>>
>>180070817
Know thy enemy?
>>
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>>180068787
>>180070269
Me literally right now. It's 14C outside.
>>
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>>180070817
>>
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Damn bokube, this is a new low
>>
>>180071272
He really shoulda done this shit well in advance before starting the kickstarter. Poor fool.
>>
>>180068859
Will this approach save me from dealing with quaternions?
>>
I'm trying to understand Command pattern so I can make an input handler with it.

http://www.habrador.com/tutorials/programming-patterns/1-command-pattern/

On this page on the FireWeapon command example it has the function call FireTheWeapon() but what I don't get is how it will allow that function to exist there because it doesn't exist in that class' context/scope. Shouldn't you need a reference to where the function is? A similar problem shows up in the later example with the Move commands.
>>
how viable is it to make a rpg kind of game using javascript/html5 for android?
>>
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after two hard nights of not deving i need a nice bath.
>>
>>180070498
you'd need to add hot reloading on your own with json
>>
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>>180070767
>>180070817
>>180070848
>>180071085

It's an FPS set in 1932 and revolves around the great Emu War.

Players play a machine gunner with 10000 rounds of ammunition. The goal of the game is to kill as many Emus as possible.

https://en.wikipedia.org/wiki/Emu_War
>>
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>>180071823
This is fucking hilarious.
>>
>bokube
>not even 50% reached
>14 days left
>he spent more money of shaders than he's going to earn
wow
>>
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>>
Cool hobby
>>
>>180071823
Would play
>>
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>>180071374
>>180071272

Yeah you really need to have a plan for these things. And expecting your previous 'cred' to cover you and spread the word is not a plan.

Pretty much any idea that involves you doing nothing and the situation just works out is doomed to fail for a Kickstarter. You have to have that shit up and running day1.

Thenfurry dating game dev, he didn't have a plan and his is was hamstrung from the start.
>>
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>>
>>180071976
Most kickstarters get their money at the end
Especially since people can kickstart themselves, take a 10% reduction in $$ in order to get all of the $$$
>>
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>>180071990
>>180072167
>>
>>180072169
less than a half including $250 plushies and $350 billboard his family bought
>>
>>180072167
minus points for using a fence but that's real hunting right there. not like these computerized scope rifle pussies.
>>
>>180072167
why did the kangaroos go after the bird man?
>>
where is that witch porn game for fuck sake
>>
>he didn't release a game on steam before the floodgates opened
enjoy never being successful
>>
>>180072989
>enginedev
ahahahah
>>
>tfw still no idea on how do I go about implementing RNG without breaking the game and lowering the skill ceiling
>>
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>>180073385
FUCK YOU

WHERE IS IT
>>
>>180073474
RNG is a poor gameplay mechanic
Good $$$-making mechanic though
>>
>>180073474
I don't understand this debate
millions of games have %ages and it's not a problem
>>
>>180073474
RNG is best when it's behind the scenes in such a way that players don't notice it. Doom 1 and 2 has RNG based damage.
>>
>>180073634
>>180073679
>>180073695
I just wanna make the game fun, without making it shadowrun tier.
>99% chance to hit
>misses
I don't want players to ragequit, and I am aware that people only like RNG when their units get RNG blessed, otherwise they always cry about how it's shit they only got SKL growth or something
>>
>>180072989
>>180073525
the dev has already shown everything that had any chance of gathering attention on /agdg/ (poly boobs), so why bother continuing
>>
>>180073792
>>180073474

>99% chance to hit
>misses

The creators of civ have made a video on this.

If you display 50% hit chance, it should be 60%.

If you display 75%, it should be 90%

if you display 90% it should be 100%
>>
In a stealth game, how much should the enemies tell their allies when they see you?
>>
>>180074027
everything
>>
>>180074027
Depends on your definition of stealth. Is it purely a stealth game ? Then make it as realistic as possible, bad guy grunts wouldn't wait for you to fuck shit up once they see you tresspassing, They'd tell their superiors and then sweep the area for you. Security isn't that much of a joke vidya leads people to believe and this breaks immersion. Stealth should be as realistic as possible, but in the end it depends on the scope of the game,
>>
>>180073792
>>180074025

In my current game the average chance to hit is 5%.

Granted, a great deal of bullets and missiles are flying between ships.

I think as long as you don't use 'Miss' pop-ups it doesn't bother the player so much.
>>
>>180074027
depends, If they see a moving shadow they should be like this
>Who goes there?! Is anybody there?!
>Nah, probably only the shadows

If they physically see you they should be on highest alert
>You! Stop right there!
and if you disappear they should radio/call for backup
>>
>>180066540
Man, if I was that tall and a woman I'd straight up choose to become a ripped amazon. I'm confident she'd look better if she put on a bit of weight for that height.

>>180073792
>99% chance to hit
>misses

That's statistically not something that happens often.
You could just reduce the "cost" of each individual failure, so that missing once is not the end of the world.

>I don't want players to ragequit
So you want literal children, women and grannies to play your game? If missing once is enough to alienate your playerbase then sucks to be you, glad my game is not that casual.
>>
>>180074240
It is turn based , so there aren't gonna be popups, So far I was thinking:
>an average hit %, which is generally more for player team and less for enemy characters
>modifiers like type of weapon(+/- hit %) , skill etc
>RNG to generate 2 numbers between a range of 0 and (100-n) if n is below 50, and a range of 0 and (n+10) if n is above 50, where n is the hit % after taking modifiers into account
>if the random number is less than n, it hits, otherwise it misses
So basically, if the % chance to hit is 90, RNG generates a random number between 0 and 100, and if the number generated is below 90( a high chance), it hits, otherwise misses.
Similarly, if the % chance to hit is 30, the RNG generates between 0 and 70, and if the generated number is below 30, it hits , otherwise misses.
I'm just not too sure about this, and this seems like a huge fucking roadblock as it is a major mechanic for the game.
Serious mindfuck
>>
>>180070269
How much of our vernacular did you want to pack into one post, mate.
>>
>>180074892
>>180074892
>>180074892
>>
>>180074771
probably not a good idea
>>
>>180074027
>>180074207
>this breaks immersion. Stealth should be as realistic as possible

don't listen to this guy, he's an idiot. even the greatest classics of the genre (thief etc) use vastly overstated guard communication because it's crucial for the gameplay to function. "what would an actual security guard realistically do" will produce unplayable results because stealth games are inherently a fantasy and do not model any real-world scenario. it's like asking a shooter to realistically model the medical ramifications of the player being shot.
>>
>>180074925
So my fetish will never come true and the greeks lied about amazons? Fucking hell.
>>
In an rpg with user made spells, where users use premade spells as the basis for there own should spells have multiple functionalities and uses depending on how you cast them or should each functionality/use be its own spell.
For example you have a ward spell, when cast it takes set amount of mana to provide a barrier that reduces damage taken or instead, ward could be continuously casted, when casted continously ward takes a set amount of mana over per a set amount of time to provide a barrier that negates all damage taken.
>>
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>>180074025
that's not XCOM baby, that's not XCOM at all..
>>
>>180075236
you have to remember greeks are manlets.
im sure amazons were just average sized women fighters from non-manlet country.
>>
you dont have to tell me what happened
but you do need to eat this
>>
>>180074771
>That's statistically not something that happens often.
Idiots think it happens never, and but when you're playing a game taking hundreds of shots per playthrough, it's quite likely. And then they bitch because you see 90% is actually supposed to be 100% because it's more than 50%.

>>180074773
Well, you definitely shouldn't be fucking with it in the same function as the one that generates the random numbers. Modify n in the casualizer function, then send it to a straightforward "roll 0-100 and compare to n". Anyway, the way XCOM does it on the baby difficulties is by invisibly adding 10% or so to your accuracy for each consecutive miss (gambler fallacy), and 10% flat for idiots who think 90% is 100%. It also gives additional invisible modifiers if you've lost soldiers in the same mission, to help spectacular comebacks "against the odds" I assume.
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