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/agdg/ - Amateur Game Development General

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Thread replies: 789
Thread images: 115

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cocky 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: >>180074892
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
Your own

>Enginedev
libsdl.org
learnopengl.com

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

> Free audio
freesound.org/browse
freemusicarchive.org
incompetech.com/music
fantasymusica.org
>>
I love you, /agdg/, and I love seeing the progress you all make!
>>
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Autism intensifies
>>
I love semen, I mean /agdg/, and I love seeing all the progress I make!
>>
If I make a super simple game (like going from home to school, just one level) but gives the option to play in diferent settings:
>Story (a text adventure)
>Music (a shitty game with good orchestral pop music)
>Graphics (PBR meme AAA graphics)
>Gameplay (8 bit nes actual game).

Will people consider I'm innovative and give me awards?
>>
>>180126650
https://www.mediafire.com/?41slld21h3zi65r

I forgot
>>
>>180126676
I wont care
>>
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>tfw vidya playlist isn't even one month long and ffshrine forums are down so can't get more
can barely dev in these conditions lads
>>
>>180126676
Someone already did that, except each style had multiple levels and gameplay.

But if you make yours free, sure, I guess do whatever.
>>
>>180126676
You have to insert a political message or talk about mental disorders. The rest doesn't matter.
>>
>>180126826
sauce?
>>
>>180126806
I just listen to this for 4 hours on repeat while devving.

https://www.youtube.com/watch?v=r9186rZtCQM
>>
Technologies to use for a browser game? Ideally multiplayer, but doesn't need to be.
>>
redpill me on godot
>>
>>180126650
>average blueprint screenshot

>>180126806
>not listening to extreme metal when making a cute game
Aphex Twin works great too
>>
>>180126974
Do you want to make video games? Godot is one of many game engines that is capable of making video games. Godot is particularly good at 2D.
>>
>>180126974
godot can't even do 2D arrays
>>
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How do you like your Egyptian Mythology senpai.
>>
>>180127220
2D arrays are just arrays within arrays
>>
>>180127220
t.dumb faggot
>>
>>180126882
W- would a game with a message against excessive drone killing be super duper popular? Like, 32 Twitter followers popular?
>>
>>180126974
It's a buggy shit, use anything else for anything else.
>>
>>180127319
I look forward to battling through levels of pixelshit so I can fap to softcore porn guest starring Mr.Crocodile
>>
>>180127517
Anti-war isn't trendy these days. Not to mention you are way too lukewarm on the subject
>excessive drone killing
>not just drone killing
>>
I am the most talented gamedev ever.
>>
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>>180127319
>>
>>180127697
I could sample real screams from real warzones and give it an edgy quality, would that work?
>>
>>180102682
This game is looking really cool. One thing I'm not fond of is how similar all the ships look, to the point where even your own ship can be hard to pick out if there's enough on screen. Also do the player bullets need to be so small? Aiming accurately with that kind of control scheme is already pretty hard.
>>
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>>180127517
>excessive drone killing
poor drones
>>
EEEVVERRRRR
>>
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Why are there so many Godot shills here if there are no Godot games?
>>
>>180127914
Drone killing is the untold crime of our generation
Kill all eagles
>>
>>180126925
I'll be honest I don't remember the name. But the game would go from SNES-tier graphics up to full 3D
>>
>>180127994
s-shut up
>>
>>180126826
>>180128034
You talking about Evoland? That and the sequel were pretty shitty games.
>>
>>180126676
Pony Island did that too, in a way. Though that wasn't their USP, so go nuts.
>>
>>180127697
what about a game that's majorly pro-drone because it keeps the troops safe and saves money?
>>
Since the last thread got torched I'm putting it here:
Any advice on creating a 2D RPG from scratch when it comes to graphics. I would prefer to write it in C++. Graphics are the only things that I might have trouble with. Mechanics will be relatively easy to implement.
>>
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ahem
>>
Is it better to sculpt your landscape in a 3d modeling software, or do it in Unreals landscape tools?
>>
https://pastebin.com/ZJrkkXHQ

I made some sort of floaty inertia controls for my car game, the only problem is when you release the direction key for any direction but Right ('D'), the vehicle pulls to the right a little bit. Any idea why?
>>
godot editor is actually made using godot engine, give me an engine that has a better and easier gui
>>
>>180128227
gamemaker or unity
>>
>>180128227
use unity, it uses c# but its very similar
>>
>>180128227
There's so many RPG maker tilesets out there, you oughta have graphics and artistic inspiration to last you a lifetime.
>>
http://evoland.shirogames.com/

wow, someone made your idea but better.

RIP
>>
>>180127914
>Unity is real
>>
>>180127994
shhh
>>
>>180128173
No, that's gay
I want my anti-war-drone game
>>
>>180128227
>Any advice [...] Graphics are the only things that I might have trouble with.
well I guess you need an artist then
you should start looking for one (but not here, there's a weird meme that won't fucking die about artists looking for programmers that makes it nearly impossible to hold a conversation about it)
>>
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I fucking love skeleton enemies
>>
>>180128805
He's a big guy
>>
>>180128615
how about this
>you play as a peaceful refugee
>you are only trying to bring about the caliphate
>an evil drone spots you when you were about to peacefully blow up some infidels

that way you showcase how drones stand in the way of the caliphate
>>
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nice just in time for new thread to post some progress before sleep.

added some things since last time, a bunch actually.
>lots of juicy effects and materials
>there's actually real bullets with physics now instead of just an linetrace - applydamage
>bullets ricochet
>new map scene asset things scifi styled
>working minimap although it doesn't show anything but the player


the weird looking alignment of that bullet and crosshair, i'm going to add lasersight to weapon and remove crosshair for more immersion and that's gonna make it more accurate since it shows you the exact spot the guns pipe is pointing

that light grey box on left is box for quest stuff, which works, but still needs some refining.

And also I've decided some gameplay aspects, it's going to be like slenderman with guns, you got timelimit(maybe optional) to find required items and some other stuff in order to proceed to next level while bad guys are wanting to rape you.
>>
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>>180127697
>>180128173
You goddamn glazed donuts are missing the point, you're supposed to be supporting the agenda to kill off billions of people, because that's the popular sentiment right now. Everyone wants to cull the herd
>>
>>180128859
It doesn't help the character I'm playing as is a manlet.
>>
>>180128871
No, I will make a game about shooting a lot of squishy orange bunny things

Then near the end, in a twist never before seen in gaming, it will be revealed the squishy bunny things were humans all along.

I feel the BAFTA, boys. I'll mention you guys in the speech.
>>
>>180128932
wow
>>
MOST TALENTED
>>
Gameplay at last
https://streamable.com/lwsat
>>
How does agdg plan the program structure of their games?

I'm currently just adding stuff without much prior thought and the program is becoming a hard-to-handle mess.
>>
>>180129159
Just like refactor game
>>
>>180129159
in software development you write down the requirements of your game and then design how it will work before coding anything
you could try that approach
>>
>>180129156
10/10
>>
>>180127319
What I don't like is furfaggotry.
>>
>>180126460
>picture
I'm really enjoying our descent into a vortex of cocks. I think it suits AGDG.
>>
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>inb4 unity is too bloated for 2D
>>
>>180129156
Sound effects really make a huge difference.
>>
>>180127319
We
>>
>>180129482
someone post the cute bull terrier with the agdg logo.
>>
>>180129156
>those particle effects at the end
ANON WTF Y ARE U NOT WORKING FOR NINTENDO OR SOMETHING??
>>
>>180128932
Those smoke puffs on bullet impact are ridiculous. It's like the walls were made out of chalk powder or something.

Seems like you did a good job making the 3rd person controller but how much of it is standard Unreal stuff? and are any of the assets your own?
>>
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>mfw I have to make a truck driving simulator in unity for a college project and just keep kicking around the bush and not doing anything

Id rather be cooking rcandy
>>
>>180128348
>>180128330

Don't these force me to releases my game under their licensing and stuff? I'm not too keen on that.
>>
>>180129156
I raffed
>>
>>180129958
godot then you little memer, it will have C++ bindings in 3.0
>>
>>180129958
Not as far as I know with Unity, you can use SDL if you want.
>>
>>180129156
>wakamoto robot

i approve
>>
>>180129156
You're not supposed to make the memes about your games yourself.
>>
>>180128932
Is that all placeholder or is it your final art? I mean the environment and the FX.
>>
>>180130238
All is fair in love and game development
>>
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>>180129156
How long did this take you?
>>
>>180129156
>tfw I would unironically buy a game with this as a trailer
>>
>>180130418
is Japanese really that great?
>>
>>180130351
longer than it should

>>180130238
I saw my character get glitched into the sky... and I couldn't help myself.

>>180130083
I see you're a man of taste as well
>>
>>180130567
そ です
>>
>>180129327
That's only because the prevalent method of software design is OOP, which resists change.
>>
>>180129712
controller? you mean the actual player controller or the animationblueprint? is just animations blending with eachother, like anyother, i don't know what you mean by standard ue stuff, how else you can even make it?
and the 3d models are from internets

>>180130282
i do this project for fun and im happy with those effects so yeah theyre final, ofc theyre easy to modify so no problem if i change mind
>>
>>180129091
nice men against fire clone
>>
>>180129006
I don't want to
and I was actually serious about the drone thing, we should continue moving towards unmanned combat
>>
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So, Assuming I make a KSP clone, as in a game with the same concept of designing and flying spacecraft, what could the goal be?

Follow a sequence of missions?
>>
>>180131109
I just googled that and it's not a game

There's one level that plays itself, but calling my game a tv series is kind of a stretch

I'm ripping of Spec Ops: The Line, ok
>>
>>180131232
You'd have plenty of making just getting a KSP style spacecraft building implemented.
>>
>>180130919
>i do this project for fun and im happy with those effects so yeah theyre final
Yeah I wasn't complaining about it, it's just that I don't recognize those assets, they look quite nice but super generic and if you were planning on actually taking this further it might have a negative impact. Since you are only doing this for fun I guess it doesn't matter.
Good progress.
>>
>>180126973
I'm pretty sure every engine supports exporting to HTML (somewhat).
When it comes to multiplayer, UE4 supports it the best. Unity has something builtin, but I don't don't know of what quality.
Other than that, there is a Photon Bolt asset for Unity, obviously not free.
>>
>>180130892
videogames also use OOP, games change constantly during development but writing down what are you going to implement and seeing how it interacts with what you already have before doing it could help to structure the code
>>
>>180127994
>posted 4 finished small games on Godot here already
>every time everybody ignored em completely
>now asks why there are no Godot games
Because you retards are not interested in games and devving at all. All you want to do is to shitpost all day long.
>>
>>180131707
>videogames also use OOP
They shouldn't, and many don't. Data oriented design originates from the game industry (unsurprisingly, from the more advanced and efficient engines like Frostbite and Bitsquid).

>writing down what are you going to implement and seeing how it interacts with what you already have before doing it could help to structure the code
It could, but it's also a waste of time if you write flexible procedural code that can be "compressed" using composition, higher order functions, etc.
https://mollyrocket.com/casey/stream_0019.html
>>
>>180131817
>comes to shitpost central
>complaints about shitposting

you know there are better sites to discuss game development, leave us with our memes and shitposts
>>
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>>180131817
Then work on a BIG game.
>>
>>180126973
>>180131573
I think Unity Unet works with webgl. The restriction might have been that you can't host from a webgl client.
>>
Hi guys I am sorry for the argument earlier about drag forces. I shouldn't of insult the guy trying to help me.
>>
Figured out my car bullshit controls, and I almost have my collisions working. However, the vehicle I'm ramming will only go left or down, if I try to hit it upwards, it goes down. Very irritating. This is my collision code:

var movedir = direction;
var movespd = vspeed + hspeed;
var force = (movespd*(weight - other.weight))/10;

with (other){
motion_add(movedir, force);
alarm[0] = 1 * room_speed/3;
}

The alarm just gives control back to the car that was rammed.
>>
>>180132252
>var movespd = vspeed + hspeed;
This is really, really wrong.
>>
>>180132252
Oops, mean right or down. The rammed cars only go right and down.
>>
>>180130892
How so, if you refuse to use inheritance?
>>
>>180132005
>apologizing
not gonna make it
>>
>>180132507
Encapsulation leads to shared mutable state (unless you are very disciplined about ownership and don't mind a tonne of boilerplate) which leads to spaghetti code which resists change. Inheritance is just the cherry on top of the shit sundae.
>>
>>180129862
Is this supposed to actually use unity's physics, or can you """"""fake"""""" physics?
In the former case I would shoot mysef.
>>
>>180132696
Its supposed to look like driving a truck, they dont know anything about computers, its a development project, not teaching
>>
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more of that practice
>>
>>180132609
You are attacking shared mutable state more than OOP itself (it just so happens that OOP languages do not support immutable classes because not many people ask for these)
>>
I haven't devved in a month
I have ascended to a level beyond the nodev
and college didn't even start yet it will be worse then
>>
>>180133479
It will probably be better, actually
Not being able to dev is the biggest nodev killer known to man
>>
>>180133438
I'm asserting that OOP encourages shared mutable state because otherwise you have to write way too much boilerplate. Also OOP style encapsulation is way too strict. Information hiding within modules is much more useful.
>>
>>180133421
Nice Gumby hairpiece
>>
>>180132696
I had to do something similar but in java. Everyone faked the physics and the teacher never knew.
>>
>>180131573
Good point. Thanks.
>>
>Can't stop trying to make everyone in my game a nazi
Does this happen to anyone else after 50+ hours of uninterrupted consciousness?
>>
>every thread there is some reply chains about some computer science theory or optimization data thing or another
how do I get to be on the same level of you whiz kids
>>
>>180134284
Be curious. This kind of thing generally isn't taught, you have to find it and try it yourself.
>>
>>180134284
90% of the people talking about those topics have no idea what they are talking about. Don't join in on the shitposting.
>>
>>180131908
>Data oriented design
interesting i didn't know about this

i don't really care about using oop or a different methodology but when you have a lot of people working in a project, coming and going the structure of oop can make the job easier

anyway my point was to write things down to think how to implement them before throwing code at the screen and then realizing your work was useless or having to do 'ugly' things to reuse the code
>>
>>180134284
>what is google
>what are the /sci/ and /g/ wiki on computer science
>what are the MIT lectures on youtube
>what are books
>>
>>180133569
I'm not sure what kind of boilerplate (in the best case possible) are you talking about. When you combine OOP with immutability, you get functions that transform data - it's just that these functions are bound to specific datatypes.
Said functions might as well even be declared outside of the datatype declaration.
Of course there are always functions that just shouldn't be part of a class, but in many cases functions are made for transforming verry specific datatype anyway.
>>
how do I get placeholder music?
>>
>>180134284
Become a CS loser.
>>
>>180134531
I don't think Nintendo read any of /g/'s books
>/sci/
So not only are you reading a library to write your own kernel, you're going to write a physics emulator for a custom CPU architecture for that kernel as well?
I just want to make a game, not get a NEET degree
>>
>>180134959
I think you want things without putting in effort
>>
>>180134959
simply start small retard.
make pong, then breakout, then maybe tetris, galaga, then maybe make a platformer, then a metroidvania, then a rpg, then a 3D game.
>>
>>180135151
then an MMO
>>
>>180134959
A company like nintendo who writes their own engines has read all the /g/ books.
>>
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>>180135292
Has Nintendo EVER released ANY source for anything?
>>
Hi I'm Nintendo read SICP.
>>
>>180134959
>>180135292
The people who work at Nintendo are the ones who WRITE the /g/ books.
>>
>>180134453
>anyway my point was to write things down to think how to implement them before throwing code at the screen and then realizing your work was useless
I think that's just as valuable, if not more so, than planning things on paper. If you just write code and abstract as you need instead of trying to make your abstractions first, it's not really possible to waste code.

>or having to do 'ugly' things to reuse the code
Where do you get this idea from?

>>180134534
>I'm not sure what kind of boilerplate (in the best case possible) are you talking about.
In my experience it's because encapsulation at the class level forces you to write a lot of forwarding methods, getters and setters. Granted, encapsulation at any level forces this. I'm a big fan of making everything public and using automatic assertions (like in Ada) or proofs (with dependent types) to maintain invariants.

>When you combine OOP with immutability, you get functions that transform data - it's just that these functions are bound to specific datatypes.
Making everything immutable is a poor solution for efficiency reasons.
>>
>>180131418
Would streamline spacecraft design, no surface mounting, just stack and radial

Also reduce part count, have big parts with a list of modules, each modules takes volume from the available and adds mass
As a matter of fact, each segment or stage would be one big part with some external modules such as engines, antennas, doors, solar panels
>>
>>180135151
Ummm sweetie?
The new path is now pong, rock paper scissors, flappy bird, magic 8 ball app, idle game, VN, VN with RPG elements, RPG, RPG with in app purchases, then 2d self playing RPG with in app purchases
>>
>>180135480
>goyim editor skin
>>
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Progress: I made a map for ma game.
>>
>>180135954
is it a murder mystery
>>
>>180119014
hey, I remember your textures. Nice.
>>
>>180128227
SFML
>>
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>>180135954
How do you get to these places?
>>
>>180132296
What's wrong with that? It's just to get a rough idea of how fast the vehicle is moving to knock a little more force into the car getting rammed.
>>
>>180136510
I'm assuming the black line between buildings are alleyways
>>
>>180135842
>Making everything immutable is a poor solution for efficiency reasons.
Unless datatypes are persistent, so that updated versions don't need to copy all the data from the original, just references.
>>
>>180136584
Let's say your car is moving directly up. vspeed will be negative, hspeed will be zero. Thus you are applying negative motion up, i.e. down.

It should just be movespd = speed.
>>
>>180136627
That requires garbage collection.
>>
Quick, the thread garbage collector is coming around, if you haven't posted progress recently the thread will decide that you are no longer useful and you will be removed!
>>
>>180136584
read Pythagoras theorem
>>
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>>180136889
>>
>>180137120
>Am I being detained?
>>
>>180136510
"house" is part of the toü right street and "shooting range" is part of the police station.
>>
>>180137397
>toü
top
>>
I give up.
>>
>>180137596
https://www.youtube.com/watch?v=9F5p1_hR2Ws
>>
What do you call a garbage collector that doesn't cost anything? The janitor.
>>
>>180127994
But I am making a game in Godot. And I plan to make the first big Godot success.
Also just because someone likes Godot doesn't make them a shill. If that were the case there are shills for every engine.
>>
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>>180129612
>>
>>180138245
>If that were the case there are shills for every engine.
And that is true.
>>
>>180138245
>And I plan to make the first big Godot success.
When do you expect to release it?
Just asking for a friend...
>>
>>180138903
s-soon, only like 3 years away
>>
>>180139062
Great, maybe godot 3 will be out by then!
>>
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I HAD ABANDONED MY GAMEDEV DREAMS /AGDG/!
I WANT TO YESDEV AGAIN!
SHOW ME THE RIGHT PATH!
>>
>>180141997
You are lost forever, my boy. Destined to endlessly follow the path of a nodev.
>>
>>180141997
https://youtu.be/1K3cfilPAWc?t=3m22s
>>
>>180133421
the upper half of the face bothers me more the more I look at it, the proportions are pretty uniformly a bit too big there
otherwise this is lookin' pretty sweet man
>>
>>180129556
wuz furries?
>>
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>>180142117

NO PLEASE
>>
>>180142165
But it's too hard anon.
>>
>>180127319
it really wouldn't bother me as much if he didn't look like a fucking 8-year-old on top of all the gay implications
>>
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>>180129159
your plan is not important, what matters is your end result
>>
Heard joke once: Man goes to agdg. Says he's depressed. Says life seems harsh and cruel. Says he feels all alone in a threatening world where what sells ahead is vague and uncertain. Anon says, "Treatment is simple. Great shitposter and neck-memer gogem is in the thread tonight. Go and see him. That should pick you up." Man bursts into tears. Says, "But anon...I am gogem.
>>
>>180134284
more often than not, it's not, it's code and concepts from GameMaker and Unity, it just looks like hot shit because those engines are really complicated
>>
writing code to offload/load stuff. lining up my arrays.

https://www.youtube.com/watch?v=dWBmaKk32fE
>>
where I can download free sounds without signing up BS?
>>
>>180119014
What's your game about
>>
>>180127319
Release when Anubis-dev?
>>
>>180142396
now that you say it, i can't unsee it... its hard to keep proportions consistent because i tend to focus feature by feature
>>
>>180142996
What the fuck are you talking about?
>>
>have no idea what to use as background music
>0 inspiration
>put on youtube random words plus the word music
>playlists with music
>hours of content
wow
>>
Brand new to Godot and am only just out of the documentation and into playing around with something myself. I've got the little man moving but I've run into an issue. So my player is a scene that's then imported onto the scene for the world. I was fiddling around with the movement speed in the script and I found I had to save and reimport to get it to update in the scene where the object was imported. Is this just going to be something I have to keep in mind or have I missed something?
>>
>>180145169
Use sissy hypno tracks
>>
I'm aiming to release my game in mid 2018, please make fun of me if I fail.
>>
>>180145868
You don't need to do that, just save the scene and all instances of it will be updated.
>>
>>180145868
Is your speed an exported var? If it is it means the value is exported to the editor to allow you to edit it there. Which means changing the variable in the script wont change the value if it was changed in the editor.
>>
>>180146075
This made me take a look again. I found pretty much what >>180146270 said. The value in the box is what matters, rather than the one in the code. Thanks you two.
>>
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Would you guys play a game about a cat who falls into wonderland, meets a fairy, and turns into a real girl, switching between forms and cooperating with the fairy to solve puzzles?
>>
>>180146943
Sounds like a furry game tbqh anon
>>
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Anyone else using haxe?
>>
Animating multiple facing angles on sprites when there's animations involved is such a nightmare.
It's getting to the point where I'm thinking of learning how to 3D model for my next game. I've put in so much work and I get 4 facing angles that look kinda clunky as they switch between, it's pathetic.

It's no wonder platformers reign supreme. I'm starting to truly believe 3D modeling is much easier than sprites, at least when it comes to this stuff. Really appreciating the sprite creation methods Dungeon Keeper 1 and Diablo 1 & 2 used, although that was from an era inbetween the dimensional generation, these days I guess you go full 3D.
>>
>>180146983

It IS a furry game. Maybe with a splash of hentai.
>>
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>>180146983
It's just a cute game about a cat solving puzzles, anon. Inspired by an old ass GB game.
>>
>>180147020
You can still render 3d into sprites. It opens up some very cool aesthetic options that are much harder to do with pure 2d or pure 3d. There's also the benefit of not necessarily needing as much detail as regular 3d and you can hide a lot of imperfections with some tweaking when making your sprites.
>>
>>180147103
how does being a cat help. cats can't push blocks
>>
>>180147103
All that was just to kill that one nigga ?

Goddamn, fucking puzzle games

But sounds cute anon, I'd give it a try
>>
>>180147464
The cat can climbing walls, go fast, jump high, and jump long distances and having a hover when the fairy is with her. So basically the form is for actual platforming.

>>180147491
I spent an embarassing amount of time to solve that puzzle as you can see by the timer.
>>
>>180144378
Hoping for sometime this year. Like October at the earliest.
>>
>>180146943
nice momodora iv: reverie in the moonlight clone (puzzle version)
>>
>>180147712
That series has 4 games already?
>>
>>180147765
he even posted progress on iv in /agdg/ for a few days
>>
>>180127319
I like my mythology like I like my men: gay and furry
>>
>>180147810
Heh, damn. I missed that. Last I had heard, it was on 2. I didn't think enough time passed that a 4 was out.
>>
>>180147865
it was when gwyn (the obvious momodora rip off) was still being posted here, he got extremely butthurt about it and left
>>
>>180147947
I do remember hearing about that.
>>
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Here's an obscenely small amount of progress. I got around to adding some fancy particle effects to activated checkpoints. I'm happy with it.
>>
>>180147462
I doubt the extra pipeline work is worth it for these 'aesthetic options'. People seem to think it looks ugly anyway, I've sadly seen people say Donkey Kong Country series looks like shit.

For someone new to 3D it's probably more trouble than it's worth.
>>
>>180133548
Only true when you haven't experienced serious responsibilities and actually have no time. Then the opposite occurs and when you have any period of prolonged free time you become a god of progress.
>>
>>180131817
Where's your STEAM game?
>>
>>180148173
>People seem to think it looks ugly anyway
I've never really heard anyone say that but that might be how the average consumer sees it.

Diablo 1+2 and old CRPGs have a fairly timeless aesthetic because of the style they used. Pillars of Eternity looked fabulous. There's also Ghost Trick for a cartoony style using the same technique.

Sure, pipeline wise it needs some effort but you could fairly easily set up a script that takes care of the creation of the sprite sheet so you could simply make the models and their animation frames.
>>
>>180148656
I think it looks like shit. I don't really blame DKC since it was trying to push graphics past what the SNES could do, but when you niggas start doing that shit in fucking Unity, it's like like ayy hol up mang dats bullshiet
>>
>>180148841
Your opinion is shit.
>>
>>180148173
>I've sadly seen people say Donkey Kong Country series looks like shit.
I'm one of those, but I don't think is the 3D rendered to 2D sprites fault. I think is a mix of the low resolution and the shiny look 3D models had back then what makes it unnapealing to me. Again just a personal opinion.
>>
Someone please enlighten me as to how prerendered 3D can look better than 3D.
>>
>>180148969
When it comes to sprites, that is.
>>
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>>180147462
>>180148173

currently doing renders of 3D models for my project
>>
>>180148656
hmm, maybe I can use this method with Game Maker. That way I get the benefit of 3D without having to learn unity lel
>>
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>>180149145
>>
>>180148969
Because videogames are real-time. If you can render more detail via prerendering than you could in real-time 3D then it can look better.

Other than that it's likely either a retro aesthetic (nostalgia), or maybe someone wants to make a game with 2D art but wants to take animation shortcuts so they animate objects in 3D and then render them down into 2D sprites.
>>
>>180148910
It's a style born of hardware limitations. It doesn't look good on its own when it could be shown in objectively higher quality both in resolution and framerate. There's no argument here. You're allowed to like it, though, even though your're opinion is the one that is shit.
>>
>>180148969
You said it yourself. 'Pre' rendered. The work is already done. It is the same difference as a game running on high settings and a video of the same game running on high settings. One has your computer rendering a 3D environment and the other is a video.
>>
>>180149358
>Because videogames are real-time. If you can render more detail via prerendering than you could in real-time 3D then it can look better.
>>180149089

>Other than that it's likely either a retro aesthetic (nostalgia)
You don't need to prerender to achieve the aesthetic. You just need a shader that works with a small palette and does dithering.

>or maybe someone wants to make a game with 2D art but wants to take animation shortcuts so they animate objects in 3D and then render them down into 2D sprites.
You can mix 3D and 2D rendering (2D rendering is pretty much always implemented as 3D rendering nowadays).

>>180149474
>>180149089
>>
>>180127319
>loli rape isnt ok
>gay furfags are
AGDG went to shit last year
>>
How do you make your webms lads, I want to post progress
>>
>>180149595
Whomst are you quoting?
>>
>>180149515
>You don't need to prerender to achieve the aesthetic. You just need a shader that works with a small palette and does dithering.
Why would you put that much work in to acheive the same effect in a less performant way?
>>
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>>180149145
>>180149317
i wont get into what looks better because its really objective

though i will say having interpolation on animation makes animating way less tedius and less clunky,

and i plan on adding my own smears maybe to give more 2D feel to my rendered models.

its way easier for me to create a 3D model and have several animations for them with their weapons being the exact same proportions at all times.

another reason i did this is because i really dont want to learn a new 3D engine
>>
>>180149317
neat, although it might possibly be a poor resolution to go with as it has neither the aesthetic of pixel art nor the appearance of high definition art.
>>
>>180149673
Why would you put the work in to prerender all the sprites down just to lose frame rate and angles and lighting unless you want a combinatorial explosion of frames in memory?
>>
>>180149595
Neither are acceptable. Just report, hope it gets deleted, and move on.
>>
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>>180149358
>>180149145
>>180148969
>>180148173>>180149515


>>180147020
I am doing prerendered as well. I don't really have a interest in making a 3D game but I can't draw for shit and found modeling to be much more enjoyable.

I also see a lot of games using this same technique( albiet with a lot more cleanup in a sprite editor) like Slain and Dead Cells(I'm almost certain the MC of Dead Cells started as a 3D model.)
>>
>>180149815
Both are acceptable, fuck off back to https://www.reddit.com/r/gamedev/
>>
>>180149787
It sounds like you want to do something different and are asking people to try to convince you otherwise so you can disagree with them.
>>
>>180150113
It sounds like you're deflecting. I think prerendering sprites is a waste of time unless you're using some limited piece of shit like Game Maker. This subreddit is for game development discussion, not fee fee protection.
>>
>>180150249
its the exact opposite of a waste of time
>>
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Made some new plants. Planning to add foliage collision to the player and their attacks, so it bends away when you walk through it or attack. Also going to have the sword cut grass if it is not too taxing.
>>
>>180150330
Oh?
>>
>>180150359
you could just have grass particles fly up, most AAA devs dont bother with actually cutting blades of grass, unless thats what you meant,

looks good
>>
stfu
>>
>>180149219
>That way I get the benefit of 3D
Benefits of 3D go beyond graphics but sure you can do this in gamemaker.

>>180149145
>>180149317
>>180149735
You should look into Guilty Gear and other fighting games that do it. With some work this could start to look fairly okay.
>>
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How do I make Blanco's design more appealing? After about a year of playing with his current design, it's starting to seem very bland and empty.
>>
>>180151658
looks like a block game so add character creation
>>
>>180151658
Make it round
>>
>>180151658
haha
>>
>>180150060
>Both are acceptable
nope
>>
>>180151658
Hats
>>
if anybody needs visual inspiration, this recently archived thread should help >>>/v/381027125
>>
>>180151869
>nope
yep
>>
>>180151658
steal from better artists.

that's what real pros do when they call it reference and inspiration.
>>
>>180151658
I'd say ditch the "outlines" and try solid colored blocks for the body with cute uneven eyes drawn on in higher-res.

But then I realize you're using voxels and there's no hope for you.
>>
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>>180151897
Plenty o' hats
>>
>Saw demo day is in 2 weeks
>Calculate how much time it'll take to do what I want for demo day
>It's gonna take 3 weeks

Well fug this will be the 3rd Ive missed in a row.
>>
>>180150457
Thanks! That is probably what I'll do.
>>
>>180151658
I think you tried to push the idea way to far. I would've stuck with a minimalistic 3d platformer with really simple art.
>>
>>180149595
>2017
>still crying about your persecution
It's not even a game though.
>>
>>180153096
I didn't bring up loli dev because i'm him, i brought it up because i like loli rape
>>
Assuming I finish my game by the end of this year, and it gets reasonably popular, how long till I get my qt gf ?
>>
>>180153165
Stay in /b/ then.
>>
>>180153341
Depends, when do you start talking to women?
>>
is there any webm converter that is not some github shit? I just want a simple app man
>>
>>180153341

gamedev gives negative points, anon
>>
>>180153432
Online:When I release the game,hopefully some grill would like it enough to talk to me
IRL:never
>>
>>180153495

ffmpeg
>>
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I have written the tutorial for my game and it rips on the disciplinary hearing from the 2009 Star Trek film. Only thing I'm not sure of is if its too close to the plot of the Star Trek film, its designed to be a rip off, but I don't want it to be identical.

Basic story flow is:
> Setting: Orbital Navy Academy
> Welcome to the game
> Menu walkthrough
> Game features walkthrough
> Combat walkthrough
> Player fails combat walkthrough
> Player is told the purpose of the walkthrough is to fail
> Player has the option of redoing the final part of the combat walkthrough
> Is given the option to cheat
> If player chooses option to cheat, they win the combat walkthrough scenario
> Later, player is charged with academic dishonesty
> Has the option to defend themselves in a hearing
> Tutorial ends (sudden enemy attack interrupts hearing)

Thoughts?
>>
>>180153601
thanks but its still a mess of command line and what not. I'm talking about an actual app that use like one or two button, not some linux hacker stuff
>>
>>180153906
Well if something is meant to be an intentional ripoff that the audience is intended to be aware of I think you should rip off something that is either classic or at least more a part of current pop-culture. Something like that people are likely either not going to recognize or they will recognize it and think you're unoriginal.
>>
>>180154128
>they will recognize it and think you're unoriginal.

That's what I'm worried about. I want it to come across as an intentional rip-off, not being unoriginal.
>>
>>180153950

> hacker

Nah, just write some python or whatever you know, replace variables and there.
It is not even a long command, anon.
Also, it works for winblows.
>>
>>180154207
Put something there that gives away the fact it's a rip off to anyone who might recognize the scene, but then intentionally nod towards it/make it known that you're self aware. You have to be careful to make it not too obvious that people who otherwise don't know the source of it get confused, but make sure the people who do get the message.
>>
A metroidvania about human society and ego death.
>>
Let's say I want to use model-view-control in my game. Do I only use one class to render all objects on screen or do I use separate class for each object?
>>
>>180154318
I dont understand why after all these years there so good app that is literally : pick a file -> convert. What the fuck is so fucking special with webm that I need to program shit to make it work. I just dont understand. At this ponit I'm thinking about just not posting progress because I've been fucking around with recording for the past 2h or so, like how much time can I lose to just share webms that might have 0 replies anyways.
>>
>>180154625
>Let's say I want to use model-view-control in my game.
Don't.
>>
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>>180154365

How about this, is this obvious enough for people to connect the dots?
>>
>>180153906
Too much VN like. Screw the coices to cheat or nah, and instead make the character cheat without any user input. Why bother with useless functions that add nothing to the gameplay itself ?
It'd be like being given to option to give bowser the finger in a mario game tutorial. Just make it part of the story. Same with the hearing, unless it's a game mechanic that player has to face hearings after doing anything "academically dishonest".
>>
>>180154625
try killing yourself first
>>
>>180154937
I think you're overestimating how intimately most people know Star Trek 2009.
>>
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>>180154737

Biggest issue with 4chan is they don't allow webms with sound tracks, and most video editors don't even have an option to create webms with no sound tracks.

I spent 4 hours trying to install ffmpeg with no success. Still can't figure out why it won't work.

I use https://cloudconvert.com/mp4-to-webm, you can only do so many conversions in a day, but it works. Just record in mp4 format then convert to webm and download.
>>
>>180154737
>>180155232
https://gitgud.io/nixx/WebMConverter
>>
>>180155232
thanks. And yeah, I got some conversion going now but with sounds... I'll try that, thanks.
Also nice style.
>>
>>180154737

Your whole world is closing, anon, just because you can't make what you need.
That shit would literally take an hour, with python, java, or even c.
I understand that you just wanna be a gamedev, but for fucks sake, why can't you solve your simple problems.

[code]
ffmpeg -i input.flv -vcodec libvpx -acodec libvorbis output.webm
[/code]

Is this so hard to understand?
This is not gonna take away your gamedev time, but complaining about the bloat tools that someone else developed is gonna get you nowhere.
>>
>>180128227
Unreal Engine 4
>>
>>180155232
>>180155332
>>180154737

Gonna release a free online tool then. It will have just a button and no custom options.
>>
>>180155541
you need to adjusty the quality retard
>>
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>>180155943

It's like it was meant to be used as something else
>>
>>180155541
As retarded as it may sound as long as it saves time is a good idea.
>>
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I don't really have a status update right now, mostly trying to figure out how to get model attachments to models working 'right'.

So far I have it 'pretty alright', the only thing that is hanging me up is figuring out whats the proper way to orient the attached object in relation to the bone.

Pic related, which is the preferred option - or is there some other approach I am missing?
>>
>>180157026

Doing it tomorrow.
It will have some serious upload restrictions tho, can't afford a bigger server atm.
>>
>>180157132
I usually just put an empty object where I want the items to attach to and then set the pivot of the items to fit that empty object so that they don't need any adjustment. And the empty object obviously is set to be the child of the bone it needs to move with.

There's probably a better way to handle it.
>>
>>180131817
Which ones? I'd like to check them out, I only saw monster tactics.
>>
Anyone using phaser.io?
>>
>>180128245
Shoulda kept making 2D buddy, this looks awful.
>>
>>180147996
this is cute

you're cute
>>
>>180157680
Stop looking for greener grass and JLMG
>>
>>180158068

It's steadily getting real.
I just wanted to know if anyone else was using it.
>>
>>180131908
Whenever I try to figure out data oriented design I only find extremely vague mumbo jumbo, is there any concrete examples of that shit working?
>>
>>180158430
It looks like mumbo jumbo to you because you don't understand how a CPU works. Fix that.
>>
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Attempting to improve my overworld tiles because I feel they're of a much lower quality than the rest of the game.
Starting with the mountains cause I thought those were the worst of the worst.
>>
>>180157680
no
>>
>>180158816
Looking good, add some white peaks though faggot.

Also is your gameplay in the state where you can start worrying about re-doing your art?
>>
>>180158816
which one is the new?
>>
>>180158816
Nice. Kind of looks like you can walk through them now, though. Maybe change the grass colour in the valleys?
>>
>>180158927
>Looking good, add some white peaks though faggot.
Will absolutely do. That's the one part of the old tiles I actually liked.

>Also is your gameplay in the state where you can start worrying about re-doing your art?
Yeah, in fact I have a demo ready to release this Saturday coming up.
>>180158940
Left

>>180158963
I was worried they looked too spaced out. I'll try something.
>>
>>180158816
>>180158963
I'd suggest changing the entire base grass color. It's way too saturated.
>>
>>180153361
Tell that to the furries first.
>>
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>>180159153
>>
>>180159415
>blood on sword
So is he gonna fuck him or just murder him, I am getting some serious mixed messages here
>>
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>>180159134
Maybe this cooler green could work?
>>
>>180159472
Why not both
>>
Why do so many queers here put the before on the left?
>>
>>180159415
Is this still following MSX's restrictions? Not really familiar with them.
>>
>>180159697
>>180159519
pulsate between the two
>>
>>180159934
genius
>>
i just had the realization that if you're going to use cloth physics in your game and decide to use a plane, one side will never render because of backface culling.
but if you add thickness to the plane by converting it into a hollow rectangle, you're effectively doubling the amount of polygons that are being simulated.

how the fuck do you deal with this
>>
>>180159975
Unity has certain shaders that let you have two-sided planes.
>>
>>180159975
any renderer can do both sides if you tell it to
>>
>>180159973
Remember to randomly make the pulsation change frequency.
>>
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Doing some preparation for dialogues with npcs, while messing around with some textures. I should start my encounter stuff soon. One day I need to do that walking animation (and idle).
>>
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>>180161024
Some basic texture/area. Kind of like how it looks even if its basic for now.
>>
>>180161138
yeah that's a nice iso perspective. Reminiscent of Bauldur's Gate and Blood Omen.
>>
>>180161024
>>180161138
Colors are kinda crazy and I don't know about the line thing the grounds doing
>>
>>180159519
Are you trying to burn my eyes out?
>>
>>180162237
I'll take that as a no
>>
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Inventory screen.

Thoughts, comments, criticisms welcome.

Ship has an internal/external view. Internal shows compartments, bays and command staff. External view shows hardpoints and point defence.

Crew shows crew for the selected vessel. Shows stats like number injured, morale and coherency of the crew.

Plants are the replicators that turn compressed hydrogen into whatever you need (Supplies, ammunition, fuel, components etc.)

Fleet Cargo is a shared cargo, so players can browse other ships cargo in the fleet without having to change ships.
>>
>>180162889
How many different types of crew members will you have? Does it really need to be a slotted inventory type display?
>>
>>180162889
>Thoughts, comments, criticisms
Stop making a space game
You will NOT make it
>>
>>180159975
Wot? I added a cape to the very first cube+character controller that I ever drag and dropped together in unity and it had no issues rendering at all. Surely there is a setting to render backfaces or something, because I'm a complete dumbass and I got it to work years ago. Even got the cape to catch and tear on scenery which was pretty rad. RIP CapeMan. He died in the great HDD fire of 2013.
>>
>>180163069

Many different types including aliens.

The slots represent the theoretical maximum space on the ship. So tall aliens will be 3x1, while powered armour or troopers will be 2x2. Smaller drones and repair bots would be 1x1 for example.

Stacked groups of crew also form a division which gains experience and levels up. So its risky to bulk up your slots with big soldiers, because if you lose the whole division all that xp is lost. So a player may choose instead to have smaller, less well armed and armored soldiers, then a few elites.
>>
>>180161610
>>180161829
thanks for the feedback
>>
>>180163360
Seems to me that I could have 50 tall aliens and they'll still take up the same room as a 2x1 janitor and a repair drone
>>
>>180162889
I'd probably separate the weapons and fuel/ammo/cubes view from the crew and officers one.

The internal/external thing sounds annoying as fuck.

This level of detail is both too much and too little. It'll be too little when a player is learning, they'll need to mouse over every little thing to get the tooltip until they learn. And it's too much when they're proficient, in which case everything will seem too big and in their face.

You should have a "fleet view" with a scrollable list of ships, where selecting one gives you a summary of this info so fleet outfitting will be quick and easy for proficient players.

Your game is way too big in scope with too many small boring micromanagement decisions and making UI mockups all day isn't gamedev.
>>
>>180163360
Seems a bit weird to limit the total crew directly as well as limiting the different types of crew indirectly.
>>
>>180162889
Instead of Internal/External view and inventory slot for crew units, here's a better idea.
Instead of internal/external view, make it
>Crew screen
It'd have a screen with types of units with their number as a multiplier and portrait,like
Waifu girl(x1)
Stern beret guy(x3)
Alien(x5)
You get the idea. This screen would be totally about crew management. Screw the ship

>Ship management screen
This screen would have various things like
Inventory
Cargo
Weapons/Fuel
etc.

There, a less overwhelming ,less confusing intuitive interface for the player.
>>
>Try to make game
>Every tiny snippet of code creates bug that takes days to figure out
wwwwwwwwwhhhhhhhhhyyyyyyyyyyyyy
>>
>>180164275
>>180162889
Different guy. Building on this idea. As for crew levels/advancement, you can do it the way valkyria chronicles does. Each class has its own level as a group.
>Your stern beret guys are level 8 and have X and Y bonuses.
>Ayylmao species 1 are level 5 have A and B bonuses
>>
>>180164498
how well did you plan your code?
>>
There's this old art style where characters consisted of mostly solid blocks of a single color. Does it have a name?
>>
>>180164665
Old
>>
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>>180164665
Atari?
>>
>>180164498
because you don't know what you are doing
stop copypasting and learn to program
>>
>>180163263
Not him/her/xer, but why?
>>
>>180164665
you mean like, interstate 76 or virtua fighter or something? no, there's no special name for that.

you should really post an example of what you're even talking about, though.
>>
>>180147996
Monolith sequel is looking good
>>
>>180163263
Shut the fuck up. This game has my waifu and I will see that it's completed
>>
>>180147008
When use it instead of *whatever language you're compiling Haxe to*
>>
>>180165161
>>180165043
space games are dead dead DEAD
>>
>>180164665
Bad
>>
>>180165291
Can you back that up?
>>
>>180165051
Interstate 76 or Virtua Fighter is basically memepoly back when it didn't exist yet.
>>
>>180165291
space games will be fine up until the point where new star wars stops it's yearly advertising campaign for space media.
>>
Sound design is fun

https://my.mixtape.moe/yazojj.webm
>>
>>180166314
>implying disney star wars will stop advertising
>>
>>180166543
they cant keep making movies yearly forever.
>>
reminder that 8ch also has an /agdg/ that gets about 100 posts per day

/v/res/12832355.html
>>
Traditional roguelikes randomize items, enemies and the dungeon but not character skills (spellbooks aside). I'm thinking of making a roguelike where the skills available to the player are randomized. For example there could be 4 level 2 warrior skills and each run the player could pick between 2 of them upon hitting level 2. What do you think of this idea?
>>
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Character sheets done, now it's time to open blender and model them. Can't wait!
>>
>>180165867
memepoly is not memepoly unless you use way too many polygons, render it with global illumination/ao and apply instagram-style color correction. i76 and vf are moneyfornothing-poly. that's when the very concept of a 3d shape is so impressive you don't even bother making it look good. then you get regular low-poly where you are trying to make it look good, and memepoly where looks bad ironically and you use filters and shaders to underline the ironic badness.

obviously you can no longer make moneyfornothing-poly because 3d is no longer impressive by itself.
>>
>>180166678
>media = movies only
moving goalposts
>>
>>180166728
Didn't dungeons of dredmor do this?
>>
>>180166728
I think it's Dungeons of Dredmor
>>
>>180166696
>8ch
die freak
>>
>>180166678
lol
>>
>>180166768
cute!
>>
>>180166883
>>180166896
dredmor let you randomly pick 6 skills lines when rolling your character, but during the actual game you had the same skill progression every time

the other anon is talking about putting the randomization into the actual game, not just at character creation
>>
>>180166942
thx bby
I hope the models will come out well.
>>
How does Amazon's Lumberyard engine make money if it's completely free to use?
>>
>>180166728
No comment on the specific idea, but for any sort of random growth, try to make the more polarizing rolls happen later. If it's only 20% of the game to reach level 3 and there's a really bad or a really good skill there, you'll be forcing the players to keep restarting until they get it. Or alternatively, if you want to have playstyle-definining skills as part of the growth process, like blood magic or whatever, make them accessible in some reliable way.
>>
>>180167117
Huge tech corps like Amazon don't make money off all their products, for a variety of reasons.
>>
>>180166878
they're not going to have the massive multimedia ad campaigns without the movies.
>>
>>180167117
Royalties from online services. One successfull multiplayer game using this engine - and it has a plus income.
Not as it is expected at all, this is only a test produce for Amazon.
>>
https://docs.yoyogames.com/source/dadiospice/002_reference/file%20handling/working_directory.html
>NOTE: the working_directory variable wiil return the path including the final backslash.
>Example: ini_open(working_directory + "temp_ini.ini");

Meanwhile in the page right next to it.
https://docs.yoyogames.com/source/dadiospice/002_reference/file%20handling/directory_exists.html
>directory_exists(working_directory + "\Saves\")

Included the final backslash.

Game maker documentation everyone.
>>
Have any of you designed your own font? Did you buy the rights to a font? Or are you using one that claims to be royalty-free from some free fonts website?
>>
>>180167117
>Amazon Lumberyard is a free AAA game engine deeply integrated with AWS and Twitch
>There are no seat fees, subscription fees, or requirements to share revenue. Only pay for the AWS services you choose to use.

they obviously think the free engine will cause enough people to become entangled in their cloud service system for it to be worth it in the long run. when you have this much money you can do things like that.

the caveat is that they could pull the plug on this in an instant.
>>
>>180167392
Game maker documentation is pretty fucking bad.
>>
>>180167419
Open source
>>
>>180161024
Shit man that's spook
>>
I want to add a 'fast forward' option to my gamemaker tower defense, I feel like the only way I do this is if I replace every instance of timing something replaced by an if statement and multiplied accordingly. But even thinking about this it sounds like heaps of work for what will eventually be some buggy mess. Is there a logical solution I'm missing here?
>>
>>180168262
your update loop should be taking a delta_time argument already. Have you coded a framerate-dependant game? Absolutely disgusting
>>
>>180168262
you don't need a if statement
>>
>>180167202
Good advice.
>>
>>180128245
just get rid of the shitty auras already and make it look like gigantic and paladins
>>
>>180168316
Gamemaker brah. A lot of that shit is hardcoded that way. I take it it's just not possible?
>>
keep fighting for our dreams
>>
>>180169473
too hard
>>
Anyone knows the keyboard shortcut to the "Green Check" in game maker? I'm touching my mouse so often it's reported me to the authorities.
>>
http://store.steampowered.com/app/613730/Need_For_Drink/
>>
>>180168316
>>180168742
Can't we change the room speed from whitin and be done with it?
>>
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r8 my title screen brahs
>>
>>180170428
thanks doc/10
>>
>>180170470
lost
>>
Fuck, this is maybe a bad place to ask this, but do you have some tips or links to some good sources on how to start with a good game idea and creating GDD around it?

I need to make a full GDD of a video game for one course, but I'm kinda not into gaming anymore. I always end up with some story or setting but I don't have any decent mechanics, or vice versa, I have an idea of some game mechanic, but other than that, it is as empty as another shitty smartphone game. How do you guys approach this, on what do you focus at the beginning? On a gameplay, story, setting, atmosphere or something else?
>>
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Sorry I'm late with the week 2 recap. Busy week

-------- AGDG Weekly Recap --------
Fill out the form to be a part of the weekly progress recap. Be sure to check out the "read me" link for important information on scoring and formatting.
Submissions will be accepted for at least the next 36 hours.

-------- Format
----[ Recap ]----
Game:
Dev:
Tools:
Web:
Progress:
+ ...
- ...

-------- Links
Read me: pastebin.com/QA047M2e
Recap archive: dropbox.com/sh/icm5ng2zs8p24uh/AACC61OsXzCgl6-9Vdwb4sRAa
Scores archive: pastebin.com/AmFmLeAy
>>
>>180169737
Room speed eh?
>>
>>180170937
>I'm kinda not into gaming anymore
>I need to make a full GDD of a video game for one course
Wtf are you doing m8
>>
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----[ Recap ]----
Game:Kick-in'
Dev:Kickindev
Tools:Gamemaker Studio
Web:kickindev.tumblr.com
Progress:
+ Third enemy super implemented: Rapid Hooks!
+First rapid attack super means rapid jabs will be much faster to implment.
+Implemented the first half of an optional hand-holdy tutorial.
-What even IS art?
>>
>>180171224
As I said, it's just one course. I'm not a game designer, don't worry.
>>
>>180171310
I mean why are you doing game design courses if you're not into videogames?
>>
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----[ Recap ]----
Game: Ironmash!
Dev: Norby
Tools: Unity, Paint.net, Inkscape
Web:
Progress:
+all the gameplay for the next demo day is done already
+more new graphics
+more particle effects
+more bling
-still not enough bling
>>
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>>180171082
Long time no see recap.

----[ Recap ]----
Game: Little Red Hiding Hood
Dev: SquareDev
Tools: Unity, Blender, Krita
Web: squaredev.tumblr.com, squaredev.itch.io
Progress:
+ First recap
+ Base guard AI behavior works correctly
+ Inventory system is coming along, although it needs some fixing
+ Player can now pick up, select, and drop items
+ Finally started modeling the two main characters of the game, Red (the player character) and the Wolf (the guard)
- Not sure how to handle the item throwing
- I did plan how to simulate hearing for the guards, but I'm expecting to have to rethink everything once I try implementing it for real
>>
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>>180171082
-------- Format
----[ Recap ]----
Game:Mega Penguin Sphere
Dev:Not Anon
Tools:UE4, Blender, Gimp
Web:None
Progress:
+ made a couple levels
+ Figured out the workflow to turn a bunch of shapes into a single one that shades correctly
- Spent way too much time finding that workflow
- Lighting is also giving issues when built (artifacts)
- Basically didn't work from thursday to sunday
>>
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>>180171082
----[ Recap ]----
Game: Seasons Past
Dev: ambientdev
Tools: gamemaker, paint
Web: https://ambientdev.itch.io/seasons-past
Progress:
+ did some art
+ played the shadowrun games
- didn't do anything else
>>
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>>180171082
----[ Recap ]----
Game:Shmoop 2 (working title)
Dev:shmoopdev
Tools:GMS, Photoshop, aesprite
Web: shmoopdev.tumblr.com
Progress:
+Level 2 miniboss finished up
+2nd half of level 2 in progress
+Music for level 2 done
-Forever messing with the background
>>
>>180171348
https://www.youtube.com/watch?v=DtsKcHmceqY
>>
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>>180171743
Webm related, still not sure if this is how smoke do. It's a lot less distracting then the other way though.
>>
>>180171348
I still am, but just not as much these days. It doesn't even matter, I have to do that course now. Ah, if you don't want to help, that's fine, I'll figure something out. I just basically keep creating movie scripts without actual gameplay mechanics and that's my problem.
>>
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I'll probably make a post later about stuff.

>>180171082
----[ Recap ]----
Game: Bullet Hell Lane Shooter
Dev: ADMAN
Tools: Unity
Web: https://sgtadman.itch.io/untitled-bullet-hell-game
Progress:
+ Still working on things
- That thing I was working on has a bunch of points where it could fail, and is fucking tedious as Hell.
>>
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>>180163964
>I'd probably separate the weapons and fuel/ammo/cubes view from the crew and officers one.

I had it like this before. Makes things even worse because there are so many sub-menus.

>The internal/external thing sounds annoying as fuck.

It's just weapons and armour like in an RPG. Again, as above, had them together at one point, but it was too cluttered. The ship in the mock-up is a frigate with only 2 turrets and 2 PDs. Bigger cruisers have up to 6 turrets and 6 PDs, making it very difficult to add in all the other stuff.

>This level of detail is both too much and too little. It'll be too little when a player is learning, they'll need to mouse over every little thing to get the tooltip until they learn. And it's too much when they're proficient, in which case everything will seem too big and in their face.

Yeah, I agree. I think the elements of the page need to be re-adjusted.

>You should have a "fleet view" with a scrollable list of ships, where selecting one gives you a summary of this info so fleet outfitting will be quick and easy for proficient players.

The icons above the ship window is the fleet view. The portraits are the captains of each vessel (3 vessels being in the fleet).

>Your game is way too big in scope with too many small boring micromanagement decisions and making UI mockups all day isn't gamedev.

It's a bit of a case of certain strokes for certain folks. We are targeting a niche of the market that enjoys management rather then action. It is a space management rpg after all.

Here is an older version of the inventory for comparison.
>>
>>180171859
I think with the way you have it looking right now, slowly lowering some of the buildings would look like they're collapsing and it would look really cool while requiring almost no effort
(depending on how you have all that set up)
It looks sick as it is, though.

Also, is that a heat-distortion shader or some webm recording fuckery? I liked it at first glance but it seems to be confined to thin, long lines which looks a little strange
>>
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>>180171082
----[ Recap ]----
Game: Island of 1000 crabs
Dev: Cosmo
Tools: GM:S
Web: n/a
Progress:
+ Dynamic level pieces, ie checkpoints and teleporters
+Game is actually fun (for me)
- For some reason building walls inexplicably broke for no reason and then fixed itself without me doing anything and I don't know why
>>
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>>180164275
>Instead of Internal/External view and inventory slot for crew units, here's a better idea.
>Instead of internal/external view, make it

>>Crew screen
>It'd have a screen with types of units with their number as a multiplier and portrait,like
>Waifu girl(x1)
>Stern beret guy(x3)
>Alien(x5)
>You get the idea. This screen would be totally about crew management. Screw the ship

>>Ship management screen
>This screen would have various things like
>Inventory
>Cargo
>Weapons/Fuel
>etc.
>There, a less overwhelming ,less confusing intuitive interface for the player.

Had it like this before. Issue is it makes it even worse.

Crew and Plants are analogous to trinkets and potions. In your average RPG, having a separate screen for such a small and insignificant parts of the main game would make the UI unnecessarily complex.

But I see your point, I'm going to try moving around some elements and shrinking them to make the UI less overwhelming.

>>180164582
>Different guy. Building on this idea. As for crew levels/advancement, you can do it the way valkyria chronicles does. Each class has its own level as a group.
>>Your stern beret guys are level 8 and have X and Y bonuses.
>>Ayylmao species 1 are level 5 have A and B bonuses

You need to remember that crew fight and board other ships. So they need to be independent as well as part of a group.

The way it is at the moment is each crew member has different stats and bonuses, but when they get stacked together into a 'division' their stats are represented as a median of the group, with additional bonuses represented additively. In combat or missions, when crew die, they are removed from the stack including their bonuses.

When divisions rank up, individual stats aren't distributed to crewmembers, but to the stack itself. For example '2% increase to mobility', which modifies each member without affecting their own stats.

This is under the hood stuff though, players don't really deal with it.

Pic rel.Old version
>>
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It makes sense for a skeleton with a shoulder cannon to fire out massive crystal orbs to end you, right?

https://my.mixtape.moe/wozonx.webm
>>
>>180172664
Make it shoot crystal skulls instead
>>
>>180172735
If I had the sprites I might consider it but I'm kinda fond of the spheres right now.
They're from bust a move 2
>>
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>>180171082
----[ Recap ]----
Game: Ghost Knight Victis
Dev: Anomalous Underdog
Tools: Unity, Blender, Substance Painter, Photoshop CC
Web: hypertensiongamedev.tumblr.com
Progress:
+ Enemy AI can now dodge the player's attacks
+ Started concept sketches on player's 3rd weapon: a two-handed warhammer
>>
>>180163835

Crew stacks are limited to 24. The slots also take into account equipment and living needs.

For example, troopers need to store their armour and weapons somewhere, so they take up much more space than a technician with a data pad.

Same with drones. They take up even less space because they don't need a bunk or a mess or a recreational area.

>>180164016

There are different items that can increase/decrease maximum crew number. Crew can be used to overwhelm enemy ships in boarding actions, so they need to be limited for balance.

Crew types also have different functions and strengths. Filling up your slots with technicians and workers will get you wrecked in a defensive boarding assault.

At the same time, filling your slots with only soldiers will reduce the amount of crew you have to actually make repairs and control systems. They are just balancing mechanics.
>>
we need non normie games
>>
Stop procrastinating and get back to making your game.
>>
>>180172868
Describe a small idea and I'll make it reality.
>>
>>180172868
what distinguishes a non normie game from a normie game
>>
>>180173167
here's an example
Call of Duty and Space Station 13
Call of Duty primarily targets mindless kids and normies and milks their wallets with microtransactions, while delivering a shit game.
Space Station 13 targets people that have good set of tastes, delivers a fun game, with a community made up mostly of non normies and autists.
>>
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wew
>>
>>180173306
Oh, I get it. You mean you need autistic games.
>>
>>180173167
whether it can be played in public without eliciting digust from general bystanders
>>
>>180173306
>multiplayer
>non-normie
wew.Not casualised,sure,but all multiplayers are normie
>>
>>180172862
Would you change crew stacks to be different amounts depending on type?

>>180172993
Infinirunner type game based on your typical middle eastern cinema chase scene. Bonus points: you jump out of windows and land on those tarps they have at market places

>>180173306
my man
>>
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>>180171082
----[ Recap ]----
Game: Monster Tactics
Dev: CowThing
Tools: Godot, Aseprite
Web: cowthing.itch.io/monster-tactics
Progress:
+ Added forest tile, units take less damage in the forest, and ground units move slower.
+ Added water shader
+ Added cloud shader
>>
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>>180171082
----[ Recap ]----
Game: Space Dementia
Dev: rez
Tools: SFML/C++
Web: rezydev.tumblr.com
Progress:
+ Changed tunnel boost controls
+ Added initial arm animation for melee
+ Refactored map and collision container
+ Did some experimental map transition
+ Refactored and changed swimming
+ Added machinegun upgrade
+ Improved screen shake
+ Worked on some art and design
+ Some bug fixes
>>
>>180173796
Did you make a new player character sprite? Looks nice.
>>
>>180173859
Thanks. I'm still working on it. Probably soon I will have another iteration if I find time to finish and redraw it.
>>
>>180173474
>Would you change crew stacks to be different amounts depending on type?

Probably not. Slot size already balances out different types of crew and a fixed stack size gives players a better grasp of how much crew they can still add to their ship.
>>
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I've redrawn side idle sprite 3rd time already, and it still looks wrong and retarded.
I knew I should've adopt pear character proportions with only two directions. Would've been a lotta less moves to animate.
>>
What would your reaction be if someone made porn out of your game?
>>
>>180174470
"I'm famous!"
>>
>>180174470
"sigh"
>>
>>180174403
>Loli crap
Found your problem.

Nah but seriously, it doesn't look bad, the animation framerate is a bit disturbing but I don't think the idle pose is bad. Maybe don't make her open her mouth and that's it.
>>
>>180174403
I love the way she walks
>>
>>180174403
overextending, far too grounded. you got her walking like a thicc stronn blacc woman.

>>180174470
applause
>>
>>180174470
Impossibru
>>
>>180174714
I want to fuck that neon pink mannequin
>>
>>180174561
>animation framerate
I doubdt I'll be able to do better. The current 8-frame traditional animation for 3 directions took me forever to finish(and it still not finished, there is no shading on the clothing yet). More transition frames will kill me(though it would be nice to have indeed).
>>180174647
>>180174701
Her walking should show her temper so I think I got it right.
>>
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>>180171082
----[ Recap ]----
Game: Ctesiphon
Dev: Stomy
Tools: LibGDX, Blender, Krita
Web: stomygame.tumblr.com
Progress:
+ Chargers attacks now use the same function as the data-spike so they can actually hit you
+ Chargers sawblades now spin as they attack, spitting out sparks and smoke
+ Enemy faces are now emissive, chargers change screen based on state
+ Modeled up the next weapon: A Plasma Rifle
>>
>>180174470
my game is porn
>>
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What if I want to add survival mechanics to my game? (JRPG)
>>
what about monster girl gamu?
>>
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>>180174714
>>
>>180175427
What if you stopped thinking about genres and just made what you think would be cool?
>>
You can buy an art pack and a complete project, combine them and there, you have a game.
I'm in a deep void right now.
>>
Put cute girls in your game so I can r34 it.
>>
>>180124303
>>loliposters triggered by the fact they still have no game while furposters have multiple and just keep going
>lolidev posts
>gets told to fuck off and kill himself
>furshit dev posts
>UGHHH MORE, WHERE'S THE PORN
Really makes me think
>>
>>180174470
Unzip dick
>>
>>180174972
>>180175483
Kek, I'll have to make an in game stripclub and call it poud me daddy now.
>>
>>180175648
>lolidev
>shit eyecancer art
>furfag devs
>decent art
It all boils down to this. If anubis game looked like some sonichu shit you bet your ass everyone would hate on it.
>>
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Some good ideas here, what do you think?
What would be a good date to start this and how long should it be? I think the best would be 2-3 weeks after Demo Day and it should be 1-2 week long.
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>>180174470
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>>180175648
How does 4chan now rejects the thing it used to love most? Are you guys really so much afraid of your goverments nowdays?
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>>180176092
I can't make a game in 2 weeks
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>>180174470
It already happened.
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>>180176092
Yeah I like that time frame.
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>>180176092
>1-2 weeks for a jam
No, it should be 3 days at best.
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>>180176092
Make lolijam again squaredev. Make 9 lolijams in a row so agdg will finally have 10 loli games.
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>>180176147
4chan userbase is <30% 4chan
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>>180176159
Yes you can. Just keep a small scope.

>>180176232
So 10 more games than you?
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>>180176061
>shit eyecancer art
Who are you talking about? Both loliwitches games have cute and decent art(both 3D and 2D).
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>>180176279
8, I have 2 games and both longer than shitty jam games though.
Jesus fuck square, you are so easy to trigger.
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>>180176310
Lolisim, obviously, nobody is actually hating on witch games.
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>tfw used to be really scared of pointers
>now that I get it do all kinds of pointer magic to make my game lightning fast and easy on resources

My motivation is to save as much space and time as possible in my code.
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Mobile AR compatible games are the future

https://youtu.be/1CHB-v-m9nM
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>>180176557
how can unreal even compete
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>>180176557
Pretty sure multiple devs were trying to make it in a fad 7 years ago, back when 3DS came out.
It's already the past, sorry.
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Hear me out, /agdg/. I have a question for you.

>Best game of the subgenre.
>License allows you to use the source code.
>Best fucking game of the subgenre, even though it's so old it can be lawfully fucked worldwide.

Should I remake the sprites, GUI and other assets of the whole game or mimic the mechanics into a new game with a modern engine (e.g. UE) for updated graphics?
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>>180175648
all those posts hating loli games are just one person
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>>180176657
Lmao, there's a game called wingnut that got revealed during the Apple conference by unreal and it looked impressive but it looked like a cutscene; no gameplay

>>180176669
The difference is the arkit from Apple is completely free for mobile devs. The kit for 3DS costs way too much money and isn't worth it when the install base isn't comparable to that of a iphone user.

Plus anyway, other kits like Kodan and Vuforia cost LOADS of money. Now it's available to literally anyone, so expect a shit load of ar games late this year in November
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>>180176739
>he makes 3D furry games
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>>180176557
That's not a game.
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>>180151383
>Guilty Gear
I thought those were regular sprites.
Unless you mean Xrd, in which case those aren't sprites at all.
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>can't fucking design armors
>have 0 inspiration for it
I give up
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DON'T LET YOUR GAMES BE NOGAMES
DO IT
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can somebody give me a quick rundown of Unity2D animation shit?
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>>180177385
>Release games
>People hate them
>Can't even hide behind the smug feeling of empty superiority a nodev or eternaldev has
wow thanks anon
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>>180177385
>tfw too many ideas
How do I know which idea to finish?
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http://104.200.138.151:8080/

My multiplayer game now has a screen asking you for a name and a high score thing.

I'm currently trying to find some ideas how to improve the mechanics.

Right now the only thing having more score does is make you shoot bullets faster, I don't think that's enough.
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>>180177542
Roll 1D6
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>>180176557
AR is so pointless, it's just VR but with your boring shitty room as a backdrop.
It might be useful for gimmicky presentations to impress your boss and maybe some medical applications but it's useless for games.
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>>180177562
>I'm currently trying to find some ideas how to improve the mechanics.
lag is your biggest issue right now
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>>180177542
Prototype everything. I've like around ~30 prototypes implemented already and guess what - only 2 of them were worth working on.
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Is it possible/feasible to have dialogue be cleverbot-esque? Where based on what you type a character can accurately respond within reason? How would this be done?
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>>180177562
https://www.youtube.com/watch?v=NxcOj0fsqbE
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>>180177562
Super laggy
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>>180177114
He probably meant Blazblue, they used 3D models as a base to animate sprites in it and Persona.
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>>180177605
I second this. There was some gimmick AR games on 3DS, but none lasted longer than 10 minutes of player attention.
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>>180177629
>>180177703
>>180177742
If you make your browser window smaller does it stop lagging?

Want to figure out if this is graphics lag or network lag.
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>>180177264
https://www.youtube.com/watch?v=9F5p1_hR2Ws
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I like the new workflow I tried for creating facial expression by using separate planes, but now she looks really creepy when I select the whole model.
Anyway, Red is pretty much finished. Now, to work on rig and animations.
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>>180177690
https://github.com/gunthercox/ChatterBot
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>>180177803
pretty sure it's network lag. the framerate is smooth but I keep jumping back to my original position a few seconds ago
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>>180177562
Network lag
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>>180177803
>graphics lag
dude its fucking triangles
is the game running on the server?
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>>180177542
https://www.youtube.com/watch?v=VptBo3fqr-I
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>>180177803
Please make the names longer so I can meme properly

Thank you
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>>180177690
Cleverbot feasts on terabytes of constant data streams from all over the internet to produce such coherent dialogue.
At most you can have some scripted lines sorted according to emotions, which in turn, change according to nature of conversation between the characters.
Example:
You call the character an "asshole". The game recognises "asshole" as a negative response and in turn causes the character to respond according to its lines of negative nature(retard/cuck/nodev etc.).
Basically stay away unless you really want to spend 90% of your devtime figuring out bugs and correct efficiently sorted information for game AI
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>>180177857
Slick. Does it work with game maker?
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>>180177903
>port 8080
This nigger is hosting the game on his toaster,of course it lags because lelnobandwidth
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>>180177870
>>180177890
Ok, time to solve that then.

>>180177903
>dude its fucking triangles
It's web shit, you never know.

>is the game running on the server?
Yes, the game logic is on the server.
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>>180178049
If you don't know the answer to that question then you're better off abandoning this idea.
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>>180177997
Gotcha. So it's not really feasible unless I figured out something clever. Thanks for the advice
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>>180176673
Throw me a bone here. Come one.

Remaking sprites or coying the core game mechanics in a new engine?
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Are there any games where you are leading a group of explorers, and you are located in some deep natural environment, searching for something like a lost artefact? I have some idea like that on my mind, but I'm trying to find references to see what kinds of mechanics I could put in that setting.

I'm thinking about some survival elements (yeah I know, but that is not a focus) where you need to settle from time to time and you order your people to scout around and find resources. You have to calculate who to send where, because you are not alone in this jungle and they could get fucked up by either some animals, traps or some unknown tribesmen. Gameplay is either from a first or a third person, you would have some weapons so some kind of action would be happening, but I'm just not sure if there will be enough enemies in a jungle setting. Some elements of Uncharted and Tomb Raider probably.

Since you actually became a leader by a small revolution, not everyone is really on your side, so you have to be careful around your own people too. You start having hallucinations at nights after a while, and running away from some weird shit so that could be a moment where you get lost and need to find a way back. No radar, only diegetic map like in FC2, but you also don't see your location on it, so you really need to pay attention where you are at every moment.

Bla bla bla, no need to write about everything, but I'd like to know if you know something similar to this? Do you maybe have some recommendations for mechanics? I'm kinda stuck with this idea, and would rather develop the concept some more, instead of jumping around too much. Just ideas are not worth much anyway.
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>>180178123
I mean I know game maker is gml and python is a different language, I was mainly asking if there is a way to translate between languages or just implement the logic in gml, I can't tell at a glance how it works.
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>>180177963
How long?
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>>180178270
1024 chars
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>>180177690
https://www.youtube.com/watch?v=bCJw4hQkPj4
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>>180178265
You can code anything in GML, a parrot bot would probably not be that hard but you would need a huge database to make it even slightly interesting.
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>>180178253
http://store.steampowered.com/app/346110/ARK_Survival_Evolved/
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>>180178253
Dig?
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>>180178320
that's a bit too long
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>>180178084
>Yes, the game logic is on the server.

The only thing that should be on the server is checks that the local version of the game is the same across all players, not the actual game logic.
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MMO Tycoon

The world is just an overhead map view, like an oversized minimap, where players are represented by dots (or icons of their face) rather than actual animated characters. You place buildings, mobs, terrain, etc which are also represented this way. Juicy tweens are needed to make it not boring to look at.

Too many people have tried to make this and ended up spending more time on making a fancy 3D world generator than actual gameplay. Not to mention you'll need an extreme amount of characters/monsters that you definitely won't be able to make 3D models and animations for.
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>>180178631
100? Like, seriously what is the current limit? 8? Half the fun of these .io games is picking a meme name, don't take this away from me
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>>180178429
Yeah, that's the problem statement. Parrotbots would be pretty hard to make interestingly without manually filling in the database with all variations of convos, so the challenge here was to make it in a smart way. If it was done right, it'd be the first time it happened in a game iirc
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>>180178905
Anon, you're proposing a sentient AI that is better than any current chatbot.
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i need a game idea
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>>180179150
Just a byproduct of game dev
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>>180178648
The reason I put the game logic on the server is that it's the only way to make sure people don't cheat.

>>180178704
It's 16 bytes in the server right now, I can increase it to whatever length the other .io games have.
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>>180171082
----[ Recap ]----
Game: Bravely Fantasy: Persona Edition
Dev: Anon
Tools: Monogame
Web: N/A
Progress:
+ Started implementing graphics and animations
+ Combat halfway done
+ Also working on the overworld map
+ Finished Settings menu for resolution and keybinds
+ Featuring Dante From The Devil May Cry Series
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>>180178469
>>180178569
Thanks, these could be good references. I'm trying to go with some mix of action and survival, but it is still focused on a story, and the characters would not be just regular NPCs, there has to be a stronger bond between them and they'd probably have some unique skills. I guess something like Mass Effect, although some of them dying would affect the story in different ways. And a decent into madness of a main character could be similar to what Spec Ops: The Line did. Maybe he could even think that he is killing tribesmen, while he is actually attacking his own expedition.

Basically, the idea stems from the movie "Aguirre: The Wrath of God". If anybody watched it, it should be clear what kind of aesthetic and atmosphere I'd like to achieve.
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>>180179281
anon please if you don't know what you are doing do some research
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>>180179281
That's some Dark Souls tier networking.
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>>180179281
>The reason I put the game logic on the server is that it's the only way to make sure people don't cheat.
A- at least you thought about it, I guess
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>>180178659
That's very nice. But check this out.

MOBA Tycoon

You are in charge of designing a moba map. You decide which monsters spawn where in the jungle and when creeps go down the lanes or even if there are any unconventional game mechanics. You also have 100% control over RNG elements.

There is a tournament going on, and you have to impress the stream viewers by making the map interesting and have a very close game with comebacks and epic teamfights, but you must make sure that the right team wins since the tournament is rigged. You can cause players to throw the game by tilting them with unfairness or tipping them under the table, but if there are too many throws the stream viewers will catch on.
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>>180177753
Good point to note here is that 3d models for Blazblue had no faces and all facial expressions were hand-drawn on top.
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>>180179569
Too much work, you underestimate how hard it would be to make the AI interesting enough.

How about Stream Tycoon where you have to milk as much money from your viewers as possible with ads, popups and stream messages while balancing your screen real estate so that viewers don't leave from not being able to see anything. You lose money from factors such as girlfriends that only stick around to leech off you and paying rent to parents that you stay home with despite being a millionaire because you can't function on your own.
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>He's not just making his 2D games 3D and then using Cel-shading to make them look 2D like ArcSys with their newest games.

What's your excuse?
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>>180179393
>>180179473
>>180179541
That's how a lot of modern games that have a server work.

All the the game logic is done on the server because it makes cheating impossible and means that if one person lags their lagging won't affect other players.

Examples include Dota 2, almost every single FPS game and probably all the .io games.
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>>180177853
cute
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>>180179830
GGXrd has only a handful of character and the game was done by an experienced studio.
You underestimate how much time it takes to manually edit all the models so that they shade like they did in that game.
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>>180179830
It's an insane amount of work.
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>>180179904
But that's not true.

The most important aspects are done server side, but a lot of the game logic is still left client side.

It's a balance desu, I guess if you want to lose money for no reason you can have it all Server side, and just pay more for AWS.
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>>180178659
I read somewhere an idea about something like an action strategy game, but in a first person.

Basically, you wouldn't control and build your city and fight enemies from a top-down view, but instead, you'd be a king in your own castle and could walk around your town, and give orders that way.

I'm visualizing sitting in that Skyrim castle in Whiterun and a guy running through my doors and screaming that the enemy is attacking. Then you command your troops to form defensive lines, while you can act like a pussy and run to the top of a tower and watch them fight from above and hope that enemy soldiers don't break in, or you can walk down and join the fight. Enemies slowly swarming your town and killing your population while you are fighting alongside your best soldiers etc. Now I've added some of my ideas to it, but it's still a fairly basic concept, but could all of this work, or did I just become a Molyneux the 2nd? Apart from that, all the other mechanics would be there, such as trading and you could even travel to other cities to personally make deals.

I mean, it would function similarly to any RPG, or even Skyrim, but the missions and a point of view would be somewhat different. It wouldn't have to be some hardcore strategy game, but a good mix of genres. I heard Mount&Blade has something like that, but I don't think that's the same.
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deg
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>>180179904
There's this cool thing called prediction. Ever heard of it?

>>180180013
This. Xrd art-style takes the same amount of effort as AAA realistic games. Instead of sculpting high-res meshes for normals and detailed textures you spend time vertex painting and drawing custom AO maps for shading and outline. If this wasn't enough, Xrd environments are textures painted by hand where all shading is rendered by the artist.
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>shitting on the one guy with a networked game when you haven't made a networked game yourself
baka desu
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>>180181059
Nandatte?
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haha ass
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>>180181219
>not obfuscating all your code to be as profane as possible
>>
can you guys give me some money to make my game with
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>>180181059
>shitting on the government when you haven't made a country
this is how stupid you sound
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>>180181059
>noo stop criticizing things
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>>180181059
>Calling that a game

Lmao
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>>180180184

Kingdom Manager 2017

> Sit in your castle
> fuck maids
> make heirs
> give orders
> hold court
> evade assassins
> form political alliances
> marry off your daughters
> build a kingdom

I think this could be done very easily for an indie team. All you need is a castle and models (maids, soldiers, nobles). Keep the king in the castle and let all the 'outside' things be done from a big table in the kings study.

So you just go to your study and your nobles present you with stuff, and you move little pieces around on a map to tell them what you do. Get the engine to do some number crunching in the background, then come back and say you were either successful or failed.

Needs sex and rape though. Sneaking around the castle, picking on maids, raping them in secret and then trying to juggle all your bastards. Could be a really fun eugenics simulator.
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>>180181059
You're actually right
I apologize and hope I never have to make a network game myself
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>>180181352
you're welcome to criticize something when you actually have a clue as to what you're talking about

This is like walking into a kitchen for the first time, eating some dough before it's leavened, and then complaining it's sour
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Boy oh boy I'm shit at art.
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>>180181525
I don't need to be an expert to tell that a game is laggy as fuck and needs some fixing.
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>>180181525
>chef comes to your house
>hey guys could you taste this dough for me?
>it's sour
>DON'T SHIT ON THAT GUY YOU HAVE NEVER MADE DOUGH
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>>180181659
And I'm telling you hiding lag is a game-long process, and there's literally nothing wrong with the fundamentals of snapshot interpolation
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>getting butthurt on behalf of other devs
Stop doing this you fucking mongs.
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>>180181487
Kangdom Manager 2017

> Sit in yo hut
> fuk hos
> make heirs, an never see em again
> boos niggas aroun
> evade court
> evade alimony
> deal wit other niggas
> fuk your daughters
> SHEEEEIT!
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>>180165274

Uhhh multiple plataforms?
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>>180181857
A Ghetto sim with multiple classes (nigga, ese, cracker...) would be fun
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>>180181487
Not bad, and that would actually be a lot simpler to create, yeah. But for me, that part about going down to your pleb citizens and seeing how they are doing, evading a potential assassination and fighting with your troops throughout the town is what is the most fun and interesting aspect of that idea.

Okay, hear me out, I have one more:

You are some creature which needs to help your fellow big and dumb knight to pass the levels. He will basically get rekt instantly by enemies, or get himself into a first trap he sees, so your job is to go before him and solve puzzles, open the gates for him, disable traps and lure enemies away while he is walking by. The game gives you maybe a minute to prepare and start clearing the level until he comes to the scene. After that you have to be fast because he is constantly moving forward and anything weird could get his attention and fuck him up.

Does anything similar exist? What do you think?
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>>180182042
>You are some creature which needs to help your fellow big and dumb knight to pass the levels. He will basically get rekt instantly by enemies, or get himself into a first trap he sees, so your job is to go before him and solve puzzles, open the gates for him, disable traps and lure enemies away while he is walking by. The game gives you maybe a minute to prepare and start clearing the level until he comes to the scene. After that you have to be fast because he is constantly moving forward and anything weird could get his attention and fuck him up.


escort mission: the game
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>>180182083
Hm, how did I not realize that lol. Yeah, technically it is an escort mission, but I'm picturing it a lot differently than anything I've seen.

Escort missions are usually pretty basic and you just need to kill everything in the way, but here you'd have to run around and find solutions on e.g. how to disable some trap, or gather some boxes to create platforms so the knight can walk on them, and you can't kill the enemy, but you can just get their attention and let them chase you while the knight is passing by, but you also have to survive. I don't know, I'm trying to think of something similar but I can't.
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>>180176847
how do you even do fur ir 3D
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>>180182042
So long as it's all in a cutesy manner and more "imposing monster just dunked your knight, do a quest for the imposing monster to make him move, then find the mcguffin that will help you drag the knight out of the ground" rather than "lure these 25 monsters away from the level within 2 minutes to let the lemming knight pass" it could be pretty interesting.
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>>180182042
>>180182083
>escort mission: the game

Replace Knight with damsel.

> You are a hideous creature that stalks the caves, never seeing daylight out of fear of the peasants and mobs.
> A woman accused of being a witch is chased into the caves by angry peasants.
> You fall in love with her, but don't want her to see you (because you are hideous)
> As she stumbles around the monster and trap infested cave, you need to go ahead of her and disarm traps and kill monsters.
> She must not see you, lest she will forever hate you.
> You can speak to her though, in the darkness.
> Her only companion, but you can never be together.

That sounds pretty good actually.

Would make a nice little story game like Transistor.
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>>180182452
Yeah, something like that, also good ideas. First thought was some colorful aesthetic, possibly low poly (or maybe not, since it's a meme now), and I even thought of Deathspank's art direction for some reason. Something wacky like that.
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Daily reminder that THICC (and also shilling on /v/) sells.
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>>180182423
If you're worried about performance then shell fur is the way most people do it.
>>
>/agdg/ coming up with quality game ideas

yo i'm stealing this shit and pitching it to my boys at ubisoft thanks senpaitachi
>>
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>>180182670
>Genre: Nudity
>>
>>180171082
----[ Recap ]----
Game: MoGiSho (Moth Girl Shooter)
Dev: WRIT
Tools: GM:S
Web: http://thirdkeyofsun.tumblr.com/, https://twitter.com/ThirdKeyOfSun
Progress:
+ Finished layout of first mid boss for stage 2
+ Started working on the transition to next part of stage. There is an effect I am going for but cannot quite nail it yet.
- Ton of animation to do for first mid boss
- Not going to make DD15 at this rate so sitting it out
>>
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I forgot how boring it is to animate. Not to mention that for this game I need quite a few animations (sneaking, walking, running, hiding, picking up, dropping, throwing items, etc).
Oh well, this will be enough for today. At least the rig and weight painting is done
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>>180182670
I still have no idea what that game is.
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>>180182838
iirc it's a shitty TPS with an ass in front of you at all times
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>>180182838
THKK
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>>180182918
>an ass in front of you at all times
Name a TPS that isn't like that.
>>
>>180182838
It's basically 10 or so 3D assets thrown into a long-ass puzzle point and click platformer game with a thicc robot lady being the only draw of the game

basically it's porn
>>
>>180182838
Bullet-scavenging survival TPS with a THICC robot protagonist made by some Ruskies that was shilled heavily on /v/.
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>>180180419
design is harder than I thought
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>>180182998
That ass is wider than the entire Gears of War guy
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>>180177753
Huh, I actually never noticed that in like 50 hours between BB and Persona.
I guess I'm not really surprised, though.
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>>180182670

30k is not that good. The developer still walks away with 300k USD, but for the amount of effort that went into it, it wasn't such a good payday.

There must have been at least 4 or 5 people that worked on this.
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>>180180419
It's like gogem but actually artistically sound. Good job.
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>>180171082
----[ Recap ]----
Game: Catgirl Pool Party
Dev: Hik
Tools: SGDK, Paint, GIMP, Qt Creator, Notepad++
Web: hik.itch.io/catgirl-pool-party
Progress:
+ Made a simple tileset for beach level
+ Working on better level map & scrolling
>>
>>180183209
>for the amount of effort that went into it
Have you seen any videos of it ? It's barebones as hell.
>>
>>180183209
>There must have been at least 4 or 5 people that worked on this.
What

Isn't it just a knock off QUBE with worse graphics? I don't see what 5 people would be doing
>>
If I'm just starting today on a game, should I still post on the recap, or should I wait until next week?
>>
Today I'm going to practice art
>>
>>180176673
I don't think there are any video games with expired copyrights, anon. The entire medium is only like 50 years old.
Is it DOOM?
>>
>>180183209
They were Russians, so 300k is like $1 mil. Also you could make a clone of Haydee alone with asset store assets.
>>
>>180177690
Yes, but you'd need a master's degree in artificial intelligence and a really large database of hand-written conversations reflecting the personality and knowledge you want the character to have.
>>
>>180171082
Whoops. I shouldn't have used a webm. That's one blurry ass thumbnail there.
>>
>>180183382
>today
Practice it every day bitch nigga
>>
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>>180182552
Great, that's even better. Yeah, it could really be fun.

Fuck it, I'm on a roll now, I have to develop one of the ideas I have (at least the concept), so let's try some more:

Have you played Stranded Deep? When you float in your tiny boat to one of these (pic related), it was pretty fucking scary, since I knew nothing about the game prior to playing it, so I didn't know if I'd get attacked by someone up there.

Anyway, let's turn this into some kind of a post apocalyptic horror survival game. Imagine a huge fucking fog surrouding that area. The platform is completely rusty, it's dark outside but you can see some light in the cabin above. Well, you are fucking dying and need to get any resources you can find there, and a huge storm is moving in your direction. Good luck climbing that shit and finding whatever creature lurks there. Think Stalker/Metro on the sea or something. Or Waterworld.

It has to be a fucking nightmare inducing and a perfect game for putting screenshots on /r/submechanophobia. Rusty old ships on beaches, some submarines lurking under the ocean, who knows what kind of creature is operating it. It could just be some surviving humans, but you don't know if they are friendly or not.
>>
>>180127535
A bad workman blames his tools etc etc
>>
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>>180171082
----[ Recap ]----
Game: Nox Striga
Dev: Mez
Tools: Unity, Blender, Paint.Net, Gimp
Web: None
Progress:
+ Decided to split the project into 2 so the scope wasn't insane, had to redo movements and the camera to fit the new isometric style of this one. This is pretty positive, much more focused now.
+ Revised the main menu based on feedback. (mostly cosmetic stuff like the title and fonts)
+ Additional basic models and textures.
+ Made some minor interactions with NPCs.
- Still no animations. (Need at least run and idle).
- Tried to make a few sounds with Audacity, nothing good so far.
>>
>>180180184
Play Mount&Blade, Brutal Legend, and maybe Sacrifice.
>>
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Hey everyone, /v/ migrant here. Working on a solo project in Unity. I'm looking to make a 2d metroidvania shooter with a little twist (which I won't reveal right now).
I'm about 3 months into the project.


I have a rough 15 seconds of gameplay if anyone's interested.
>>
>>180184009
is it thicc
>>
>>180184009
not interested

you can go back to shilling on facebook
>>
>>180184009
I am interested, devbro
>>
>>180184009
Post
>>
>>180171082
From the recap, these are the most popular engines on AGDG

Unity: 8
Game Maker: 8
Enginedev: 3
UE4: 2
SFML: 2
SDL: 2
Monogame: 1
Love: 1
Godot: 1

So is all the Godot posting just falseflagging?
>>
>>180184009
Post it. People will say "literally who" but ignore them. Progress is the fuel for agdg.
>>
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>>180171082
----[ Recap ]----
Game: sports
Dev: alloyed, runninblood
Tools: love
Web: https://twitter.com/alloyed_devs
Progress:
+ per character text FX
+ arrow trails
+ new target sprites, double points for bullseyes
- twitter account ? ? ?
>>
>>180184156
yes
>>
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>>180184009
>if anyone's interested.
Yes!
>>
>>180184156
There are other games too outside the recap like the monster tactics and the sidescroller shooter.
>>
>>180184156
godot devs are making game they just don't post here everytime they change the color of the grass
>>
>>180184009
We accept any and all who POST PROGRESS. If not, kindly fuck right off.
>>
>>180184387
So they don't post progress weekly because they don't make any?
>>
>>180184009
Oh boy, we sure as hell don't have enough of those.
>>
>>180184156
I've been here for years and have not once posted in the recap
>>
>>180184496
Why not?
>>
>>180184496
I imagine people using all kinds of engines don't post in the recap, so statistically, you're already accounted for nigger.
>>
>>180184156
godot posting is 90% falseflagging/ironic memery and don't let >>180184387 fool you
there are dozens and dozens of unity and gm games with some unreal and other stuff sprinkled here and there, but the number of notable godot games that appeared on /agdg/ in the last year can be counted with fingers of one hand while shitposting happens literally every other thread
>>
>>180184484
see >>180173740

now stop dragging real devs into enginewar funposting
>>
>>180184076
I'm not sure what you mean by this haha

>>180184086
I only posted this to my personal wall.
I don’t even have an official page to shill from.

>>180184128
You got it. Clip inbound.

Gameplay is really rough around the edges here. Physics are unfinished, etc. There's already gunplay in and everything, but I have no animations ready for shooting yet and the character just kind of pees bullets. So I haven't included that.

Also apparently 4chan doesn’t take mp4s so gimme a minute to upload it elsewhere
>>
>>180184591
>2 Godot games as opposed to 20+ Unity/GM games
>Godot posting is on the level of unity/gm posting

Hmm
>>
>>180184606
use webm for retards and set filesize max to 3mb
>>
>>180184591
>funposting
there's that word again
it's called "shitposting"
>>
>>180184584
in a sample size of 28 I don't think it works like that
>>
>>180184484
changing the color of the grass 3 times everyday because they don't know how to do anything else isn't progress
>>
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>>180184156
I'm using Godot but not posting recaps.
>>
>>180184606
>I'm not sure what you mean by this haha
>apparently 4chan doesn’t take mp4s so gimme a minute to upload it elsewhere
Why are you lying about being from /v/?
>>
I have been trying to get into game dev but every time i start i become demotivated by coding. There's always something annoying me and making me lose track of what i was doing because i need to stop to figure out exactly how everything works before i can move on. The most i've ever made because of this is a shitty half-done Pong clone in LÖVE.

So i'm looking for a game engine, and i'm going to be a little picky.

-It needs to be relatively low level so i can actually build my own game from scratch without having to figure 9000 things out about the engine first
-It needs to have a built in text editor with autocomplete and syntax checking
-The language needs to be something familiar like c#, java, lua etc, no funky shit
-There should be a built in help function for code, whether it takes you to a website with relevant snippets or gives you a tooltip i don't care

Who is that enginemon?
>>
>>180185006
Sounds like you want Monogame.
>>
>>180185006
Why don't you just search for an engine with single "Make game" button? I think it would suit you better.
>>
Once I also really wanted to make a game. Nowadays, when it's probably the best time to do it, (since I got into 3D, can make the soundtrack and know some programming), I don't feel like doing it anymore.

>it takes a shitton of time
>I'm spreading myself way too thin that way
>I'm kinda not into games as I used to be, even though it would probably be more fun to actually develop them now
>just knowing that the only thing I could produce by myself would have to be some low poly shit if I want to make it in a reasonable amount of time
>general indie hate and lack of respect towards them doesn't help either

I don't know anymore...
>>
>>180185006
>I want all the benefits of enginedevving and engineusing at the same time without any of the drawbacks
>>
>>180185006
This used to happen to me and I just switched to UE4 so I could skip the low-level stuff entirely.

But if you insist on low-level stuff, use Unity. It doesn't have a built-in editor but it will open scripts in Visual Studio automatically.

But if you can't figure out how to Google documentation, you're never gonna make it.
>>
>>180185127
You're literally insane.
>>
>>180185006
have a friend who is a Game Designer, and doesn't know anything about coding. He do some personal projects with the blueprint stuff of Unreal and thats apparently ok for him, so I guess it could be ok for you if you keep the project simple? Honestly I've never used that so I'm not 100% sure.
>>
>>180185192
Why?
>>
>>180185179
>Unity
>low level
What?
>>
i'm gonna make it
>>
>>180183609
Every day is today at some point
>>
>>180185127
have you considered the possibility that you might just be depressed outside of gamedev

I've felt the same way in the past and looking back there was always something shitty in my life I couldn't do anything about at the time
>>
>>180185179
Do you even know what "low level" means, motherfucker?
>>
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>>180183684

I used to travel regularly to Namibia. They have a stretch of coast called the Skeleton coast because it is known for stormy weather and ships used to regularly beach themselves on the coast.

Namibia is extremely dry and there is no water. Getting washed onto the skeleton coast means certain death.

So, how about this.

> Start on a ship circa 1880
> Sailing past Namibia
> Stormy weather and the ship capsizes
> Player is knocked out and awakes on a beach
> Sand Dunes as far as the eye can see
> Need to salvage debris to survive
> Move from one beached ship derelict to another, revealing the final moments of the crew
> Spoiler: At the end of the game you realise its impossible to survive
>>
I give
>>
how much money can you make by remaking older NES titles in HD?
>>
>>180185127
I was going to say basically this: >>180185319
Been in a similar situation and the real problems to solve are elsewhere
>>
Never gonna give
>>
>>180185171
That's when people use frameworks and libraries, duh.
>>
>>180185285
he's a UE4 dev. don't expect him to write competent posts.
>>
>>180185326
>>180185285
I'm assuming he doesn't mean literally writing rendering code because if he wanted that he wouldn't be looking for an engine.

Unity doesn't provide as many tools as Unreal does so you have to do more yourself.
>>
>>180185473
>Unity is low level

Nigguh
>>
>>180127994
the guy who made monolith moderates a discord server im on and ive seen him "playing" godot on several occasions, so theres a good chance he's currently working on one
>>
>>180185389
I think somwhere from $-10000 to $-1000 but number definitely will be negative.
>>
>>180185292
Me too. Let's make it.
>>
>>180185081
excellent example of my worst nightmare
>>180185231
>>180185179
I'll try UE4, blueprints sounds like it could be interesting. I'm not keen on having to learn a bunch of shit about UE4, but if it's all there in the blueprint interface it might actually be tolerable.
>>
>>180185473
What tools does Unity lack that are required to just like make game that Unreal has?
>>
>>180185548
>I want low level
>so I'll use blueprints
Am I going insane

But yeah UE4 is great, I highly recommend it as well as blueprints
>>
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>>180185548
You just said you want to make a game from scratch and not figure 9000 things about the engine yet monogame is your worst nightmare and you pick UE?
>>
>>180185570
>that are required
None, you can obviously make a game just fine in Unity.

But Unreal provides visual scripting, behavior trees, and UMG.
>>
>>180185570
Does Unity have a vertex painter yet
>>
>>180185665
>>180185702
This is the typical UE4 nigger.
>>
>>180185570
Does Unity have a proper shader/material editor yet?
>>
>>180185319
>>180185392

I don't consider it, I know I am to some degree.
Idk if that has to do with depression, but I don't feel like doing this will be worth it anymore. The medium itself started feeling like a waste of time, and I don't play much these days. It could be due to depression, yeah. But at the same time, I have many other hobbies I'd like to get better at and there is not enough time for everything. I'd certainly still love to create stories and experiences, but probably not in this medium anymore.
>>
Why is there like zero documentation and tutorials on UE4 C++ workflow?
I really want to use it but complete lack of documentation stops me every time. I don't want to use blueprints, they are clunky, uncomfortable and extremely slow to use(I mean coding in blueprints is 100 times slower than old good code typing). Yet every doc I find is using fucking blueprints. WTF, why is there no normal way to dev with UE4?
>>
>>180185526
why?

a NES game in unity can be made in a week at worst and it has already a market.
>>
>>180185925
Because you learn to use UE4 with blueprints and then you know how to do shit with C++.
>>
>>180185929
Making Unity render pixel perfect NES game will take you a week alone lmao.
>>
>>180185369
That's also interesting, especially the setting. I have to google some more of those pics, looks amazing.
>>
>>180185992
>HD remake
>pixel art
lel retarded nigger.
>>
>>180185925
I learned the UE4 C++ workflow by using Blueprints. Its actually pretty easy, but first you have to get over your own ego.
>>
>>180185985
I know how to do shit with C++, I'm working with it for fucking 20 years. Just give me proper documentation without mandatory crutches!
>>
>>180186018
You said nes game nigger.

If you want HD remake then you're not making it in a week with HD art fucktard.
>>
>>180186056
And yet here you are, not knowing what to do.
>>
>>180185813
No because it's not needed, neither is Terrain. There are specialized tools for this. Or have their place as plugins

Do you need a DCC tool or an engine? Question to all Unreal devs
>>
>>180185369
Too many goddamn survival sims out there, now it's just headache fuel.Literally just clones of each other in different settings
>oh you're on some godforsaken island
>oh you're on some godforsaken planet
>oh you're in some godforsaken jungle
>oh you're in some godforsaken gamedev thread on an albanian bum sniffing forum

Setting is top tier, but the market for survivalshit is oversaturated and overdone. Think of a different gimmick than "you go to look for supplies and find nothing but death"
>>
>>180186067
>a prototype can be made in a couple days (gameplay)
>make the HD art can be made in another couple days, using meme 3D software the industry uses
>make the music and sound effects using FL studio
???

We're talking about less than two weeks of work at best.
>>
>>180186120
>>180186056
>>
>>180186056
>but first you have to get over your own ego.
What word in the "uncomfortable and inconvinient to use" you don't understand?
>>
>>180186120
anon programmers read the documentation when they use a new technology, if the engine documentation its shit he can't do anything but complain
>>
>>180186178
t. a retarded nodev who never made a game talking about how long it takes to make games
>>
>>180185929
Everything worth copying is still under copyright for at least 50 years.

>I'll just change the name
But then your game just gets thrown in the garbage because you're duplicating 50-year-old gameplay with no nostalgia factor.
>>
How long did it take you guys to learn how to make something decent in UE4? I might actually try creating some game with it, why the fuck not. I already have it installed, but I used it a bit for some architectural visualizations.
>>
>>180186056
No self respecting programmer would ask such stupid questions after programming for 20 years,nor would he act so lazy. Either you wasted 20 years or you're lying.
Or worse, you're a goddamn woman.
>>
>>180186221
>a pong or breakout clone takes months in unity to make

>>180186239
there's plenty of clones already in the market, also the law protects derivative works.
>>
>>180184857
No lying here. I've been lurking on this site since late 2009 and my participation on the forum has fluctuated over the years. I was also around for that whole "exodus" fiasco so I wasn't really on 4chan during that time. I know what thicc means but wasn't sure what Anon meant in the context of that question.

Anyway, here's a short gameplay clip. Don't expect clean Fraps footage or anything because it's just some ghetto cellphone video lol

https://www.youtube.com/watch?v=GDT-HerGQGg
>>
>>180185916
If you want a dragondrop tool for shader creation there are several in the asset store. I don't recommend it though.
>>
>>180186321
goddamn anon, learn to use recording software
>>
>>180186339
So the answer is no but it pains you a bit to type it out directly.
>>
>>180186284

> Why am I still a virgin
>>
>>180186404
sorry ;A;
>>
>>180186438
No. I'm a programmer
>>
>>180186320
>the law protects derivative works.
No you moron, it gives the copyright owner exclusive rights to make derivative works. That's what intellectual property rights are for.

Fair use doesn't apply to full knockoffs sold commercially.
>>
>>180185925
you just gotta read the source code man
i mostly gave up on using c++ though because the compiler likes to recompile the entire fucking engine for changing a comment in the runtime and then take over an hour to finish
>>
>>180186549
In copyright law, a derivative work is an expressive creation that includes major copyright-protected elements of an original, previously created first work (the underlying work). The derivative work becomes a second, separate work independent in form from the first. The transformation, modification or adaptation of the work must be substantial and bear its author's personality to be original and thus protected by copyright. Translations, cinematic adaptations and musical arrangements are common types of derivative works.

Most countries' legal systems seek to protect both original and derivative works.[1] They grant authors the right to impede or otherwise control their integrity and the author's commercial interests. Derivative works and their authors benefit in turn from the full protection of copyright without prejudicing the rights of the original work's author.

>this nigger has no clue on copyright laws
>>
>>180186321

I love the subtle music
>>
>>180186453
Not everyone is attracted to women you know
>>
>>180186453
>why am I still a nodev
By accusing me of being a virgin, you further reinforced the suspicion that you are indeed , a woman. Only a creature of the "fairer sex" would act like you are acting right now, and I must say, you are making quite a fool of yourself.
>>
>>180186549
You guys are both talking about "the law" as one entity, as if copyright and IP legislation isn't different in every country.
>>
>>180186284
>asking for proper documentation is stupid question
Are you retarded?
>>
>>180186732
games law is american law because steam is american
>>
>>180186732
Don't be retarded.
>>
>>180186679

> Why am I still a virgin
> I am an intellectual nice guy
>>
>>180186637
I'm glad you like the music lol. The musician is actually a friend of mine I met on Newgrounds a few years back. I told him about the project and he gave me permission to use the track.

Here's a link to the full version http://www.newgrounds.com/audio/listen/521483
>>
>>180186634
I do, but reading other's 100000 lines codebase without proper guidlines is not fun at all.
>>180186679
That wasn't me.
>>
>>180186642

> Why am I giving up on woman
>>
>>180186635
Is this bait or do you actually think unauthorized use of someone else's IP is legal just because authorized translations are protected
>>
>>180186819
>derivate works aren't ok in american law
kys nigger

read a book on law.
>>
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>>180186859
>>
>>180186974

> Why am I still a virgin
>>
>>180186957
>The transformation, modification or adaptation of the work must be substantial and bear its author's personality to be original and thus protected by copyright.

Are u mentally impaired or can't read?
>>
>>180186273
>make something decent in UE4
That's assuming any of the UE devs here made more than a dummy running around using 3rd person controller.
>>
>>180186321
I hope you are pretending to be retarded.
>>
>>180187090
Well many have, so that's a good assumption.
>>
>>180186732
Steam is American and I'm not aware of any country where using someone else's IP in a commercial work is legal. China, maybe, but I think it's technically illegal even there and just laxly enforced for foreigner IPs.
>>
>>180187058
There's a Rocky movie based on stolen script.
The writer sued the studio for copyright infringement, but the judge ruled that since he had made a derivative work without permission, he had no right to it, and so the studio was free to use it.
>>
>>180187279
derivative works are ok because otherwise nobody could use a space ship or a redhead mermaid in a movie after disney.

retard.

go read on the damage copyright makes on the public domain.

corporate shill.
>>
>>180187090
I've made a rhythm game prototype in UE4 in like one hour.
I don't have it but I could remake it in less time.
>>
>>180187443
Now I know this is bait.
>>
>>180187526
lets see you posting the game in 40 minutes
>>
Yanderedev is the best dev, you really should aim to be like him and get your game on the same level!
>>
>>180187530
https://artlawjournal.com/mickey-mouse-keeps-changing-copyright-law/

corporate shill, kys.
>>
>>180187637
Yes!
>>
>>180187637
who?
>>
>>180187637
Nothing says "best dev" like the world's worst case of feature creep.
>>
>>180187619
Assuming my computer doesn't melt down because of heat, I will.
Don't expect anything more than the bare game skeleton though, I'm not gonna make a track to post a silent webm here.
>>
>>180187148
Because of the cell phone footage?

That's not retardation. The truth is that the game is in super early development and there's very little to show you guys right now that isn't glitchy or unfinished. So I didn't feel like it was even worth it to open fraps and get proper footage. I'll do that in due time, when I have more to show.

I don't even have a name for this thing yet.
>>
>>180187770
But he played Persona 5 and it had so much cool stuff and style! He can't just keep making his game the way he was before
>>
>>180188105
>Persona 6 comes out
>yanderedev drops everything and redesigns his "game" again
>>
>tfw I wasn't born with the gamedev talent gene
>>
>>180188105
That was just an aesthetic change, wasn't it? I actually thought all of his character models were placeholders from the asset store anyway.

The real feature creep is when he played that game about taking pantyshots in an open world and decided he needed an open world too.
>>
>>180188380
Keep telling yourself that excuse not to get to work
>>
>>180188560
idk anon, I think he's right.
I've been trying to dev for 2 years now and I'm still not good enough to make my dream games.
>>
>>180188105
>>180188530
I haven't followed the development in months, what has he changed?
>>
>>180188380
>>
>>180188670
Nigga, you've been 'trying' for 2 years. Not even actually doing according to your wording. Do you expect 2 years to be enough to make your "dream" game, for you or anyone else? Problem is people want to start big and do their dream game the moment they open Unity and don't realize the massive amount of work that is even if you're knowledgeable. Start small.
>>
>>180188685
He released a 30 minute video of him fellating Persona 5 and ideaguying and basically wanting his game to be a Persona clone.

Just typical yandev.
>>
>>180188874

sauce?
>>
>>180188874
>Guys I have SO many features to add
>He decides to add more
Typical yandev indeed.
>>
>>180188961
is typing "yanderedev persona 5" into google hard? really activates my almonds I'll tell ya hwat
>>
>>180189082

you are the informed one, propane senpai
>>
Enough
>>
How is workflow guys?
I typically just boot up my tools and tune into some chill music channel, and get lost in time.
>>
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>design a level in a weird way just to shake things up
>it's more fun than my typical levels
>>
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I need to make some bushes for my characters to hide in, something like pic related. I'm working in unity. Is the best way to do it to model some leaves in blender, stick them around randomly and then animate them? Or should I just draw some sprites of grass and animate them frame by frame? Or move them with a shader of some kind?

Is there a quicker way I'm not aware of? Please enlighten me.

Also, I know Unity has some kind of tool to paint grass on terrain but it doesn't seem appropriate for what i'm trying to do
>>
>>180188874
>have anime hitman on his hands
>scratch that, let's make it a regular JRPG
Yeah, makes sense.
Hope he fails so I can make that anime hitman instead. No yandere shit though.
>>
>>180189082

> 1.5M subs
holy shiet is this guy a famous dev?
>>
>>180188380
>tfw born with the no talent gene
>>
>>180189257
Maybe that's because you're so used to your old levels that they aren't fun anymore.
>>
>>180189212

I can't listen to music sometimes, or anything for that matter, is too distracting from deving
>>
>>180189257

Make the others like the weird one as well and it won't be fun anymore
>>
Is-s this progress /agdg/?
>>
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>try making a run cycle
>end up with a 'haters gonna hate' walk instead
>>
>>180189685
add thicc
>>
>>180189298
Take the time to do the middle option. It looks better. If you're lazy, do the third option except intermesh several different grass planes like a #
>>
>>180187526
That's another idea I had. Here we go, one more:

Picture a small village in the middle of nowhere. One day, a strange sound can be heard, far away, behind the mountains. It sounds almost like a song and it keeps playing 24/7. Slowly. one by one, villagers start dissapearing, enchanted by the sounds' magical powers, they begin walking in its' direction.

You play as a child musician, expert with your lute, and you are going to find the source of that song and the one who is singing it.

As you are going through the forests and small towns, you are accompanied by fellow musicians with different instruments and they will help you on your quest. The game has some mechanics of Patapon I guess, in that every musician is unique and different combinations of instruments available in your party produce different music and spells. Your boss encounters are some mix of real time action, you have to evade his attacks and fight with him melee style, but with different key combinations you play different songs which produce unique spells. There could also be some kind of an improv battle between the boss and your party, so he plays something and then you have to hit those notes in guitar hero style, all while jumping around and fighting small creatures he spawns.

In the end, you realize that source was some tall, devil-like creature, which plays this beautiful baroque melody on his flute while all the villagers are dancing around it in trance, unable to escape. That's the last battle.

There's more to it, but this is just a basic overview. I'm visualizing something like Shovel Knight probably, 2 or 2.5D for this. Actually, I almost don't want to share this one, since I even thought about developing it, but I doubt it.
>>
>>180189212
>boot up my tools
>shitpost all day instead of working on the game
>>
>>180189803
pretty much this
>>
>>180189705
nudes where
>>
>>180189705
r34 when?
>>
>>180189842
nowhere
>>180190063
never
>>
>>180190117
>never
dropped
>>
>>180189803
same
>>
goddamn dying thread

I want to post progress
>>
File: maxresdefault (1).jpg (293KB, 1920x1080px) Image search: [Google]
maxresdefault (1).jpg
293KB, 1920x1080px
add cleavage.
>>
>>180190213
DO IT FAGGOT DO IT DO IT DO IT DO IT DO IT
>>
>>180189803
I'm still before step 1
>>
>>180190226
Is this porn?
Does she get fucked by a man in a fursuit 5 minutes later?
>>
>>180190302
that's jordan carver, she only does softcore posing shit
>>
>>180190226
it's in the plans
>>
File: wolf front.png (131KB, 512x768px) Image search: [Google]
wolf front.png
131KB, 512x768px
>>180190226
Anon, she's a little girl.
The wolves however, will have lots of cleavage (different types will wear different outfits)
>>
>>180190407
>she's a little girl
so?
>>
>>180190475
Little girls don't have cleavage, dumbass.
>>
File: agdg_logo_splash.png (21KB, 572x700px) Image search: [Google]
agdg_logo_splash.png
21KB, 572x700px
stolen goods 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: >>180074892
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
Your own

>Enginedev
libsdl.org
learnopengl.com

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

> Free audio
freesound.org/browse
freemusicarchive.org
incompetech.com/music
fantasymusica.org
>>
>>180190545
Great job
>>
>>180190510
Maybe she's 1000 years old
>>
>>180190545
what the fuck are you doing
>>
>>180190545
Nice.
>>
>>180190545
Very nice
>>
>>180190545
first
>>
>>180190627
>>180190649

kill me now
>>
>>180190545
witnessed
>>
>>180190545
AGDG IS DEAD
>>
File: 1415427808290.gif (1MB, 288x314px) Image search: [Google]
1415427808290.gif
1MB, 288x314px
>>180190545
>>
>>180190407
wolf girl r34 when?
>>
>>180190545
godot
>>
>>180190865
>>180190865
>>180190865
>>
>>180190821
DO IT FAGGIT
>>
>>180190545
>Actually linking the previous thread of this thread, and not self-referencing
I'm confused, this was already a fail even if a new one was made
>>
>>180189771
Thank you anon! yeah I think I'm gonna do it the proper way, I'm gonna follow this tutorial https://www.youtube.com/watch?v=7AEjpZYlGvs
>>
>>180189298
use a shader with a sine wave vertex shader or something like that.

simply google how to make a vertex shader with a sine wave.
Thread posts: 789
Thread images: 115


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