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/agdg/ - Amateur Game Dev General

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Thread replies: 756
Thread images: 109

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Is your demo ready edition

> Next Demo Day 15 (ONE DAY)
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: >>181075212
Previous Demo Days: pastebin.com/JqsQerui
Previous Jams: pastebin.com/jAByvH3V

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

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

> Free audio
freesound.org/browse
freemusicarchive.org
incompetech.com/music
fantasymusica.org
>>
Roguelike ideas, go
>>
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>>181136116
took a texture from The Witness and made it into an isometric tileset/ applied it to a house

how does it look?
>>
>>181136186
Initial D x DCSS
drift your way through hordes of orcs
>>
>>181136186
It's a game that is like Rogue.
>>
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Good morning agdg!
What are you working on today?
>>
>>181136186
You're in a mech suit, you have like 6 weapon slots, need to deal with each part of your mech getting damaged.
>>
RIP >>181136087
>>
>>181136285
I don't like the disappearing houses desu
much better to design your map such that you don't need it
>>
>>181136353
Procrastination by music
>>
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>>181136285
here's an older version of the same area for comparison
>>181136404
you won't be forced to go behind houses
>>
>>181136353
Steam workshop support, I'm positively baffled.
>>
>>181136353
Tinkering with ideas on another project because I ran out of level ideas for my game and getting kinda sick of it.

>>181136374
Mech roguelike would definitely be interesting.
>>
>>181136285
you could have done that without stealing it
>>
>>181136289
now this is an idea I can get behind

reminder there is already a turn-based Initial D game

https://www.youtube.com/watch?v=zpBNZytDjUM
>>
How do you make games without a narrative compelling?
>>
>>181136353
today is bugfixing day
can't push a demo with bugs, rite
>>
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>>181136353
AI
>>
>>181136549
not in time for demo day and not while idk how to make textures myself

learning how to apply the textures was hard enough
>>
>>181136643
still using the retarded objective markers?
>>
>>181136285
Do you have a game in mind?
>>
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intro
with sound: https://streamable.com/h2s4q
>>
>>181136612
Good gameplay, art design and sound design.
>>
>>181136573
>reminder there is already a turn-based Initial D game
What the fuck.
It looks kinda decent graphics wise too.

Also just thought about it and Cataclysm DDA kinda does the drifting roguelike thing already, although it's not the main focus.
>>
>>181136739
pretty dope
>>
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>>181136714
they've been changed slightly
>>181136721
action rpg a la diablo/mobas
>>
>>181136643
It's literally a bunch of different colored rectangles. No more than 30 seconds in MSPaint
>>
>>181136976
Don't even bother trying to argue, that dude is retarded.
>>
>>181136945
>still big white diamonds on the screen
lmao
>>
>>181136976
i'm not working on art until after demo day ok

people in these threads use placeholder sprites all the time, what's the difference
>>181137041
i don't have unlimited free time, go fuck yourself
>>
>>181137041
>being triggered by a yesdev
huh, why do nodevs still post here?
>>
>>181136739
i love this 'old tv' style, whatever its called
any other games with this style? I can only think of superhot off the top off my head
>>
>>181137153
yesdevs can be stupid too you know
>>
>>181137157
pony island.
Its just exaggerated scanlines
>>
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How would you make a horizontally looping map like in Civilization?
>>
>>181137089
>i'm not working on art until after demo day ok
Probably shouldn't make progress posts that are only about you adding a texture then.
>>
>>181137157
I was vaguely inspired by this game.
http://store.steampowered.com/app/303940/CAPSULE/
>>
>>181137089
>my time is limited so it justifies my awful workflow

>>181137153
I'm angry at this dude shitting up the thread every time he posts, it would be fine if he didn't go full retard defense force every time he gets criticized.
See last time where he argued for maybe an hour about his transparent shadows (which are still in by the way >>181136285)
>>
>>181137313
>never made asteroids
embarrassing
>>
>38 posts
>18 posters
>2 games
hmm
>>
>>181137337
the last time i posted progress people kept whining about the lack of textures

hence i posted a webm with textures to see what people thought
>>181137391
this isn't about the shadows, it's about the textures
>>
>>181136285
>>181136643
>>181137089
Maybe you can't see it right not but you're instigating yet another argument with agdg and you haven't even fucking done anything.
>>
>>181137507
the last time you posted progress like 20 people called you a retard for using objective markers
>>
>>181137507
>the last time i posted progress people kept whining about the lack of textures
>hence i posted a webm with textures to see what people thought
Stop cherrypicking easy shit from a mountain of feedback and then coming back to start arguments, dumb fuckin cunt. Potato 2.0
>>
>>181137448
>actually post progress
>nobody cares

mmh
>>
Oh well, better try again next demo day.
>>
>>181137290
its the whole kit + caboodle t.b.h.
the slight curves to everything for that convex screen look
the shitty audio
>>
>>181137607
i added the textures that you were whining about
>>181137638
no i posted progress two days ago
>>181137737
>Stop cherrypicking easy shit from a mountain of feedback
the only feedback was muh textures and muh shadows and i fixed muh textures

just say what you think of the textures, it's not fucking hard
>>
>>181137746
>hey this forest's trees are getting chopped down by some faggot
>I have 3 options
>1. leave
>2. fix it by planting trees
>3. chop even more trees
Guess which one you're doing
>>
>>181137507
>this isn't about the shadows, it's about the textures
Something tells me that's not what agdg had in mind when they told you to work on your textures. You might even know this and just enjoy the bad attention and arguing in which case you're really going to enjoy agdg.
>>
>>181137930
>Something tells me that's not what agdg had in mind when they told you to work on your textures.
what else could they have fucking meant

the game literally has textures now
>>
>>181137886
>i fixed muh textures
I was there. You were told to paint your trees and fix the shadows. Nobody told you to steal textures and put them on the buildings.

You ARE potato 2.0
>>
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>>181136640
AND EVERY DAY I LIE AWAKE AND PRAY TO GOD TODAY'S THE DAY

I actually did manage to implement FSM with an action list and priority system,
just need to put in the animations before demo day
>>
>>181138028
they said no flat colours that look like they're from a flash game

i've removed the trees for now
>Nobody told you to steal textures and put them on the buildings.
it was implied
>You ARE potato 2.0
what the fuck does this even mean
>>
Stupid question.
If you do like player.forward, will that give the direction the character is facing? i.e. not just 0,0,1?
I want to apply force to the way he's facing.
>>
It's always the ones who ask for feedback too.
>hey everyone pay attention please feedback? what do you think? ideas?
Then they disregard 99% of what they're told and deliberately argue with agdg about it. It's attention whoring, it's not gamedev.
>>
>>181136285
>shadows still fucked
apply yourself
>>
>>181138197
You should stop trying so hard to appease agdg and just make the game you want to make.
Also stop replying to every little post like an autist because you know it always devolves into a shit hurricane.
>>
>>181138197
>it was implied
Except that it wasn't because the buildings had nothing to do with the shadows and textures of the trees. Do you think you're clever and are entertaining a crib of infants who can be fooled with your bullshit? Fuck off and uninstall your game engine you're just wasting time.
>>
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where's my game
>>
>>181138238
>remove yourself
ftfy

>>181138289
he's not trying to please agdg he's trying to incite them against him because he has the same mental disorder rotate has
that's why he behaves exactly like him and we even thought he was him
>>
>>181138378
>Except that it wasn't because the buildings had nothing to do with the shadows and textures of the trees.
why are you focusing on the trees

i've removed the trees
>>181138238
you know what i'm turning off transparent shadows since you obviously don't appreciate them
>>
posted in dead thread:

So I'm taking CS50x, it mostly covers C and Python.

Will I have enough understanding to make game once I'm finished with it?
>>
>>181138483
>he has the same mental disorder rotate has
because its literally him you dummy.
>>
>>181138483
>>181138683
literally all i want is feedback on how the textures look in the webm and nothing else

GOOD or BAD, it isn't hard
>>
181138797
>we say good
>thanks :)

>we say bad and tell you why
>[autistic screeching]

no thanks
>>
>>181138483
This unfortunately. Sick fucks like this act like they are trying to please everyone and can't woe is them. In reality they are deliberately annoying people for attention because of psychological issues.

We call them brain drains in the software industry because they are dead weight and sap everyone's energy. They exist everywhere though,office jobs, grocery stores, etc. They can't keep a job for more than a week.
>>
>>181138797
it's shit
your whole game is shit
>>
>>181138797
They look like shit and you stole them.
>>
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Well fuck it, since I can't think of anything worthwhile myself, it's time to rip off games in development
>>
>>181138876
you haven't said why it's bad
>>181138926
>>181138983
why do they look shit
>>
>>181139032
Rip off this >>181136490
>>
>>181137089
>people in these threads use placeholder sprites all the time, what's the difference
They don't post progress posts of "hey i added this stolen sprite" you fucking asshole. You are a troll and your behavior and attitude is an insult to the yesdevs in here. Stop derailing and seeking attention and leave (again)
>>
Anyone know where I can get some placeholder animations for my fps (unity)
>>
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>>181139032
>mfw I see a game which looks like it is trying to clone mine but it is vastly inferior
>>
>>181139126
Mixamo
>>
>>181139107
Come on man, if I'm gonna rip someone off it's not gonna be something from the cesspool that is /agdg/
>>
>>181138797
>literally all i want is feedback
Your game is a fucking toddler affair tutorial copy paste that could be done in Unity in 2 days and you've sought literally (LITERALLY) fucking hundreds if not thousands of (You)s from agdg for it and continue to argue. You want feedback on your game, you get it. If you want feedback on your game dev: it's a trainwreck, and even if you finish a game you've pissed off enough people here that you're going to regret it, so give up. Quit.
>>
>>181138513
>you know what i'm turning off transparent shadows since you obviously don't appreciate them

i appreciate shadows that don't have obvious glitches in them. if you're not going to fix problems then sure, just remove shadows altogether.
>>
>>181139128
post game
>>
>>181139103
>why do they look shit
Because they were stolen and placed by an actual retarded person.
>>
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>If I just put in an hour a day I can finish game
r-right guys?
>>
>>181139103
Bad color choices
Houses are literal cubes
South park tier animations
Additive shadows
Shadows go through other houses when they're transparent
Light posts are fucked and don't light anything, just apply a decal instead
>>
>>181139418
>Bad color choices
He's been told this 3,000 times.
>Additive shadows
300 times in the past 24 hours

Instead of doing something about it he stole textures and is here to argue with agdg
>>
>>181139115
>They don't post progress posts of "hey i added this stolen sprite" you fucking asshole.
next time i won't mention that i'm borrowing things then you autists
>>181139262
>Your game is a fucking toddler affair tutorial copy paste that could be done in Unity in 2 days
like every game in this general
>>181139289
i'll make them opaque
>>181139418
you're just impossible to please
>>181139418
>>181139535
>Bad color choices
they look mellow, some people have said they like them
>>
>>181138683
>because its literally him you dummy.
I don't want to believe that but it's becoming really hard to deny.
>>
>>181139103
you've replaced solid color with a bare-bones repeating pattern that does not convey anything about what the surface is. is the ground the same material as the houses? what is it supposed to be? textures are supposed to convey information, add visual interest etc but they do nothing here.
>>
>>181139032
joke's on you, I'm already ripping off an existing game
>>
>>181139626
>next time i won't mention that i'm borrowing things then you autists
Oh. We are the autists.

Holy shit you really are rotate. What the fuck? Did you think this was ever going to work? lmao
>>
>>181139626
>borrowing
STEALING
And what you stole didn't look good and you applied it poorly so it looks bad. So even if you didn't steal it you'd still make something that looks like shit and then argue with agdg about it. Isn't that what this is really all about for you?
>>
>>181139764
it sounds like me adding textures just raised your standards
>>
>>181139764
>is the ground the same material as the houses? what is it supposed to be?
Zero effort gamedev his favorite kind
>>
A bullet collides with an enemy. Which scenario is better?
A) The enemy detects that it was hit by a bullet and takes damage
B) The bullet detects that it hit an enemy and tells it to take damage
>>
>>181139626
>i'll make them opaque

or you could actually fix them. whatever, make your garbage worse to spite internet strangers. make the shadows solid pink and replace the texture with goatse, that will teach us a lesson!
>>
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REEEEEEEEEE WHY CANT I FUCKING THINK OF SMALL FUCKING IDEAS?!!

JUST 10(TEN!!!) FUCKING MINUTES AGO I SAID I WAS GONNA MAKE A PROCEDURALLY GENERATED SIMPLE ROGUELIKE AND IN TEN (FUCKING 10) MINUTES IT EVOLVED INTO A STORY DRIVEN RPG WITH A MAP EDITOR AND AN EQUIPMENT SYSTEM
>>
>>181140052
>whatever, make your garbage worse to spite internet strangers
FINE I WILL
>>
>>181140028
which are you going to have more of, bullets or enemies?
>>
>>181139902
it's an unused texture that the guy put up on his website
> you applied it poorly so it looks bad
i'm not seeing how it looks bad, it looks on par with the old shit or even better

the colours might be clashing i guess
>>181140052
>or you could actually fix them.
GMS1 doesn't support layers so i can't fix them

like most of the things you're suggesting can't be done in GMS1
>>
my game is currently rectangles moving about
>>
>>181139626
not sure if bait but i'll bite, about the shadows, i know you want your shadows to be a bit transparent to show the ground, that's natural, the problem is when you draw two transparent shadows about each other they will add up, a building would normally block all kind of light, so whatever behind it "won't" have a shadow, a solution to this would to blit your shadows (opaque) to a layer, then blit that layer with transparency, this way your shadows will be transparent without that additive effect, another solution is stencil test, it depends on what engine you're using.
about the color, it looks a bit better with texture, but the color themselves aren't "comfy", you're putting too much effort on this so i will rule out high effort trolling.
>>
>>181140097
why not just write it down when you get a small idea and stick to it
>>
>>181138197
>i've removed the trees for now
WHY, DIPSHIT? Was that the feedback you were given? No. You had a nice looking park ready to be improved and because you're SO FUCKING LAZY you removed an entire forest instead of making minor improvements. You are not capable of making a game let alone a good game, and this is why, so get fucked and leave gamedev to the men you big dumb faggot.
>>
>>181136353
thinking of making a dungeon crawler, not sure if I want to do raycasted 3d or just pure 2d stuff though
>>
>>181139903
generally objects are made from materials. it's less a question of standards and more of having eyesight.
>>
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>>181140218
my game right now
>>
>>181140247
He has been told all of this before many many times. He is going to make the shadows worse or remove them to spite you. You are the enemy, not the helper. The sooner anons understand this the sooner they will stop giving this cancer rodent feedback.
>>
>>181140254
The problem is I have no idea how to make a simple game fun. I've never enjoyed very simple games in the first place.
>>
Roguelike Heroes of Might & Magic
>>
>>181140028
The former. If you use the latter then every bullet that misses will have to check if it's hitting an enemy, whereas if you use the former, only bullets that hit will be checking.
>>
Is seasons dev the worst dev of the year?
>>
>>181140247
>a solution to this would to blit your shadows (opaque) to a layer
yeah someone else suggested this and again the problem is that GMS1 doesn't have this feature
>about the color, it looks a bit better with texture, but the color themselves aren't "comfy"
i prefer the colours in this:
>>181136490
>>181140265
i don't know how to make curved textures with photoshop ok

and i only did minor work
>>181140354
the feedback i got before was that the flat colours were eye-bleedingly bad

i only wanted to stop them from being eye-bleedingly bad
>>181140401
i cannot do the things most of you are suggesting

opaque and smaller shadows should work fine
>>
i need some help /agdg/.
i'm basically making a relatively basic turn based rpg.

a week ago i got my artist to finish the first sets of sprites. they are high res (around 500px) and each animation is around 60 frames.

now the problem is playing these animations on any 2d engine without the program shutting it self. is there anyway to do this without it fucking up?
>>
>>181140097
Decided to make an Animal Crossing style game and then because I thought of a pun for the title, the game now features 6 different professions, a much larger world and also dragons and shit. Shit's getting away from me in a hurry.
>>
>>181140568
>the feedback i got before was that the flat colours were eye-bleedingly bad
>i only wanted to stop them from being eye-bleedingly bad

have you considered wanting things to be good?
>>
>>181140028
Why are you adding POO dependencies where there doesn't need to be?
K I S S
I
S
S
>>
>>181140028
if you're using a physics engine for collision engine, the cost would be the same since it will notify both the bullet (to delete itself) and the enemy (to know it's been hit), it's useful to have it on the bullet side because you can a bullet that pierces through many enemies but it apply damage only once per each (it has to remember which enemy it hit so it doesn't hit it again).
but if you will have a complicated code, make the enemy deal with it instead, since you'll spawn and delete a lot of bullets each frame, if the size of the bullet object is big it will be heavy on frame time. you can still however mix both approaches depending on the bullet type.
>>
>>181140382
What kind of game is it?
>>
>>181140568
>the problem is
You're really good at finding problems and excuses. And removing things instead of fixing them. And refusing to remove things that everyone tells you to. You're really good at that. You're not good at gamedev though.
>>
>>181140653
good is for after demo day

i still need to work on the weapon types and script for the mission dialogue, i have no idea how to implement on-hit effects without changing the attack script
>>181140739
>the engine literally cannot do these things
>You're really good at finding problems and excuses.
do you have experience with GMS1?
>>
>>181140736
HoMM
I'm bad so I'm taking forever to set up basic mechanics
>>
>>181140403
can't help you there bud, I like simple games
>>
>>181136285
>>181137507
>>181137886
>>181139626
>>181140202
>>181140568
Go away potate
>>
>>181140842
>blaming the engine
it doesn't matter what you blame you sick fuck you literally can't be dealt with you are a black hole of (You)s go away
GO
AWAY
>>
Looking at rotate's archived posts right now. It's him.
>>
>>181141232
he used to wait until new threads were started to post his shitty "progress" back then too in the first few posts so yeah i think it is him he did it here. >>181136285
>I NEED THIS TO BE THE 2ND POST ITT
>>
>>181136613
why do you even have bugs?
are you not thinking ahead?
>>
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Are the people who complain that game dev is too hard, or takes too long, also the people who spend all day arguing online?
>>
>>181140842
GM literally can do the things people are complaining about, you just didn't bother learning them.
>>
>>181140568
>yeah someone else suggested this and again the problem is that GMS1 doesn't have this feature
http://docs.yoyogames.com/source/dadiospice/002_reference/surfaces/
here, i knew game maker supported drawing to a surface/buffer ever since 8, just draw your shadows on a "shadow surface", you just need to know when you should draw above or bellow your characters, but since you're doing Z sorting then you should already know.
>>
>>181141232
It is he just stopped using periods.
>>
Did you really not notice that his MC is the red riding hood character Theonian made for Rotatevania?

He literally has no creativity.
>>
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Is there a name for the algorithm that highlights all the tiles available for movement in a grid-based turn-based strategy game? I couldn't seem to figure it out myself.
>>
>>181141857
oh shit
>>
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>>181141906

It's not an algorithm.

The grids are all in a list or array aren't they? And the AI system uses the same system to calculate the route? So, just access the AI function and extract the grids it expects to pass over.

Or run another instance of the AI function to simulate the grids, then grab them.
>>
>>181141857
are you guys blind? i thought everybody know he's rotatedev, but i thought he started learning how to be a yesdev
>>
Should i make a giant texture atlas for all of my sprites/tiles?

or would it be better to use separate textures?
>>
>>181141436
>>181141470
>you just need to know when you should draw above or bellow your characters
can't i just set a depth for it?
>>
>>181141906
what you're looking for is a djikstra map
basically you make a seperate grid, and run djikstra's algo over it, every time you visit a cell write down the cost of getting there in the grid + the path taken, and then you can use that grid for visualization after the fact
this is basically the same as A* but you store every path instead of just the target path
>>
>>181141906
This is just good old dijkstra dude. Please read a cs book.
>>
>>181141413
Yes.
Just look at this thread. So many nodevs obsessing over someone. This is true, distilled, autism.
>>
>>181141906
just throw in a* you probably dont need anything fancy
>>
>>181141906
it's flood fill algorithm, you just get every tile neighbor to the starting pos, then get tiles neighbor to those, until you reach max movement length, a recursive function is best for it.
>>
>>181141906
It's called a taxicab distance
https://en.wikipedia.org/wiki/Taxicab_geometry
>>
>>181142224
He denied it so many times (because he's a psycho) and really we just don't want to believe it's him because it's a horrifying thought. That makes it easy to dismiss that it's him. But it's probably fucking him.
>>
>>181142562
he is probably the sourceposter too
>>
>>181142740
You need to fix your game and your brain.
>>
>>181136285
>>181136490
>>181136945
You're making an extremely ugly game. Avoid posting visual progress until it's fixed.
>>
>>181142808
where is your game?
>>
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>>181136573
this is amazing
>>
>>181142562
>But it's probably fucking him.
IT IS him, it's the same sprites, same shitty perspective, does seriously nobody remember how he started drawing perspective and everybody shat on him?
>>
>>181136945
>>181136490
>>181136285
I like your style a lot
>>
>>181141436
>>181141470
oh it draws the surface at the depth of the object
>>
>>181141906
On this page there's a simple algorithm for getting the distance from one grid tile to the others. It's towards the bottom.
http://www.redblobgames.com/pathfinding/tower-defense/
On this page there's information about Dijkstra, which is essentially the same algorithm but takes into account tile weights. In case some terrain takes longer to move along.

You keep a list of visited tiles, if the tile is further away than the unit can move, you don't continue the algorithm on it.
>>
>>181143094
>does seriously nobody remember how he started drawing perspective and everybody shat on him?
Rotate used to draw? I don't remember that no.
>>
>>181137448
>120 posts later
>still 2 games posted
Why do people post here?
>>
>>181143114
Literally go play Monument Valley.
Its what hes desperately trying to de
>>
>>181143242
Forgot the A* page. http://www.redblobgames.com/pathfinding/a-star/introduction.html
>>
>just want to try my hand at prototyping a third-person combat system in ue4
>need some animations
>mixamo dropped support for ue4 and some jew is charging $34 for a tool that supposedly fixes it
>literally all the animations on the ue4 marketplace are charging out the ass

Anyone know of any good resources here? I just need some no bullshit required animations that I can drop into UE4 and use. Rolling, dodging, sprinting, sword swings, blocking, etc.
>>
>>181143294
I dont see the problem in that
>>
>>181143532
The animations on the Mixamo site work just fine for UE4
>>
>>181143532
>prototype
>worrying about animations
You don't need animations yet, anon.
>>
>>181142985
>>181143114
what am i supposed to believe
>>181143294
so my game looks like monument valley? and i'm actually ripping off emporium anyway
>>
>>181143563
>far uglier
>not listening to feedback
>derails every thread
Fuck off
>>
>>181143762
It looks alright
>>
>>181143803
I'm just saying I like his style, relax
>>
>>181143885
I'm a different anon interjecting because the game looks horrendous. Fuck off
>>
>>181140097
>STORY DRIVEN
>MAP EDITOR
but why
>>
>>181144020
>give feedback to dev
>other anon gets mad at me because we have different taste
no oyu fuck off my friend, I'm not even talking to you, I'm talking to the yesdev over there. I dont care if YOU dont like his game, I'm talking to HIM.
>>
>>181143762
>what am i supposed to believe
What are you a fucking baby? Is your brain a literal sponge sopping with piss? Can you not fucking use your own brain to digest feedback from multiple people and make decisions? Are you just here for attention because you're a sea cucumber person who has nothing going on in their head except "how do I get (You)s today"?

>asking 4chan what to believe
Uninstall yourself.
>>
>>181144239
>IT IS him
time to get off the internet, Fred
you have overdosed
>>
>>181143532
just make the animations procedurally
>>
>>181144386
Tough words Kyle let's see you back them up pal
>>
>>181144467
I'm not your pal GUY
>>
>>181144467
I telling your MOM!!!!! You are going to be in TROUBLE NOW!!!!
>>
>>181144570
im not your GUY, BUDDY
>>
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>>181144570
>>181144684
>dad memes
>>
IM NOT YOUR BUDDY FRIEND
>>
>>181144768
>my dad watched south park and knows memes
That's because you're a child and your parents are like 32. Get your sticky fingers away from the gamedev desk please
>>
>>181144962
babies having babies it's a problem
>>
>>181144962
South Park is 20 years old
>>
>>181145130
If your parents watch south park that's really fucking weird. How old are you?
>>
post your game's music
>>
>>181145209
I'm 30 and I watch South Park, I just have the capacity for self-awareness
>>
>>181144768
>youtube commenter
>>
>>181145209
my mother is 60 year old and she finds funny south park cursing.
>>
>>181145209
The generation that grew up watching South Park is well into adulthood and many have kids. I know personally.
>>
>>181145269
>I'm 30 and I watch South Park
And do you have children old enough to be posting on 4chan?
>I just have the capacity for self-awareness
Ehhhhhhh
>>
>>181145209
My dad used to watch south park with me when I was 8
>>
>>181145383
And are they old enough to be posting on 4chan?
Fucking retard.
>>
>>181145563
Are seriously suggesting everyone on 4chan follows the rules?
>>
>MY DADDY WATCHED SOUTH PARK
No wonder you're so autistic :^)
>>
>>181145656
No, cunt, I joked about him being a baby and I was right. Hang yourself.
>>
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What would be a good way to show the player is seen by the enemy while still obeying the art style of my game? I wanna use minimal colours, stick to black and white for as many things as possible.

I was thinking doing something to the actual player ship itself to show it extra clearly.
>>
>>181145721
You have to decide if you wanna blame anime or south park my dude
>>
>>181145837
>my dude
No fixing you either way kiddo.
>>
>>181145835
circle expanding outwards from the enemy ship
or a line expanding from the enemy ship to the player
>>
https://www.youtube.com/watch?v=tPaURppXwa8

the time you spend argueing is time you could spend on your game and skills.
>>
>>181145958
It's as they say don't fix what ain't broken fampai
>>
>>181145835
red tractor beam
>>
>>181146156
>my dude
>f a m
>not broken as a person
kek
>>
>>181146249
It's as they say homie: don't judge a book by it's cover
>>
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>>
WUZ
>>
>>181146608
stop forever
>>
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Why hasn't anyone made a beyblade game?
Could be fun with customization of the tops.
>>
I quit agdg.
>>
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Finally touching up the BuckaChucka enemy, last sprite for it was made probably 9 months ago
>>
>>181146735
I actually think I will after my current one.
>>
>>181146850
Pillow shading
>>
>>181146735
I was already an adult when beyblade started, can someone explain why it "great" in any way?
>>
>>181146735
I own a Beyblade game for PS1.
>>
>>181146946
But there's a clear lighting direction from the front-right
>>
>>181146982
It's fun to watch tops spin really fast and hit each other at high speeds.
>>
>>181146982
Competitive spinning top battles. It was just another notch on the "world where there's a weird thing that's somehow a global sensation sport thing" post and thus it became a weird thing that was somehow a global sensation sport thing.
>>
>>181147096
At least this sounds better the new fidgetspinner
>>
>>181146982
the anime made it more hype.
>>
>>181136285
I really like the disappearing buildings and the artstyle. Not sure why this inspires so much shitposting
>>
>>181146982
It spins.
Also we had some rocks in our playground when we were kids so it made some sparkles when it hit them fast enough.
>>
>>181146982
It's just an excuse to sell the toys.

the anime is cringy as fuck, and the target demographic are 10 year old kids.

still a cool concept to sell toys.

don't overthink it.
>>
Which one of you motherfuckers are going to make the most patriotic waifu simulator ever?

https://www.youtube.com/watch?v=hVesQYEgKp0
>>
>>181146982
They had metal rims so they could spin fast and there was an air of danger
>>
>>181146982
It was pretty entertaining to bring metal chink beyblades to school, let them rip at each other and watch as sparks went in all directions in the classroom. The original plastic ones were quite "meh".
>>
>>181147176
when it comes to shitposts, it takes two to tango

and boy does this dev tango
>>
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Unity question.
How do I prevent my raycast hitting objects behind my UI?
>>
>>181147320
>waifu sim
>some of the states are dudes
no stop
>>
>>181147727
layermask
>>
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>>181147727
>raycasting against ui
>>
redpill me on godot pls.
>>
>>181148038
it's free, go redpill yourself
>>
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And here's part of the idle
>>
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>>181147863
It didn't seem to work for me, assuming I did it correctly.
I'm basically making a map editor and using raycast to detect and replace tiles, the problem is when I click on a button, it also replaces the tile under it.
>>
MONOLITH GOT AN INTERVIEW ON GAMASUTRA

http://www.gamasutra.com/view/news/300575/Mixing_bullet_hell_shmup_with_roguelike_in_Team_D13s_Monolith.php

>tfw another dev made it while you've been here for 4 years and still haven't
I'm happy for him but also please kill me
>>
>>181149186
disable the tile-placing functionality with OnMouseOver()
>>
What are some modern games with good catchy music?
>>
>>181149393
>b-but m-monolith failed!
/agdg/ btfo once again
>>
why is ue4 so comfy?
>>
>>181149393
Happy to see them getting some exposure. It really is such a good game, easy 9/10 for music, gameplay, art, and atmosphere
>>
>>181150773
Extreme ease of use.
>>
>>181150684
The devs themselves were the ones saying the sales were disappointing. It was honestly lower than what many people here expected it to be.
Certainly not a failure though. And it looks like the sales have started to pick up. Plus with semi-regular updates it will keep people talking and help sales even more.
>>
>>181150936
I mean, most of the people who read Gamasutra are devs and devs hardly play games so it probably won't give him any sales, but dat PRESTIGE though.
>>
>>181151176
True, but hopefully some big dev with a following checks it out. I'm sure some streamers also check it out
>>
>>181151095
All it needs is a couple injections of publicity, honestly.
>>
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I think my AI needs some more work.
>>
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>>181149186
I have a better idea, just remove this component and your Canvas won't raycast your mouse.
>>
>>181151063
if this were the case everyone here would use it
>>
>>181148675
I was wondering when you'd rework your box of chips. Your art has improved so much since then. I like the idle, too.
>>
>>181149186
Sorry if this is a stupid quesiton, but how is raycasting used in this context?
>>
>>181151696
But I need to be able to click on the button lol
>>
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>>181151651
It is a feature.
>>
>>181151814
every tile has a collider and I use raycasting to get the object attached to the collider I click on, so I can replace the sprite and change attributes of the tile.
>>
So guys, I wondering... so many people here use Unity and probably are in need of solutions for his everyday gamedeving. I guess that many people also don't have the money to buy from the store or time to develop it's own solutions.

Then, how about we create a community open sourced library to extend the engine in general? Create tools, editor extensions, shaders and etc?
>>
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>>181151651
>tiled moved when the environment isn't tiled
>>
>>181151783
Thanks anon, really means a lot to hear that
>box of chips
the other most common one is Bucket of Hotdogs. In fact, several people at the convention were delighted to discover he could throw exploding wieners
>>
>>181152216
Asset store has loads of free assets as well. Just put them there?
>>
>>181152216
that's a great idea anon, you can start
>>
>>181151753
I don't see how it isn't. Every visual editor is easy to use, and blueprints give a simple alternative for those who are too lazy to learn to properly code.
>>
should I release my demo now or wait for demoday?
>>
>>181152292
We can make a selection of what is actually worth it, but not integrate into the library. Also there's a lot of closed source solutions, so it won't fit what we need.

>>181152362
I see no problem in that.
Github is fine? GitGud.io has any advantages over it? https://gitgud.io
>>
>>181152748
probably wait...then you can get some video reviews in when ppl do playthroughs
>>
>258 posts
>4 games
>>
Hell of a lot of new stuff since my last progress post.

- First and foremost, enemies! I implemented proper pathfinding AI that seeks out the player as well as having aggro range and losing interest outside of said range. Currently enemies just clip right through each other but I plan on fixing that once I figure out how. The enemies have health, can deal damage to the player, and the yellow guys explode when they die a la Serious Sam.

- I also implemented damage numbers that combine when multiple damage sources hit at once, so you'll get one number saying '50' instead of a cluster of numbers all saying '10' when you fire a shotgun. I'm trying to make it so that there's a couple-millisecond window to totally eradicate the issue but I'm having trouble figuring that out. Will keep working on it.

- Tweaked the weapon effects so that bullets are faster and spark when they hit walls, in addition to making the player and enemies walk a bit slower. I think this affects the pace of the game pretty nicely because walking around fast with slower bullets made it harder to track the enemies.

As per that one anon's reply a couple threads back, the pathfinding itself was not too hard to implement thanks to Construct 2 but there's tons of little hitches to sort out. After that though I'll have a good template for future enemies.
>>
>>181153607
most of us here are working on games but don't want to be associated with 4chan
>>
what's the minimum resolution I should have?
>>
>>181154298
4k obviously
>>
>>181154298
you should support everything the user's drivers report to you
>>
>>181154181
That's probably the opposite
I bet most people here want to consider themselves part of the 4chan gamedev community but don't have what it takes to post progress or make game. So they stay around, lurking (good), eventually picking up the inspiration to start (better) or shitposting and mocking yesdevs (worst case).
I hope I'm wrong
>>
>>181154298
GBA was 240x160, but even that feels cramped nowadays.
For pixelart I'd recommend trying 320x180
>>
>>181154298
surprisingly high amount of my players were on laptops with screens just barely below 1280x720 capability so I would say below that? Seriously laptop screen size decisions are a mystery to me.
>>
>>181153015
Don't worry Anon. I'll Fork your project
>>
>>181152216
It's called UE4
>>
>>181154554
>there are people who are seriously developing games under 1028x768
>>
>>181152265
>he actually believes that's tiled movement
oh no, he's retarded.
>>
>>181154298
600*800
>>
>>181154797
Real yesdevs in gb gamejams or web gamejams have developed games for 320x180.
But I don't expect a nodev like you to understand. Stay nogame scrub.
>>
>>181154449
The people that actually do shit don't want to be associated with this place too much. The nodevs just hang around and shitpost dreaming of the day they can make their science based dragon MMO
>>
>>181155067
Monolithdevs posted frequently, no one's out there associating them with this place

Anyone who doesn't hang around is probably more because posting shit on places like Twitter and tumblr actually drums up publicity, despite getting not feedback
>>
I had no idea hopoo was a 4chanfag before walking into this thread a few weeks ago

not posting progress because being scared of being associated with this place is a shitty excuse
>>
>>181155432
One day some shitter will try to connect loli sim dev to someone here and that person's career will be over
>>
>>181153643
nice going, keep it up
>>
>>181153643
I like you because you make a lot of progress fast
>>
>>181153643
>BOOM

Nice work, anon. With some nice graphics, juice, etc, this could turn out really nice.
>>
>>181155620
yeah like that's ever going to be a thing
>>
Which is easier/faster to make for a top down RPG with character customization? Fully animated lowpoly 3D, or fully animated 2D pixel art?
Assume I'm a retard when it comes to either style.
>>
>>181155620
That will never happen. And even if it does happen I highly doubt anyone would actually think that means anything.
>>
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>>181155685
>>181155779
>>181155906
Thank you. The small green player stand-in and I appreciate your comments very much.
>>
>>181156340
personally I'd go with animated pixelshit, but animated 3D is faster/easier
>>
>>181153643
Looking good so far. However, I hope you aim to disincentivize the backpedal-and-shoot gameplay in some way. I can imagine combat getting boring really quickly if not.
>>
>>181156506
Like which game do you want your game to play when you're done? (the closest one)
>>
>>181154973
you mean 800 by 600
>>
>>181156621
I am anticipating that will be a problem, but right now I don't really have any ideas on how to keep it from happening besides just giving the enemies less HP. If anyone has any ideas on how to keep it from becoming "backpedal and shoot" I'd like to hear them.

>>181156773
I'd say similar to a top down Serious Sam, hence the exploding enemy. Although my game will be more like the level based parts than the arena segments.
>>
>>181156916
Also, I am aware of Serious Sam's Bogus Detour, which is an actual real top-down Serious Sam game that just came out, but I'm trying not to use it for TOO much influence because I don't want to end up copying it.
>>
>>181156905
you DON'T FUCKING know ME
>>
>>181156340
3d is going to be easier, asset pipeline-wise, because you can reuse skeletal animations, reskin the same models, easily add modular attachments and so on.

but unless you have a lot of practice, generating all that lowpoly art is going to take a long time, and the models you make near the end will be 10x better than the ones you did at the start, forcing you to redo half of them to get consistent quality. what i'd do is before even starting the game just spend a few months making lowpoly shit, just anything you can think of, characters, props, fanart, lowpoly dioramas of favorite movie scenes etc so that you develop a consistent style and workflow and then you can actually make art assets for a game that won't look like a beginner experimenting.
>>
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Idea guy here:
Shoot em up mixed with Monster Hunter.
You fly around on a flying/hovering bike. Dodging the attacks from the monster, and shoot'eming the monster's weak points.
>>
>>181148675
https://www.youtube.com/watch?v=AhF1cc7nCyg
>>
>>181156916
enemies that try to stay away from the player and do some of the following:
>shoot projectiles
>throw grenades that have bigger AOE the further the grenade went
>aim and then fire a hitscan shot with a laser indicator at the spot where the player is going to be in a second
>summon mooks that run to the player
>fuck with terrain/powerups in a way that the player wants to prevent
>critical mission objective: kill this speedy dude

etc
>>
>>181141906
I used a* and depth first search
>>
>>181157332
Those are all good ideas, thank you, I will save them somewhere for when I'm putting in more enemy types.
>>
>>181157210
So a shmup with boss weak points? There are shmups that do that already, usually destroying parts before the main body is a huge part of scoring but progressively can make the boss harder to kill.
Do you mean a twinstick shooter at that point?
>>
>>181156916
Enemies drop collectibles/powerups that you have to run to get before they disappear.

Some sort of melee weapon that you can interweave between shots.

Just making rooms tiny stops backpedaling.

Make it so you have a cone of vision thats only right in front of you.(prolly weakest idea)
>>
>>181157314
Holy shit thank you for this
>>
>>181157493
I was thinking of having enemies drop coins or something sometimes, which can be exchanged for weapon upgrades between levels or for scoring. I could have them disappear real fast so you won't be able to pick them up if you're not at the very least circling around the mob. I'll think about that, too, thanks.
>>
>>181157401
I should have put it in the post. But I'm imagining it as a 3D game. Maybe the hovering bike is more of a gliding machine than a flying machine. So you'll have to go off bumps and hills to get height. Probably aiming with the mouse in a third person shooter sort of way.
>>
>>181152039
Using raycast isn't really the best way to do this.

You should store the tiles in a matrix then use the mouse position to read them.
>>
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>>181154973
>>181156905
>>181157070
A game where the screen height is larger than the width.
>>
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>>181139405
I mean, if you're saying 30~ hours a month, I guess eventually. But if that's divided into 1 hour a day, no. You'll never accomplish anything meaningful if you just spend an hour at a time. There's an overhead period when you get into the groove and context of your work that takes time, and if your individual parcels of work are too short, you'll be losing a significant amount of effort to these, not to mention some problems just take hours of in context work to solve. If you sat down and worked for 6 good hours once a week, and doubled up one weekend a month, yes, you could make -something-. Eventually.
>>
>>181158003
tate mode bbz
>>
>>181158024
>You'll never accomplish anything meaningful if you just spend an hour at a time.
You probably can if you're extremely disciplined and very talented.
>>
>>181158228
If you have your game perfectly designed and a great workflow, it's possible.
But otherwise 30 hours a month isn't that much.
>>
>>181158003
you mean like every other mobile game? or a ton of arcade games?

i'm beginning to suspect you're not really peter molyneux. peter would know this.
>>
If your game were a rock upon the seashore, would it skip when cast off into the waves?
>>
>>181158760
every rock can skip on water given that it has an important enough velocity
>>
>>181158862
but only a good stone will skip twice
>>
>>181158760
it would just kind of vanish in mid-air and then you'd wonder if it was ever in your hand at all.
>>
>>181158958
Not if it goes fast enough
>>
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>>181158958
>>181158862
>>181158760
fucking deep

is where you're skipping rock is right now :^)
>>
Reminder.
https://mollyrocket.com/casey/stream_0019.html
>>
>asset pack on the marketplace comes with the wrong files
so this is the power.. of Epic and Unreal 4..
>>
>>181159653
>using asset packs
so this is the power of anon...
>>
>working on various game class/logic for the week
>nothing to post about
Not doing art for a while is a bit sad, cant wait to update with some juice
>>
>>181159570
literally watching the archive of that dude's game coding streams right now
>>
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>>181159930
>"class" before "logic"
>>
PUBG but there's also dinosaurs
>>
>>181160243
pubg but there's no island and everyone just drowns as sad music plays
>>
>>181160375
PUBG but you're an anime qt
>>
>>181160512
pubg but you're an anime qt without a parachute
>>
>>181157765
Second. Raycasting down the z axis isn't useful outside of 3D. If you're gonna use raycasting with 2D stuff, it's for like, hitscan bullets and lighting effects.
>>
>>181160240
I mean I;m creating various classes FOLLOWING the logic I have planned.
>>
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Just finished making an Idle animation
>>
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>>181160721
>I mean I;m creating various classes FOLLOWING the logic I have
Yes...
>planned
>>
>>181160776
t-too lewd
>>
>>181160776
the nipples point outwards
>>
>>181160776
it would be easier to observe if you didn't randomly start fiddling with the camera in the middle of the webm for no reason
>>
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Not sure if I like this but implemented spears that you can throw and they'll stick to walls which you can use as bouncey platforms or as a weapon projectile
>>
>>181160796
I dont get the problem
>plan game logic
>plan classes
>make these classes
>???
>>
>>181161591
How about write code and use classes when they reduce duplication.
>>
>>181160776
manboobs
>>
>>181161637
well of course but you can do that on paper before writing anything. I mean thats the kind of shit we do all day everyday at uni so I just do it for my personnel projects as well and spend a minimal amount of time actually doing the code.
>>
>>181161971
>but you can do that on paper before writing anything
I don't know why you would ever want to do this.
>>
>>181161561
how fucked are you if you throw the spear too low into the wall. Did you make it so you can recover the spear with your tongue or haven't planned that far yet?
>>
>>181161561
get rid of the spears and use tongue to reach crags in the rock and boost yourself upwards, prompting possible double, triple, etc jumps

digging the falling leaves though. nice addition
>>
>>181161561
what happens if you fuck up? Can you get it back again? Does it falls after a few sec?

>>181162031
so you dont start coding without knowing properly what you're going to code.
>>
>>181162153
>so you dont start coding without knowing properly what you're going to code.
Your keyboard has a backspace key.
>>
>>181161561
We Volgarr now.
>>
>>181162183
Did you never learn programming or something? Of course you can fix stuff later if something is flawed. Anyways, whats your game?
>>
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>>181162062
>>181162153
you can pick it back up

>>181162082
I already have grapple things that when you hit them with your tongue you get pulled to it

>>181162262
I stole the idea from an old project of mine. not sure if it was before or after volgarr. I still gotta play that game
>>
>>181158228
If you're extremely disciplined why would you stop devving the second your egg timer goes off for your coding hour? Talented and dedicated geniuses didn't accomplish things because they pocketed stuff off into super timeboxed segments. Bruce Lee's LIFE was fitness and personal philosophy, he ate, breathed and bled it. Da Vinci's LIFE was art, science, thought and experimentation. If you have a real passion, it can't be timeboxed, and wouldn't work. You'd sacrifice sleeping and eating time before you cut down on the work you loved to do.
>>
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>>181160776
how about a walk cycle?
>>181160883
>>181161265
>>
>>181163027
His body is moving down when his legs are kicking out. he should be moving down when his feet touch the floor.
>>
>>181163027
is xhe on the moon?
>>
>>181160776
>>181163027
It looked way better back when it was 2D.
>>
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I just started a statistics program. Anyone have some good resource about using statistics in gamedev? Pretty broad but just a random question.
>>
>>181163207
Ok, will change
>>181163230
Its a guy
>>181163302
Im a 3D noob
>>
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>Did you never learn programming or something? Of course you can fix stuff later if something is flawed. Anyways, whats your game?
>>
>>181162871
>I already have grapple things that when you hit them with your tongue you get pulled to it
nice
>>
>edit datatable
>save it
>open underlying .csv
>no changes
>make change to .csv
>overwrites all changes to the datatable because none of them were copied to the .csv
I don't understand what I'm supposed to do with this.
>>
>>181163487
Are you the same guy who was asking about dot/cross products yesterday?
What is it with people asking "how do I apply this broad mathematical concept to development of an unspecified game"
>>
>>181164094
idea guys in denial
>>
>>181163856
so just a nodev, gotcha
>>
Do you know of any games where you need to find your assassination target based on vague description? And where it plays a bit like Cluedo, where you need to ask around and gather information about the target until you connect the dots, and only then can you kill him/her.
>>
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Alright, procedural nav mesh generation using the A* unity asset. It's a bit heavy to calculate but so is the rest of the world. Now I can try and polish AI scripts and have them use it.
>>
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how did you learn to texture?
>>
>>181164376
hitman
>>
>>181164376
Yours.
>>
>>181164094
No, if I'd ask something like that it would be more about the generalization of the dot/cross under clifford algebras
>>
>>181164461
I just puked.
>>
>>181164376
Spy Party, kind of.
>>
>>181163718
>Im a 3D noob
Do some front/side/back references and stick to them entirely, it feels very different than the concepts you've shown.
>>
>>181164376
Asassin's Creed 1.
>>
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>UE4
>want to clear an array
>"for each item of array, destroy component" doesn't destroy everything
>"while array length > 0 destroy component" does
I'm curious, why is that the case ? The array is the same in both case.
>>
>>181164334
Not that guy, but you have to understand that analysis paralysis is a disease around here. Most people have experienced trying to meticulously plan out everything and then it just never coming together how you pictured for a lot of reasons. So when someone comes in with all their ideas and class diagrams and their "perfect plans" then barks nodev at everyone who tries to criticize their idea, it's not met with a lot of hospitality.

Does that make sense?
>>
>>181165302
For loops and deleting often don't mix.
>>
>>181165302
this is not just for unreal but for programming in general: do not iterate through a resizable array while deleting the contents of it. you are reducing the count each time you delete, which is invalidating the for loop.
>>
>>181165345
yes it does, sorry for being slightly impolite earlier.
>>
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>>181164635
i made this model sheet, is it useful? or should i make a new one?
>>
>>181165302
>delete the first element
>second element is now in the first position
>code goes to the second position and deletes what was the third element
>second one is never removed
>>
>>181165302
>want to clear array
>array -> clear
>>
Does UE4 support combinators like map, filter, etc. on collections?
>>
>>181165302
delete in reverse order my man, because of this >>181165774
>>
>>181165463
>>181165476
>>181165774
>>181165923
I see, that makes sense entirely. It also explains why doing that operation multiple times worked in the end.

>>181165836
I meant clearing as in deleting the meshes associated to it, not just clearing the array.
>>
>>181165481
We're all friends here.
>>
>>181166183
You should use RAII.
>>
>Moving character
>Move using transform.forward * playerInput.magnitude
>No input, math should be (0, 0, 1) * (0, 0, 0)
>Character goes shooting off with no input
Gee I sure do love me some fucking vector math and Unity framework.
>>
>>181165302
>can't solve basic logic problems
Are you guys doing it on purpose?
>>
>>181165663
oh
it's male?
I thought it was female this whole time
>>
>>181162871
>>181161561
this looks like fun
>>
>>181161561
Nice use of squash and stretch.
Looks great.
>>
>>181166368
you sure about that anon? print the actual value of playerInput.magnitude and also print the result of (transform.forward * playerInput.magnitude) so you can be sure
>>
>>181166346
It's for some kind of editor, kind of like there is in KSP, so I'm not sure if it would work there (but I'm only glancing at wikipedia so I don't know.)

>>181166560
But I solved it. See >>181165302
>>"while array length > 0 destroy component" does)
>>
>>181167045
>RAII wouldn't work in an editor
Yeah no that's ridiculous. RAII means that you can simply clear the list (or let it get deleted itself) and all the contents will be deleted. If you make it so the mesh is deleted in the destructor, it's all cleaned up automatically.
>>
>>181164468
easy,
>>
>>181165836
some components need to be destroyed even if you don't refer to them anywhere
>>
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agdg, I can't recommend going to a convention enough. Easy playtesting and promotion, networking, possiblity of meeting big names who can spread the word, and meeting/seeing a lot of autists, which is always fun

Also I added keys
>>
>>181167410
>no key in hole animation
my autism
>>
>>181150502
DOOM.
Shovel Knight.
Undertale.
>>
>>181150502
Hollow K***ht
>>
>>181167707
In due time
>>
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Some fun stuff for the slavers' guild
The wolf cage has been there for a while, but now there's also a houndmaster dude who will open it if you piss off him or his buddies

Also there are now 2 quests in the game: rescue a blacksmith from the slavers, and help a wizard test his new spell by casting it on various monsters and then reporting back to him
>>
>>181167410
Did you have a booth? How did you display the game? How much did it cost?
And ya, needs a keyhole animation
>>
>>181153040
People do playthroughs of games from demoday?
>>
>>181167410
yeah but is my game worth showing at a con :/
>>
>>181167410
I'm sure you've noticed that key with legs looks like a giant dick.
>>
>>181168292
yes, that's the whole point
>>
>>181167154
I still don't get it. How's it different than just adding items to an array at their creation and deleting them later ?
Inb4 screaming /g/ anons. They've got all rights to do so.
>>
>>181168292
there's not a lot of them, but there are, yes. simply search "let's play agdg demo day" in youtube
>>
>>181167410
I remember your game, I really enjoyed seeing your progress.
>>
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another hard day devin.
>>
>>181168292
Someone did on the last demo day I did. (9 I believe)

A bug occurred in my game.
>>
>>181168443
You don't have to say "for every item in list, delete item's mesh and remove item from list". You just say "clear list" and RAII handles the cleanup.
>>
>>181168292
there are videos, streams and text reviews
the periods around demoday are the best time on /agdg/
polar opposite of prejam """"""hype"""""" which is just posting anime with "I can't wait for *** Jam!", "Post *** Jam game ideas!", etc. attached
>>
speaking of
since last demoday I've moved and now I need to set up my desktop/mic again
>>
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>>181165302
>spend a whole day trying to understand why UE doesn't want to execute my flawless logic
>sometimes a single "random integer" node was spitting out different results during different execution points
Nothing's changed since the olden days of dancing around a bonfire. Nowadays we pray to gods in front of a PC.
>>
>>181166848
The problem was the y axis was fucking it up.
A new problem now.
My speed value is just ignoring the clamp for no discernible reason.
>>
>>181168835
I guarantee that's the intended behaviour and that you are at fault.
>>
>>181168574
>still being triggered by jams
Relax dude
>>
>>181168835
the hose just disappears in the right lens wat
>>
Why is your game's title not a pun?
>>
Does anyone know if there is a minimum information/field requirement for a piece of content when uploading to the steam workshop?

It seems like they just slapped the 'this is a requirement' notice on every god damn function, even blatantly not required ones like the one for the removing tags.
>>
>>181169059
Because I tend to instaskip any game with a lolclever name when I'm browsing releases.
>>
>>181168201
I find this sort of game very cozy. If I weren't such a nodev, this is the kind of game I'd make too.
>>
>>181136490
I think the style is fine too, but something this simple this has to be impressive in some other way like through music/sound effects, juicy animations, particles, lighting, or gameplay

Not seeing any of that yet
>>
>>181169256
>I'm gay
I'm glad you felt comfortable enough to announce that to us but it's a bit of a strange place to come out.
>>
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>>181168262
TooManyGames had a thing where you applied and if you were accepted you got a discounted rate, so table was $75 (included two passes to the con for the weekend). A booth was $135 I think. I brought a massive tv, as well as a laptop and desktop (desktop played the demo while I fixed bugs on the laptop). I got lucky to be placed right across from the guest developers (for Spooky's house of jumpscares). Probably got the best spot frankly. Also Ultdev told me about the con

>>181168361
I mean, only you know that, but the game that one the Guest's Choice award (Guest = e-celeb at this con) was a multitasking game that had pretty bad art but was incredibly fun and addicting to play. Games had a big range of quality and completion

>>181168368
I mean, in the same way that anything round with a long bit looks like a dick. But I also think it's key-shaped. Thanks for feedback though

>>181168493
Were you the guy I met? Thanks, I hope you make demo day

pic related is my buddy who helped out during the con and some stranger playing it. Having a buddy is great, one guy can always be fixing bugs/testing the demo out while the other watches playtesters
>>
>>181168913
Maybe. I don't see that being documented though. Actually, after rethinking about this again - maybe you are right. Instead of thinking that "you are taking the value from the same location" you should think of the node as "execute what's inside".
>>
>>181169435
Not him, but what are some semi-recent (past year or so) indie games with pun names that are actually good?

Pun names are a pretty good predictor of shittiness.
>>
>>181169435
It's funny because right after posting that I remembered I have like 200 hours in Brawlhalla. But yeah this kind of name is still retarded.
>>
>>181169786
Name 5 games with pun titles.
>>
>>181169535
How well was the game received? Did compliments feel like actual compliments or "Oh fuck well I can hardly tell this guy his game's shit right to his face"?
>>
>>181169651
Yeah. That's day one stuff.
>>
>>181169953
If I name 5 shitty indie games with pun titles are you going to tell me they don't count because they weren't big enough releases?
>>
>>181170152
Stalling, are we?
>>
>>181169786
this is just from scrolling the steam frontpage, I have no conception of time
dadliest catch
gungeon
clustertruck
streets of rogue
>>
>>181170251
to be fair he asked first
>>
>>181170309
>he doesn't know what a pun is
Fuck sake lad, sort yourself out.
>>
>>181170251
Oh, so that's how you wanna play it. Okay, answer my question that I posed to you first:
>>181169786
>what are some semi-recent (past year or so) indie games with pun names that are actually good?
And don't stall by asking me to name shit.
>>
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>>181164468
i didnt
>>
>>181170106
It was received very well. I had some people return several days in a row just to play again or watch others play. Even when there were gamebreaking bugs I pretended that they were the first to find it and thanked them, which made them fel like important playtesters. If people did have critique they were generally honest.
The only people who were kinda off about it were a clearly autistic guy who got done playing the demo and was like "I'm also a dev, and my game is gonna be pretty big" and one guy who insisted I should be using Spriter's Resource as a base for all my sprites
The demo performed very technically sound for the people who mattered too, like the judges for the main award, and they all really liked it
>>
>>181170494
>"How can I prove I'm not stalling?"
>"I've got it!"
>"NO U!"
lmao

See, the reason I'm challenging you on this, is because I don't think you know what a pun is. Much like that other poster.
>>
>>181170620
So you can't name any.
>>
>>181170620
>still dodging the question
>>
>>181170596
Good to hear m8, keep it up.
>>
>>181170435
what word would you use for those if not pun
>>
>>181170620
you're literally the one that NO U'd him first
>>
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>>181169535
>I mean, in the same way that anything round with a long bit looks like a dick.
No I don't think we're looking at this the same way, allow me to illustrate (pic related).

The idle animation with him basically humping the air doesn't help either.
>>
>>181171015
hehe epic dic
>>
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Still figuring out how to make the movement faster. He slows down too much when turning.
Any ideas?
>>
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I am having a hard time distinguishing the appropriate perspective to a game that I am working on.

Which perspective is more appropriate for a character walking in 8 direction?

When is it the right time to use the one on the right side instead of the left and vise versa?
>>
>>181170741
So you can't name any.

>>181170764
>still dodging the question

>>181170893
>NO U
>again

I wonder if you even realise this.


ps. you'll note I never actually claimed that games with pun titles are inherently good, whereas you claimed that they're inherently bad. Thus, the burden of proof is on you. Do keep up, kids.

>>181170827
That's wordplay. Puns don't use made up words.

A pun is like "Whenever I take my clothes off in the bathroom, my shower gets turned on". Puns play on the double meanings of words. Slamming words together to form a new word is not a pun.
>>
>>181171015
Sometimes a key is just a key, Freud. You're seeing what you want to see.
>>
Is Paint Tool SAI worth the price for what it can do?
>>
>>181143689
they don't support UE4 skeleton anymore, but they can still be used with a little work
>>
>>181169535
Interesting stuff
>>
>>181171156
he asked first
>>
>>181171156
Quit stalling and name some.
>>
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So Gogems new game is a Western RPG? I thought he was working on some detective shit?

How is he going to turn the Wild Wild West into a spreadsheet game /agdg/
>>
>>181171269
>>181171298
I'm unsure if I should be embarrassed or impressed with your persistence in the face of facts. You claimed that pun named games are inherently bad. Prove it. I made no claims. Therefore I do not need to provide proof. Stop asking for a nregative to be proven.

Can you see how this works, kids?
>>
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Here is an event prototype. I am prototyping a certain way to implement VN with RPG. If you have some time, read it and tell me what you think. Its about a 3 min read.

http://writer.inklestudios.com/stories/g363

There are feedback questions at the end for what I want feedback on. Write them here, please.
>>
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I didn't dev today because i'm still lost but i've made this instead, i hope i find something interesting soon.
I know I know i can't into shading
>>
>>181171432
he asked first
>>
>>181171432
>still stalling
>>
>>181145209
my dad is 72 and he watches south park

he also owns every Simpsons toy
>>
>>181171508
>>181171543
>n-no u
I'm officially embarrassed for you.
>>
>>181171628
he asked first
>>
A game which honors the memory of those fallen during the events of the 11th of September, 2001
>>
>>181171628
you're both embarrassing at this point
>>
>>181171152
right is for pure side view obviously, the problem with left is that feet aren't on the same level while the head/hat/shoulders are on the same level, it's awkward and conflicting.
>>
>>181171628
It would've been better to admit that you can't name any than to draw this out.
>>
>>181171480
just add some lighter spots and it's good mate.
>>
>>181151095
am I the only one that thought it wouldn't be a commercial success? I mean, I'm not shitting no them, but something about piloting a space ship through Zelda dungeons just doesn't scream mass appeal
>>
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>>181136353

aquiring drugs online to kill myself with.

and also my game.
>>
pun-based combat
>>
>>181171667
>you're
>he
Fooling nobody, sweetheart.

>>181171803
I never claimed I could name any. In fact, I never claimed anything at all. You did though.

Clock's ticking sweetie x
>>
>>181171887
he asked first
>>
>>181171838
I was a little afraid it wouldn't go anywhere but just for general indiepocalypse reasons
>>
>>181171964
I accept your concession of defeat.
>>
>>181171887
>Clock's ticking
And yet you keep not naming them.
>>
>>181172024
he asked first
>>
>>181172052
>>181172082
>n-n-n-n-no u
Must say, I do enjoy coming to 4chan where I can be reminded that I am utterly superior to most people.
>>
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>>181171152
The character on the right is fully side view, which is of course best for sidescrolling games.
The character on the left is slightly tilted, but not really enough to call it 3/4ths view. I think the one on the left would also be used for a sidescroller, just one where you can see a bit of the floor, so it's not completely side-view like the right side.

For a top down game with 8 directions you'll want a sprite that has a 3/4ths perspective, where you see the top and side of the character about equally.
>>
>>181172024
Congratulations, you finally admitted it! That wasn't so hard.
>>
>the first thing you need to do when making a project is picking a name
JUST
>>
>>181172151
he was the first to ask
>>
Dead Rising: Chop Till You Drop
Legend of Zelda: A Link to the Past / A Link Between Worlds
Saints Row: Gat out of Hell
Invisible Inc
Big Mutha Truckers
Grabbed by the Ghoulies (excellent game)
>>
>>181172207
>>181172257
>n-n-n-n-n-n-n-n-n-n-no u!
lmao
>>
>>181172151
>>181172305
Why are you changing characters?
>>
>>181172305
he asked you before you asked him
>>
>>181172305
I'd accuse you of further stalling but you already graciously admitted that you couldn't answer the question.
>>
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>>
Write a poem, celebrating your game, the accomplishments you've made, and the relationship you have fostered
>>
>>181171480
Shading is generally fine
>Pick a light source, and don't be afraid to cast shadows on sections that aren't hit by it, and give those less detail
>Avoid pure black
>Make legs longer to match proportions

It's pretty good
>>
>trying to dev but my game wants me to come to bed
oh well :)
>>
>>181172367
>>181172376
>>181172493

Dead Rising: Chop Till You Drop
Legend of Zelda: A Link to the Past / A Link Between Worlds
Saints Row: Gat out of Hell
Invisible Inc
Big Mutha Truckers
Grabbed by the Ghoulies
>>
>>181172831
The puns were the worst parts of those games. Plus those are massive releases.
>>
Fucking shitposters!!
>>
>>181171826
>>181172793
thanks anons
>>
>>181172664
Your game is on Steam
But does that fucking matter
when you are alone
>>
>>181172831
>Not him, but what are some semi-recent (past year or so) indie games with pun names that are actually good?
>Dead Rising: Chop Till You Drop
>Legend of Zelda: A Link to the Past / A Link Between Worlds
>Saints Row: Gat out of Hell
>Big Mutha Truckers
>Grabbed by the Ghoulies
???
>>
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Me and my pal are working on a game similar to Zelda FSA and Tri Force Heroes, though it will probably be 2-player only, maaaybe 3. We're not trying to make a huge thing so it's best not to aim too high.
Anyway, what kind of things would you like to see in a game like that? Talking about puzzles, combat, abilities, etc
>>
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>>181172367
>resorting to utter gibberish
LMAO

>>181172376
>>181172493
>n-n-n-n-n-n-n-n-n-n-n-n-no u

imagine being so triggered by being called a faggot that you shit up a thread for 50 posts because you realise you've painted yourself into a corner


>>181172972
>"If I name 5 shitty indie games with pun titles are you going to tell me they don't count because they weren't big enough releases?"
>proceeds to make this post
>>
>>181173279
>>181172831
crypt of the necrodancer
>>
>>181173354
his question was in an earlier point in time than yours
>>
>>181173279
>claim all pun-titled games are bad
>get asked to prove it
>instead you screech "WHY DON'T U PROVE THAT THEY'RE NOT?!"
>for 45 fucking minutes
???????
>>
>>181173354
>because they weren't big enough releases?
too big != not big enough
>>
>>181173354
moshi moshi stalling desu
>>
Do these threads get summer refugees? Its been...different the last few weeks.
>>
>>181173310
Hell dude, level design is hard enough for my game, don't ask me to do it for your specific mechanic
Sounds like a fun idea though
>>
>>181173420
>I don't understand burden of proof but boy am I angry about being laughed at for being gay and not knowing what puns are

Post again. Prove to everyone how angry the little babby is.

>>181173516
>IT'S OKAY WHEN I DO IT
The entire basis of the past 45 minutes of your shitposting lmao

>>181173569
>no u
Oh actually, maybe not the entire basis. Since you've been screeching "no u" the whole time too.
>>
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>>181173569
Haaai, Stalin desu.
>>
>>181173494
>claim all pun-titled games are bad
[citation needed]
>>
>>181173660
the objectively determined order of questions asked in this conversation contains his question before yours
>>
>>181171771
>>181172153

Thanks for the feedback. I am doing a 3/4 perspective. Any other things that you guys can point out to improve my sprite on the left?
>>
>>181173601
It's 3 semi-regulars. One of them is the guy making that shitty isometric game with the objective markers.

You can spot the others by their lack of grammar and capitalisation. I haven't been able to work out if they're disabled or "trolling" yet though.
>>
HOLY SHIT JUST FUCK OFF ALREADY
>>
>>181173660
You already admitted you weren't up to the task so you needn't strain yourself further.
>>
>Pun names are a pretty good predictor of shittiness.


I didn't ask a question.


>no u
lmao
>>
>>181173601
i've been under impression they're actually slightly less retarded, but that's probably because sourceposter is posting more rarely and so are the people who make the healthy lifestyle and /r9k/ shitposts
>>
>>181173780
>I haven't been able to work out if they're disabled or "trolling" yet though.
Be sure to report back on that one, detective.
>>
>>181173310
picking up friend and throwin him up is a must
make sure to put spikes in the walls and holes in the ground so the players can troll each other
>>
>>181173780
>One of them is the guy making that shitty isometric game with the objective markers.
And you accuse other people of trolling.
>>
>>181174154
See? Fucking pegged him from a mile off.
>>
>>181173780
i might have changed my game 4 times but i come here everyday
>>
>>181173774
Like the other anon said, it looks like the body of the character is side view, while the legs have perspective.
One thing you could do is imagine a cube in a 3/4th perspective and draw the character as if it were inside that cube.
Heck, you could even make a very basic 3D model, just a Minecraft tier model, set it to orthogonal camera and rotate the camera to be a 3/4ths view. Then you can use that model as a reference for the perspective.
>>
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Unlockable costumes are in. Don't mind the fucked in-game sprite
>>
>Your favorite camera position is?
>Your least favourite camera position is?
>>
>>181175131
missionary
reverse cowgirl
>>
>>181174996
Nice. Shouldn't it show the sprite as youre selecting it though?
>>
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>>181175913
It should and will. I have to fix more important stuff before demo day though
>>
>>181174996
i enjoy how how much effort you put to make the game world feel alive, it's too comfy
>>
>>181176082
Of course. Do you use dither brushes or do you hand dither like a madman?
>>
we need more women in game dev. preferably attractive women. shit gets lonely.
>>
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>>181176124
it means a lot to me, thank you!
>>181176202
I use MS Paint + GM sprite editor.
>>
>>181175131
one that works
one that doesn't work (horror games, practically all of them)
>>
>>181176351
>MS Paint + GM sprite editor
Then you're as insane as one of your characters. Your work is incredibly as always, you have a great sense for natural posing, espeically in >>181176082
>>
>tfw u realized that u are an ideaguy
>>
Post spritesheets for animations. I like seeing them
>>
>>181176737
No.
>>
crystal gun dev still post here?
>>
>>181176453
Is that something which you decide at the beginning, or can camera get changed later on, if you realize that e.g. third person camera position works better than topdown?
>>
>>181176783
I'd would accept any animation you are working on
>>
>>181165663
i'd steal this for modeling if it wasn't furfag
>>
>>181176885
well if you build your whole game around a certain angle, it's better to stick with that angle or else it'd look weird at best, be frustrating at worst unless you change the whole game to suit that angle, which again nullifies all your effort up to that point
>>
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>apply for game dev internship
>discover they use python
Professional.
>>
>>181177595
Lots of programming is done in Python these days.
>>
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>>181173774
Just google up games with an isometric or 3/4ths view and use them as reference.
>>
>>181177595
that means they don't want you touching the real code
>>
>>181167410
Wow I never imagined this game would end up looking that promising. Good job
>>
>>181165774
>>181165836
>>181166183
Fuck this. Can't you just do it recursively?
>>
>>181176580
post ideas
>>
>>181177776
Thanks anon, glad it looks promising now
>>
Throwback thursday, post your oldest in-game webm
>>
>pre uni
>full of motivation
>poor game making skills
>now
>breddy gud understanding of software and mathmatics
>0 motivation
>rsi

Don't study cs to ljmg lads.
>>
If I want to make a town, should I model multiple versions of walls, doors, windows etc. as separate objects and then import them as assets from which I can build various houses, or should I model full houses one by one? If first, is there some guide how to make everything fit everything else?
>>
>>181177595
what's the problem with python or any language at all? you just need to know basic programming and how to make a game loop, you can translate code from and to any language unless it's functional programming.
>>
>>181178293
You are the reason the average website is 15MB big these days.
>>
>>181178293
It's extremely bloated and slow, useless for games.
>>
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>>181178185
do you mean like this
>>
>>181177972
How about a lovecraft-ish 2d game. Something like The Mist with an action gameplay. Roguelike ofc. Ppl need to get safe. Multiplayer coop
>>
>>181178536
No, its an extremely common choice for game scripting languages, up there with Lua.
>>
>>181167410
Looks great but I get the feeling you'll end up in a similar situation as the Monolith guys. Great game but not a whole lot of buzz around it.
>>
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>>181161561
>throwing spears that you can jump on
stealing from other devs are we now?
>>
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>>181178185
Not sure what in-game means, but I'm assuming this is close enough
>>
>>181161561
Looking nice. I know it's early, but you better have some nice twaaaaannnnng animation when you jump on that
>>
hey anyone knows that one article/series of articles about problems in games (i think mainly strategy or rts' alone) such as people teaming up 2v1 in a ffa or the weakest player being completely useless all game if he had a shit start

there was a lot of problems like that but also a suggestion on how to fix every one and id be happy to see it again
>>
>>181169535
wtf so weird seeing an agdg game in a professional environment
>>
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>>181178192
Hi I studied music at uni and not programming but I had the same general malaise after finishing.

Uni sucks your motivation out through a fucking tube, what you need to do is get your arse out there and into a job position and your motivation will return, my industry is a little different than programming where you're always in demand and I was starting to get worried that I couldn't do it or I wasn't good enough.

I went for an interview at a position I thought I would never get, put in 200% effort into preparing for it by learning FMOD and such and I got the spot, it made me remember that I am actually good enough to do this and you will only receive back from the world the effort you put in, now i'm composing and doing SFX damn near 7 days a week because I want to. It also made me remember that I needed to break my slavish devotion to "Motivation" because there's times you won't feel inspired or motivated but just need to work and I don't want to be beholden to motivation or inspiration.

Also learn to type properly and get a split keyboard, if you're not using all the fingers on each hand right now that's why you have RSI.

typingclub.com
>>
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>>181178185
>>
>>181179080
not being mean btw
>>
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>>181178185
You got it.
>>
I feel like I'm drowning in a shallow pool of water.
>>
>>181178713
I mean, I'm still WAY far from release. Still have to make every other environment and lots more assets. I met and got info from some high level streamers at the convention, so hopefully that pans out when it's in a more final state

>>181179080
yeah, it's weird having people see your game in a commercial setting, agdg aside
>>
>>181179159
>get a split keyboard
This. Really relieved pain for me. And it pays off to invest in a programmable one, too. Reaching for brackets caused me some serious stress.
>>
>>181178818
>implying he didn't steal it from Völgarr
>>
im devving but

i didnt look up how to dev anything a single time and do it all myself
i start to feel like im doing everything wrong and in the most inefficient way possible

but if i look something up it feels like im just copying someone else and it feels pointless

how do i dev properly
>>
>>181179405
Never sure what art is yours and what's ripped, but the art I see is so nice, a shame it's being used on just a mod. Whatever floats your boat though

>>181178537
Damn looked good even back then
>>
>>181178536
>It's extremely bloated and slow
it is useful exactly because of that, limitation teaches creativity, also the major part of eve online was coded in python, but still, i never said you should stick with it to the end, it's good as a start.
>>
>>181179607
How did you learn to program without looking shit up?
>>
>>181179616
Pretty much 90% of GMOTA's assets are rips and edits, a few projectiles were custom made for me though.

One day I plan on coming back to this project and make it into a standalone overhead shooter game that's a cross between gauntlet and doom, handmade levels too
>>
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>>181176737
well I hope you like seeing shit ones because this is all you're getting
>>
>>181179607
Read API docs. Learn patterns. Understand Algebra and Analysis.
>>
>>181179616
>Damn looked good even back then
thanks
>>
>>181179717
the idea of how code works and general ideas how to write it i obviously looked up

the way my language and framework work too

but i didnt look up anything about creating a game itself
>>
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>>181178185
>>
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>finish my shit game
>way better than everything I've made
>though uh, this is pretty good, but I'm sure /v/ will call it shit
>post it on /v/
>they call it shit
>go to take a nap
>wake up
>feel really empty inside
>have no clue why
>like, I need to start a new project, bigger this time, in SDL and C++
>go and check my thread
>is shit they said
>feel like shit, wanna quit
>tfw

Is normal to feel empty after you finish a game you spend so much energy to finish?
>>
>>181180102
well now you can look up general ideas of how things in games are made

you don't literally have to type in google "how to make loli sim step by step tutorial"
>>
>>181179607
don't try so hard to reinvent the wheel. just look someones stuff up and try if you can come up with an better solution while further learning the system. if not just keep it as it is.
there's so much free stuff on internet it would be stupid not to use some of it in your own benefit.
>>
>>181180102
Did you research anything about data structures or algorithms?
If so, looking up program structures and implementation ideas for games is the same shit as that.
If not, your programs must be a nightmare to write, read, or debug.
>>
>>181179235
Whats the status with this?
>>
>>181180273
dumb frogposter
>>
>>181180273
Post thread

>>181179765
That's quite a strut he's got. It generally looks good, though there is something a little off. Maybe change some of the colors, so it doesn't look like same-arm-same-leg motion?
>>
>>181180273
post your game, it can't be that shit
>>
>>181180273
Happens to me after a demoday, big effort to get it done, then depression afterwards. Could be the body trying to push back against all your exertion and maintain homeostasis?
>>
>>181180356
>try if you can come up with an better solution
this is important
I'd never made an inventory before so I went through most of Epic's inventory tutorial. The system they had there was obviously very simple and useless to me, but seeing how they implemented it made it easy for me to see how to implement my own system. Once you learn the structure of a solution it becomes easy to see how to modify that structure to fit your unique flavor of a problem.
>>
>>181180273
Other people don't see how many hours you put into your game, for them it's just another product. Only because you think it's good, it doesn't mean other people will think the same.

That's actually a valuable lesson
>>
>>181180225
This look so fun and comfy, yet so complicated.
What is even going on in there?
>>
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>>181180403
working on settlement generation in caverns
>>
>>181180273
jesus cris stop being such a frogposting bitch and just make a good game
>>
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>>181178185
I am currently revamping all of the shot types and how they operate mechanically. All last week was refactoring/rebuilding systems to work better with my future plans so no visual progress to show that week.
Just did a squash test to see what the game would look like forced into 16:9 without modifying any of the art assets. It doesn't look bad per se but it is no longer pixel perfect like that. I was going to post a screen of it and ask what other people thought.
>>
>>181180475
https://ca3games.itch.io/spatial-invaders

>>181180470
/v/res/12920197.htm
infinity chan.

>>181180545
I don't think is better than most games, but I'm proud of it.

Is like: wow, I was able to make it?
>>
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>>181180545
this
this is the stuff that keeps me up at night
>>
>>181180610
this looks very cool
>>
>>181179607
>i start to feel like im doing everything wrong and in the most inefficient way possible
You are.
>>
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>>181180703
>>
>>181180703
wow, okay, that's pretty bad

do something more creative for your second game
>>
>>181180273
why would you scatter your game's sorrow to the heartless /v/?
>>
>>181180703
>inf chan
Motherfucker, I have no idea how to get around that shitty site, and appending your link to the inf chan url didn't do shit. Post a full link or go back to that shithole
>>
>>181180703
Looks like standard memes and imageboard attitude. Did you expect them to be impressed with babbys first space invaders? If anything you should be proud you got so many replies and genuine criticism

But the emptyness isn't from their comments, its from not having a project to work on
>>
>>181181013
I just want to know why I feel empty right now.

Is like yeah, I made it, so what now?

then you have no clue what to do.

>>181181096
the first step to become good is to take out the sucking part by practicing.
>>
>>181180273
>>181180703
i'd feel more sympathetic if you weren't a fucking unironic frogposter
like what the fuck
>>
>>181181170
just check in the catalog, there's an OP with a screenshot from the game.

>>181181224
I have a folder full of pepes.
they're good.
>>
>>181180703
>.net/v/res/12920197.html
It's you again.
Just face it, it's not a a good game and it doesn't seem like you spent a lot of thought in it. It's too cheap and empty, even for a amateur game.
>>
>>181180575
It was kind of like Commandos but at a city-scale, and turn based. Its unrecognizable now, all the concepts of "agent" assets are removed and its purely hacking
>>
>>181181338
because is a shitty copy of 70-80 arcade games.

I'm not claiming is good though.
>>
>>181181327
>they're good
doubt.mp4
>>
>>181180273
This is what happens when you are not using good tools.

Do you want to make a good game or make an engine? All that time could have been used for more important things, like perfecting the gameplay, visuals, sound or narrative.
>>
>>181181224
It's everyday. I wouldn't be surprised if it was the same person and he's outright lying about finishing a game.

It's not an exaggeration to say there are posters in agdg mental enough to make up fantasy stories of them being gamedevs.
>>
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>>181180816
thank
>>
>>181180703
You posted your space invaders clone online and expected people to give you the kid gloves "good job with your learning experience" response? Come the fuck on, man. It's important to make shitty little games for the process of improving, but don't think they're anything beyond shitty little games.

The problem here isn't the game you made or the reception it got. The problem here is your attitude. You made a crappy starter project just like nearly every other motherfucker to ever begin game development, you learned some shit, move on.
>>
>>181181506
It's an engie? Figures.
>>
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http://store.steampowered.com/app/528100/Marvelous_Designer_65_For_Steam/

Is this a waste of money? That's a pretty great sale on it
>>
>>181181563
I'm ok with people claiming is shit.

I'm just wondering why do we feel empty after finishing something.
>>
>>181180703
to be honest as harsh as some of it is a lot of the criticism seems earnest and comes with advice

It's hard to not be recognized for something you put time into. Keep working, keep improving, and keep posting progress, we'll give you attention if you do that
>>
How do I call an object in an array in godot using a json file?

I calling d["rps"] works, but I don't know the proper syntax for calling something in an array. The docs don't help at all and I've tried googling. Am I just doing this wrong? I'm still trying to learn.
>>
>>181181740
I don't even have to look at the page or the product to tell you with complete certainty that it's a waste of money.
>>
>>181181774
you need to keep making
>>
>>181181740
why do you need $200 software to make clothes
are you trying to get AAA graphics in your OMA no-budget indie freeware title?
>>
>>181181506
>>181181687
unity
>>
Has there ever been an engine dev from agdg who wasn't pathetic and possessed by memes?
>>
>>181181774
Because you had purpose and now you don't. On to the next thing, forever, until you die.
>>
>>181181841
oops the last line should be print(d["rps"]["item1"]), but that still doesn't work.
>>
>>181181989
>chasing shadows
>>
>>181181841
You probably need to call d["rps"][0]["item1"].
>>
>>181181774
>I'm just wondering why do we feel empty after finishing something.
You specifically feel empty because you made a lame game. Don't believe me? Start making a game that isn't boring and see what it feels like when people actually care and want to play it and follow you.
>>
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>>181178185
>>
>>181182156
Oh shit, why do I remember this? What is this now?
>>
>>181181821
I do feel ok.
even if it's shit people dont see what it took to make it.

It's like the talent meme on /ic/ where some anons talk about inborn gifts of art gods and others talk about all the effort that took them to become good.

Even loomis talks in his books about this.

>>181181932
yeah, I'll try to make a finished game per month, that's like my new goal for the next year.

>>181181996
yeah, I was googling it, but it seems english has no word for it.

>>181182137
I dunno, It seems like post birth depression, something like that.

will shut up now.
>>
>>181181939
>no-budget

Tiny budget (10k) maybe, and yep
>>
>>181178185
>>
>>181182113
That wasn't an answer. Show me an enginedev besides Mayhem League dev who wasn't a basket case or has finished a game.
>>
>>181182119
thank you that worked out
>>
>>181180273
Happens to me. It's like "Why did I put so much effort into this?"
>>
>>181182264
wasn't that dude using ue though
>>
>>181182264
>Mayhem League
>enginedev
What
>>
>>181182231
unless you've got enough to hire a team of artists you should give up on graphics and focus on gameplay
>>
>>181182314
Do you understand why?
>>
>>181180703
it's shit
>>
>>181182342
>>181182343
>anons here told me mayhem league was enginedev
Jesus fuck I guess I should have known better.
>>
>>181182520
You didn't even play it nigga
>>
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>>181182264
>Doesn't even know which engine Mayhem League was using
damn you dumb son, fuck off newfig
It's funny that you posted dumb shit about enginedevs because of the frogposter who actually used Unity to make his shit game.
>>
>>181182551
No game dev is an enginedev. They're fundamentally broken in the head. It's like someone refusing to use a hammer because they believe meme fairies are judging them.
>>
>>181182228
>Finished game per month
This is a good way to not get better
You'll be so busy doing the same starting/ending shit that you won't ever improve your art/modeling/coding skills.

Find a project, stick to it. Quantity != quality
>>
>>181181989
I'm solely pathetic not possessed by memes
>>
>>181182646
>It's funny that you posted dumb shit about enginedevs because of the frogposter who actually used Unity to make his shit game.
Did you see my post referring to the frogposter?

Seems like you're being a bit sensitive, faggot. Maybe get off the internet.
>>
>>181180273
ah they ignore all my games for being shit i guess.
>>
>>181182710
>It's like someone refusing to use a hammer because they believe meme fairies are judging them.
Those particular meme fairies are real though. They just live in /g/

>>181182646
Hey can you help point me out to any enginedev games in there that were finished? Thanks
>>
>>181182646
>recap overflowing
>Vampire's Bit and Paper Bugs both in it
We are in a bright age indeed
>>
is there a term for animating a static image? like repeating an identical image for several frames? for instance, in my game I will animate a rock sprite, or a dirt tile in such a way. the effect isn't perceivable on the conscious level, but the environment feels more alive on the subconscious level.
>>
>>181181774
it's quite normal to want your game to be played and enjoyed, it takes a shitton of effort just to make even a simple one

but it's also important to self-reflect and stay realistic and realize why you're doing what you're doing and how far you're going to get so you don't disappoint yourself by setting your bar too high. when I made my first pong, I didn't make it for other people to enjoy, I made it because I wanted to get into gamedev, it was pure business and I knew it. when I made every single jam game I made, I didn't make them for the masses, I made them to challenge myself and to see how my ability compares to the competition. I still don't think I can make what the average gamer would consider a "passable game" but I don't care, it's a hobby.

now when you pick up unity, set a goal in your mind, know what you want to achieve. you've already learned you don't have the ability to impress the public yet, that's fine. set a different goal in your head. even just pure curiosity and desire for self-improvement is enough. we're about to have an agdg jam, we have demo days, you can shoot for those and compare your ability with other fellow yesdevs on equal footing

it feels much better to make a shitgame that's comparable to the next devs shitgame than it is to make a shitgame and showing it to normies who can't appreciate it on any level.
>>
>>181182386
Do I need to say the position of the item in the array I want before I call it? I'm not super familiar with JSON yet. So if I had an array within that array with the same stuff would I be saying something like print(d["rps"[0]["item1][2]["item3"]).
>>
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>>181183149
>>
>>181183149
thats some trans-dimensional deving.
>>
>>181183043
Doesn't mean much. Agdg was down to like 6 games in the recap at one point.

Another culling is badly needed.
>>
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Made these little popup worship sites. The site probably needs some sort of light source, like some candle holders and such?
Working on small settlements next.
>>
>>181182710
Didn't Toady write his own engine?
>>
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>>181183149
>>
>>181171148
Anyone?
Still don't know how I could solve it.
>>
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>>181180273
>>
Tell me how overused is this trope:
>antagonist manipulates the protagonist to do bad things for him/protagonist is or isn't aware of it
Personally, I can't remember anything specifically atm, but I'm sure it's a trope. I just wonder if it would be bad to use it in my story. I need at least something similar, though, since the player is supposed to be forced to do evil actions.
>>
>>181183849
>antagonist
stopped reading there
>>
>>181171148
it's not noticeable.

but origanal pos = pos;
nextpos = pos;
if (nextpos != pos)
{
go faster;
pos = nextpos;
}

you should be able to understand that.
>>
>>181183849
This was the big twist in the first Bioshock. I thought it was well-done in that game but I was also 12 or 13 when I played it.

I don't think it counts as a cliche.
>>
>>181183849
you're not wrong, it's a semi-tired trope

MGS and -shock games dragged it to hell and back
>>
>>181183849
Like everything it depends on the execution.
The worst thing is figuring it out but still being forced to do it.
>>
>>181183849
Don't make it a twist, make it obvious from the beginning.
>>
>>181183849
ff9
>>
>>181138641
No class is going to teach you all the skills you'll need to make a game. The best you can hope for is that you'll leave the class with a slightly better idea where to start. If you want to make a game, start now. Don't wait for the class.
>>
>>181180273
Firstly, you have to understand this is a natural thing for an artist. You must not take your work personally as a creator. Don't let your ego loose. But you have to strive for high standards and be realistic. I can understand how it could feel bad, especially when it's your first game and you already expect some praise for it, but that's a toxic way of thinking. Just keep working and be thankful for the feedback like that, you will laugh at it one day and realize how useful it was.
>>
>>181183976
I don't get it. If nextpos = pos every frame, when would nextpos not equal pos?
>>
>>181183259
What I was aiming at was that you should learn to analyze your error messages correctly.
What you did first was taking a dictionary (d) parsed from the json file, then accessing the dictionary index "rps". The index stored an array ("rps":[]). Then you tried to look at the index "item1", however an array can only take integers as index, which is why you got an error.
Nesting arrays/dicts into arrays/dicts can be done infinitely, but of course when navigating that structure you'll have to call each index you want to access. This is not exclusive to JSON, but applicable to all of programming.

Your first attempt would have worked if you deleted the square brackets in your JSON file.
>>
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>>181183149
Static as in not moving? Shaders? MK-Ultra?
>>
>>181184379
ok if i was gonna be a dick about it. :)

nextpos = pos;
if (system.math.abs(nextpos - pos) < 30)
{
go faster;
}

basic idea. but it's not noticeable. so forget it.
>>
>>181184640
It feels noticeable when you're playing it. It's too stiff and doesn't feel satisfying.
>>
>>181183991
>>181184014
>>181184019
>>181184047
>>181184059
This is just brainstorming, but what if the protagonist has to follow the orders from e.g. his daughters' kidnapper and the game is testing you as a player how far will you go in order to save her. So you'll know he is manipulating you from the beginning, but there will be a point where your actions will affect the world so badly that you might want to just say "fuck it, this is not worth it anymore" and turn your back to him.

>>181183903
Consider sudoku.
>>
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>>181183976
>nextpos = pos;
>if (nextpos != pos)
>>
>>181184781
https://www.youtube.com/watch?v=DAhG9D9UO7c
>>
>>181184718
just tap it in, give it a little tappy, tap tap taparooie.

https://www.youtube.com/watch?v=MlFvD7XSfX4

without seeing program idk, and i'm not 3d guy.
>>
>>181179663
>limitation teaches creativity
I know what you mean, but cutting your leg wont tech you creativity either.
>>
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Animations and dialogue for Montana Wild

Also, added a function call to Dixie that disables all of her "visualization tricks" (dithered opacity when she's too close to the camera, rendered as shadow when she's behind nearby objects, etc) so that in dialogue scenes like this she appears 'as-is' in the world.

Also (though not visible here) made some tweaks to the behind-shadow rendering system so that it only works on objects close enough to the camera, and then added enemies and other interactables to it. That way, when enemies are obscured slightly by non-camera-interfering geometry, you can see them, but you don't see their silhouettes appearing all over the map from a distance.

This also lets me incorporate "behind the wall" 2D segments, one of which I'm planning to add to level 1 just for fun (the more I play it, the more I wish there were more branching paths to let you get to various places)
>>
>>181184789
lol i knew someone would like that.
>>
>>181184929
I don't understand why you replied with this, but this is a great video.
>>
>>181185090
>i was just pretending
No you weren't.
>>
Do you compare, in your head, the visual fidelity of your projects to any other games made by single developers? Is there a quality/complexity goal you've set for yourself that uses another game as an example?
>>
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how do i explicitly create these "target -> component" nodes in UE4 blueprints?

can't find shit about it on the answers hub
>>
>>181184781
That is not manipulation. That is extortion.

I think it is fine to have subtle manipulation but always keep in mind that a player might figure it out.
Bioshock is probably a good example because even if you figure it out there is an in-universe explanation for why you have to do it. You never think as a player you really shouldn't do this but you are doing it because it is a game.
>>
>>181185164
I only compare it to my vision.
>>
>>181185137
i'm too lazy to type out the code you need ok. i must reserve my juice for my project.
>>
>>181185064
Does she have tourette's syndrome?
>>
>>181178708
Embedding it is shit though. Lua has the strength of a really good embedding API.
>>
>>181185134
Posted it to say that Heavy Rain did it and that lessons can be taken from it on how not to execute it.
>>
>>181185209
Drag the line out from Spawned Actor and type the name of the component
>>
>>181182137
>when people actually care and want to play it and follow you
Only artists get to know this feeling desu
>>
>>181185164
I won't settle for anything less than Dorf Fort.
>>
>>181185224
>That is not manipulation
It easily falls within the definition of manipulation. If you're going to be a pedant, at least be correct.
https://www.merriam-webster.com/dictionary/manipulate
>to control or play upon by artful, unfair, or insidious means especially to one's own advantage
>>
>>181185224
Yeah, that's true. Agree, Bioshock made it work very well.

>>181185371
I didn't play it, but yeah, this part looks lame.
>>
>>181185064
kan you like please paint the blond's back head so she doesn't look fucking bald with all that hair movement?
>>
>>181184435
>an array can only take integers as index, which is why you got an error.

That's so obvious now that I read it. I need to brush up more on basic stuff. I appreciate the explanation.
>>
>>181185263
If you're referring to the weird torso bumping thing, it's fixed. Her head was going JUST too high up and it was causing her spine IK to fuck up.
>>
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https://www.youtube.com/watch?v=g3C5jMbTtps

>you will never have a full convention made of your games
>>
>>181182228
>it seems english has no word for it
ennui maybe
>>
>>181185387
thank you very much

i really need to remember not to leave context sensitivity enabled
>>
>>181185665
feels bad man
>>
>>181185665
the difference between zun and you is that the time you spend posting feelmen on mongolian throat singing boards he spends on catering to his audience instead
>>
>>181185665
why even live, really?
>>
>>181185548
I guess I should've said MORE.
You are right.
>>
>>181185796
>i really need to remember not to leave context sensitivity enabled
I do like 99% of the time, why wouldn't you?
>>
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>>181180703
It's shit.

Got to lvl 11 and I'm pretty sure it was impossible to kill everything fast enough with the fire rate provided even with perfect aim and timing.
>>
>>181183332
Stay salty, nodev
>>
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Why are these threads always so depressing?
>>
>>181186608
We are here to cope with the frustration of never being good enough at our hobby.
>>
>>181165663
arms too long and too big
>>
>>181185064
I actually like the aesthetic here but goddamn are those animations terrible.
>>
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>>181185601
Good point. I can. Or I can just redo the vert positions on her hair shell to better attach it to the base of the neck. Is this better?

>>181185650
Also this is fixed in this webm.
>>
>>181165663
Why'd you make those stumps look like anuses
What is it with furfags and anuses
>>
https://www.youtube.com/watch?v=IV6tZEj4yY0
daily reminder.
>>
>>181185064
I don't know if I like looking up and down all the time to read dialogue, it's tiresome.
>>
>>181186608
That is how you know games are art. Because the people creating them are all depressed.
>>
>>181186998
Is there a better way to do dialogue?

I don't think I've ever played a game where it didn't top/bottom divide. Certainly Banjo-Kazooie top/bottom divides all dialogue in that way.
>>
>>181169535
Thats pretty cool that youre getting your game out to the world. is this the first game you've tried to publish?
>>
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APLdev here, wish me luck
>>
Anyone else have the problem that all the games you like are huge and intricate but to get better at making games it is better to make small stuff you would never play?
>>
>>181187282
Followed Prison Architect from Alpha 4. Was a total shitshow back then. Gives me hope.
>>
>>181187260
Yeah, my first game period actually
>>
>>181187282
no, I don't make small stuff I would never play. I just learn what I need while making a big project that I would play. What would be the purpose? it's not like you get bonus xp for completing a game.
>>
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>>181187282
In memory of my huge list of cancelled games in prototype stage.
>>
Anyone got videos on how to into lowpoly modeling?
>>
>>181187282
I have a related problem. I just want to make an engine, but I can't bring myself to bother with understanding how game engines work because I don't really want to make a game.
>>
>>181187657
what
>>
>>181187657
Make TempleOS 2.
>>
>>181186915
better, the hair lines still need more refinement.
>>
>>181187170
Lots of games just put it all in the bottom or above the character's heads, the thing is that console games are usually designed with living rooms in mind where the screen is much farther away than a computer monitor so the bubbles can be further apart without being annoying, but that's just my opinion.
>>
>>181187575
>it's not like you get bonus xp for completing a game.
technically you do.
You learn the process of actually releasing the game on the market and dealing with all that comes after.

Unless you're one of those people who put barely playable early access games on steam or shit like that.
>>
>>181187746
I just want to make an engine, but I can't bring myself to bother with understanding how game engines work because I don't really want to make a game.
>>
>>181187575
>What would be the purpose?
To learn how to finish a game. If I would start with a big game I probably would never get it done.
>>
>>181187793
>>181186915
protip:
>no one is going to care about that.
rather finish the game, and if you have time and feel like it fix things of minor importance like this.
>>
>>181187282
I want to make games.
I have tons of ideas to make games.
I can make games.
But I can't art.
So I make no games.
>>
>>181188019
Big disagreement with this anon. Attention to detail during development is important, this shit will pile up over time and never get done. Image is important when sharing and marketing. And this guy is far enough along with mechanics and such that he can worry
>>
>>181188054
learn to art. or learn to find artist....
it's like a fucking record is set on repeat in this place.
>>
>>181188286
Remember. Its probably always the first time someone makes that kind of post.
If people can't whine here and get advice where can they go?
>>
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>tfw messing up your beautiful, logical code with a kludge
>>
>>181188264
still disagree.
If you had a bugtracker and a tasklist of things left to do, then this hairline thing would be very much near the end of that list.
>>
>>181188520
>>181188520
>>181188520
>>
>>181188538
>it's a cock picture again
>>
I live in New Zealand so there's not many Americans here, but I need American voices for my game, so what's the best way to get some? Just post an ad on upwork or some other site? Or just hire some kiwi actors to do american accents (is it super obvious to real americans when they're faked?)
>>
>>181188054
post tons of ideas
>>
>>181188702
better than putting up an ad somewhere would be looking for voice actors on sites where ever they put up their offers.
For reasons like:
voice practice, they know how to articulate and do the voice you want (well at least better than regular people who might come when you put up an ad)
mic quality, regulars that you'd get would probably have shitty sound quality when recording.
>>
>>181188358
you have a point, but we should really put something in the sticky to help these people. before we go answering the same questions over and over again.
>>
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What are some good character sprites generators?

For side scrollers, preferably?
Thread posts: 756
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