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/agdg/ - Amateur Game Development General

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Thread replies: 772
Thread images: 136

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demo day 15 coming

> Next Demo Day 15 (1 DAY LEFT)
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 Steam Games: www.homph.com/steam
AGDG Logo: pastebin.com/iafqz627

Previous Thread: >>181136116
Previous Demo Days: pastebin.com/JqsQerui
Previous Jams: pastebin.com/jAByvH3V

> Engines
GameMaker: yoyogames.com/gamemaker
Godot: godotengine.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

> How to Webm
obsproject.com
nvidia.com/en-us/geforce/geforce-experience/shadowplay
gitgud.io/nixx/WebMConverter
github.com/thetarkus/WebMCam
>>
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What tool/functionality are you waiting for?
>>
>>181188679
Viable water physics, it's 20 god damn 17
>>
arise chicken
>>
>>181188679
huh, nothing. There is literally nothing holding me back.
>>
fug new thread and I just posted this in the old one, oh well I'll do it here too:

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?)
>>
>>181188520
Name the top two things to focus on to get a game noticed.
>>
>>181188679
three dot zero
>>
>>181188839
For pay? VoiceBunny is a thing
Otherwise ask googem, he's on your timezone and is an american

>>181188875
art
advertising $
>>
>>181188875
spamming reddit with "funny" gifs of your game
>>
>>181188875
shilling and graphics
>>
>>181188875
Spamming LPs with a low enough frequency not to be caught by their spamfilter.
Fucking gaym journalists.
>>
>>181188964
>advertising $
REEEEEEE
>>
>>181188679
motivation injections
>>
>>181188679
nothing, 2.1.4 fixed the weighting problem in the A* algorithm, i can literally make any functionality i want using the engine's scripting language.
>>
>>181188839
I thought Hugh Laurie was American when I was a kid. In fact, he got cast as House right after the casting director said no more British actors.

I have been led to believe that American accents are very easy to imitate.
>>
>>181189174
>no audio buses
>>
monster girl gamu is soon!
>>
>>181188784
>can't make an interesting game happen in a single cubic meter
Point at him and laugh.
>>
>>181188679
The ECS library I'm using just released a new version that changes the entire API, and I'm debating with myself whether to move forward with a rewrite now, or wait until they make further changes
>>
>>181189069
>Fucking gaym journalists.
This is the best, most reliable method.
The downside is you have to have sex with a game journo.
>>
>>181188964
>VoiceBunny
Thanks, looking at that site now, wish I could refine the search by accents within america though

>>181189225
Yeah but you also hear about how bad peoples american accents are all the time, for instance the girl who plays Jean Grey in the nu-xmen movies. Maybe though. Were you able to tell the guy playing Judge Dredd in Dredd is from New Zealand?
>>
>>181189337
>breaking backwards compability
Crime worse than murder.
>>
>>181189475
It's pre-1.0. I knew what I was getting into when I used it.
>>
>>181189436
I couldn't find a good clip for Jean Grey and wasn't sure exactly what to look for, but I just watched a 20-second clip from Dredd and he sounded American to me.

I have never heard something that sounded to me like a "bad American accent," although it's possible I just didn't realize they were trying to sound American.
>>
>>181189174
Currently looking to compile the binaries with something that won't plant telemetry methods in my files. There is like 1 guy who did it and wrote about it.
>>
>>181188875
Followup question:
What is the least important thing for a game to be noticed?
>>
>>181189997
Game feel and graphics.
>>
So, for some artists I took more than a decade to sell their first shit, working day after day.

Some, it took even more than a decade and half before mastery.
>>
>>181189997
Clean and elegant code.
>>
>>181189997
gameplay
>>
>>181189337
>not making your own custom functions and call them instead of directly dealing with the api
now instead of changing just a part of your code you need to rewrite everything, it's your fault
>>
>>181190016
no
>>181190075
yes
>>181190087
no
>>
>>181190065
Lots of artists don't get recognition until after they've died.

Edgar Allen Poe died broke and HP Lovecraft wrote a lot of his stuff just because he was desperate for money. Notably, he hated Reanimator.
>>
>>181189997
gameplay balance
it can't be shown in screenshots, videos, etc
>>
>>181189997
Coder here.

Don't listen to >>181190075 or >>181190157 nobody cares about your code and only art will get noticed even in this general.
>>
>>181189912
what telemetry methods?
>>
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>>181190308
>nobody cares about your code
>so don't listen to the guys saying it doesn't matter
>>
>>181190308
>coders in charge of reading comprehension
LEAST
>>
>>181190360
https://www.infoq.com/news/2016/06/visual-cpp-telemetry
>>
>>181190412
>>181190436
You don't get it.

I didn't read it wrong, he wrote it wrong and wanted to ask for the most important one.
>>
>>181190618
After already asking for
>the top two things to focus on to get a game noticed

>inb4 just pretening
>>
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>>181190618
Are you bullshitting to save face on a an anonymous Mongolian shadow puppetry forum or do you actually believe "what is the most important thing to get noticed" is a follow-up question to "what are the top two things to get noticed"
>>
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>>181188520
How do I lowpoly 3D model?
And also, what are a bunch of objects that are good practice to model?
>>
>>181190954
Cube.
>>
>>181190954
Talent.
>>
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>>181191117
>>
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>>181190954
>How do I lowpoly 3D model?
Just don't add as many polygons as for a mid to higth poly object, duh.
>>
>>181190308
I think you misunderstood my post>>181190157

I was advocating that game feel and graphics were more important than elegant code. although i might have misunderstood the original question since it was worded quite awfully. also I too am a "coder".
>>
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>>181190954
>How do I lowpoly 3D model?
do a high poly and then use topogun
>>
Why are those waiting for 3.0 not compiling it from git? Are you holding out for a stable release?
>>
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Added sound to my game today

i might had made a terrible mistake, the colisions of the meteors makes a sick beat,
>>
>>181191238
he understood you
it was the original question he didn't understand
>>
>>181191780
I'm gonna wait til the official alpha release. I know it'll still be buggy, but at least it'll mostly work.
>>
>>181191780
No one is actually waiting, it's like the Vulkan hamster
>>
>>181191780
because a pre-alpha is not exactly very usable
>>
>>181192015
>pong
Looks more like Breakout to me.
>>
>>181191780
no one here actually uses or wants to use godot
there is nothing wrong with godot but nobody actually uses it
>>
>>181192183
>>181192102
I do
>>
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How do I go about finding a programmer for an indie game who doesn't respond to queries with "My rate is $3000/minute"

I want to hire people to work with but the only applicants I get are:

1. I've never finished a game before, but I can make you a Tamagotchi.
2. My rate is your entire budget.
>>
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>>181192183
>nobody actually uses it
That's a flat-out lie.
>>
>>181192272
>I don't want to pay a lot but I don't want to hire an amateur either
Make up your mind

Or just learn to use Blueprints. Speaking as a programmer who can't do art or music, I feel pretty confident that this is the easiest of the three to learn from nothing, and Blueprints make it even easier.
>>
>>181192272
Find a programmer who wants to team up for a gamejam, then befriend them and suggest your project afterwards
>>
>>181192312
>enginedev getting GODOT'D
>>
>>181192312
There are about 5 devs on /agdg/ using Godot and at least twice as many shitposters who were either never going to even try it out or used it for 1-2 days and are just praising it for sake of an enginewar
>>
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>>181192312
>no one here uses godot
>that's a lie, here's a screenshot of someone on another site using it
>>
>>181192413>>181192272
I do art, and I've been looking to make connections with programmers, but those that work have an insanely high price, or are flakes and leave after the fun part ends.
>>
>>181192590
>not recognizing the game
dumb wojak kidnapper
>>
>>181192143
its also not a rpg, thats the joke
>>
>>181192590
>someone on another site
Welcome to agdg, newfriend!
>>
>>181188679
LOVE 0.11 I guess, for queueable audio sources, although I'm not really waiting and I may give up my dynamically synthesized music idea, I haven't even really started on it yet
>>
>>181192590
>another site
>stick rpg anon
common, he makes that game for longer than i've put PMP on hold
>>
>>181192640
>>181192681
>screenshot of a game I've never seen
>posted on a different site
>i-it's from here, I swear!
>>
>>181192801
kys
>>
>>181192698
>queueable audio sources
That doesn't sound like something that requires a complcated workaround.
>>
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>>181192801
lurk moar before memeing
>>
>>181192640
>>181192681
>om nom nom delicious bait!
KYS yourseves

>>181192801
>4chan filename
>"posted on a different site"
KYS yourself as well
>>
>>181192851
well I have no idea how streaming (or non-streaming) audio works, so I'm not about to cook up my own solution
>>
>>181192102
>>181192183
A few people here do use it. And there's more people outside of /agdg/ that also use it. This isn't a Vulkan situation, Vulkan isn't an engine. And it's not like Polycode binaries either, since Godot has been around for a couple years now, it's not something brand new, it's something that's being worked on by several people and is already proven to be good.
>>
79 posts
1 progress
>>
>>181192801
https://itch.io/jam/agdg-demo-day-12
Tender Arms
Now go fuck yourself.

>>181192864
>4chan filename
>"posted on a different site"
>KYS yourself as well
That is a snipping tool screenshot I just took. 4chanx changes the title to 4chan format upon posting.
>>
>>181193394
If someone gives me a tutorials on how to low poly I will post low poly video game progress once I finish a model.
>>
What are some good character sprites generators?

For side scrollers preferably?
>>
>>181193543
http://lmgtfy.com/?q=low+poly+modeling+tutorial
>>
>>181193618
ms paint
>>
>tfw steam sale ruined my productivity
I'm playing games instead of testing my own game
demo day will be a disaster
>>
>tfw not going to make demo day again
>>
>>181194738
>>181194795
Anons, pls...save demo day
>>
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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/
>>
@181195086
you already posted this
>>
>>181193394
>unironically shitposts about shitposts

wheres your game?
>>
>>181192272
>>181192615
Show me your art, if it's good I'll work for you (on the game you want to make) for revenue share.
>>
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you can't escape the bone beatdown
>>
>>181195214
>unironically shitposts about shitposts unironically shitposting about shitposts
>>
>>181195086
who the fuck cares
>>
>>181195251
Make a stamina meter that says "PARKOUR"
>>
>>181195251
Please tell me those are your hands. And your skeleton
>>
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>>181188679
Soft body physics on skeletal meshes - Nvidia's FLEX is close but not there yet.
Better and flexible collision on skeletal meshes - Spheres and capsules fucking suck.
Nvidia GameWorks support on poor people's machines with AMD cards - Until then I'll simply tell them to fuck off.
>>
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>>181195503
this is a good idea

>>181195547
they are indeed my hands, taken in my kitchen with my awful cell phone camera
>>
>>181195251
nice fight knight clone
>>
>>181195251
What engine is this?
It looks kind of BUILD-y but with less distortion from moving the camera vertically.
>>
>>181195225

It's probably too attention grabbing to post my art on 4chan, I don't feel comfortable doing that.
>>
>>181195913
looks like gamemaker to me
>>
>>181195913
>>181196124
It is indeed just GM:S
>>
>>181196089
This is really elaborate, good work.
>>
>>181196089
No anon, we're creators here some of us we'd love to see your work.
>>
>>181195336
now we've come full circle
>>
How do I get a reference to a panel inside a widget in UMG?
WidgetSwitcher panels become variables automatically but grid panels, canvas panels, etc. don't.
>>
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>>
>>181195734
>>
>>181196124
>>181196195
I never even looked at GM's 3D because I assumed it was unoptimized garbage. Does it have that 90s FPS raycast look by default?
>>
>>181196547
>ふく
>fuku
>fuck u
hmmm
>>
>>181196547
I don't even pretend to know what that thing is - my girlfriend's stepmom gave it to her and she hung it up

>>181196650
It's pretty basic and unoptimized. I use Unity for more fleshed out 3D stuff but I already had a 3D maze generator built in GM:S and this game jam is only a week long
>>
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Which starter would you pick, /agdg/?
>>
>>181196784
>I don't even pretend to know what that thing is - my girlfriend's stepmom gave it to her and she hung it up
It says "good fortune"
>>
>>181196650
>Does it have that 90s FPS raycast look by default?
If that's what you program.
>>
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>>181196819
snek of course
>>
>>181196819
This isn't games development, this is just /v/-tier posting.
>>
>>181196819
legendary assemblee when?
>>
>>181196865
Neat, thanks non. I learned something today!
>>
>>181196819
Rubink of course. Do I look like some kind of plebian that would go for the snek bait?
>>
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Well, I was going to post this with a dropbox link to the EXE so I could get one of y'all to break my game (I've been working on making sure you don't get stuck on corners or warp), but I guess I have to pay YoYo games 100 dollars to build to executable, despite the fact that I bought GS1 twice. Ah well, maybe later.
>>
>>181196518
nevermind, I just found the "is variable" checkbox
For anyone else wondering the same thing, it's at the top of the details panel in the designer view.
>>
>>181196532
Oh wow, it passed.
>>
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>>181196532
I'm sorry bro
>>
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>>181194795
IKTFB
>>
>>181197283
The fuck are you talking about
>>
>>181197283
>despite the fact that I bought GS1 twice
are you using GMS2? If you bought GMS1 then that means you just haven't put in your license into the program.
>>
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>>181194795
>tfw not participating in DD because you are paranoid as fuck
>>
>that feeling when you dont know what tags or what genre your game is

What genre fucking pong is ? Strategy? Puzzle?
>>
>>181198027
Sports.
>>
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>>181197003
>>181196819

Yeah ok but what about this menu
>>
>>181197909
>tfw nodev to stop people stealing my ideas
don't think I don't know what you Jews are up to
>>
>>181197246
Rubink is waifu-tier
>>
>>181196532
wait, why are you sad?
>>
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>>181196225
>>
>>181197881
Sorry, here:
I wanted to post a link to an exe with that pic related so that you guys could mess with it, with the hopes that you'd find an issue I didn't. I'm working on getting the collisions solid so i can have my character move fast and jump around without clipping on corners. I was having problems before where he'd clip into a wall then warp out. Unfortunately, I can't build to exe because I don't have a GMS2 License.

>>181197891
Using GMS2. I used 1 for a loooong time. Was sort of hoping they'd give me a discount or something.
>>
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>>181198076
yeah but would you call this sport?
>>
>>181198290
They had a discount on GMS2 for GMS1 owners for a long-ass time.
>>
>>181196819
My friend is a Carbink fan and really liked this. Passing along the compliments
>>
>>181198360
"i can't see shit" sport
>>
>>181199184
baseball then?
>>
>>181198360
Anon. You've been working on this for longer than I thought you would. Are you ok? Do you need help? I don't know how much more complicated you can make this game mechanic. You've already passed anyone's expectations for that game.
>>
>>181198290
You might want to take a look at the multiplayer tutorial for platform collisions. It uses an interesting bitwise collision system which is solid as fuck. Honestly, I'm still a novice coder, and that $Ff31786 or whatever the fuck value is still voodoo to me, but it completely obliterates the sticky corner issues GMS is famous for. Plus, the network code is easy as fuck to learn from.
>>
>>181199296
>past the hardest part of gamedev
>wanting anon to stop and start something else from scratch
>>
>>181199505
>the sticky corner issues GMS is famous for
First I've heard of it.
>>
>>181199732
Can confirm that's a thing.
>>
>>181199732
Its easy to work around after learning gml, but sticky corners are a novice trap and probably what causes 95% of beginners to drop GMS/gamedev in general.

Probably a good thing in the long run.
>>
>>181199798
Is it an "issue" as in "things are working precisely as they're supposed to and beginners don't know what they're doing" or is it an actual issue?
>>
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>>181199296
thanks man,. i actualy prety much done with the gamepl ay. last thing i did was planet gravity. but i think i going to scrap it.

im doing the itch.io page for the Demo day. then i might start doing some Story more or extra chalenges/ missions then i going to sell lemonade to try to put it on steam. 5000 bucks is a lot of money
>>
>>181199505
Got a link?
>>
>>181200018
m8, please dont.
im glad you made something, but steam doesnt need more learning games.
>>
>>181200018
>5000 bucks
The latest I heard was 100.
>>
>>181192938
dog isnt a queue just a table of audio sources where when one audio playback is done, you remove it and move to the next item?
>>
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Newbie here, I'm learning to code and I have experience with art and music but how does one sit and make a game? What is the planning and production process like?
>>
>>181198285
spicy
>>
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>>181200091
Sorry no link, grab from GMS client. It's a really interesting demo codewise. You will need to do a bit of research to understand some of it (I know I did) but I got more out of this than any other demo/tutorial I've come across.
>>
>>181200483
Do you think there's some magical answer to this question that will unfold the mystery of game development?
>>
>>181200374
from 100 to 5000, depends of the quality of the game,
>>
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>>181200483
>planning
>>
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>>181200463
what? dog?
>>
>>181201090
That's a really weird thing to lie about, anon.
>>
>>181201090
Those figures were the range given by interviewed "professionals". IIRC there was a followup announcement that mentioned 100.
>>
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>>181201080
>>181201202
I just like having things neatly organized
>>
>>181201332
oh i didnt saw the followup annoucement then.
>>
>>181196819
Golanger of course.

Girlmons are shit, rubink is a rip off of a pokemon I don't even like and blue is the best colour
>>
>>181201453
You post was misinfo either way, nothing ever said that it would depend on the quality of the game.
>>
>>181200483
open a TXT file and write everything you want to put in the game
>>
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>>
>>181201595
These fucktards would rather take the time to make a post and complete a captcha than hit ctrl+t, tab, and type their question into google.
>>
>>181201587
i might have mispoken it, i thought it was something like, Indie shites had to pay 100 bucks and triple AAA games had to pay 5000 because its 70 gb of cutscenes and use of valve servers for online or some bullshit like that
>>
>>181201595
still 100 dollars too expensive.
>>
I am scripting out a narrative driven game, and my approach to writing is so pretentious it's making me insecure. Every time I see an interview with a story designer they always describe their methodology as incredibly simplistic.
>>
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>>181196532
>>181197723
>>181198272
Hes pouring one out for a scrapped character.

Getting a ton of complaints about the cat so I think il have to revise his character to be kind, and a basic tutorial cat rather than the grumpy personality he had before.

His character is that he gets mad at boku and bullies him, telling him along the whole adventure he cant do it, he sucks, that hes too stupid to solve the puzzle and boku constantly proves him wrong throughout the game. Hes actually based on agdg and people personally I know with direct quotes, based around comments that I couldn't make a game, finish a game, or that my game is stupid. At the end of the game I wanted him to actually apologize.

I like to design via taking all feedback into consideration and putting it to good use so Naggy the box cat was my way to making use of the shitposting.

Additionally he may tell you for example to jump off the stage (which sounds mean at first) since hes so annoyed with you, but secretly he likes you why else would he tag along? and the truth is hes telling you how to solve the puzzle because the solution is to jump off the stage. He just doesn't like to appear nice even though he is. I liked this because it created a situation where I could have a character that helps players who are stuck but without it being so casual as you would have to think about what his "mean" comment really reveals. Another puzzle if you will; instead of the developer telling you the solution out right.

However im actually getting tons of sad emails from 80% of kickstarter backers that they dont like him, and hes not helpful and way too mean with very little people maybe none besides myself maybe understand that hes trying to help as they just judge him on the surface. I wanted to teach maybe even younger audiences that just because someone says something that appears to be mean doesn't mean they necessarily don't care about you and you have to really think before you judge someone.
>>
>>181201748
t. shovelware dev who'll never sell enough to get the deposit back
>>
>>181201951
post some samples lad
>>
>>181200483
you can copy any of a hundred workflows but you should know by now that what works well for one person is likely to not work as well for another person
some of it is more generic as far as personality but depends more on scale or type-- making a small project, a medium-sized project, a large project, and a huge project are all different, and a lot of advice on making other things doesn't apply to games very well
I'd recommend you bang out a few tutorials and one, two, even three programs/small games of your own, and by then you should have a preferred workflow; if you don't then you'll at least be able to to ask better and more specific questions to improve it
>>
>>181201973
>implying i would pay them 100 dollars to put a game on their shovelstore to begin with
>>
>>181201951
>narrative driven game
I hope that means an RPG with lots of dialogue and not an FPS that constantly interrupts the action.
>>
>>181201969
the thumbnail looks like a crying car
>>
>>181202015
Maybe later.
Besides, it's not the writing itself, but more.. intent? I'm always gravitating towards grander concepts than I have any way of carrying off well.
>>
>>181202134
googs confirmed for never releasing a game again
>>
>>181202134
So how do those grapes taste?
>>
>>181201951
As a consumer of writing but not a writer myself, being a pretentious cock at the beginning of one's writing career seems nearly universal, and it also seems like the only way to work out of it is to keep producing shit.

So start producing.
>>
>>181202139
isometric crpg.
Don't think there's anything wrong with a narrative heavy fps though, conceptually.
>>
>>181202134
I thought you already did and that was your excuse for jacking up the price of that one game on itch.io?
>>
>>181202178
We all mollyneux from time to time.
Just gotta challenge yourself to work around the scope
>>
>>181202204
thats stupid. that implies games are only released games once theyre on steam.
when in reality released games are only released shovelware anime once theyre on steam.

>>181202262
fun

>>181202340
greenlight fee went to charity not to steam.
>>
>>181201748
Are you retarded? It should cost at least 500 AMERICAN dollars to upload a game on steam.
>>
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>>181202134
lmao I just looked up your games on steam and you've already got an upcoming releases
also I found this

>>181202436
>greenlight fee went to charity not to steam.
You literally get the $100 back if the game makes a few thousand dollars.
All it does is scare off shoveldevs like you.
>>
>>181202381
>from time to time.
yeah that's the problem though. it's pretty constant. I can't seem to get into a character if it doesn't have a thousand layers and It becomes so forced. I think I lack the ability to write a well rounded character without gimmicky or "profound" elements because I'm such a neet shut-in.
>>
>>181198360
as cool as this looks. I honestly believe you're wasting your time at this point.
>>
>>181202436
>greenlight fee went to charity not to steam.
OK? I'm not sure how that's relevant to what I asked
did you or did you not put games on Steam before? did you or did you not jack of the price of a game on another storefront because of price changes in Steam?
>>
>>181202302
The problem is that "narrative" usually means "cinematic," so we end up with shit like The New Order where an otherwise-great game is dragged down by pointless fake encounters and a laughable story that takes itself too seriously.
>>
>>181202597
>that image
The best shit ever
>>
>>181202850
>The New Order
>an otherwise-great game
o i m laffin
>>
>>181202850
would someone working on a cinematic heavy fps game really come here for advice?
>>
>>181202597
upcoming release didnt involve giving them any money to hold.
100 dollars recoupable at 1000 just means that they no longer trust that the store itself has the income to sustain staffing payment so they're extracting it from developers. it's a sign of steam's decline. ships sinking, find a new ship.
>>
>>181203046
The shooting parts were good as long as you pretended the enemies weren't bullet sponges.

>>181203051
Some of the people who think that shit is good must want to make their own games.
Besides, it wasn't cinematics per se but just a fuckton of pointless scripted sequences that constantly interrupted the action.
>>
>>181203197
It was a stock standard shooter at best.
>>
>>181203154
I know you don't actually believe this but it's still depressing that your ego is big enough to allow you to say something so laughably false just because it allows you to avoid admitting that your games are part of the shovelware cancer that Valve is currently doing the bare minimum to fight.
>>
>>181203345
>charging a fee fights shovelware myth
still makes no sense, how is that supposed to work?
>>
>>181203289
It doesn't compare to Blood or DOOM but it's miles above the typical 2010s FPS.
>>
>>181203154
the fuck are you even talking about?
>>
>>181203479
because unless you're a big company or you're rich you can't just piss out a noticeable amount of money on a regular basis like that
>>
>>181196532
>>181201969
>just checked
>bokube made it
Actually that's good. if Bokube had failed the shitposter would probably be constantly shitposting about it for a whole year.

And I still want to see the ridiculous pc requirements it will have on Steam.
>>
>>181190954

Basically make with squares instead of triangles.
>>
>>181203154
>>181203479
Shit nigga, you might be legally retarded
>>
>>181203479
Because shoveldevs like you know your game can't make $1000 so you'll either lose money or make so little profit that a Steam release isn't worth the trouble.
It also prevents people from releasing garbage on purpose just to sell steam cards.
There will still be shovelware but there will be quite a bit less.

>>181203514
Nobody buys his shovelware, so he can no longer release on Steam because he won't make back the fee. This bruises his ego so he's trying to convince himself that Valve requiring a temporary deposit for each release means they're broke.
>>
>>181203825
You should go dig in the archives when googz was trying to sell us on his INFINITE EVIDENCE idea.
>>
>>181192272

Robably gonna have to learn programming yourself.

And alot of self advertised 'programmers' are incompetents.
>>
>>181203586
>steam saw its biggest increase in game releases while charging a $100 entry fee to developers AND tasking them with advertising the steam store
>apple app store is the biggest shovelware home in the universe and it charges $100 a year
>itchio charges nothing and has no "shovelware epidemic"
explain to me again how charging developers stops shovelware, seems to me its the opposite. seems to me the $100 per game fee is going to increase shovelware as the shovelware profit margin gets smaller... like squeezing a hose.
>>
>>181203289
It had a lot of heart and that was enough for me. More than could be said for many shooters on the market.
>>
>>181204116
Explain to me how stores with a miniscule marketshare are not targeted by shovelshitters.
>>
>>181204116
>has no "shovelware epidemic"
I have literally never seen an itch game, let alone a paid one that looked release quality.
Itch is synonymous with me for a literal shovelware platfrom. Like a second newgrounds.
>>
>>181204116
Greenlight brought shovelware because, before that, it wasn't piss easy to get garbage on Steam. There was no fee per game.
$100/year encourages volume.
There's less shovelware on itch because there's a much smaller userbase.
Reducing the profitability of shovelware makes it less attractive to produce, as proven by your claim that you will no longer release it on Steam.

But you know all of this and you're just lying to yourself.
>>
>>181201595

Hat is correct, with $1000 or so recoupable cost.
>>
>>181204548
>Reducing the profitability of shovelware makes it less attractive to produce, as proven by your claim that you will no longer release it on Steam.
please stop calling me shovelware.
i know you fucks are nodevs so anyone who makes games is shovelware to you but i make 1-2 games a year and they're original works.
shovelware to yesdevs means someone who shits out reskins of the same unoriginal garbage however many dozens of times a year it takes to edge out a profit from a platform with "inherent views/sales/something". it's capitalist gaming, you do not solve capitalist gaming with more capitalist game rules, fees just make the game more fun for them.
>>
>>181204116
>be 3rd worlder
>pay entry fee of 1000000 nigger dollars(0.01 US dollar)
>release asset flip with trading cards
>make 1$
>become the richest man in the village

Also
>be googs
>suck and fail at everything
>get an ego boost out of releasing trash on steam
>get butthurt and even more retarded when Valve tries to put an end to this
>>
>>181204116
itchio is a fucking meme, no one knows it exists outside of your indie dev circle
>>
>>181204871
>with $1000 or so recoupable cost.
No
>>
>>181205054
good, normies ruin gaming.
>>
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>all creativity appears after being awake 16 or more hours
>all ability to actually produce something disappears after being awake 13 hours
>>
>>181205109
normies is where the money is
>>
>hit a nerve with shovelware
wew
>>
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>>181204979
>1-2 games a year and they're original works.
You need 6-12 month to make your garbage?
>>
>>181205187
>normie developers
>normie consumers
exactly why shovelware is exploding on normie platforms
>>
>>181205018
honestly I fucking love when googem show up and start talking shit like he knows whats good. I close my eyes and think about those shit ui-sim games that nobody likes, the neck arts and the poor quality youtube videos where he cant even follow his own script and need images from agdg to have anything interesting going. Truly, the man is QUALIFIED to talk shit with such knowledge of profound fecalness.
>>
>>181205018
the entry fee is not adjusted. its 100 dollars no matter where you are
>>
>>181205372
but normies are into anything AAA related, esports and whatever looks good, not shovelware stuff. Just look at blizzard or bethesda games.
>>
>>181205398
gogem is great because he is literally the bottom of the dev food chain, but anons are still jealous of his minor success
>>
Will the next YESDEV talk about shovelware and why capitalism is ruining gamedev?
>>
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>>181205348
you need an entire lifetime to produce nothing?
>>
In ue4 can you do displacements without tessellation? I just want to make some spheres wobbly with displacement but I don't want to add a bunch of extra geometry with the tessellation.
>>
>>181204979
Did I hit a nerve? You don't like hearing how your garbage is shovelware with no value?

> fees just make the game more fun for them.
No they don't you moron. A lot of the garbage on Steam was being released to take advantage of trading cards, which is no longer profitable.
If it's not profitable, they won't do it. That's capitalism at work.
>>
>>181201969
Hey bokube I think you should find the happy middle ground, where you can make the players happy and also be happy yourself with the creation.

Goodluck!
>>
>>181205556
>using a reaction from a show you didnt even watch
Youre the normie, googs.
>>
>>181205642
You have world position offset for that.
>>
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my game is not shit
>>
>>181205796
Look on the bright side, anon: it might be shit, but at least it's not shovelware.
>>
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>>181205642
yes, you can.
>>
>>181205796
at least you're not googem
>>
I've been working on the same game since I was 5, I'm 23 now, and it's still bad.
>>
>>181205862
pretty *_*
>>
>>181205981
maybe you should upgrade your engine by now, nobody uses basic anymore
>>
>>181205981
this is p romantic, keep working on it for the rest of your life. finish other games on the way of course
>>
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Completed a 2 person, 7 day wave defense game. You can laugh at it now.
>>
>>181205556
lel you really do take pride in releasing shovelware on steam
>b-but I have games on steam
>I am someone!
>mommy do you love me now?
>>
>>181205642
Also don't forget to make your edges soft in Maya (don't know how to do that in Blender) - otherwise your polygons will split like in the left side of the webm the other guy posted.
>>
Heard joke once: Man goes to agdg. Says he's depressed. Says life seems harsh and cruel. Says he feels all alone in a threatening world where what sells ahead is vague and uncertain. Anon says, "Treatment is simple. Great shitposter and neck-memer gogem is in the thread tonight. Go and see him. That should pick you up." Man bursts into tears. Says, "But anon...I am gogem.
>>
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>>181206157
>>
>>181205642
Wait I think I just have to use displacement and set the tessellation to zero.
>>181205774
World position offset looks so confusing to use. From what I've seen, I can't just use a displacement map.
>>181205862
That looks like some position offset wizardry that'd be beyond my understanding.
>>
>>181206098
>looks better and probably plays better than all of gogems shit combined
>made in 7 days
Jesus Christ man, are you trying to drive gogem into suicide?
>>
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My game is getting comfier by the day.
>>
>>181206710
Why does he keep shouting?
>>
>>181206156
Oh good to know. I've got it smooth already but that may save me some headaches later.
>>
>>181206481
You need to multiply your displacement map by a vertex normal before popping the output into world position offset.
>>
>>181206710
Looks pretty good.

What's that giant spinning sphere in the background?
>>
>>181206056
At age 50 it'll finally be complete, I'll name it "Hello World"
>>
>>181206845
Complete it at 80, push the last commit on your deathbed, and name it "Goodbye World".
>>
>>181206984
what kinda fantasy world do you live in where we haven't solved aging in 60 years?
>>
>>181205740
you realize i have an anime video series where i mention the shows i watched right?
realistic highschooler sexual comedy show starring fattits mc2pure4thisworld was one of the best of whatever season that was.
>>
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>>181206794
What!? I thought I was already doing that because that's how I was using the displacement. Thanks man, I must have skipped a beat somewhere.
>>
>>181207102
haha nice
>>
>>181207137
Shouldn't you be working on your next shovelware release?
>>
>>181207137
>hate SoL
>watch it because cowtits and sex
God googs, every day i just manage to hate you more.
>>
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>>181207137
>you realize i have an anime video series
>>
>>181207205
what are you laughing at anon.
>>
>>181207391
>>
>>181205709
>garbage on Steam was being released to take advantage of trading cards, which is no longer profitable
i dont know enough about this to say one way or the other but if that was the problem and they solved it then why are you also saying the fee solves it? the fee does nothing aside from making unprofitable products (90% of steam) more profitable for steam than they were before.
if we're going to follow the logic of capitalism... steam is now incentivized to get more low-quality unprofitable games through their doors because it's a no-loss scenario, they either win with the fee or win with 30% of a hit.
steam may have solved the current problem with trading cards but they are now incentivized to return that problem and/or make many new exploitable problems to incentivize shovelware devs to pay them.
>>
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>>181206512
I, uh, thanks ? I'm not up on my /agdg/ lore.

Added a last minute mechanic to water plants to revive them. Would have made it more complex, but ran out of time.

Moving onto another project that's going to be a simple first person sci-fi puzzle thing.

>>181206710
Looks neat. The moon(?) in the background looks odd.
>>
>>181205981
>>181206056
>spend entire life working on one game
>in the mean time, work on and release other games using what you've learned on your main project
>all your side projects are really good
>you develop a following of loyal fans who love your work
>you don't keep it a secret that you've spent your entire life working on a single game
>fans can't wait to play it
>years go by and the pace of your releases slows down but the quality increases
>you're now 150 due to the Google brand death vaccination
>on your deathbed dying of dickhole cancer you caught from one of your groupies
>decide to release the final build of your magnum opus, finally complete after 145 years of development
>fans all over the world download it, excited to see the greatest work of their favorite developer
>it's shit
>>
>>181206147
WYG? (steam.exe not required)

>>181207234
>SoL
it's a gag comedy
>watch it because cowtits and sex
i continued to not drop it and enjoy it because it was funny.
you need to work on your assumption skills.
>>
>>181207745
Which engine and what shader?
>>
>>181207571
Where will the games come from if nobody has any incentive to make them you colossal retard

>it's a no-loss scenario
It already is. Because of economies of scale, it costs Valve effectively nothing to release a new game. If it doesn't sell well that means it can't place any kind of strain on their servers anyway.

>if that was the problem and they solved it then why are you also saying the fee solves it?
The fee is the reason it's no longer profitable you moron.

God, it's no wonder you make nothing but shovelware when you're this stupid.
>>
>>181207881
Unity

Slightly modified toon shader. That's the programmer's job, I just make the pretty colors.
>>
>>181207826
What SoL isnt a comedy?
>>
>>181207745
>>181206098
Not bad, did you make it for an university course?
>>
>>181208191
looks like the normal toon one too me
did he add normal maps to it?
>>
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Hey, I need some feedback. There are feedback questions in the end for feedback direction. Answer them as a response to this post, if you would be so very nice. It will take 2 min max.

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

Its a prototype for the quest events within the game. I am trying to see how this format works. Its in inklewriter since quest even itself didn't require special features and its easy to write in inklewriter.
>>
>>181208025
>The fee is the reason it's no longer profitable
explain this properly. explain how shovelware business model has existed even on pre-digital game consoles days when development was extremely expensive and so were the fees.
>>
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>>181208297
No, this was just for a gamejam. We are both interested in making short games for hobby practice, so even without being held to a jam, we're doing self-imposed time limits on future games. Me and him have both separately had past issues getting sucked into collab hobby projects that got way too bloated by somebody who was trying to make a magnum opus.

>>181208303
No normal maps, it's all just achieved with color maps. The grass for example had a cloth ambient occlusion overlay for the colors, which made it look like it does. Really simple and quick stuff.

I'm not sure what was changed on the shader; programmer said it was basically the toon shader. He may have changed line thickness or something.

Pic of how it looked on day 2 when it was real rough draft.
>>
>>181208807
>[Kalev]: What the fuck! Are you in the shit-pit?
stop
>>
>>181208846
>release game in stores
>has millions of eyes on it every day
>dumb parents buy it for their kids because neither party knows or even cares if it's bad
Wow it's almost like physical games released by professionals exist in different market conditions than digital releases developed by tiny teams on no budget
>>
>>181208282
slice of life means the focus is on the lives of the characters without any typical dramatic structure of a proper plot. comedy is common since it fits the structure but it's comedy stems from character interactions/reactions and not all SoLs are comedies.

gag comedy follows a standard comedy format and typically involves jarring scene cuts so that it can be paced like a traditional standup comedy routine of SETUP->PUNCHLINE (repeat)

i think some anime/manga get labeled as SoL when theyre actually gag comedy (especially if they're shit gag comedies) so that might be a source of your confusion.
>>
>>181208868
>cloth ambient occlusion overlay
Damn. I too am working with an artist and shader things are the only thing I haven't tried to get into yet.

>He may have changed line thickness or something.
Probably that, I don't recall the Unity native toon shader looking that good. Maybe I should give it another try since my artist like that shader.
>>
>tfw ended my 5 or 6 day struggle with analog sticks because I found a typo
>a typo from when I copied and pasted my own code and forgot to change "horizontal" to "vertical"
but yay it works
now I just need to change how settings are set, because it turns out when vertical stick movement works properly, you just scroll right past the setting when you're trying to set it
>>
>>181209168
>and not all SoLs are comedies.
So give me an example.
Galko is a SoL, youre just in denial because you realize your blanket hate for them is niave.
>>
>>181209101
replace "store" with "steam digital storefront" or "ios appstore" etc and youre making my point for me, the conditions are exactly the same, fees didnt cure shovelware then, it doesnt cure it now.
>>
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>>181199732
So, the issue was propagated by youtube tutorialists, and I think it originated in the yoyo forums originally. Like, EVERY single tutorial which targets novices uses this code almost verbatim. It's a method of collision detecting as follows:
*Logic to adjust hsp and vsp based on moving*

if(place_meeting(x+hsp, y, oBlock))
{
while(!place_meeting(x+sign(hsp), y, oBlock))
x+=sign(hsp);
hsp = 0;
}
if(place_meeting(x, y+vsp, oBlock))
while(!place_meeting(x, y+sign(vsp), oBlock))
y+=sign(vsp);
vsp = 0;
}

So it sees your dude would hit a solid horizontally, so it inches him forward one pixel at a time until it is flush with the wall. Then it lowers him vertically the same way. Which does not play well with diagonals at all. I've mentioned this problem several times over a long while on agdg (I've been in and out of here for 3ish years) but no one's been interested enough to discuss a better alternative.

pic unrelated.
>>181198520
I was very poor for a very long time. Must have missed it :/ Thankfully, I'm at a point now that dropping 100 to build my games is feasible.

>>181201074
I'll definitely take a look.
>>
>>181204116
well obviously $100 isn't enough, I'd say $150-$250 (although honestly I'm not eager to see that because lolwageslave)
>>
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>>181209348
>the conditions are exactly the same
Do you actually believe this?
>>
>want to make hack&slash game but my controllers are broken in some way or another
>too poor to buy a new one

is it possible to set up good m+kb controls for this genre, or am i going to have to go buy an xbox controller
>>
>>181205109
>>181205372
what the fuck do you even want?
if you want money or you want people to play your games you're going about it all fucking wrong, and that's without even getting into your content or themes
>>
>>181209542
I don't know what "hack and slash" means these days, but if people can play DMC4 in the 95th percentile of players using KB+M then you can most definitely concoct a KB+M setup for your game.
>>
>>181209542
>too poor to buy a new one
Just don't buy a sandwich for 3 or 4 days holy shit
>>
>>181209542
People played and enjoyed dork souls on MKB, anything is possible.
But yeah, youre going to need a controller to playtest on.
>>
>>181209542
Why wouldn't it be?
>>
>>181209542
I knew a guy who loved DMC3 and only played it with his keyboard.
He was Chinese though so maybe white people can't do it.
>>
>>181209258
Ambient occlusion is one of my favorite things. I use a generated AO map on the texture of almost any model to help add more natural shading as well.

As for the toon, I probably helped that I made sure to oil painting filter the most textures and make the colors on all the models bright. the big bushes for example and just a close up photo of a bush run through an oil painting filter like 5 times. The toon shader didn't do anything to it except add an outline. The soft textures matched well with the shader.
>>
>>181208807
What did you like about this?
It's not terrible but not good either. Overall felt pretty neutral while reading it.
What annoyed you most?
The writing felt a bit immature and Riki in general
Did it feel like the characters had their own agency?
I guess Riki really likes to kill people and Daxum doesn't mind letting pirates on her ship?
Did you feel like you were in the shoes of main characer(Kalev)?
No
>>
>>181209353
>(I've been in and out of here for 3ish years) but no one's been interested enough to discuss a better alternative.
Uh

Are you telling me you've been here for three years and in that time you couldn't concoct better collision code yourself, and that you expected people to solve such a trivial "issue" for you? That's so ridiculous I'm having trouble believing it, am I taking what you said the wrong way?

It's not even an "issue", it's code behaving precisely the way it should. You or the imaginary hypothetical person contending with this issue should use a different collision detection technique if you/they/he/whatever wants different results. Functions like place_meeting exist and you've been fumbling with diagonals for three years? No fucking way, man.
>>
>>181209284
if galko is SoL how come i know barely anything about the characters of that show? everything was always constructed to facilitate the comedy.
you can tell K-On! is a SoL because none of it's comedy has proper setups and just downright isnt funny if you're not an easily persuaded moeslave. SoL comedy is funny in the same way people say their freinds are funny.... you're only laughing because you like them, they're not being actually funny.
>>
>>181210008
I'll try to talk to him about that. I absolutely have no idea on how to make things look cool so I can only try to code what he's asking me to do in the first place. I always thought of shaders as an artist thing.

Thanks for the suggestions anyway.
>>
>>181210275
>how come i know barely anything about the characters of that show?
You learn a lot about each considering its a mini-series.
>K-On! is a SoL because none of it's comedy has proper setups and just downright isnt funny
You just hate moe.
And Galko wasnt funny for the jokes. It was funny for tho character interaction. Like certain genre were talking about.

>still no non-comedy SoL
hmm
>>
>>181208846
"shovelware" is not one item, it's a spectrum, like your autism
the shovelware put out by LJN and the like is on another level than modern PC and smartphone shovelware
even most of the shovelware for the Wii was at least feature-complete
modern digitally-sold shovelware is shit that doesn't actually run on half the systems out there or has entire features missing or can't be completed or whatever, and that's what the term generally refers to nowadays
>>
>>181208934
>shit-pit
A specialized chamber carved right next to the leviathan's waste collector. Its purpose is to collect feces of people on board, in essence a toiler. Due to its location significantly below the creature's carapace it has come to be known as "the pit". More indigestible people have come to name it "the shit-pit", since it is a pit within one shits and it also rhythms with itself too.

would you preferred if they pooed in the loo, in a poo-loo?
>>
>>181210627
Oh i had no idea that was you.
I guess it makes more sense. But i dont know, i just hate hearing common slang in my sci-fi. And two swears back to back is just bad.
>>
>>181209393
you've explained an aspect of my point.
shovelware does not exist in a vacuum. shovelware is a percentage of the entire market it is in competition with.
on consoles there was less shovelware as an absolute value but percentage wise it was more or less the same as steam now.
if you bump up fees you lower the absolute shovelware the same as you lower the absolute non-shovelware but will maintain the percentage, less shovelware simply because they have less to compete with requiring less market saturation.
>>181209486 ^

the worst scenario possible would be to have a pump primed full of shovelware devs and then to start bumping up fees... the shovelware devs have to continue competing with each other as the real dev output plummets, the absolute rate of shovelware would fall but at a lower rate than real devs resulting in an overall boost of shovelware market percentage.
thats what has been going on in the appstores and is in the process of happening with steam.
>>
>>181210530
>still no non-comedy SoL
http://tvtropes.org/pmwiki/pmwiki.php/SliceOfLife/AnimeAndManga
>>
>>181210192
Well. I had no permanent residence for about a year in there. And I did come up with a few ideas, but I couldn't get them to work quite right. Because you can use trig to just do both at once, dial back on the line of travel, rather than x then y. . But yeah, I've been messing with making games a long time. There are long months I don't do anything. But if you want to call collision a trivial issue, I direct you to... any game? Watch the speed run and watch them clip the game to hell and skip to the credits, and come back at me with a "trivial issue." I have an interest in how people do it, like how they did it on games on the NES or Gameboy, algorithm wise.

And, as a point of order, I don't want anyone to "solve" it for me, it's an interest I have. I want to know what people have done and what are good ways to do it.

So no I haven't been "fumbling with diagonals" for 3 years, I've been trying a lot of stuff on and off as a hobby while I try to get my life together. Because this is a hobby I have and something I enjoy tinkering with and talking about. Google turns up the same novice bullshit, or suggests some awkward snap to tile alternative that doesn't work well for how I like things to feel. So, I apologize for wanting to hear what people who share my hobby have to say on the issue.
>>
>>181210772
>But i dont know, i just hate hearing common slang in my sci-fi.
"shit pit" isn't exactly the type of slang that could only feasibly occur exclusively at a singular point in history, and people aren't gonna stop cursing or using phrases like "shit pit" just because time has advanced an arbitrary amount

also I wouldn't call "shit pit" "common slang", and my family and friends can cuss with the best of them so it's not like I wouldn't have heard it because of the company I keep
>>
>>181210997
Thats not a specific example.
Boy googs, for having such """"""""eclectic""""""""""" """taste""" in everything, you sure are coming off like a massive, tasteless, pleb.
>>
>>181210118
>What annoyed you most?
>Riki in general
that is good, exactly what I wanted
>writing felt a bit immature
that is not good. could you bring out an example(besides Riki)?

>Did it feel like the characters had their own agency?
>I guess Riki really likes to kill people
okay, that's unintended
>Daxum doesn't mind letting pirates on her ship?
she's kinda pussy and a few worded one at that. hopefully its more evident across more quests.

>Did you feel like you were in the shoes of main characer(Kalev)?
>no
Main character handling will need an improvement.

Thank you for you feedback. It was really useful for me.
>>
>>181210605
>modern digitally-sold shovelware is shit that doesn't actually run on half the systems out there or has entire features missing or can't be completed or whatever, and that's what the term generally refers to nowadays
But it's still important to remember that, despite gogem's earlier claim, the term shovelware doesn't exclusively apply to abandoned early access titles and asset flips. It still applies to garbage like Wii Sports clones, every movie tie-in not titled Spiderman 2, and the works of Ryan Lambourn.

>>181210892
>if you bump up fees you lower the absolute shovelware the same as you lower the absolute non-shovelware but will maintain the percentage,
You're implying a small deposit returned after you've sold 50-100 copies will scare off serious developers as much as Pajeets making trash on purpose. You're also missing that a significant portion of Steam shovelware was released to take advantage of trading cards, which is no longer profitable because of the per-game fee.

Passionate devs will pay $100 to release their game even if they don't think it will sell 100 copies, which is an amazingly low bar anyway. Pajeet will not pay that because he isn't expressing himself or reaching out to a niche audience, he's trying to make easy money and that's now impossible.

Besides that, for developers who haven't already released a game on Steam, this is actually an improvement. The fee is the same but now you get it returned to you after you've made a few sales.

For the record, you very clearly fall into the Pajeet category, which you've made disgustingly obvious by endlessly crying about this fee and about Steam not allowing Patreon links in-game.
>>
>>181211154
>also I wouldn't call "shit pit" "common slang"
ive heard people refer to the toilet as this.

Besides that though, good dialogue is hard. Just think about if the flow and exchange would really make sense.
>>
>>181210892
>bumping up fees
Doesn't that depend on the type of fee? Yes a higher yearly fee would pressure shitDevs to release more trash but a sufficiently-high submission fee would kill off the entire shovelware market because now every game is a potential money-drain.
>>
>>181211162
>Thats not a specific example.
it's a list of many examples
click the first example, there you go... specific

>>181211251
>You're implying a small deposit returned after you've sold 50-100 copies will scare off serious developers as much as Pajeets making trash on purpose.
there is so much wrong in this one sentence it's ridiculous.
-yes, a small barrier can have a huge effect. if you are a game developer you should be fully aware of this already.
-no, serious developers will not be scared off as much as shovelware developers... they will be scared off MORE because a serious small/new developer does not think of releasing games like a business in the same way that a shovelware developer does.
-pajeets are the ones that make the reskins, they are not the ones that own those games or pay the fees, you can thank white guys for that... you have a really fucking dumb assumption of how shovelware works.
>>
>>181211212
>she's kinda pussy and a few worded one at that.
Her decision still doesn't make sense, did she really expect that the pirates would come on board, look around a bit and then just go back after they found nothing of value? This kind of wishful thinking is usually limited to poorly-written characters in horror movies that "want to talk things out" with the monster/murderer.
>>
>>181211639
ill watch it then.
>>
>>181210772
>But i dont know, i just hate hearing common slang in my sci-fi.
My reasoning is that these characters are just regular people outside corporate environment. And some people tend to swear in casual situations - some do it excessively. Also, I want to differentiate my writing from the neutered and safe style (according my ass) of regular VN's.

>And two swears back to back is just bad.
To be honest, I am taking this from my experience in military service. People from all walks of life - almost everyone preferring to be somewhere else - little civilian comforts and the most reliable way to kill time is to banter as creatively as possible with everyone else. Those dudes in the story are in an analogous situation, so I made them banter aswell.
>>
>>181211342
>Yes a higher yearly fee would pressure shitDevs to release more trash
how is that pressure for more releases?
if the market were a vacuum where that single shovelware dev has no one to compete with but themself, what fee structure would cause them to put out more games? in a vacuum each new release they make end up competing with their own previous releases, there is no reason to make anything new in this scenario and it doesnt matter how you change the fees.
>>
>>181211127
You sound a lot like me. I am the guy who suggested the LAN Platform tutorial. Here is a very interesting read related to that.
https://www.yoyogames.com/blog/46/an-introduction-to-binary
From yoyogames themselves
>Currently GameMaker devs use the frankly horrible command place_free(), and then when a collision is found, trying to slowly move the object out by either looping around an x—or y—(or something) while continuing to execute that horrible command, or by using the move_outside_all() command (which does this anyway. Take a look at my blog on precise collision and think about just how much CPU time you burn when doing this.

It's interesting how little this technique is actually discussed. It is deceptively simple to implement, and if you are interested in old GB, NES or SMS programming, you will find this is VERY similar to how collisions are implemented on those platforms.
>>
>>181211327
character dialogue and its flow is a secondary interest right now
current objective is to get the quest system to mesh with the desired RPG'ness of the game
>>
>>181212046
>character dialogue and its flow is a secondary interest right now
Bad characters in an RPG make it a trudge.
The writing is just as important as the gameplay.
>>
>>181211903
I'll have to look more into that. I'm just not sure how to get slopes or moving platforms working with that tile based collision. I'd love to hear what methods the sonic or mario 3 devs used. I'm guessing a lot of clever trig.
>>
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ok so planes are pretty much in, what next? and don't forget to donate to my hottub fund.
>>
>>181211860
That line of thinking implies that the dev sees actual value in his game and doesn't just try to get a few random sales here and there.
If someone makes a living by spamming games on steam than his solution to higher fees/lower income would be to release more games.
>>
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>>181211639
Nobody who is serious about getting their game to the world via the single biggest digital distribution platform will be scared off by "if I don't get 100 sales I won't get my $100 deposit back."
Especially since the previous system was "you will not get your $100 back ever because it's a fee, not a deposit."

>but that wasn't per-game
This literally does not matter to someone releasing their first game, unless they're a shoveldev like you.
>>
>>181212110
>interpreting "that's not what I'm working on right now" as "I don't care about that thing" so that you can be sanctimonious about what he should or should not care about at any given moment
>>
>>181212372
>If someone makes a living by spamming games on steam than his solution to higher fees/lower income would be to release more games.
yeah thats my point, it works inversely too though.
if a shovelware dev has 100% of the marketshare then they have no monetary incentive to make anything more. a serious dev will continue making games anyways because they have interests beyond money.
>>
>tfw googem, his shovelware and people like him was the reason Valve changed the system

Feels Amazing Man
>>
>>181212332
sorry wrong pic.
chan has some connection problem.
>>
>>181211705
>did she really expect that the pirates would come on board, look around a bit and then just go back after they found nothing of value?
umm, yea

I think that this is more of an exposition problem. Half the world is effectively neo-feudal and the rest is anarcho-capitalist and enterprising people are setting up "tolling stations" along the minimally inhabited trade routes. Kinda like the medieval Fur road from Baltic to Black sea, where many people along the riverway asked for toll from passers by. What or how much they asked for toll, was entirely up to them. Also the robber barons of Mediaval Germany fit in here. Those toll stations were generally smart enough to not rob people naked, since the tolls would dry up pretty quickly that way.

That kind of "robber baron" phenomenon is common in their world(especially in Daxum's home world) and there is already an unspoken code of conduct, where people are expected to comply with regional authorities or go back the way they came. So, from Daxum's perspective, inviting them on board was common sense.

My mistake: Daxum should have given a sneaky exposition on barons and tolls.
>>
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>>181212586
>tfw you have passion for your art and you're not part of the shovelware epidemic
>>
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>>181212629
see if this gets through.....
>>
>>181211860
>what fee structure would cause them to put out more games?
A fee structure not dependent on number of releases, whether it's a one-time fee or an annual recurring fee. This means you can release genuine garbage and as long as you make a lot of it, and make a little money on each one, you'll come out ahead.

>>181212372
If there's a per-game fee that makes truly heinous titles like Slaughtering Grounds or Social Interaction Trainer into guaranteed losses, the shoveldev is required to either find a new market or reduce quantity and try to make more money on fewer titles, since quantity alone can only result in losses.
>>
>>181212572
>yeah thats my point,
Ok so if a higher yearly fee doesn't work, why not try a fee-per-game model? It would make that type of "business" impracticable because no matter how much trash the shovelware dev releases he can never make a profit.
>>
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>>181212192
I'm in the same boat, I haven't tried implementing slopes etc with this technique, but I'm sure it wouldn't be a big stretch to get it working. Here's a great image another helpful anon posted on SMB3 physics, from www.mfgg.net, which is a surprisingly good gamemaker resource I've only just started looking at.
>>
Hey /agdg/ you mind checking my math? I'm trying to find the point a line intersects a plane. Here's what I came up with.

float distFromPoint1 = plane.distanceFromPlane(p1);
float distFromTwoPoints = p1.Distance(p2);
float ratio = distFromPoint1/distFromTwoPoints;
vector3 intersection = Lerp(p1,p2, ratio);
>>
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>>181213174
I haven't looked at your post yet, but I actually figured out slopes pretty well in GM before. It was super hacky, and had to do with checking under your feet and vacuuming to the ground if it was labelled a slope and you were going fast enough, pic related. I spent a lot of time tunnelvisionned on getting things to work as opposed to finding good solutions.
>>
>>181213174
helpful anon here, check this shit out ;) http://info.sonicretro.org/Sonic_Physics_Guide
first link has how sonic did slopes
>>
>>181212967
>>181213143
>the point
>you
1) shovelware devs only care about profit margin
2) money is extracted from the market by achieving a certain percentage threshold of product availability in the market
3) yes, fees lower the profit margin in 1. but they have no effect on 2. it is not possible to change the behavior in 2 by changing fees.
>>
>>181213602
>1) shovelware devs only care about profit margin
which is negative regardless of volume because the fixed fee per game is higher than the profit per game

>2) money is extracted from the market by achieving a certain percentage threshold of product availability in the market
which is low per-game for shovelware because very few people buy it
most steam shoveldevs made money from trading cards
>>
>>181213602
>make on average 2$ per game
>it costs 100$ to release a game
>will lose 98$ on average per game
>well better keep spamming those games
Does this really make sense to you?
>>
>>181213730
>but if all the games on the market are mine, I'll make 100% of the money to be made, even though I spent 5000% on fees!
t. gogaymen
>>
I'm so confused right now. I'm using Godot. I have a dialogue box that I create and destroy when I need it. It has it's own scene. I also have a main scene where every thing else takes place. When I click, the dialogue box is created, then when it's done it's destroyed.

My problem is I want to access variables in the main scene from the dialogue box scene. I need to do this to change the dialogue depending on the variable (if var == "this" then say "something"). I don't know how to access the the main scene variables from the dialogue box scene. I've tried get_node, but I get an error. Is it because the scene isn't a part of the main scene until it's created? Should I just use global vars?
>>
>>181213892
>Should I just use global vars?
I don't even use Godot but yes
>>
>>181214010
dont ever fuckin use global vars, let alone change them
>>
>>181213548
A gentleman and a scholar. Thank you sir, very much appreciated.
>>
>>181214010
>>181214165
/agdg/
>>
i'm thinking it's time for a dip in the Jacuzzi at 3 am.

https://www.youtube.com/watch?v=6XO-IzkOivw
>>
If I use the same randomseed in Lua, will I get consistent pseudo-random output on all platforms and machines forever, or would I need to roll my own rng for that?
>>
>>181213648
>>181213730
>which is negative regardless of volume because the fixed fee per game is higher than the profit per game
you're implying a shovelwaredev who's entire energies in the game development industry is focused on the business side of extracting money will somehow be unable to think of how to make enough money to recoup their fee and make a profit from each game release. >>181208846
it's the serious small devs who will see that with the fees they might only make double/triple/quadruple what the fee costs and thus isnt worth it because of the sizable investments they've made in production.

>most steam shoveldevs made money from trading cards
notice how you're fucking your own assumption of a shovelwaredev, they figured out how to make money from gamedev without even having to make a game. how are you going to stop them when theyre that capable at what they do?
>>
>>181214189
a hard days devin.
>>
>>181213892
>I've tried get_node, but I get an error. Is it because the scene isn't a part of the main scene until it's created?
You can use get_node after the object has entered the tree, which has its own event function (_enter_tree()). This happens even before _ready().
docs.godotengine.org/en/latest/learning/step_by_step/scripting_continued.html
>>
>>181213892
>I'm so confused right now.
>I'm using Godot.
>>
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Working on backgrounds with less contrast. Maybe /agdg/ will find these less disturbing.
>>
>>181214498
psychedelic sewer
>>
>>181214498
I don't know why, but your game always makes me hungry. That hyperbolic thing or whatever you call it, it makes my stomach growl like a motherfucker. What sorcery is this!?
>>
>>181214369
P.S. This applies to relative nodepaths. Total paths do not require the calling instance to be part of the tree.
get_tree().get_root().get_node("path from topmost node to target node")
>>
>>181214268
>ignores the point
>shoveldevs will find a way
Yeah maybe they will try to release fewer but better games. You never know with those shifty Pajeets.

I think I understand now why nothing ever works out of you.
>>
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>1 DAY REMAINING

AHHHHH
>>
>>181214747
>Yeah maybe they will try to release fewer but better games.
fewer is unlikely as the race to the bottom structure has not changed but sure, "better" as in they wont have massive gaping market loopholes on steam to exploit anymore so they will return to their appstore model of releasing many reskinned versions of an ok game with predatory microtransactions.
>>
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did a chat reveal effect
>>
>>181215628
ew video turned out really bad my bad
>>
>>181204979
>please stop calling me shovelware.
please stop making it.
>>
>>181215628
You've been working on that for over a year.
>>
>>181215902
on what?
>>
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>>181208807

Look, I'll be frank. You aren't well developed enough in the craft of writing to be doing your own works.

Your language structure is lacking, there are grammar issues, telling not showing, characterisation problems, narrative flow and language conventions.

There are a few things you need before you can start writing your own works:
1. Life experience - Are you writing about things you have experienced in real life? I realise it's speculative fiction, but you can transpose analogous events or experiences like working at a company, working on a trawler, military experience and so on. Any writing from a perspective that is not derived from real life experience will seem superficial and fake. Of course, you can borrow or modify narrative from other authors, but it isn't going to make good writing.
2. Writing experience - Have you read 'Elements of Style' by William Strunk? Written articles or edited other writer's works? To become a good writer, you need to write. I've authored three books, been published and have three degrees, Masters of Creative Writing being one of them and I still consider my own writing to pale in comparison to my peers. Just wanting to write is not good enough, you need to gain experience in writing and narrative.
3. Know people - the people in your story are 1-dimensional. How much time have you spent getting to know people? Not psychology, but understanding what makes people tick, what character traits balance out character flaws. The nuances of character and how those nuances came about. There is a great deal more to creating characters then telling people about them, the characters need to be real. Your writing tells me you don't spend a great deal of time meeting or getting to know other people, their struggles and triumphs.

Your ideas are good and quite interesting. You have still some ways to go in your worldbuilding skills, but it's not enough to build a compelling world, because narrative is about people.

Cont'd
>>
>>181216039
Should young gamedevs just set it aside for a few years and get some life experience doing anything else?
>>
>can barely sit at my PC any more because of my spinal disease and back discomfort

When should I go to reddit and make my "i am a disabled indie dev" post to at least become rich?
>>
>>181208807
stopped reading at
>bleeping sounds
you need to describe your setting properly.
>>
>>181216210
You should just absolutely not become a game dev in the first place, other than as a hobby for fun, equivalent to playing guitar. Consider it like joining a band.. fun if you have the time but don't take it too seriously

I just do because my life is already completely fucked anyway, and irredeemable. If you have any hope, game dev is not the way.
>>
>>181216210
You have to write to get better at writing. It's very simple. Do not set it aside.
>>
>>181216317
or if you do wanna become a gamedev, make absolutely sure what you're getting into and if you're cut out for it.

alternatively do what the anon said and transition to full-time if you realize there is money in your work. the above conditions still apply.
>>
>>181216039
>Elements of Style
I'm not even a writer and I can appreciate what this book brings to the table. Should be on every aspiring writers shelf.
>>
>>181215135
>fewer is unlikely
Yeah brah, random pajeet will waste a fortune so he can have a shot at scamming kids on steam. That makes a lot of sense. Nevermind that most of them don't even make 2000$ a year.
>>
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who /PANIC/ here?
>>
>designer of tetris, the most popular game of all time, is literally named pajeet
really sprains the brain
>>
>>181216540
see >>181211639
>>
>>181216667
>Alexey Pajitnov
nice try pajeet
>>
>>181216504
Forgot link
http://www.jlakes.org/ch/web/The-elements-of-style.pdf
>>
>>181216667
>Alexey Pajitnov
>>
>>181216667
not literally, no
>>
>>181216754
>>181216739
>>181216780
>americans can't into cognates
>>
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>>181208807

I recommend you copy well developed characters from other works before you start creating your own. Modify them a bit here and there, you can't call it your own work, but it will be a great deal better than what you have.

Also borrow some popular narrative structures, tropes and conventions are there for a reason. They are a structure for writers to base their work. Only when you understand these well enough can you start bending or breaking them.

And avoid swearing. It's crass and hamfisted. Swearing is not characterisation.

Let's just look at some examples:
> Daxum walks over to the console with a slight annoyance on her face.
>> She sidles over to the console wrinkling her nose.
Characterisation here, sidles instead of walks. This depends on the character, they can sidle, swagger, stamp or limp. Each has a distinct flavour and gives the character, character. What does annoyance look like? Different people show annoyance differently, some people wrinkle their nose, others frown or maybe the character has waxen features that don't betray emotion. This is all showing, rather then telling.

>The scanner has detected an object approaching us which does not broadcast a certified identifier.
>> What's this red dot 'ere on the screen? Looks like eit' coming right at us. Ain't got no transponder or nothing.

Show, don't tell. You can also develop characterisation through dialogue. Messing up sentences, using poor grammar or not using words correctly. Consistency is key. Why does the character speak poorly? Education? Doesn't care? Environment? It's all important.

Hope that helps. Good luck in your writing endeavours.
>>
>>181216661
ride it out anon, ride it out.
>>
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>>181216804
>>
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>>181216667
well spotted
>>
>>181216804
im russian you dumbfuck and even burgers can probably tell that it's his second name.
>>
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>>181216730
>linking to a post that makes no sense
Am I getting trolled here
>>
>>181216747
>>181216504
Who will write the elements of style of game design
>>
>>181216804
>anon can't into literally
>>
>>181216882
>cant understand something
>has thinking emoji reaction images saved
>blames others for his lack of understanding
do you ever consider your place in the world?
>>
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Where is the progress?!
>>
>>181216898
Its a bit old, but pretty ok. I used to work in a bookstore, so I know quite a few handy tomes.

https://gamifique.files.wordpress.com/2011/11/6-game-architecture-and-design-a-new-edition.pdf
>>
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P A N I C
A
N
I
C
>>
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>>181217101
Working on a sword tech for this subweapon. Most likely fire out a three way spread of energy that leaves slash waves in its wake for a short time. Should have an actual attack animation done within an hour
>>
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>>181217101
There is no progress, here.
>>
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>>181216210

Yes and no. >>181216368 makes a good point. You need to write, all the time. But you shouldn't go off and start your own works straight away.

Writers need to live before they can write. The only way to create engaging narrative is to have lived it yourself.

When I was 23 I decided to become a writer. I started writing and my work was shit. The reason it was shit was because I had no life experience. I hadn't done anything, been anywhere, suffered. I wanted to write a space opera, but all my attempts were just based off stuff I read. It had no heart, no soul.

So I joined the Navy. I experienced life on the high sea, emergency drills, naval lingo, how life is aboard a ship for extended periods. It's not sci-fi, but it can be used for sci-fi and I lived it.

I'm 29 now. My writing still needs a great deal of work, but my stories are compelling because they are based on reality. I can only write sci-fi or fantasy, any other genre I would need to go out and do research again (aka. live life), but that is the nature of writing.

Live first, then write about it.

And I still write every day, 2000 words at least. Academic, creative, manuals, whatever. Only way to get good is to write, write, write.
>>
Redpill me on OGRE
>>
>>181217101
The camera system in GM2 is fucked. I've been trying to make it work for 3 days now. I'm frustrated and decided to learn FF2 battle theme on my guitar for now.
>>
>>181217648
Last i heard it still has some outstanding issues.
If they use vulkan now, that might not be the case or they have new issues.
>>
>>181217101
posted but no one cared
>>
>>181217772
Point at it.
>>
>>181217853
nah then you'll know who the whiner is
>>
>>181218005
Squeaky wheel gets the oil.
>>
>>181217648
it's decent but annoying to use because of bloated oop design. get ready to interact with twenty different singleton manager classes to do the simplest thing. dunno about recent developments because i haven't used it in a couple of years.
>>
>>181216998
>write retarded garbage
>hey that makes no sense
>haha u cant understand me i is the smartest!!1
Your post is complete garbage, shovelware devs release trash because it's easy money and not because they have some genetic predisposition to release shovelware. The moment it becomes unprofitable/risky they are not going to do it.
>serious developer will not pay a total of 200$ to release his first game because he "does not think of releasing games like a business"
>random pajeet will risk multiple annual incomes because he absolutely has to release dat shovelware
gogem logic
>>
>>181217684
Man, try this one, it fucking rocks. I learnt it when my mrs was playing FF: Theatrhythm on 3ds. It's got a nice metal chug and lead you can harmonize if you've got a loop pedal.

https://youtu.be/R5DGaMDd5bE?list=PLvTnuvp6WQldiVBO87tyP84aD1td-ZLFb
>>
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Got a dialogue tree working. It's a hassle because there are all sorts of variables I need to check for. Also making good puzzles is hard as fuck. I am not a creative person
>>
>>181218519
Underrated game.
>>
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>feature is 99% complete
>just need to add 1 small little tweak and then i can happily work on juice.
>said tweak breaks entire feature
>realize feature wasn't working properly from the start
>spend entire day reworking feature
>finally add that small tweak

#dev woes
>>
>>181218656
That 3D took me by surprise. What drugs are you on?
>>
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Can you debug this anime code?
>>
>>181218809
>all those keywords
Jesus I forgot what a fucking mess was C++
>>
>>181218273
>>181217761
Wait Ogre is still a thing? I thought it was just some relic of the past like Milkshape. Good on them if it's still being worked on.
>>
>>181217295
I want to say this weapon's gimmick is dumb and pointless but the way you design weapons seems to be more on novelty rather than practicality which I really love so I'd be wrong.
Keep it up, man.
>>
>>181218809
>health <= 0, health = 0
If the actor is being destroyed, why bother ensuring the health is 0.


>if(m_pDeathMotion)
looks like m_pDeathMotion is an anim state.


anyway there's nothing particularly interesting about that. i also do not know c++, but it looks similar enough to c#, just more boilerplate and ugliness.
>>
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Still working on the encounter-stuff so nothing exciting yet to show on that side. However I've linked most of my areas with some proper management and loading screen and whatnot, while also fixing some textures. Overall nice progress, but not much to show.
>>
>>181219297
Subweapons are pretty gimmicky, the sword is your real bread and butter, subweapons are just there to give the player some other options. Though the bouncing axes are crazy potent, plus subweapon ammo regenerates so it gives the player something to fall back on for ranged attacks or more awkward situations.

I'm a sucker for weird weapons.
>>
>>181219093
They havnt updated the site since '13 but their github is still active.
>>
>>181219339
I think the problem is that the object is being destroyed in a for each loop. It'll keep going and throw a null reference probably.
>>
>>181215902
most games on agdg that have notable progress have been in the works for more than a year.

what's your point?
>>
>>181216039
>Look, I'll be frank.
that is all I ask

>There are a few things you need before you can start writing your own works
I recon that this project is as good practice as any. Its meant to be a practice project. Learning by doing.

>1. Life experience - Are you writing about things you have experienced in real life?
In fact, yes. The prototype quest and the characters relied heavily on my experience in military service(plus some spice).

>2. Writing experience
I have not read "Elements of Style" - now that you made me aware of it, there is no reason not to. I don't have any professional background in writing. However I have no intention to compete with experts of novel writers. I'd rather have game dev as major focus and the writing as minor-complementary focus. Can't really stretch myself thin for both fronts.

>3. Know people - the people in your story are 1-dimensional.
There is supposed to be more of these quests. Its just one quest from somewhere in the middle of the game. Quests are meant to be like mini versions of episodes of the old sci-fi TV shows. I plan to play my cards on developing characters over several quest events. There is so much you can do with ~1500 words per story path.

>Your writing tells me you don't spend a great deal of time meeting or getting to know other people, their struggles and triumphs.
Honestly speaking, Riki is inspired from one acquaintance of mine - modified tho. Daxum was inspired from Farscape scarrans who have this monotonous delivery, strange language structure and fancy words. Daxum and her people are not enough developed yet - I still need to put a bit of myself into them.

>>181216841
>Also borrow some popular narrative structures, tropes and conventions are there for a reason.
I already do that. Riki and Daxum were meant to be the "Red Oni, Blue Oni" for example.

(cont)
>>
>>181218376
>shovelware devs release trash because it's easy money and not because they have some genetic predisposition to release shovelware
you're strawmanning, no one made that claim.
>The moment it becomes unprofitable/risky they are not going to do it.
agreed, the problem here is you think fees will somehow make this happen because you dont calculate risk the way a business calculates risk.
-a normal dev calculates risk as whether or not a singular product is worth working on to completion... or if its already complete if its worth paying fees to release on certain stores. if they dont think it will do well they wont take the risk EVEN if "not doing well" still leaves plenty of room for modest profits. modest profits are seen as not worth the risk of any losses.
-then consider AAA/hollywood, their business involves tons of money spent on production and marketing and the expectation that upwards of half their releases will not recoup... but they gamble that one or more of the successes will recoup enough to make up for the losses. hollywood calculates risk differently than the normal dev because theyre more business minded.
-shovelwaredevs are even more cravenly business minded than hollywood, theyre the hollywood mentality applied to modest profits where anything that leads to a net profit is an infinitely exploitable profit machine.
>>
>>181215628
Bob seems to be a popular name huh.

Jokes aside, what determines the orientation in which the chat bubble appears? I see it appear on the left side of some characters, and the right on others.
>>
>>181219383
how do I play?
>>
>>181219734
>They havnt updated the site since '13 but their github is still active.

what? they are updating the site regularly.

http://www.ogre3d.org/2017/04/23/ogre3d-1-10-released
>>
>>181220342
nevermind, i was looking at the SDK
that explains it
>>
>>181216039
>edited other writer's works? To become a good writer, you need to write. I've authored three books, been published and have three degrees
How do you even get involved in that kind of thing? How do you get started with that? Help an aspiring writer?
>>
>>181220064
the opposite direction the player is facing in for his own bubble, and "away from player" for the other bubbles to keep the center of the screen mostly clear, then they reverse orientation if they are partially offscreen
>>
>>181220483
ask /lit/
>>
>>181220064
Its a good name.
>>
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>>181216841
(cont)
>And avoid swearing. It's crass and hamfisted. Swearing is not characterisation.
It seems that I did something right - "crass" IS the feel I going for(in a more abstract sense). However, I did not want to hamfist it.

> Daxum walks over to the console with a slight annoyance on her face.
>> She sidles over to the console wrinkling her nose.
For that instance, the option to tell instead of show was a conscious decision. Daxum is supposed to look kinda like the pic related. I thought about making her wrinkle her nose or forehead, but a thick skin with scales had an objection about that. So, instead, I opted to tell in order to let readers imagine themselves how it would look like - a scaly saurus with an annoyed expression.

>Hope that helps. Good luck in your writing endeavours.
Thanks, your feedback was useful.
>>
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>>181220483

Writer meet-ups and online writing groups. Forums are also good.

Best of all is to find a mentor. Look around in your local community. I find journalists often have a solid grasp of writing, but any master will do. Just find someone you get along with though.

Writer festivals also work well. Just need to get out there, talk to people, read books and write.

A good exercise at home is to analyse literary works. Find famous pieces, and dissect them. Look at the structure, how the sentences flow, why certain things are done. It's like reverse engineering, but for writing.
>>
>>181216308
>you need to describe your setting properly.
I don't respect lengthy introductory expositions, thus I will write just enough to understand the situation.
>>
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>>181220976

Okay, that's good.

Aliens must have unique features they use to express their emotions or moods. Do they clench their jaw, or move their lips? What indicates that this alien species is annoyed?

Humans are much easier to characterise, because we are familiar with them. When coming to alien species or animals, you need a deep understanding of their anatomy and behaviour, and link it back to something humans understand.

Does this alien species have flaps or coloured skin? Things it uses for behaviour. Can it be linked to a similar species on earth? Is it like a lizard or a salamander or crocodile.

Don't tell your reader, show your reader and let their imagination fill in the blanks.
>>
>>181220998
>>181221269
why are you posting Bloodborne
>>
what the fuck
>>
>>181221373
>normies got triggered by the girl
>"this is what anime is like??"
It was hilarious to watch. Anyone can instantly tells that she's a succubus.
>>
>>181221373
...what?
>>
>>181221373
>>181221512
>>181221541

Might as well post the link.

https://www.youtube.com/watch?v=5Io2QBqPRig
>>
>>181220042
You interpret way too much into this. Greenlight+Asset flips+trading card farming is a lucrative business model for certain people, adding costs to releasing a game effectively destroys it. Does that mean there will be no shovelware ever again? No, of course not but that doesn't mean Valve shouldn't do anything about it.
>>
>>181221512
the point is that this IS what anime is like. it's just another fuck you to weebs and otakus from anno
>>
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Progress on my overworld. I am not at all satisfied. The idea is that random missions will pop up and you load them from the map, and that works functionally. And obviously it's a bit placerholdery art wise. But still, idk.

I'm open to suggestions for improvement. Even about changing the overworld in general. It's hard coming up with something simple and practical to do, but not boring, yet not going the other way and making something too complex and letting the scope get out of control. In the end I just need a way to load levels, simulating a solar system would be cool but ultimately is a waste of energy.
>>
oh, it's almost here, sunrise.

https://www.youtube.com/watch?v=1iiGGpwLdQc
>>
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What's the consensus about tutorial videos for your preferred engine on YouTube?

I personally don't like them because they incentivize copying code instead of having to figure things out for yourself, although they might introduce a beginner to some useful features.

Yet it always seems there is a plethora of videos for complete beginners and barely any for intermediate, let alone advanced users.
>>
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Made a rockwall, actually looks like a real level now
>>
>>181222263
>No, of course not but that doesn't mean Valve shouldn't do anything about it.
no one said that either strawman
all i have said and repeated and repeated and repeated that you are not comprehending is
F E E S D O N O T H I N G
if you want to get rid of shovelware you need to disincentivize it properly by looking at what they are exploiting that serious devs are not. shovelware is a marketwide shift in interaction. because both shovelwaredevs and serious devs pay fees, it will have no effect beyond squeezing the profit margin of both. which is why ive said and continue to say it will only negatively effect serious devs who could be put off by a lower profit margin whereas shovelwaredevs only care that a profit margin exists at all.
>>
>>181223682
I don't usually copy the code, usually I just look into their broad method of thinking.
>>
>>181223682
Intermediate and advanced users are the ones who can figure things out themselves. Beginners need help in understanding the basic concepts that would otherwise allow them to build things on their own.
>>
What make an assassination game fun and interesting? Is it action, sneaking, finding your prey or what?

I'm asking because I don't think I have enough pure action like in AC for example (due to story) and I worry about the game's fun aspect.
>>
>>181221227
i agree wholeheartedly. however...
>bleeping sounds
>>
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>>181224147
Thief except you need to kill someone instead of stealing something.

AC is shit BECAUSE of the over reliance of action. Your job is to assassinate 1 or a couple people, not to slaughter an entire castle's worth of innocent guards who are just doing their job.

AC also makes some of the targets bossfights instead of just targets. The whole appeal is the assassination, figuring out where and how to kill the target without ever being seen, but then the game puts you into some fucking gladiator sword fight.
>>
>>181224418
I agree, that' what I want to achieve.

Thanks for reminding me of Thief, yeah, that is a good reference. The thing is that the character isn't a professional, so he can't do crazy jumping shit and doesn't have a lot of tools in his disposal, so I'm trying to brainstorm how to make all of it fun for extended periods of time. Searching and stealth will be a big part of it, but I don't want the killing process be lame in the end. Then again, I guess the sneaking part should provide enough fun on it's own...
>>
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Rate my icons.

Feedback appreciated.
>>
>>181225160
I like them a lot, they look very professional.

Which program did you use to make them?
>>
>>181224178
example of [bleeping sounds] intro moment in a TV show
https://www.youtube.com/watch?v=ACgkxm5rHc4
>>
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>>181225241

Inkscape.

Used basic geometric shapes for most and some online references for others.

Pic is an old mock-up of the skill tree with icons.
>>
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>know how to program but only used scripting languages before now
>trying to make game in c++
>a while ago someone here told me to use Imgui
>it looked good so I tried to get it
>can't figure out how to install it
>online tutorial just says "Add ImGui folder to your include directories." without telling me how to do it
>googling how to do this yields no answers

God, I just know this is probably some stupid shit that I'll get laughed at for not figuring it out as well. Someone please kill me.
>>
>>181225257
uh huh, but a tv show has images so that i know the context of what the bleeping sound is emitting from and why. that context is the setting.
>>
>>181225439
You need a zoom in for the tree. So like I can scroll in and out of it to get a closer look on the icon, some are very tiny.
>>
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Almost done with the port. Hopefully should have something finished by the end of summer.
>>
>>181225451
I'm using code:blocks by the way because the big Microsoft studio thing seemed extremely bloated.
>>
>>181225726
>that context is the setting.
why do you think that for the prototype quest its different? as a player you would be flying towards a destination and watching the ETA tick down animation. However, at half way of tickdown, this quest pops up.

I should have probably explained this at the beginning of the prototype quest.
>>
>>181226015
remove from >>181225257 the setting shot of a spaceship traveling through space and everything after it could be on a spaceship OR on some sort of planetary base or whatever...without the setting shot all you know is its some future space fantasy crap with roombas.

this >>181208807 has zero setting explanation so you can read on and on and the most context you get is "ship" and "pirates".... it could be Captain Phillips fanfic for all i know.
>>
>>181225160
they look pretty good, some might be confusing as to what they do.
>>
Can you effectively solodev a game without diverse gaming experience? I haven't played shit in years.
>>
>>181226115
yea, makes sense now
thanks
>>
anyone knows what happened to this game?
>>
>>181226000
You can cut off the things from Visual Studio you don't need. Saves around 75% in performance.
>>
>>181225451
>>181226000
straight-up just dragging and dropping all the imgui code into your project would work, or having it in a folder and telling your project to look for include files in that folder (you should have some sort of list of include directories in your project properties).

also visual studio is recommended on windows because it has a very good debugger. it has also become less bloated in the 2017 edition because you can finally just install c++ alone without all that c# and .net crap.
>>
>>181226224
You only need to play games for inspiration/references
>>
>>181226450
ok good, because I just want to make a clone.
>>
>>181224147
AC is a different genre from hitman/thief/splinter cell. The latter are puzzle games, you explore the level, trying to figure out an optimal way to complete it. AC is a power trip sandbox like prototype or GTA.
>>
>>181225451
>>181226000
You should at least learn a very basics of the tool or language you are using before trying to dev with it. No, really, try to learn c++ first, and you'll be ashamed how stupid your question was within a week.
Also can't say anything bad about code:blocks but MSVS is better in any aspect. It IS bloated but all other cons are overwhelmingly compensate for this. Also it has best debugger in industry(to the point linux-only faggots using it only for debugger).
>>
>>181226224
yes. and you'll do better than someone like >>181226450 who would just stump their creativity with ideas of how things should be done from other people and end up inadvertently making a clo- >>181226521
get out of here with your funposting.
>>
>>181226000
You need to right click your project->project settings.
And then link imgui's include and source to CB's designated path.
If youre confused follow SFML(or just use that)'s tutorial and just insert IMGUI in its place.
And you might have to also link the .libs depending on if youre statically linking or dynamic.
>>
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>Adobe newsletters
>>
Are things like someArray.Length held in some memory address or are they calculated every time you call them?
>>
>>181226932
Yep, aside from the games you mentioned, only the first AC is also an inspiration. I'm just reading this article:

https://stanislavcostiuc.com/2016/03/02/hud-less-design-of-assassins-creed-1/

I want to follow that path in my game, too bad they simplified it and changed their focus to action.
>>
>>181208807
>What did you like about this?

Well, I like sci-fi. That's it really.

>What annoyed you most?
The writing. All the characters try to distinguish each other by talking funny. The phrase Shit Pit was used too much. Not enough setting dialogue. Too much swearing and short venacular.

>Did it feel like the characters had their own agency?
No, not at all. Daxi was basically blue option and Rikki was clearly red option. The outlaws were obviously corrupt because you outright labeled them outlaws.

>Did you feel like you were in the shoes of main characer(Kalev)?
No, not really. There was not enough description of the characters to know who or what kalev was.

Maybe you need to draft this stuff afew times before throwing it at people.
>>
Kek'd. Clonedevs are the worst.
>>
>>181227235
>having any adobe products on your computer
>>
>tfw still can't figure out a story for my gameplay-rich game
>tfw still can't figure out a gameplay for my story-rich game
>>
>>181227481
>still can't figure out a game for my game
>>
>>181222778
Two things are bugging me.
1: Crossing the beams. It'd be neat if the missions on the right were sorted by the y-values of the markers on the left. Having those moving around however is making this more difficult.
2: The left is too dark. You have all this space (pun intended) available, so why not put more stuff there? For example the missions instead of being represented by fireflies could get an icon (like a crosshair or similar with color-coded difficulty of the respective mission). In regards to the point above, only draw the beams when the cursor hovers over either the panel on the right or the marker on the left. Clicking the marker is functionally equal to clicking "launch".
>>
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>>181223871
>whereas shovelwaredevs only care that a profit margin exists at all.
Ah I see, it's a shame there isn't a way to reduce the profit margins of people who make most of their money by releasing as many games as possible. Like some kind of monetary measure, that makes every new game a definitive financial loss, unless it manages to sell decently.
>>
>>181227508
comes after it's finished. unless you heard i like games and put a game in your game.
>>
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I'm still thinking - isn't 4 basic damage types a little lot for simplified mario-style rpg? Not counting item-specific or boss-specific unique ones.
I think I can safely remove one type but not sure if simplification is better than diversity in this matter.
>>
>>181224769
https://www.youtube.com/watch?v=5N4U46QOyeA
>>
>>181227650
>Like some kind of monetary measure, that makes every new game a definitive financial loss, unless it manages to sell decently.
to do this would require steam to have full control of the user's money.
im sure you're all on board for this new update in the fight against too many choices.
>>
>>181225439
>let's put tiny white icons on grey background
>>
>>181227248
AC1 is the game I was thinking of when I wrote that, I haven't played the rest. The game was basically a showcase of their cool climbing mechanics. There was very little content, IIRC the entire game can be summed up as:
>ride to anonymous city
>kill some guards if you feel like it
>kill three guys by climbing above them and jumping on them
>kill boss guy by climbing above him and jumping on him
>repeat 10 times
>boss battle at the end of the game

But even with such simple gameplay, it spawned a franchise. I assume because the climbing felt nice and people appreciated the power fantasy with an assassin theme.
>>
>>181225936
Solved your border problem with your spritesheet?
>>
>>181227719
3 is a good number for a simple/complex system, think RPS
>>
>>181227719
what's up with the dick to the right you pedo
>>
>>181227828
yeah, most look fine but especially all the green ones are too detailed for their size
>>
>>181227910
It's an engine problem, supposedly fixed in 3.0. There's a workaround to have 1px transparent border for each sprite.
>>
>>181227630
Thanks for the feedback. I fixed up the issues mostly.

I'm still torn on a few things. Like maybe instead of a list of all missions, it just has mission nodes you click and that'll load details of the specific mission, and do a cool zoom in effect.

Then I'm not limited to 4 mission as well.
hmm
>>
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>>181227235
>clickbait
>adobe clickbait
>>
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The attack itself is placeholder for now but the animation is in at least.
>>
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Friendly reminder that you have 4.5 hours to revoke your pledge before your funds get locked
>>
Got a tilemap working, now what?
>>
>>181228257
I didn't pledge
>>
>>181228147
That sounds like a good alternative. Time for a mockup.
>>
>>181228257
Oh come on, heave him alone. He really fought for those 5000$
>>
>>181228283
Make the rest of your game
>>
>>181228283
now comes world domination.
>>
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>>181228283
now do autotiling, Raven Ferry
>>
>>181212718
>I think that this is more of an exposition problem. Half the world is effectively neo-feudal and the rest is anarcho-capitalist and enterprising people are setting up "tolling stations" along the minimally inhabited trade routes. Kinda like the medieval Fur road from Baltic to Black sea, where many people along the riverway asked for toll from passers by. What or how much they asked for toll, was entirely up to them. Also the robber barons of Mediaval Germany fit in here. Those toll stations were generally smart enough to not rob people naked, since the tolls would dry up pretty quickly that way.

See, that's exactly the sort of thing you need to say in the beginning.
>>
>>181227236
http://jacksondunstan.com/articles/3577

Basically, if you're using List<T>.Count, cache it.
If you're using Unity's Array.Length, then don't bother, since Unity handles the count in a specialized manner and the performance is the same as it being ached.
>>
>>181228361
It's a shit game and he's a garbage dev. Maybe he should've fought by not being a clueless dunce?
>>
>>181228283
Uninstall windows 10
>>
>>181228428
https://www.youtube.com/watch?v=sHJz7F4CAdM
>>
>>181228450
good idea, swastika pentomino man
>>
>>181228450
what, no loss edit?
>>
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>>181228257
NO VIRTUAL REALITY REEEEEEEE

At least it got funded.

>imagine being so close to getting funded only for some schmuck to pull his $200 pledge which makes you fall under the fund goal one minute before the deadline
>>
>>181228907
>No VR
thank god. This shitty VR meme needs to die. That stretch goal was the whole reason I didn't donate, I didn't want to contribute to a VR stretch goal.
>>
>>181228907
i'm glad it did good because boycube is a good person.

https://www.youtube.com/watch?v=Y7mho_QpQIQ
>>
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need some advice from artists.
how do u learn to draw something??

i'm currently trying to draw mech,
but my imagination suck ass.
what do i do to come up with better designs??
do i just google for a mech picture and try to copy it??

i'm a programmer and absolutely sucks at drawing.
pic related is my standard of drawing.
>>
>>181228907
Now we wait if people pull out at the last second
>3 people unironcially gave him $350+
>>
>>181229142
>how do u learn to draw something??
research, reference
do not be afraid of copying
don't copy actual pictures, but copy the look and design
>>
>>181229142
Visit /ic/, take a look at their sticky.
>>
>>181229142
>how do u learn to draw something??
practice a lot for years

>do i just google for a mech picture and try to copy it??
Yes. Don't trace it, but keep a bunch of pictures as reference.

To be honest your art is already better than most programmer art.
>>
>>181228012
>seeing dicks and cp on perfectly innocent picture
I think you need a medical help. There is a very high probability that you are a latent pedophile.
>>
>>181228256

Your game reminds me of Realms of Haunting more than DOOM
>>
>>181229142
Learn English first.
>>
>>181229401
Which is weird because I actually have good melee combat.
>>
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A certain agdg game is about to get some free marketing
>>
>>181229142
Sorry forgot link.
Maybe this helps. There's a book too.
http://bigbadworldofconceptart.com/
>>
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A straight up Door Kickers rip-off getting 25 G's.

Time to get in on the kickstarter meme I guess
>>
>>181229564
>make shitty copypaste of another game that's already similar to million other games in the market
>funded 25k++
>make something original and different that you don't see every day
>fail to make even 5k
Might as well start making bejeweled clones for facebook if you want to survive as a game dev.
>>
>>181229795
Or don't bother with kickstarter and just like, make game. Kickstarter is for shitty ripoffs or ideas so insane that they draw in attention.
>>
>>181229795
people just want their nostalgia fix.
it's a good time to be a dev.
you can just recreate the same snes games and get paid good
>>
>>181229280
>>181229360
>practice a lot for years
i don't have time for that.
it will require years of full time commitment.

I'm just trying to find a way to design better looking mechs
>>
post ideas please
the themes of the current ludum dare mini are shit
>>
>>181229989
I'm sorry you will have to practice a lot if you want to get good.

Also
>Yes. Don't trace it, but keep a bunch of pictures as reference.
>research, reference
>do not be afraid of copying
>don't copy actual pictures, but copy the look and design
>>
>>181230172
Ars Goetia
http://en.wikipedia.org/wiki/List_of_demons_in_the_Ars_Goetia
>>
>>181228907
>$10,000 for local co-op
>local
holy fucking shit
>>
>>181228907
>>181230340
does this mean boku's nigger gf is no more
>>
>>181230340
>not bringing your friends over to have a LAN party solving puzzles in Bokube

it'll be a blast!
>>
>>181230340
Nah, he meant that hes literally going to make an entire campaign for co-op.
>>
>>181230479
but its..local

as in its completely fucking useless
>>
>>181230479
Nah it was just badly worded, what it really meant was "Bokube MMO"
>>
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Starting to get a bit sleeker. Still not amazing though.
>>
>>181230536
people still couch co-op.
But hed have to hire someone else because god knows hed break the game himself. And the two people that play this may as well use tuungle.

Still, stretch goals are cancer and so is kikestarter.
>>
Is it possible to make a traditional roguelike in Game Maker?
And by "possible" I mean "would I be fighting against GM's UI and engine every time I want to implement a feature".
>>
>>181223694
looks neat
>>
>>181230460
>hey man its friday night
>you know what that means!
>bring your laptop and Ethernet cable, because we're co-oping some BOKUBE
>>
>>181230742
>And by "possible" I mean "would I be fighting against GM's UI and engine every time I want to implement a feature".
if you need to ask like this then the answer is "no just learn sepples or some shit"
>>
>>181230742
stop using GM.
problem preemptively solved.
No really, theres RL libs for probably every relevant language.
>>
>>181230742
there's no runtime autotile, that's a problem for fog of war
and there's no automatic depth handling, as in "when I'm below a thing I'm in front of it, but when I'm above I'm behind it", you kind of have to do it on your own
here's a good video about it http://www.youtube.com/watch?v=rcMHwdvEDy0
>>
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>>181230742
>Game Maker
Time to switch to a REAL engine
>>
>>181229486
>still no Kaiji S3 to help me out
>makes a VR game instead
FKMT pls
>>
>>181219339
>If the actor is being destroyed, why bother ensuring the health is 0.

Because destroying the actor is not always an instant process, it can take time or have a death animation, in that time having health in the negatives can fuck up the healthbar/GUI. Or maybe she simply wants the health to remain at 0 even if it doesn't fuck it. I do the same thing. Too bad I'm not a cute anime grill.
>>
How can I juice my FPS in a small amount of time. I already have to spend a lot of it rebalancing the AI so people can win.
>>
you the man bokube, you the man.

https://www.youtube.com/watch?v=gXTlyLR1wgQ
>>
>>181231105
Does your muzzleflash emit light?
>>
>>181231105
Fanfare when enemy dies.
>>
>>181231184
It do. I'm also going to change the weapon sounds if I can find some.
>>
I'll be back in about an hour. That should give you enough time to prepare a proposal highlighting the details of your game.

Artist btw
>>
>Increasing difficulty based on the suspicion level of town's citizens
What do you think of this mechanic I want to implement? You could solve your missions in pure stealth and if nobody sees you were there, everything will stay the same the next time you return to that town, but if people see you, they will start getting more suspicious about unknown visitors, so the next time you come, they will maybe monitor who is entering through the gates, have more guards around and people will generally stare at you for extended periods of time, making it harder for you to kill/steal/sabotage the objective. The point is that those are small places that don't often get new visitors, so if some shit goes down the same day they noticed a stranger in their town, they will suspect it was the stranger who brought chaos in their peaceful society, so they will pay attention more in the future.
>>
>>181231105
Bullet casing ejection (with collisions and sounds), muzzle smoke/heat distortion, blood splatter, hit reaction animations for enemies.
>>
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Well, it's a start
>>
>>181231332
who
>>
>>181231105
>How can I juice my FPS in a small amount of time
search the docs for "timescale"
>>
>>181231332
pest ur ort
>>
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>>181225841
>>181227828

Working on implementing it into the game. This is the new colour and style layout.
>>
>>181231431
I like it, but casuals will bitch once they COD in and fuck their rep up. So obviously have a way to revert it.
>>
>>181218656
>painted books
Reminds me of Problem Sleuth
>>
Anyone else get a little afraid to run their game after adding a new feature?
>>
>>181232353
I run my game after every single added line of code because I suck at programming
>>
>>181232420
I'll only run mine when it's done
>>
>>181188520
Want to make mobile game. No idea for mobile game.

Already comfortable with google play console and android studio/libgdx.

Any recommendations on a simple game I can finish and publish? No need for monetization or ads, just want to make game.
>>
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>>181232353
>make quick changes, recompile
>suddenly console floods with null references and errors
>scene gets fucked
>have to force close the entire process
>forgot to save
>cannot open editor anymore because something keeps locking it
>have to open notepad++ to make emergency changes
>forgot exactly what i changed
>just delete entire project
>>
>>181231936
I'm definitely making it a bit niche, you can't just jump in, since you're not a fighter. You can kill individuals, sneak inside a building and set it on fire and shit like that, but you can only run away once you get noticed. So, since sneaking is usually the only way to finish your missions, you'll get VERY fucked if you get enough suspicion in early missions.

And the worst case scenario is that you literally kill somebody in the middle of a square and run away from the half of the population. In that case, finding a way to sneak in through some hole in the wall would be pretty much the only way to get inside, since they'll e.g. build a watchtower, while many citizens will possibly hide inside their homes, while only the guards would be patrolling the streets. Of course, you could change your appearance, but they will still be very careful with anyone new to their town.

So the point of this mechanic is that you should be very careful and calculative about how you approach the objective, and I don't think I've seen something similar before.
>>
Which dev(s) are we sending to the russian gamedev imageboard for the cultural exchange?
>>
>>181232540
Godspeed anon.
Indie games need more niche and less casual/pandering.
>>
>>181232537
>>just delete entire project
don't u have backups?
>>
Bokube made it? That means there is hope. We gonna make it
>>
>>181232537
Just checkout the stable branch
... you do use git right?
... and you only develop on a development branch, right?
>>
>>181232353
a little, but also excited to see how well things turn out, or maybe shit fucks up so bad that something hilarious comes from it
>>
>>181232575
Russian trap dev
>>
>>181232472
but that means..
>>
>>181232624
>$5,188
>153 backers
>got over 1k$ by less than 10 backers
even without it that's 33$ per backer for a shitty puzzle "indie" game, bokube didn't make it, he probably used his parents money.
>>
>>181232830
apparently some /v/ anon threw 1,000 towards it.

I don't know what kind of person has that type of money to just toss around for something like bokube.
>>
>>181232830
>meets his funding goal
>"bokuebe didn't make it"
Damn, if that's not making it I hope I don't make it too.
>>
>>181232575
There are like 3 or 4 of us from that board lurking here so you don't particulary need to sacrifice anyone.
>>
>>181232943
the person that refunds it at the last minute that's for sure, if he don't want to get trolled he better get to over 6k by the end of the day.
>>181232952
>buying your own shit is "making it"
>>
>>181232830
this is true
>>
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>>181232575
Кyпитe мoю игpy!
хaхaхa

Russian's don't buy games, or software, or movies, or anything related to PC. Even my grandmother knows how to use RUtracker to download her shitty soaps

>>181232624
Now we wait until he gets a burn-out from the pressure like all lone amateur devs who got funded on Kickstarter.
>>
>>181232495
Anybody?
Mobile game I can be confident in finishing and publishing?
Zero fucks given about $$$
>>
>>181232830
There is a huge amount of salt in these threads.
>>
>>181232830
even if his mom did pitch in 1000 dollars, he still got 4000 and a ton of publicity out of it
no matter how you cut it, bokube won
>>
>>181232952
I think he means he didn't 'make it' based on having a large fanbase, but rather from a few key individuals who funded 30%+ of it.

personally I'd feel more accomplished if I had 5000 backers who all put $1 in vs 1 guy who put $5000 in.

but it's whatever. money is money
>>
>>181233093
>Russian's don't buy games
Russia is 3rd largest Steam market by revenue. I can't possibly see how is it "don't buy games".
>>
>>181232952
The only thing /agdg/ considers "making it" is having your game become "featured on steam front page"-tier popular.
>>
>>181233113
you know the average indie game can get 5-10k$ even without publicity right? if you put 1000$ into marketing you will get even more.
i would've been happy if bokudev succeeded without a convoluted high effort low reward way, there are better ways to do these things.
>>
>>181233258
Who cares about what agdg thinks if he made I can make it
>>
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A bit more work on the mimic bushes.
Now spawn randomly by taking the place of a normal bush.
There's a way to identify if it's a mimic by the way they fade in but it's kinda hard (and unintended, no idea how that mechanic could be explained to the player if it stayed in).
>>
>>181233390
you're not going to make it
give up
>>
>>181232353
i know everything i try to add is going to be a bug hunt.
>>
>>181232830
how is $5000 enough for any kind of development??
u can barely feed yourself with it for long enough time for development.
and if the remaining development time is short, you don't need the money either.

tell me it's only a publicity stunt and marketing purpose to kickstart a project for a few thousands only.
>>
>>181233203
Games bought in russia are bought with stolen credit cards
>>
>>181233501
I don't know where he's from but that's easily a years worth of development in my country
>>
>>181233501
>how is $5000 enough for any kind of development?

well if you live with your parents and don't pay any bills, then you can do quite a bit with it.
>>
>>181233432
Are you implying bokube is some kind of master developer and the average dev cant match his feats?
>>
>>181233501
If you're not devving to live, that's enough to buy shit like a dev kit (as specified in the kickstarter) and publishing fees.
>>
>>181233625
What pajeetland do you live in where it's possible to live multiple years at with just 5000 dollars?
>>
I know you will meme me (at least try to make it funny), but give me some ideas for a game setting. It just has to be set sometimes in the past. The more unknown, the better. Maybe some small area in Turkmenistan or whatever. Some interesting populations, ideally with some myths and legends.
>>
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Perspective seems a lot better than Orthographic, actually..
>>
>The project started roughly a year ago
I swear I remember seeing it posted on agdg in 2015.
>>
early morning, time to dip to Jacuzzi baby.
>>
>>181234154
farting in bath doesn't make it jacuzzi
>>
>>181233912
Nintendo Switch Dev kit costs $450. I don't think that's a factor.

I'm guessing he's going to pay his freelance programmer $700 a month to finish it by the end of the year.

Then again, we don't know if he's only paying for specific features(networking/etc) and such
>>
>>181234238
it's my temporary Jacuzzi till you guys pony up to get me a real one.
>>
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> Dungeon Crawler Manager

> Setting & Story
You are a god in a physical body who lives in a city, which surrounds a deep dungeon. You need followers to maintain your physical form and adventurers need your blessing to enter the dungeon to get monster bounties. You are not allowed to enter the dungeon yourself, but your blessings can empower adventurers and improve their survival and success in the dungeon.

> Gameplay
As a newly descended god, you have no followers and only a limited time to find some before you are forced to ascend back to heaven. Your power and blessings are weak, but powerful established gods don't accept new adventurers - so you have a chance.

You start in a shack and need to walk the streets to recruit adventurers. You might even need to get a part-time job in the tavern or as a shopkeeper to keep your physical body alive.

Once you have an adventurer to follow you, you can send them into the dungeon on quests. If successful, the adventurers deeds improve your prestige and power, making you more attractive as a god for other adventurers.

You need to supply your adventurers with equipment and manage their training. You also need to choose which blessings to bestow upon them to maximise their potential.

As you gain prestige and gold, you can upgrade your shack or even buy a new property. Compete with other gods to become the most prestigious in the city.

Players cannot enter the dungeon, but they can watch their adventurers go about their business. Players can 'program' their adventurers behaviour in a scaled back programming script or blueprint system.

While adventurers are doing their thing, players can go about town to organise supplies, repair weapons, go to god parties or hire new adventurers.

> Style

Game is isometric with an aesthetic between Diablo 3 and Torchlight 2. City has day/night cycles and is filled with NPCs going about their business.

Dungeons are full of generic fantasy monsters.
>>
>>181233107
>>181232495
Shameless selfposting.
Mobile game that is simple enough that I could finish and publish it for my first game.
No ads, no iap, none of that shit. Just want to make game.
>>
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Anyone got a link to the article with the shithead game dev who started flipping off his fans after receiving $800.000 on Kickstarter and being unable to deal with having to actually deliver a fucking game?

I can't seem to find it.
>>
>>181234432
>Mobile game that is simple enough that I could finish and publish it for my first game.
then find your own goddamned idea.
make a cookie clicker or some shit, god fuck.
fuck off from reposting again and again when nobody even bother to reply to you,
get the hint
>>
>>181234597
What's up with 3 decimal places usd?
Is the American economy getting so bad that they're further fractionalizing their dollar?
>>
>>181234597
you're talking about elysian shadows right
>>
Suddenly found that Steam Direct kicked off while I was on medical leave and they set entry fee to mere $100.
Did any of you guys already used it? How much of a hussle to set up your game for sale now?
>>
>>181234278
50 - freelance
30 - dev kit
20 - 'extra polish'

2500 towards freelancer
1500 towards dev kit??
1000 towards 'polish'

why does he need $1000 simply for working on the game as normal. why does he need 1500 when the devkit is 450.

really gets the almonds going
>>
>>181234649
>>181234761
fuck off dumbass
>>
>>181234742
I haven't used it but it seems pretty simple, you need to give out payment and tax information then they take a look at the game and let it through in 1-5 days.
https://partner.steamgames.com/steamdirect
>>
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>>181234693
Yeah that's the one, thanks anon

https://youtu.be/vNHHXO8vjrs?t=1m5s
>>
>>181234868
Disgusting.
>>
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>>181234868
Judging by what they actually churned out after three years of development time, the entire $181,000 went to booze and cocaine.

This fucking guy is the reason honest, innovative devs aren't getting funded anymore with crowdfunding.

Oh and he's best friends with Zoë Quinn and the likes. Go figure.
>>
>>181218809
>not using consolas
fucking anime FAGS can't get it right
>>
>>181235063
>didnt even get his shadowns right
>>
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Is the lead Godot dev /ourguy/?
>>
>>181235247
Is this supposed to be surprising?
>>
>>181233408
those shadows are confusing asf, the bush isn't rectangle but its shadow is, and it's bigger than the sprite, also the bush looks short so it doesn't make sense for it to cast a shadow unless the player is crawling, either make the bushes longer and the shadow rectangle smaller or remove the shadow. your chests are bigger and they don't cast any shadows, even your enemies don't, you can still have fun mimics without those shadows.
>>
>>181233501
he already have a functional game, it is merely a publicity stunt, i can find a case for it tho, like your using that money to pay the engine's license before releasing or pay for music/art.
what's funny is that he barely got 160 backers, and that can be the average number of people in aggy daggy, so i can say the "publicity" stun has failed miserably, what game survive on a fanbase less than 200?
>>
>>181235427
Yeah I'll probably change those sprites. Was trying to stay tiled but going over tile size a bit to make bushes taller is a good idea.
>>
>>181235063
>>181234868
seriously HOW the fuck did that shit get almost 200K in funding?
>>
>>181235247
>godot being shilled to hell and back each and every day in agdg
oh gee I wonder
>>
>>181235791
Tumblr
>>
>>181233408
i just noticed, why do you have a boomerang stash? if it doesn't come back you should make it pickable again, or just change it to a proper throwable like shurikens or something
>>
>>181235810
I shill it a bit but I'm not one of the engine devs.
>>
>>181233337
how do i get 5-10K?
>>
>>181235810
I shill it because I genuinely like it and think it's a viable alternative to Gamemaker.
>>
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>>181234432
Mobile dev here. Just keep it simple n publish.
>pic related wip
>>
>people spend time shilling an engine instead of using it to make games
???
>>
>>181234628
Appreciate the honest response.

>>181236248
Appreciate the inspiration.

Cyas all in a week.
>>
>>181236248
>spriter pro assets btw
>>
>tfw want to do a small mobile game just to find out what actually finishing a game and not wanting to kill myself feels like
>>
>>181236448
Why mobile though
>>
>>181235868
It's kind of like a durability counter, and being a boomerang lets me limit its range and player's movement while waiting for it to come back to balance it out.
>>
>>181236448
This: >>181236469
You can make small PC games too, just release on itch.io
>>
>>181234868
>Those blotchs on his skin

He's found meth.
>>
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>>181236448
Then finish your fucking project for once.

Google Calendar nigger. Get organized.
>>
update() vs update(elapsed)
>>
>>181236540
How will a calendar make my game easier to make?
animeposters I swear to god...
>>
>>181236927
dont you mean update(dt)?
>>
How realistic is the goal of a married 26 year old to make game with no experience?

I'm taking CS50x to learn programming as a resumé skill, but also want to make game.

Is it too late for me?
>>
>>181237069
29 here n living the dream. Just like make games.
>kill me pls
>>
Which buttons in a typical controller would you push for the following actions:

Confirm
Rewind action
Reset level
Map
Help
Toggle fullscreen
Quit
>>
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>>181237069

I got three game development related degrees and two complete game projects under my belt and it's hard being an indie dev.

Unless you team up with someone, I don't think you will make it.
>>
>>181237246
Select for all of those
>>
>>181237069
we have plenty of olddevs here I think
just make game
>>
>>181237246
Whatever you decide, you better have an option to change the key bindings.
>>
>>181237246
Why do you need a button for toggle fullscreen?
>>
>>181237069
Start with Game Maker or Godot to learn some of the basics. They both have their own languages which are very forgiving and straight forward.

Look up some tutorials, read the documentation, experiment a lot and eventually work on a few projects on your own. Later on you can always move on to the big boy 3D engines like UE4 or Unity by learning C# or C++, but as a total beginner you need the foundations first. See it as learning grammar before writing whole sentences.

Most importantly treat it as a hobby. Working on the art, animation or music can be very fun. Even programming can be very rewarding when it finally works.
>>
>>181237246
obviously toggle fullscreen is left trigger. have you never played a game before?
>>
>>181237584
Comfortable default bindings are still required even if you can rebind them.

>>181237616
Because why not?
>>
>>181237584
>wew just fuck my game already
>>181237246
Just create 2 or 3 common layouts and let the player choose
>>
>>181237706
I just don't see how toggling fullscreen is something that needs to be one of your limited buttons instead of in a menu
>>
>>181237786
more importantly why would you want something that disrupts the game like that on a controller button? people used to remove the windows key out of their keyboards just to avoid hitting it while playing a game. why would anyone intentionally introduce this problem?
>>
>>181237069
I would say it's too early for you. Spend another 10 years learning programming and drawing and you'll be ready.
>>
>>181237782
>wew just fuck my game already
Stop being a lazy faggot. Making rebindable keys isn't even that hard. I agree with the dev that there should be comfy default bindings, but there is zero reason to disallow rebindable keys.
>>
How is architecture built in games? Do I model multiple versions of walls, roofs etc. and build houses in level designer, or do I model them one by one. The first method seems to be more efficient because I can make a lot of combinations with smaller amount of assets, not sure though.
>>
>>181238453
what if you want players to play the game the way its meant to be played?
>>
>>181238495
pretty much that
its easy to reuse stuff if you use vertex painting, or mix things up by using different materials or textures
>>
>>181238495
You generally want to split up large complex objects because then parts of them which aren't visible can be culled.

It also makes it easier to edit on a per building basis, and to use the same assets for multiple buildings.
>>
>>181238574
Then you set the default to the keys you like the best.
Give me solid examples of times when the player choosing a different key destroys your games playability.
>>
>>181237246
Take Dualshock for example:

>Confirm
X
>Rewind action
L2
>Reset level
L1, idk
>Map
Start
>Help
Select
>Toggle fullscreen
Wtf, why would you need that? If we are talking about a game for consoles, how would it work without fullscreen in the first place?
>Quit
O or triangle
>>
Anyone have the we wuz gods article, I can't find it.
>>
>>181238801
Actually, change L1 to maybe R2, since you don't want the player to accidentaly click a wrong button and reset a level, while wanting to rewind. Anyway, I have no clue what are those actions supposed to do and what kind of game is it.
>>
>>181238495
modern high-fidelity games would probably start out blocking the level out with primitives (ie cubes) so they can easily experiment with the layout. then the temp geometry would get replaced with assets made with 3d software, some unique and some reusable. the exact way the assets are broken down into pieces would depend on what the engine wants in therms of spatial partitioning, culling, lod switching etc.
>>
>>181239000
I'd probably put reset level on select and put help in the menu or something.
>>
>>181239000
no way, L1 should be "screen resolution down" and R1 "screen resolution up". A/cross should be jump but if you double tap it moves the game to another monitor. clicking in one of the sticks swaps stereo channels, the other one reboots windows in safe mode.
>>
>>181238769
it wouldnt destroy playability it would destroy the intended experience just like gamma adjustments in horror games. there is little point in playability if it fails to deliver what its supposed to.
>>
Give me some games with realistic assets, but with top-down view. They are usually stylized/low-poly/hand-painted. I can't remember much atm, and I want to see how it looks like.
>>
>>181239731
That's not the same thing. Changing gamma can change how the game looks completely. Changing a key bind just changes which button the player presses.
How would changing a key destroy your intended experience?
If I use ESDF as movement keys instead of WASD, what experiences will I lose out on?
Or give me an example of when changing key binds will ruin your intended experience. And no, the player choosing random keys all over the keyboard doesn't count. The player is still going to pick keys that allow them to play, just in a position more comfortable to them.
>>
>>181239928
https://www.youtube.com/watch?v=eQKMGDlsajc
>>
>>181239731
are you for real or are you doing a parody of phil fish?
>>
>>181240228
dont give r* any help, he needs more assets to rip.
>>
>>181237069
>How realistic is the goal of a married 26 year old to make game with no experience?
Very. There are many people who start working on games in their 30s and 40s. The majority of people from any age quit within a few years so it really doesn't matter when you start so long as you can stick with it.
>>
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>>181240142
maybe he is making a spiritual successor to qwop
>>
How do we become the next Kojima?
>>
>>181237069
It's certainly not too late. It will take some time to learn the tools but you can make game as long as you keep it very limited in scope.
>>
>>181240891
good advice
wyg?
>>
>>181240879
work at square enix or ea and just be yourself until you get fired
>>
>>181240879
be japanese, watch a lot of western films, and make some video games
>>
>>181240142
because the keys aren't always designed with comfort in mind but the powergamer will certainly pick the keys based on efficiency which can lead to unnaceptable outcomes from an artistic perspective such as rebinding the shooting off the trigger buttons
>>
>>181240891
Seriously - where is your fucking game?
>>
>>181240345
i dont know what phill fish said but if he considers the input to be essential to the identity of a game I must agree with him.
>>
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Please don't spin the knight
>>
>>181241071
So you intentionally want the player to fight the controls to play your game? That's simply bad game design. The whole point is that the player doesn't have to think about the input. The controller or keyboard/mouse should fade away as the player is playing the game. They shouldn't have to think "oh yeah I have to press (BUTTON) in this game instead of what I'm used to"

If the player can do something they're not supposed to by changing a key binding, you should fix that in the game mechanic, not force players to use certain keys.
>>
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>>181241404
>>
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Just want to get /agdg/ thoughts on pricing for commissions.

I paid $30 USD for each of these images ($120 for all). They are 800x200 at 90 dpi.

Was this a fair cost for this level of detail?
>>
>>181241251
no, he said the furniture you sit on while you play the game is essential to the identity of his game. then he changed his mind, for money.

you have still failed to explain why swapping jump and attack or whatever would compromise your game. please walk me through your logic here.
>>
>>181241404
Funny but it could lead to frustrating situations where the barf is triggered at the worst possible time and the player will be forevially afraid of spinning too quick.
>>
>>181241404
This is going to kill a speedrun someday.
>>
>>181241586
>>181241535
because it changes the gesture-action equivalence, which can mean drastic changes for the human experience of the game. i recommend you to read a bit on the drama surrounding starcraft key rebinding hacks.

the "struggle with the game's controls" is part of the game and should be accounted for when designing the difficulty curve (which is another reason the rebinding can have a negative impact on the developer vision)
>>
>>181241582
Those seem very good. I'd say it's fair. Did you only get 800x200 though? I feel like you should have gotten high res pictures so you could use them elsewhere.
>>
>>181240228
well fuck now my game is even more irrelevant than it already was
>>
>>181201969
Bokudev, can I ask you something?

Can you make an option to run your game in lowpoly mode? I want to play your game but it runs like shit on my brazillian laptop
>>
>change a small thing to improve performance
>framerate dips down to <1
Just as intended, perfect
>>
>>181241582
stolen for my game :^)
>>
>>181242274
this is stupid

imagine we still played FPS with pure keyboard controls because mouse is too op
>>
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>>181242368

He wanted to charge more for higher resolution. I only needed 800x200.

>>181242563

Curse of the asset thief be upon, shall you never complete a project.

(They are low resolution criminal scum)
>>
>>181243057
already implemented them :^)
>>
>>181242274
You do realize there are different keyboard layouts and on some of them your hardcoded control theme would be unplayable?
>>
>>181243057
Where did you find the artist?
>>
>>181242867
its not stupid. its the reason console and pc overwatch players cant play with each other. the input matters.
>>
>>181200483

Pick up a text book on systems analysis and design (cheap on abe books). I took that course in webdev school and it is really helpful to get things done.
>>
>>181241404
Is it woman under that armor?
>>
>>181243275
Meh, as a non-QWERTY user now, i just have WIN+Space set to toggle through the two incase of a hard-coded game.

But lazy faggots like him are still annoying.
>>
>>181243496
>gives an example of a game that allows you to rebind keys
>>
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>>181243332

ArtStation

I was just browsing and saw some nice art works. I contacted him, haggled for price and then paypaled the money.

He is really slow though and doesn't follow directions. Not sure if I want to continue using him. I got another artist who does much better work, but costs slightly more.

>>181243272

> Pic related
>>
>>181242274
>because it changes the gesture-action equivalence, which can mean drastic changes for the human experience of the game.

well that's a very convoluted way of saying that different things are not the same. what i ate for breakfast can drastically change my experience with your game. so what?

i didn't ask you to write down non-statements like "things can have effects", i asked what specifically was being compromised by the key change. what purpose of yours is fulfilled by a=jump and b=attack but not by a=attack and b=jump? your response is that you don't have a purpose yet but if you're preemptively worried that allowing the player to change things will compromise some hypothetical intent that you didn't yet get around to formulating. what you're asking for is a guarantee that you won't be misunderstood, but there will never be such a guarantee and removing basic usability features won't help.
>>
>>181243721
do you want me to pretend they dont exist? it still supports my point
>>
>>181201969
The idea isn't bad at all, you just clearly will need to put more work into writing this character to convey the desired effect. Haven't played your demo yet, but there's a difference between playful bashing or even mocking in a goofy way and outright bullying the player
>>
>>181244215
millennials have hilariously fragile egos so he is getting complaints regardless
>>
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>flashbacks to olden Ace of Spades days when faggot dev made a game where crouchjump was vital but hardcoded crouch to ctrl
>>
>>181244084
PC and consoles players not being allowed to play together has nothing to do with being allowed to rebind keys.

Also I highly doubt you'll be making a competitive multiplayer game where such a thing would even be a concern. And even if you were you can still allow rebinding keys.
>>
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>>181244016
Thanks anon
>>
>>181244084
You can't possibly prevent players from rebinding keys anyway. If they really want to do it, they'll use xpadder or some other hack tool to rebind they keyboard on system or lower level. The ones who'll want to play your game. Very-very few ones since most would just refund due to unplayable and unchangeble control theme.
>>
>>181244084
Downwell having shift as an option to control was a bad idea.
The fact that i cant rebind literally one key, easily is shitty.

Sometimes the dev is so deluded in their grand vision they cant realize theyre being stupid.
I have never played a bind-locked game and thought it was amazing for its controls.
>>
>>181244294
I mean it depends on his execution, just like real life. IF he ridiculees them after every failure without providing any guidance, then he's a nuisance. Even with the one puzzle he mentioned, that doesn't justify an otherwise unhelpful character that distracts from the game while only making the player feel worse. Everything must contribute positively, and nothing is worth an unpleasant playthrough just for a character growth moment at the end, especially if the character had no redeeming qualities the whole way through
>>
>>181244547
>I mean
>>
>>181244581
wat
>>
>>181244084
do you think overwatch players should be segregated by their input config? i mean with input mattering so much you wouldn't want to ruin the balance by allowing someone to press something else than "w" for forward. what about screen resolution and framerate? what if they're on a different gpu driver? developer vision can never be truly safe until these serious problems are fixed.
>>
>>181244062
i explained to you the keybinds have an impact in the difficulty curve of the game. swapping the attack and jump can mean more intuitive controls when they werent meant to be intuitive. what is it you dont understand?
>>
>>181241582
what game?
>>
>>181231050
>Time to switch to a REAL engine

Is this sarcasm?
>>
>>181244317
it has everything to do with human experience which is what i am talking about. its beside the point but competition can also exist in single player games, without actual ingame interaction between the players
>>
>>181244728
>what is it you dont understand?

i understand perfectly. you're a paranoid weirdo that's afraid that hypothetical ideas you don't even have yet will be corrupted unless you preemptively protect them.
>>
>>181244728
>when they werent meant to be intuitive
>people like this actually make games
Gamedevs, learn from this example. Intentionally making shitty controls will absolutely make your game worse and annoy players.
I've seen many games get negative reviews and bad sales simply because the developer chose bad controls and gave no option to rebind those controls.
>>
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>catering to autistic aggydaggers that rice their Arch on outdated machines instead of working on their pixelshit shovelware
If you still haven't realized this, players want everything to be streamlined. They don't want to go through long configuration lists that make your head spin. They want a big "Play" button in the middle of the screen - that's why League of Legends was successful.
>>
>>181244483
if you consider means outside the game the result ingame can be the same but the experience is different else you wouldn't be arguing with me in the first place. cheating is always possible but it doesn't make the rules of the game meaningless.
>>
>>181245159
yeah lets remove options menus from games because players hate options
>>
>>181230536
There was a time when people PREFERRED local over internet. You get better latency, and if you must have internet there's always hamachi or other vpn.
>>
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>>181244893

Roguelike inspired Space Management RPG

www.fleettacticalcommand.com
>>
>>181244728
What would be intuitive to half of the players would be often counter-intuitive to the other half.
What are you going to do with this? Make players pass psycological and reaction tests before you allow them to play your game?
Your logic is really retarded. And the part of it "I want players to suffer that's why I prevent keys rebinding" makes you real faggot.
I sincerely hope you'll never finish any game.
>>
>>181245332
don't make people say what they don't say
>>
>>181245159
League of Legends, a game which has an options menu where you can rebind keys.
It's been good baits though, well played.
>>
>>181245159
Yeah dipshit, you cater to casuals by making it quick and easy to jump into a game. Then you cater to the hardcore crowd with in depth customization.
>>
>>181244718
the short answer is yes, the long answer is segregation would be bad for the game community so its best to force the players to use one input scheme. this is my opinion but if blizzard thinks their intended experience encompasses rebindable controls its not a problem. the problem is having rebindable controls in detriment of experience. blizzard makes good choice in this regard as we can see in warcraft.
>>
just make a new thread already, it better not be a chicken one
>>
>>181245980
make it yourself
>>
Alright you rebinding-fags, how would I add rebindable keys to flappy bird?
>>
>>181245980
op here, working on it right now
>>
>>181246082
Mobile games aren't relevant to any worthwhile discussion
>>
and don't argue about shit in the new one, keep it here
>>
>>181246082
well, fuck
>>
>>181246082
IOS games actually had togglable controls.
>>
>>181246219
>>181246219
>>181246219
>>
>>181244487
i have not played downwell so i cant say anything about it. maybe it was a bad idea to not have rebindable controls in it. but i can also say there were games i enjoyed the bindlocked controls and there are games that let me down for allowing rebinds.
>>
>>181246352
>games that let me down for allowing rebinds
How.
No one forces you to rebind keys.
>>
>>181245429
>What would be intuitive to half of the players would be often counter-intuitive to the other half.
for this you should take the struggle with the controls into account

>I sincerely hope you'll never finish any game.
you take things too personally. dont you think its entitled to believe all games should be tailored to your needs?
>>
>>181246591
because its a sequel to a game that originaly did not allow keybinds. its a change the rules of the game
>>
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>>181247091
>its a change the rules of the game
>>
>>181245414
Where's your gameplay?
>>
>>181229432
That remains to be seen.
>>
>>181241404
ripping features from the MGS3 survival viewer is cool and all but I would not include that in the shipped game
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