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/agdg/ - Amateur Game Dev General

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Thread replies: 777
Thread images: 145

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This thread is for posting video game progress! edition

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

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

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

Previous Thread: >>182459790
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
gitgud.io/nixx/WebMConverter
>>
chicken, arise
>>
>Unity is this easy

wtf, I wasn't expecting this.
>>
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>>182514206
buk buk buk
>>
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>>182514098
copying progress from last thread
>>
>>182514230
Yes. All engines are pretty easy. That's sort of the whole point of them.
>>
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fightan-fag here, we were working on a fighting game but we realized we were going for a project that was too large in scope so we're going to switch to a different genre

Our current unity dev is pretty solid working in 2D as evidenced by the about 9-days progress he made on the fighting game movement we accomplished, but he is self-admittedly not the best in 3D

this is kinda important cause one of the genres I was suggesting we switch to was a 3D action platformer in a similar vein to Jet Set Radio Future which I suggested due to our character designs and aesthetic being in similar vein to/inspired by JSRF so existing assets we've already created could be translated into the genre easily

what I wanted to know is if any unity developers who have experience working on 3D games/3D platformers would want to work on a project like that

pic related, the current character designs with completely finished models that would be easily translatable into a 3D skating platformer setting.

I want to know if there's any sort of interest in this type of game because frankly I would LOVE to work on it immediately, and it's much less animation-intensive than the fighting game department is.

Also, we're still looking for a 3D animator if anyone's biting. I'm okay at the task but I have my shortcomings since it was never something I focused on learning, just knowledge I picked up through my 2D and 3D art learning process

sorry if i sound like a faggot, just being an artfag means I don't have total awareness of the development project and it's a bit weird to be the one always talking about our game development when I'm not the one doing the actual programming bits :(
>>
Anyone know a good tutorial for a Unity Inventory system?
>>
>>182514736
can i get a quick rundown on your lighting? looks like cel shading but there is another layer to it
>>
>>182514363
why are its eyes bleeding
>>
>>182514563
That hurt animation is pretty solid.
>>
>>182514869
edgy chicken
>>
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>>182514098

I was thinking of making some sorta Descent or Starfox clone with this procedural tunnel system I got working using raymarching. All my geometry is calculated in the fragment shader for this effect, so I'd need some way to evaluate the surface each frame, maybe using a custom depthbuffer to mix regular polygon graphics with raymarched distance field geometry.
>>
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Trying to fix my exterior handles for the ship so you can put cruise control and still walk over the hull.

There's trigger colliders around the ship that you have to be (1) colliding with and (2) "holding" by pointing a ray cast and holding the mouse button so that you can inherit the ship's velocity and travel with it from the outside.

It works, but the problem is when your head/camera is completely inside the box collider, it won't let you "pickup" the handle again if you stopped holding it for even one frame

There's a few hacks involving reversing the raycast or offsetting the origin but I would rather keep the ray as it is since you also use it to pick up other items in your second hand. Would adding a ton of smaller box colliders achieve the effect (essentially converting the current boxes into thin walled enclosures)?
>>
>>182514736
I like Jet Set Radio

Did this information help you
>>
>>182514912
looks sick
I'm thinking of that game where you fly through a tunnel going faster and faster
>>
>>182515523
ah shit i meant to reply to >>182514983
>>
>>182514842
that's just a dirty blender render, I followed this guide (however for the render of the left girl I forgot to disable the AO)

https://www.youtube.com/watch?v=d08WF6sZuQI
>>
>>182515737
ao or some other subtle shading adds to cel shading imo. it's not obvious enough that players can spot, but it adds in some real shading info that's missing from pure cel
>>
>>182513371
interesting. that helped a lot, thanks.

currently the obj_info is already created, its where i store all the relevant information to pass to the script.

using instance_create/destroy is a good idea but not something i can do here without losing the stored data.

so it seems changing "g = obj_info" to "g = obj_info.id" did the trick.

thanks again.
>>
>>182514736
i am not pretty convinced anon. Maybe if you show me more jiggling boobs/ass i might change my mind.
>>
Has anyone tried Unity's new camera tools yet?
>>
>>182515969

some of the shadows are painted on in the texture, this is the model totally unlit
>>
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>>182516138
yowza, forgot the image. RIP

probably gonna avoid any dynamic AO since it can cause unwanted graininess which would be bad for aesthetics in a JSRF-type game
>>
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grill
>>
>>182516308
is this rigged or just sculpted to this pose
either way p good
>>
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>>182514480
>but it is used for forward attacks
That'll work in 2D games at best.

Let's say you're playing something like dark souls where you can turn to the left or right in the middle of fluid attack chains (you character doesn't return to an idle stance in the middle, nor does the animation reset). Look at how you have to fling the origin about the old hitbox location's point. Imagine this with more attacks, or with a more complicated game. Keeping all three of these things in the same spot is a gorillion times easier, the only exception I'd make is if you're using a hand-drawn 2D game like skullgirls where managing this is easy and you can't just measure the bone's stepping speed in an animator.

>>182514631
nodev
>>
Is there a simple, good, and free 3D modeling program that I can use to make simple low-poly models that isn't Blender or 3DSM?
>>
do unity/gamemaker kiddies actually consider themselves to be real game devs
>>
>>182514983
Damn dude, that's trippy as heck. Could be neat for a game.
>>
Is my son here? I want him to know I didn't give him a thousand dollars to not finish his cute little bunny game so he can make that other gross game. He knows how much I just hate frogs.

Also its time to do the dishes sweety.
>>
GODDAMMIT THEY MOVED THE LUDUM DARE DATE BY A DAY

NOW I NEED TO CHOOSE BETWEEN GRANNY'S BIRTHDAY AND MY SUPREME VICTORY

FUCK MAN
>>
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Working on an asteroids-like game. I'm happy with it so far.
>>
>>182516391
rig

still has some problems with weight and shit but thanks
>>
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Why this nigger piece of code doesn't spawn four regions at the top?

void Random_Room_Seeds(int ix, int iy, int w, int h, int level)
{
TestQuadtree.add(new Rectangle(ix, iy, w, h));
if (level < 3)
{
Random_Room_Seeds(ix, iy, w/2, h/2, ++level);
Random_Room_Seeds(ix+w/2, iy, w/2, h/2, ++level);
Random_Room_Seeds(ix, iy+h/2, w/2, h/2, ++level);
Random_Room_Seeds(ix+w/2, iy+h/2, w/2, h/2, ++level);
}
else
{
int x = random.nextInt(w) + ix;
int y = random.nextInt(h) + iy;

map[x][y].cell_type = Cell.Cell_type.ROOM_START;
return;
}
}
>>
shceme is so shit, what a fucking headache trying write a gimp script
>>
>>182516884
That's not a choice. Granny's birthday. You shouldn't even have to think about it.
>>
>>182516308
Cute. I'd go on a date with her.
>>
>>182516659
>>182515523

I'll probably hook up some sorta system where the cave structure - just 2 sinusoidal tunnels - reacts to different frequencies of music files you load into it. Maybe have n number of audio frequency buckets determine the frequency and amplitude of the tunnels.
>>
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>>182516308
that is actually amazing
>>
>>182517014
granny please get off /agdg/ you don't even have a game
>>
>>182517296
if granny did have a game I'd bet it would be pretty interesting
just kidding it's monopoly
>>
>>182517296
Stop driving so fast. You know I worry about you.
>>
>>182517105
It could be like Audiosurf. Have enemies spawn dynamically with the rhythm of the music.
>>
help
is there a way to run libGDX desktop projects without OpenGL?

Right now I'm stuck with this

>Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: OpenGL is not supported by the video driver.
>>
>>182516646
I'm digging up raw materials to hand craft my own cpu. Do hardware kiddies actually consider themselves to be real gamedevs?
>>
>>182516308
>draw a boy's face, call it a girl
>>
>>182517485
do you have a fucking toaster m8?

your pc still runs opengl 1.4?

get 0.99, last version that works with 1.4.

or install your gpu drivers.
>>
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New since last progress:

-Player bullets create sparks when they hit stuff instead of just vanishing like before.
-Enemies flash when they're hit.
-Enemy bullets have graphics, and there are a few different types instead of everyone shooting the same pink mspaint ball.
-Point pickups have graphics.
>>
>>182517965
too be honest with you I think having the hud attached to the ship looks a little silly
>>
>>182517754
I have a 2007 laptop I bought in highschool because I'm a broke college student that can't afford anything else
It runs with Intel Mobile 4 Express Chipset onboard graphics, whose drivers were discontinued by Intel because of how old it is
>>
so i did a few tests and it looks like root motion attached to the animation actually works. it doesn't fuck with collisions like i thought it would, and it translates in the correct direction so long as you're moving the root bone in the Z axis.

it feels weird having two different systems for controlling translation, since i've now split my movement up between root motion and code, but hey whatever.
i just hope it doesn't horribly conflict in the future.
>>
>>182517965
I like the remaining enemy bullets turning into point pickups after they die. The present graphic looks sort of weird though, like it's a generic clipart image.
>>
>>182518339
get a newer pc from second hand.

you can get a better laptop in 100 bucks.

hell, even phones have better opengl than that.
>>
>>182518384
>it feels weird having two different systems for controlling translation
This is the drawback. The more complicated your game is, the bigger issue it'll be. Technically speaking any method works though.
>>
>>182518486
not where I live, second hand laptops are worth half a standard salary
>>
>>182517965
>background looks like fantasy rpg
>play as shmup with 3d futuristic vehicles
why do you do this?
>>
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>>182518178
Yeah people have said that before and I kind of agree. I just think it's important to do it in a way that you don't have to look away from the ship to see, so maybe when I make real graphics I can make it look cool like the ddpdfk hyper meter (pic related). If not, I'll try to think of something else.
>>
>>182516969
>java

in for a bad time
>>
>>182518595
lol I thought it was Secret of Mana or some shit from the thumbnail
>>
>>182517736
i just didn't want to exaggerate and make her too cutesy and animay, but k
>>
>>182518580
buy them from some chinese online shop.
>>
>>182518595
I was thinking the same shit. now i want a fantasy rpg with that background.
>>
>>182518595
Because the background is still a placeholder ripped from a fantasy shmup. I should have gotten rid of it long ago but I keep doing small things to postpone working on the big things that matter more.
>>
>>182518669
What's wrong with java?
>>
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>>182516884
Is the Ludum Dare compo still 48 hours? Is the LDJam still 72 hours?

Also what theme suggestions are people submitting? I couldn't really think of much, I might change these if I think of anything better.
>>
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>>182518638
Just have it be part of the actual ship. Pic related.
>>
>>182519021
>Armor
Fight knight dev pls
>>
I just finished a two-day job of rewriting enemy movement code to fit a new mechanic. In all honesty, I needed to do that anyway, it was pretty ill-conceived, but I can't help but feel a mix of accomplishment at having made a stronger foundation and that feeling of spinning my wheels cause the enemies are just doing what they did before.
>>
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>>182519021
I won't have time to participate so I'll just suggest stupid shit
>>
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Remember to like your game because games are fun but not as fun as swimming and dabbing grease off pizza with paper towels. But still very fun.
>>
are text adventures retro?

not roguelikes but just like get lamp
>>
>>182519295
stop
>>
What does /agdg/ think of net neutrality?
>>
>>182519837
They already passed the kill law here two weeks ago
That battle's lost

Might make for a nice game though, unless it gets flagged as hate speech
>>
>>182519837
I think its not gamedev.
>>
>>182519721
wow I'm glad you specified
>>
>>182519975
Where's here?
>>
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Some guy in the last thread asked for a video on how I do texturing, so I tried making a little timelapse.
Fucked up something in the settings (first time trying Blender for video editing) and made it way too fast:

https://www.youtube.com/watch?v=6A-xmR7cIwA

Not sure how useful it is, but I might make a commented video later, and perhaps one on the making of the texture itself.
>>
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>>182521064
o shit
>>
>>182519817
they're better than "one room" at least
lol repeats
>>
>>182518882
I'd like to know what's wrong as well. Literally everyone has told me Java is trash without explaining why.
>>
>>182521429
knock knock
>>
>>182521508
who's there
>>
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>write code
>works as intended
>copy paste it into exact same environment
>doesn't work
>mfw
Just fucking kill family
>>
>>182518882
>>182521429
the only reason that most other programmers will give is that it's 'too verbose'
>>
>>182521064
Now THIS IS WHAT I CALL PROGGRACING
>>
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>>182521542
I fixed it
>>
http://www.zeroequalsfalse.press/2017/07/12/engine/
>>
>what's wrong with Java
Speed and the fact that people have to install the JRE to play your game. Stop asking this question.
>>
>>182521827
and minecraft made two billion dollars of it.
>>
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>>182521816
the amount of time wasted on creating a shit engine compared to free already existing engines is too much
>>
>>182521816
>We began with an idea to create a game engine and a goal to publish a game made with it. With this in mind, our first task was obvious but not simple, create this game engine. Our main consideration at the time was to have the engine support the big three desktop OSes, Windows MacOS and Linux. Our language and OpenGL wrapper of choice ended up being Java/LWGJL (https://www.lwjgl.org/); for reference, this is the same setup which was used by Notch to create Minecraft.
Fuck man, I thought I was getting memed
>>
>>182521387
>>182521698
Yeah, again, sorry about the speed.
Can't see what the fuck is going on, but the basic gist of it is that I have a texture set with many "parts" and that I unwrap one area of the model at a time and simply try to find bits and pieces that go together.
And then I draw in some lights and shadows with vertex paint.
>>
>>182521530
*unzips*
>>
>>182522154
that's not how the java knock knock joke goes you homonculus
>>
>>182521064
tasty
>>
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>>182514736
calling on this post again for anyone who wants to help with this project
>>
>>182521581
that's valid if you have tendonitis or another RSI or just, you know, value your time
>>
What's the consensus on Unity frameworks/APIs?

Are there certain ones that a lot of amateur/indie games use? I tried looking at the Unity store and there seems to be a lot of choice.

I come from a programming background and typically everyone uses the same things so you just follow the crowd.
>>
>>182522281
No, girls are icky

I want to do a manly game with men, their muscles glittering in the sun
>>
>>182522281
dude just having a two man-team is PLENTY to make a game. prove yourselves with a small scope game and then come back and recruit.

your art is fine, just suck it up and learn to animate
>>
>>182522261
Thanks
Happy if it's any use to you
>>
Aww shet.
>>
>using sprites in the world with 3d objects as well. Looks weird but then its supposed to be weird
>>
>>182514736
those designs are pretty bad, you're far from the first person to make a terry bogard clone
>>
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>>182523014
Woah
>>
>>182522805
Generic maybe, but far from "pretty bad".
>>
>>182514736
tell your programmer to suck it up because unity (and unreal) makes 3d babbymode
>>
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>>182523014
good job!
>>
>>182517965
I'm also making a shmup, how do you send the enemies? do you use timer, x amount enemies with interval of y seconds, or do you place them by hand?
>>
>>182520806
Not-so-free-dom land
>>
>>182519497
This post reminds me of mirrors.
>>
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>>182516949

Fuck me.

I saw your first post and wasn't expecting this level of expertise.

Your aesthetic is brilliant. Very well done. It looks solid.

What are your plans gameplay wise? Are you going to shake up the genre or just go with a straight asteroids close?
>>
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I give up
>>
>>182524982
Finally.
>>
>>182514098
Remember to suck up your fee fees about SJWs and watch GDC videos they are the best gamedev videos and discussions.
>>
>>182524982
https://www.youtube.com/watch?v=KxGRhd_iWuE
>>
>>182525186
What did he meme by this
>>
>>182525270
No, don't. We must let him rest in peace.
>>
>>182525376
https://www.youtube.com/watch?v=1k8craCGpgs
>>
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Damn ambient occlusion is magical, makes my scene look way better for only a small performance hit. Now I won't have to make fake shadows with alpha maps like I was doing before as well, so it's a huge time saver.
>>
>>182519992
until ISPs throttle your game's downloads
>>
>>182525741
>it's still not gamedev
>it's too late to stop
>bitching about it on mongolian throat singing websites is literally pointless
Take your pick, then please go back to whatever board you crawled out from
>>
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Quick! i need help on boss idea for side scrolling shooter 2d games. It must be original.
>>
>>182526651
Fembot with giant tits shooting lazors from her nipples.
>>
>>182522535
UNITY JUST FUCKING WON
EVERY OTHER ENGINE GOT BLOWN THE FUCK OUT
>>
>>182526074
>>it's too late to stop
just like the last nine times they tried it right? it's a good thing people didn't have shitty defeatist attitudes like you all those times or we wouldn't be having this conversation

wait, maybe it's a bad thing, because it would have saved me the trouble of responding to a faggot like you
>>
>>182526845
I second this
>>
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>>182522535
>>
>>182526651
A boss in what theme? You do have a theme/setting, don't you?
>>
>>182526651
a boss that throws health packs at you and shooting it damages the player
>>
>>182527996
the twist is you kill yourself but the boss dies
>>
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>>182526074
> mongolian throat singing websites

Made me chuckle. It's still amazing though. Makes me want to go raid a nearby village.

https://www.youtube.com/watch?v=1rmo3fKeveo
>>
>>182522281
God latina chicks look gross, even in 2d.
>>
>>182528691
>Made me chuckle.
>hes unaware of this meme

Please leave my Indonesian sand painting monastery normalfriend.
>>
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>>182528850
That's because you're gay.
>>
>>182525728
Looks better yeah, how much of a performance hit are you getting?
>>
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>>182527249
90% of the world doesn't have net neutrality laws and the scenario where they pretty much cut out everything except a few websites doesn't happen.

I think net neutrality is a good thing but not having it isn't going to cause the nuclear apocalypse scenario the defenders are claiming. And if a company tries to pull something like it off they will immediately lose customers. Heck they lose customers nowadays when they try to throttle torrent speeds and things like that.
>>
>>182530001
>And if a company tries to pull something like it off they will immediately lose customers.

Except when they're literally the only provider of the service you can get.
>>
>>182529595
Haven't done an fps test yet but I don't notice any drop, and the game is running on my old 2012 gaming laptop so it should probably be fine.
>>
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I'm slowly getting there with the combat
>>
>>182530236
That's not a net neutrality problem though, when that happens it usually has to do with legislation preventing smaller companies from competing in the same area.
>>
>>182530408
It's indirectly related nigga.

As you said, without monopolies net neutrality isn't a problem.
>>
>>182530507
>It's indirectly related nigga.
How so?

And I am speaking from experience, I have lived in 4 countries, two of them with absolutely no net neutrality legislation and there's literally no impact on quality of service. Infrastructure however is a massive issue.
>>
>>182530849
Nice anecdotal evidence fag.
>>
>>182531192
Better than no evidence fag.
>>
>>182531481
No, fuck off.
>>
>>182531481
Are you planning on ideaguying on us? Then nah mate
Are you going to post gamedev progress with your stuff? Then we want to see it, it doesn't matter if it's super early or shitty.
>>
>>182531591
>>182531598
Okay, sorry to bother you.
>>
I'm PISSED, because the only thing to eat in this house is frozen bullshit and cereal. FUCK me.
>>
>>182531481
are you on discord i don't want to ideaguy here
>>
>>182531827
go do your groceries
>>
>>182527920
anime girl doing cute things in space.
>>
>>182531938
I wouldn't know what to buy.
>>
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I got all of the sounds in for this guy and he's pretty much done mechanically, all that's left is to add the special death states.
https://my.mixtape.moe/zsxykl.webm
>>
>>182531827
Just like order takeaway.
>>
>>182532026
https://www.google.com/search?q=cheap+foods+by+calorie
>>
How do literallywhos like Yoko taro and hideo Kojima go from being CGI makers and programmers to heads of their own teams? And why does this only happen in Japan? You never hear about some random guy spearheading a big game in the West
>>
>>182532258
>Hideo Kojima
>Programmer

He was hired as an ideaguy.
>>
>>182532258
Sean Murray? Todd?

In the west there's more of an entrepreneurial culture, so if you want to make a game you just fucking make it.
>>
>>182532258
with hard work and dedication and high status in luck
>>
>>182532258
By working their arses off for 10-15 years before getting lead positions.
Yes, you can get such position for your accomplishments in Japan instead only money or acquaintance in the West. But don't you think you'll be given it without proving yourself for a long-long years.
>>
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>>182532340
Kojima became a programmer, baka.
>>
>know how to program
>have plenty of time to spare on gamedev
>can't however into art nor music
>NEET with zero friends and no disposable income to pay someone
This is the worst feeling
>>
>>182532652
You need to find a team of entrepeneurs, put up posters at the local university asking for folks who are in a situation where they can fill those roles for no compensation, and if the game takes off then you can all enjoy success together, but if it doesn't then no harm no foul

You can probably find people like this online and collaborate that way too
>>
>>182532652
yeah FUCK ART
>>
>>182532652
>NEET
you mean you have lots of free time to learn another discipline?
>>
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Just finished this spot.
>>
>>182532652
I hate you lazy fucker. You have all time in the world to learn art and music and you dare to complain! I had to learn art while working fulltime and it took me GODDAMN 5(FIVE!) YEARS before I've reached passable level. I could reach the same level in a mere hafl a year if I didn't have to work my ass off just to survive!
Burn in Hell, you disgusting sloth incarnate! I hate wish burning passion, and every yesdev hate you the same! Even all of the nodevs hate you! Fuck you lazy bastard!
>>
>>182532652
just make noart games like I'm gonig to
>>
>>182532652
Create a schedule to learn a new skill. Get a few dollardoos and go to the bookstore and buy a book about drawing, then practice everyday. Draw your own placeholder graphics and animations. In 2 years if you study almost everyday, you will be a pretty decent artist if you REALLY suck now, but if you only suck now, you will be great in 2 years.
>>
How does one go from being a no-friends ideaguy, to having a presentable game?
>>
>>182532652
Just do what everyone does - trick a desperate amateur musician into working for free because you're giving him "exposure".

Artists are generally more wise to this bullshit so you may wanna learn art yourself.
>>
>>182533369
program it
>>
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>>182532636
>this is too difficult
>it made it even more difficult
>>
If I want to make video games as a hobby (that I will try to turn into a profession), but I have a job that I will likely make more than enough to survive (plumbers in alaska make a lot of dosh), should I continue to work full-time while I go to the local university for a computer science degree?

I know I could TECHNICALLY learn all the skills I need on my free time, but to be honest being a plumber is DANGEROUS and I wouldn't mind getting a degree to do a job that doesn't risk me blowing my fucking fingers off, setting myself on fire, kneeling down on a jagged steel spike (FUCK THAT HURT), or getting tetanus

Will I save a ton of time if I'm driven to learn on my own? Or is the 4 year route through college better? What do you guys think?
>>
>>182533591
Why would you need to go to university to make video games as a hobby?

You can't Work Full Time, Make games as a Hobby, and do a degree at the same time.
>>
>>182533513
That's how real men do it.
>>
>>182530357
looking good
>>
>>182533591
If you want to change career to a programmer study computer science

If it's only game making you want to do then stay home and learn to make games on your own
>>
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>>182533369
1) Create a general design document for the game.
2) Learn enough to create and polish a demo of some kind (this will demonstrate your commitment to show others you are serious, and create a basis for others to work off of, people don't like the idea of building a house from scratch, but have the foundation and they are far more willing)
3) Go to forums online where the types of people you need gather, comission sites, local colleges, anything, and put up posters that you are putting together a start-up gamedev team, and to contact you for more info
4) Don't say on the ad that they won't be paid, instead tell them its a start up project, present it as thus, "Every member of the 10 person team will be pitching in on their own time to contribute, and in the end we'll have a finished product we can put on the market. If it does well, we all just earned a big fat payout! And something we can show off to future employers as a finished (and maybe even successful!) project! Or if its successful enough, we could recruit more people and actually open our own studio! We as the founders of course will continue to lead. Its low-risk, high reward. But it will require consistency and commitment! If you feel that 1-2 hours several days a week is too much for you, then that's fine. I'm looking for a team of people who are hungry for an opportunity, but also wish to have balance in their life. This isn't a job, this is a project we will all work on, and in the end, we will get experience at the very least, and if its a success, we will get so much more. Go ahead and think about it, then let me know your decision."
5) Don't ask too much, keep it slow and steady, keep people on who will see the project to the very end, and if someone quits on you, don't panic, just look for someone new and have them pick up where the last person left off.

This might take a year or two to finish something small, but if you keep things general, you can create something professional-quality.
>>
>>182530357
Isn't a lot of the point behind these stories that the humans cannot fight back?
>>
>>182534106
>1) Create a general design document for the game.

OPINION DISCARDED
>>
>>182533769
Working full time while trying to get a degree is the tricky part. I know some people that have suceed at it but I also know a lot of people that got too tired and stresed trying. If that compute science degree can get you a similar amount of money with less risks, then go for it.
>>
>>182524982
Pretty sure that's an akita.
>>
>>182533769
I'm asking if I want to make games as a hobby that I will try to turn into a career, is it faster to go to uni or to learn on my own while I work full-time? Is what I learn with a BS in CS worth sacrificing 4 years for? Or would that time be better spent teaching myself at home when I'm not working?

>>182533995
I want to make games, but I'd be open to switching careers as well. If I can do them both in one shot, then I'll do the uni UNLESS learning in uni what is relevant to making games could be learned far, far faster on my own while I work full-time.
>>
Is this a good idea?
[SPOILER] SHOOT EM UP RHYTHM GAME [/SPOILER]
>>
>>182534449
Ctrl + S bud
>>
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>>182534449
It doesn't matter.
Just like make game
>>
>>182534373
and you are a faggot
>>
>>182534443
I just finished a 4 year degree in CS this year, and nothing I learned here would benefit me when it comes to making video games.

Just an anecdote, but my advice, if you want to make indie games, is to just make games, and learn on your own.

If you want a job in game dev company, then yeah, do the degree.
>>
>>182534227
>not looking organized to your rag-tag team of unpaid help
It doesn't even matter if you truly believe in it, you have to have something to present, without some kind of a plan people will think you are wasting their time
>>
>>182534485
like this where's your game?
>>
>>182534609
Computer programming didn't help you at all? None of the math? I hear that you need to be able to work with vectors for 3D games, isn't that something you learn with a CS degree?
>>
>>182534687
nodev life
>>
>>182534726
I knew programming before I even started the course, so yeah, it had no benefit to me, I just did it for the paper.
>>
I'm writing a visual novel.
>>
>>182534726
If you know nothing at all it can help you, if you already know how to write code then you are just doing it for the formality of the degree but nothing else really.

I have a degree, but I learned very little from university to be honest, most of the things I know come from having had to learn and do them for work.
>>
>>182534991
i am drawing visual painting.
>>
>>182534856
I'd do it with the idea that "yeah, doing this is fun and I want to get better at it" but also "if I can turn this into a career, I will" so I see myself pursuing working at a company, or starting my own

I know jack shit about programming, I've been doing code academy for a while but I'm still just an HTML & CSS baby, so the programming classes would be something I'd be extremely interested in learning.

Thanks for the input, I think I'll go with the degree
>>
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>>182534121
You are fighting back against cultists and pawns of the Old Gods and other supernatural beings. You can't even think about fighting truly eldritch stuff
>>182533986
thanks
>>
>>182519497
Hasn't Ullililia become a nodev?
I've heard he likes swimming now.
>>
>>182521816
>if bokube was an enginedev
https://www.youtube.com/watch?v=U1C9zmBXtCg
>>
>>182535405
Looks much more fun than bokube
>>
>>182532258
Charisma
>>
>>182535570
tbqh I don't understand how bokube works from watching the videos in these threads. The levels are very busy looking.

I'm also not sure how to say bokube.
>>
>>182535570
its the same shit though, except it has 1 or 2 more gimmicks
>>
>>182535921
bow-queue-bay
>>
>>182535984
But it's a weeb rabbit cube.

Why not bok-oo-bey or bo-kyoob?
>>
I game dev professionally, but I work retail as a hobby.
>>
someone should clone Bokube and replace the rabbit with a Puerto Rican girl and call it Boricube
>>
Someone should clone Bokube and replace nothing and call it Bocuckbe
>>
>>182535921
bo + cube
>>
How do I display text in gamemaker?
I want to display a score on the screen, do I just have to have sprites for 0, 1, ..., 9 and have 4 objects in a row change which current sprite is being displayed on them?
Or is there a simpler way?
Would you do something like a menu that you can navigate up/down with the same technique?
>>
>>182537661
This is mental retardation.
Why the fuck don't you google it? It's one of the most basic things and full of documentation on how to do it.
You will never make a game if you are this lazy, just quit now.
>>
What are some great books on game design aside from the more famous ones. Maybe some more genre specific ones.
>>
>>182537928
You're right[\spoiler]
>>
>>182537928
Hello.
I appreciate your concerns but I have a very good idea about games and I will be very successful.
I don't however appreciate you telling me to google it, if you weren't going to give me a proper and well thought out tutorial as to how to implement scores in gamemaker then you surely shouldn't have responded.
That's just common sense.
>>
>>182538253
I have an idea you'll probably like. I want to help you. pm me if you're interested.
>>
>>182538253
I like this newdev! U don't need any think like that dude, just a simple label who receive a value (from a variable for example). Use the update thing from gms (steps, right?)
>>
>>182538253
Hey I'm great at making games too and I have a great idea, I just can't talk about it here because people will try to steal it.

I'm looking for programmers, artists, writers and musicians to join my team by the way. I'm a project manager and lead game designer.

If anyone is interested just email me your cv and we can set up an interview if I consider your skills adequate.
>>
>>182538495
Forgot to mention, anyone who joins gets to share 15% of the equity with the other team members.
>>
>>182538665
u forgot the email, [/faggot]
>>
>>182530357
still not as good as the old one, the old one explained that on roll fail you'll take the a shown damage, here there's "-1sta" without indicating anything
>>
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>>182538376
>>182538473
>>182538495
welp it was actually very easy I just followed a youtube tutorial.
Sorry for wasting your time.
>>
>>182539019
>youtube tutorial
not gonna make it
>>
i'm trying to do something and i need help, i have a plane in 2d space that can go at variant speed, and i basically want to make an enemy to be able to shoot at the place "where it's supposed to be next", should i use the maximum speed for calculation or the average one? taking that i have the speed of the rocket/bullet, how can i do this?
>>
Fuck sake, now I have to make a website.
>>
>>182539241
take the estimated bullet travel time, then multiply the targets move vector by that amount
>>
>>182539019
How did Undertale sold in Japan? Since there are quite small amount of furfags out there and they are not much liking sjw shit and ugly characters.
>>
How do you deal with the constant realization that you're completely wasting your time?
>>
>>182539406
How would we know that?
>>
>>182539342
Post game
>>
>>182539415
by realizing that creative work isn't a waste of time
>>
>>182539463
Can't, no website. Gotta make one.

I'm an engine dev and I have nothing to show
>>
>>182538253
>I have a very good idea about games and I will be very successful.
This is the funniest sentence I've ever read.
>>
>>182539490
t-thanks, anon.
>>
>>182523014
That small vertical movement of the camera seems a bit bad to me when you do a basic roll. Or perhaps it just shouldn't follow your character instantly, not sure. Anyway looks nice anon!
>>
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>>182539406
>my entire knowledge of the game is based on shitposting
>>
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>>182540503
all jrpgs are shit
>>
>>182539406
japan loves undertale and its characters
also
>quite small amount of furfags out there
holy shit
>>
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>>182514098
You can make it!
>>
>>182540503
I did play it for a hour or two. It was utterly disgusting but quite interesting in the beginning. But it became boring very quick.
>>
>>182514736
>>182522281
I second >>182523320

How the fuck can your programmer fail at 3D in fucking unity??
>>
>>182540720
"Loving cute things" != gay furfag
So yes, amount of japanese furfags in western meaning of this word is close to zero.
>>
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Procedural generation hard at work
>>
what are the most essential accounts to have for marketing? tumblr, twitter, normiebook?
>>
>>182541785
stop embarrassing yourself
>>
>>182523320
>>182541469
I third. I haven't ran into anything I didn't know how to do in Unreal, and my knowlege of 3D is just high school math tier.

>>182542018
I don't know which engine you're using, but you should just make it a spline/curve and place a lot of planks on that. It'll look more natural.
>>
>>182539406
Japan loved it, They also liked life is strange.
>>
>>182542170
>I don't know which engine you're using, but you should just make it a spline/curve and place a lot of planks on that. It'll look more natural.
How would the planks be held together if I'm using a curve to place them? Just floating?
>>
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Guy who asked about Unity multiplayer here, back because i'm still confused.
Unity has a 20 CCU limit for their free license. So if I make a multiplayer game, only 20 people can play at the same time, whether they are in the same lobby or not. But is this true for each game or does it depend on the Unity account?
If I make another multiplayer game, will I have a 20CCU limitation per game (40 CCU total) or still 20 in total, across all games I made?

The alternative would be to use direct p2p, but that would mean that the people playing would have to tell each other their IP address, and I can't see many people doing that.
please don't make me go ask discord, I don't like that place
>>
>>182542462
Just host your own servers?
>>
>>182542452
add some pillars or rope if you're concerned about that.
It doesn't really look like it's held by anything right now either.
>>
>>182542646
If I had the money (or the will to spend money) for that, do you think I'd be asking these questions?
>>
>>182542716
Weow.

It's 20 per game ID, so 40 if you have 2 different games.
>>
>>182542763
Thank you. I looked around a lot and could never find a clear answer on this.
Does this mean I could technically release the same game several times to get virtually unlimited CCU for free?
>>
>>182542854
Yes, but none of the 20 people groups could ever play with each other.

Also you would probably get banned for abuse.
>>
>>182541161
What a cheerful fellow
>>
What if instead of making sprites for every step of my animations, I just passed a single base image through a different convolutional filter for each step, saving me tedious photoshop work?
>>
>>182542924
Fair enough. I didn't plan to do that anyway.
>>
>>182543001
Hand animations is best animation
>>
>>182543106
Are you telling me I can't take a shortcut that cuts out a huge amount of painstaking skilled work without that being reflected in the quality of my game?
>>
>>182543235
Cut corners, that's the only way to finish a game.
>>
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>put image in corner
>this is what it looks like if I translate the image later
well at least I figured out why the alignement was fucked when I was using a square
>>
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Time to implement some text-based bloom
>>
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>>182542686
>It doesn't really look like it's held by anything right now either.
Still trying to tackle that one.
>>
>>182543235
If you don't have a deadline there is no reason to cut corners other than laziness. Avoid being lazy.
>>
>>182524665
Thank you! I'm thinking of doing a roguelite sort of thing. Each level you'll have to destroy all the enemies, maybe some levels where you defend a satellite or something. Then after the level is complete you can upgrade your ship in some way. I'll also want to add tons of different weapons and enemies.
>>
>>182543892
If it's not important to the purpose or feeling the anon is trying to portray it's a waste of development time.
>>
>>182524145
I'd like to know an answer to this as well.
Like what would be the most optimal way to spawn enemies in this type of game?
>>
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>>182543595
>known bug since 4.9
what a load of horseshit
>>
>>182544012
If quality is not important I suggest reevaluating your goals.
>>
>>182544363
Quality is important, that's why the developer should spend more time on the important features of his game.
>>
>>182544447
Do so while not cutting corners, if you can.
>>
Is left-aligned good enough for text? Wondering if I should write a justifying algorithm. Not sure how that'd even work with monospace fonts, I guess randomly double up spaces. Might look weird sometimes...
>>
>>182518743
ignore him.
i don't see the difference between a ghibli girl face and yours.
>>
Writing my my Turn bAsed card game in Golang from scratch
Pretty comfy architecture so far. Still working on game logic and mechanics.

But hey I can cast spells!
>>
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>>182516308
Bretty gud
>>
>>182544240
Enjoy your propriatary engine without support.
>>
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Oh my...
>>
>>182544758
Left aligned is fine. Having extra spaces in places would not look good.
>>
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>>182543681
i made a few improvements to your game
>>
>>182545325
Enjoy his game while you enginedev has no game.
>>
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>>182543898

Sounds good.

I look forward to further progress.
>>
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>>182544169
>>182524145
Sorry for the late reply, I went to bed not too long after posting. The way I'm doing it is I place the enemies on the map but they only start processing when they touch the "playfield" which is that big area around the screen, so they activate gradually as the camera scrolls upwards.

I'm not sure this is the best way to do it, it probably isn't. It can get a bit annoying making enemies behave the way you want to like moving in formation because the ones positioned lower activate and start moving earlier than the ones higher up, so the formation you see while editing the stage is very different from the one that will really happen in the game, also getting enemies to enter the screen from anywhere other than the top needs tricks. There's also the fact that every enemy in the stage is already instanced from the beginning, long before you actually need them, so it takes more memory than it should though I'm hoping that won't be a problem for today's hardware.

So yeah doing it this way kind of sucks but I really wanted to be able to edit the stages visually rather than typing a huge table of spawn times and positions. Hope I don't regret it later.
>>
Why didn't you make any lewd theme suggestion for next LD?
>>
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>>182546370
I see. Thanks a bunch for answering anon!
>>
>>182516958
>still has some problems with weight
Well that's okay, all women generally think that anyways. Have you told her she should try throwing up after she eats?
>>
>>182546709
Why would I make theme suggestions for a jam I have no interest in participating?
>>
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>>182546160
This has everything I like
>>
>>182514563
>multiple hurt animations

real nigga award
>>
>>182514563
>making girls bleed
s-stop it
>>
Do you guys think a point-and-click adventure game that is also a tycoon game would work? Airline Tycoon (the first version) was mildly popular back in the day.
I'm kinda getting tired of working on my other projects right now and just noticed the official unity tutorial on making a point-and-click adventure game.
>>
>>182547623
Could work, depends on the execution.
>>
>>182547623
if you know how to write an engaging story, why not
>>
>>182547708
It's a tycoon game about death row inmates - so there will be plenty of execution.
>>
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Mind if anyone critic my sprite. Started sprite art for a week and got like 6 other pics under my belt.
>>
>>182547804
AYEEEEEEE
>>
>>182547871
I'm so bored I just had to try to post something amusing
>>
>>182547852
Is this a cute monster?
>>
>>182547920
You did well, anon.
>>
>>182547978
Yea pretty much. Based it off a beetle. Maybe want to do a platformer with it
>>
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Small progress here.
Rewriting a lot of code related to the river and the houses to be able to place them anywhere through code, allowing me to have more variation on stages.
>>
>>182548126
Neat idea. You could make it a little beetle knight.
>>
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>>182516949
>those clouds

Beautiful work, anon.
>>
>>182516949
>>182549034
It looks like someone jizzed all over Earth
>>
How do you go about starting a project?

Do you write out exactly what your goals are or just a few bulletpoints of things you might want or an abstract idea? What do you do exactly?
>>
>>182549232
Usually I write something down (or type something up) before I even open up unity. For at least 1 hour a day I lay in bed, high as fuck. If an idea comes to mind, I jot it down in a spiral notebook and go back to enjoying the high.
>>
>>182549232
First I double check to ensure that my game developer's license is still valid or I could face heavy fines for illegal game development. Then I email my local game developers league to ensure that my project is league approved, and pending their permission I can begin purchasing assets from the asset store.
>>
Listen up and I'll tell a story
>>
>>182549447
Dude you forgot about software licenses.
calling fbi on u now
>>
>>182549232
I started my project years ago. And I still have nothing to show for it.
>>
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Gave a facelift to the Striker. Now it looks like something you'd want to pilot.

Gonna add combat-skills next
>>
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>>182549546
Very nice.
>>
>>182549546
Wouldn't a torso shot rip that thing in half?
>>
>>182549710
Sorry I mean a stomach shot; the lower half of the stomach looks really thin
>>
>>182549546
Looks good anon.
>>
>>182549710
*snorts*
Also, bipedal mechs are HIIIIIGHLY impractical. *adjusts glasses*
>>
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>>182549710
>>182549710
Yeah it's supposed to look like that, it's the first mech in the design line and those are usually light-weight units or prototypes. This one is the successor to it and it's already better armored and the next one would be even thicker.

>>182549681
>>182549858
Thanks guys
>>
I'm gonna use a global variable
>>
>>182550065
These mechs - are they remotely controlled or piloted by someone?

>>182549868
Wat. I just think a battle bot should at least look sturdy enough for combat...
>>
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Is there any way I can earn money from making my game free-to-play on Steam without Microtransactions or DLCs? Like ads or something
>>
>>182550237
Piloted of course
>>
>>182550221
Nothing wrong with that
>>
>>182550221
Stop right there, criminal scum! Nobody breaks the law on my watch! I'm confiscating your global variables. Now pay your fine or it's off to jail.
>>
>>182550065
I will never understand why you idiots keep half-ass rendering flat untextured shit like this.
Just take a damn screenshot and avoid the dumb grain.
>>
>>182550286
put a patreon link in it
>>
>>182550419
Shut up the grain rendering looks good.
>>
>>182550286
Fistful of Frags has ads, but I guess it's just to help with coverings server costs.
>>
>>182550286
No one is going to want that, man. People threw a shitfit when Quake Live had a handful of sponsored billboards in the game.
>>
>>182549232
Step 1. Write down the basic idea of what you want. It doesn't have to be detailed, just generally what the game will be.

Step 2. Make a prototype. The prototype should have all of the gameplay you want, just with less overall content. Don't worry about graphics, don't worry about how messy the code is. Just make it work and make sure it's fun. The prototype should take 3 weeks or less to complete, if it takes longer than that your idea is probably too large of scope for you to finish.

Step 3. If the prototype is fun move on to starting the full game. Don't build on the prototype, start a new project and this time make sure the code and structure of everything is clean and easy to expand. Learn from any mistakes you made during the prototype. You can also start making a more detailed design document now, making note of more exact content that you want. Just be careful not to add too many new mechanics, you should already have tested all the mechanics in the prototype, adding more mechanics will create feature creep.
>>
>>182548410
wow i thought you were dead vampiredev
>>
>>182550419
Film grain is aesthetic
>>
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>>182550419
>screenshot
But that looks even worse
>>
My game will have film grain, got any problem with that?
>>
>>182550532
>>182550586

No. Get your shit together.
>>
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how do I make my roofs look better
>>
>>182549232
open up ide and start throwing some code in there and then little by little mold it out so that a game forms.

fuck planning
fuck whiteboards
fuck design documents
fuck brainstorming
fuck research

JUST
DO IT
>>
>>182550650
Look at what you've done >>182550634
>>
>>182550634
Not really, but you could also turn on AA and not crop it so badly.
>>
>>182550650
It's 2vs1 what you're gonna do nerd? It looks good.
>>
>>182550678
That perspective reminds me of notzelda
>>
>>182550791
>samefagging to win an internet argument
>>
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>want to open paint
>type out "pain" in the search bar
>>
>>182550678
Give the shingles more dimension.
>>
>>182550634
I think the point was you shouldn't be worried about how good your screenshots look when your model is untextured.

He was bitching just to be a bitch though, so whatever.
>>
>>182550785
Wait, I can use AA outside of the Render function?
>>
>>182551004
Of course
>>
>>182549546
armored core clone?
>>
>>182549681
>Post-election Alex Jones gif
Very nice.
>>
>>182549546
>>182550065
>>182550634
Is it gonna have heavy customisation like AC or will it be limited to models with weapon swaps ?
>>
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>>182550583
Kinda, I had to deal with a lot of stuff recently so my workflow slowed down a lot.
I'm still working on this, but not as often as I used to.
I have been focusing mostly on art too, last additions to the game have been male villagers that eventually will get a different AI to make things more varied, and I'm also working on new background tiles.
>>
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>>182551235
Full customization is already in, menus look like aids tho.

>>182551056
Well shit, it's right there in the user preferences.

>>182551102
Used to be but I am trying to move away from that.
>>
>>182539415
I look at where I am now and compare it to where I was 2 years ago, then realize how much better I've gotten. sure I don't have a full game to show for it, but the quality of things I do now is much higher. I am literally making my dream game without any problems so far.

progression is never a waste of time.
>>
>>182551361
Oh damn, this looks nice. Just take your time and keep making progress man.
>>
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>>182551361
sorry im autistic
>>
>>182534449
https://www.youtube.com/watch?v=aWz9sHI3V9M
>>
>>182551361
Dunno what this is but that vampire girl is cute.
>>
>>182551698
I'm not the dev but what exactly is the issue you're attempting to draw attention to?
>>
>>182514736
>Also, we're still looking for a 3D animator if anyone's biting

if paid, email me

exndlgames.wixsite.com/exndl
twitter.com/EXNDL
exndl.tumblr.com
[email protected]
>>
>>182552162
the tree/bush's top portion is transparent, so the man's legs can be seen through it
>>
>>182551493
Please dude
GameObject weapon = Instantiate(yourPrefab);
weapon.name = weapon.name.Replace("(Clone)","");
Otherwise looks good.

>>182552162
That was the dev explaining why he added the wrong screenshot.
>>
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>>182552342
fixed
>>
>>182552342
Guessing he would not use an alpha of 0 for those pixels if he did not want things to be visible through them but I could be wrong.
>>
>>182552550
I guess I can see it being intentional that its see through, but it comes off as odd with the outline
>>
>>182552162
>>182552342
>>182552490
>wants things behind bushes to be visible through bushes except for people specifically
Never mind, guess I'm the autistitc one 'cause everone else seems to be on the same page here.
>>
>>182552749
no both of those are my posts. I posted 'fixed' to show what I was talking about.

just forget it, this is getting too autistic even for me
>>
>>182550762
That seems a little abstract. Maybe it works for you but I feel like most people would do better with some structure.
>>
>>182552467
>>182552162
oops, sorry, I out autismed you.
>>
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>>182551589
Thanks. Don't worry I will keep owrking on this.

>>182551698
>>182552342
>>182552550
I was aware of that as it was the result of bad choices on the palette. I have been experimenting with a different palette recently that prevents that from happening and also allows me to have a brighter blue shade that I felt was missing for a NES looking night scene, nothing final yet though.

>>182552094
Thanks, I'm glad you like her. I have been doing some small sketches on her recently that I probably will upload to the blog eventually. I also want to upload all the fanart anons have made of her, but I'm afraid it could look too rude to upload them myself without being able to properly credit the artists.
>>
>>182552916
I was merely shitposting anon.
Any reasonably complex game should be planned out first.
>>
>>182552467
There is actually somewhere a bug in the Garage script. Notice how it doesn't say (Clone) on the left side. It's supposed to extract the actual name from the attached part-script but for some reason it forgoes that step and just takes the prefab name. Now that I think about it, I am not sure if it's a bug or just me being lazy.
>>
>>182552749
The guys walking behind the bush also irked me, but at first I got the impression that the draw order was wrong and they were walking on top of the bush.

But anyway I think that bush would be better off without those transparent pixels thrown in. When they go over grass they look good but it's because the light green pixels from the grass look like highlighted leaves instead. The one in the bottom right, that goes over pavement, looks much more like a jumbled bunch of pixels.
>>
How much would it cost to hire Jake Kaufman to do 6 tracks for my game?
>>
>>182554425
why not ask him
>>
>>182554425
700$ plus tips
>>
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>>182554475
because I thought someone here might know

>>182554495
that'd be incredibly cheap
>>
>>182554767
>cat girl without salad
Who the fucks came up with that title? It doesn't make any fucking sense.
>>
>>182555298
Someone of Japanese origin probably.
They're king of awful names.
>>
>>182555431
Baka gaijin
>>
>>182555606
"My little sister can't be this cute"
"The Irregular at Magic High School"
i mean god damn how does someone approve of it
>>
>>182555750
Don't forget "Attack on Titan."
>>
>>182555750
>>182555901
"My Pico"
>>
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>>182547852
What kind of critique are you looking for? Looks functional to me. Though I would either give the shading more contrast, or not include the highlights at all.
>>
>>182555431
Cat Girl Without Salad is from the Shantae devs which are burgers, it's probably just a parody of bad jap titles.
>>
>>182555750
>Not bringing up Square Enix in a discussion of shit names
>Kingdom Hearts 358/2 Days
>Kingdom Hearts Birth by Sleep
>Kingdom Hearts Re:coded
>Kingdom Hearts 3D: Dream Drop Distance
>Tactics Ogre: Let Us Cling Together
>Theatrhythm Final Fantasy: Curtain Call
>Fabula Nova Crystallis Final Fantasy
>>
Where do artists post their shit so I can look through it and decide who to hire?
>>
>>182555901
>Attack on Titan

This one's more of an example of why you shouldn't let the Japs translate something themselves. The title of the shit is 進撃の巨人, which is pretty much literally Attack of the Titan, which is accurate if not a bit 50s B-movie. The problem is that for some reason they subtitled it ATTACK ON TITAN and then the western localizers didn't ignore it and give it an actually translated name.
>>
>>182550286
Make a customer thanks DLC and make clear it only gives a 'Thank you' message upon buying.
>>
>>182557196
Except the little thing that "進撃の巨人" actually translating as "Attacking Giant".
>>
>>182557196
You've got the Japanese title backwards. What you're translating is 巨人の進撃. A more accurate translation is "Advancing Giants."
And the official English title being chosen by the author, who does not speak English, doesn't change the fact that it's a shitty title
>>
>>182556732
https://www.artstation.com/
>>
>>182550286
>Is there any way I can make money without monetizing my game
Huh?
>>
all this talk of bad anime names has gotten me in the mood to catch up on some summer anime.

time to take a break from dev
>>
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On something of a level design spree right now.

I started placing shards and realized I needed more; where I was planning to have 100 (to fill all 5 husks per level), I've taken it up to 120, added a 6th husk, and a 6th showdown tower. All 120 shards are placed, though the 6th husk still needs the NPC that will give it out.

Given the level's size (and I imagine most will be about this big) it feels more appropriate, and I've been able to fill it in pretty effectively. I'm intentionally limiting myself so that every core, husk, and shard can be collected in your first pass through the level, and only HP+ upgrades and secret weapons require returning to a level with moves/abilities from later in the game.

The cave in particular is starting to feel FAR more significant now, and I've got an interesting mission idea for the 6th husk that also makes the water a more useful asset in the level design. I've still got to actually mesh out the pirate ship that's sunken underwater (for an HP+ upgrade) but other than that, coming along nicely.

I also have an idea for a "boss" in each level being the objective of the 6th showdown tower, and I have an idea for what the boss for this level will be, though I may back off of that if the implementation winds up being a clusterfuck like it was for Big Jim in Mayhem League.
>>
>>182550286
Create a free version of the game and then later revisit come back with a larger, fuller feature "HD Remake" if the free game becomes popular.

See also Spelunky
>>
>>182557628
>And the official English title being chosen by the author, who does not speak English, doesn't change the fact that it's a shitty title

I didn't really say it excused the titled, my point was more that an actually translated name would have been less stupid and more boring, but they let the author decide for some reason.
>>
>>182558092
I think you're the best UE4 dev on agdg.
Cheers
>>
>>182558313
Who is the second best UE4 dev? Random whodev #5434?
>>
>>182558092
I have no idea what all that means. But it looks cool.

>>182558313
Easily. There was also one dude who was making some jet fighting game which looked great but I haven't seen him post in a while.

>>182558420
I can't think of another UE4 /agdg/ dev other than me. I feel so selfish.
>>
>>182557852
There is. Since you cannot put a patreon link, use this: >>182557485
>>
>>182555901 >>182557196 >>182557592 >>182557628
Don't know how far are you into story, but there's a specific reason why it's called that, besides the core premise that is. Minor spoilers ahead.
Protagonist's titan form is literally called "Attack Titan".
He is truly become Attack on Titan in the end
>>
>>182558810
It still doesn't make any sense.
Unless Titan is a person or place, it's gibberish.
>>
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>>182558092
the level is aesthetically inconsistend and kinda empty

think of a motif you want for your level 1 and stick with it. it's the reason why green hill zone and world 1-1 are always the same and so compelling in sonic/mario respectively

you also should develop more of an aesthetic, those materials look kinda crap with the outline shader it looks like you're using

also, think about how your first level is going to teach the player how to play. you want your level design to intuitively demonstrate to the player how to play with minimal handholding/dialogue.

just give a few signposts detailing the controls and design a level that allows the player to see oncoming obstacles/threats and make the level design intuitive and simple enough that the answer to dealing with those obstacles is obvious.

Don't clutter your first level with everything you want in your game either, you want to have a gradual buildup to all of the neat gimmicky mechanics that appeal most to you. your first level should generally just be simple platforming/killing some low-level mobs, and then you can start exploring more complex mechanics in the later levels. this also allows players to adjust with your level design as it gets more complex rather than having everything thrown at them at once
>>
>>182556723
>Tactics Ogre: Let Us Cling Together
I'm afraid you're wrong on this one. The others are hot garbage for sure but this is just way too cute to be shit.
>>
>>182558901
This. The title Attack on Titan makes it sound like a scifi series that takes place on Saturn's moon of Titan, which is at war to some degree.

Attack on Titan is basically the opposite sentiment to what was intended. The Titans aren't being attacked, they are themselves, attacking.
>>
>>182558901
I'm just gonna stop spoiling things then. But I the title is not to be always taken in literally sense. But yeah it's at fault for its jap engrish.
>>
>>182559264
>The Titans aren't being attacked
>they are themselves, attacking.
Way to miss the point dude.
>>
>>182559268
>But I the title is not to be always taken in literally sense

Oh I see, not an English speaker either.

But seriously, non-literal titles are fine if they don't cause you to have whats is effectively the opposite expectation.
>>
But I like those titles
>>
>>182559168
Should've just been Tactics Orgy
>>
>>182559439
You've missed the point of the title completely so it's not surprising that you think the title doesn't make sense.
>>
>>182558092
Sounds like you've got some established boundaries for your game (that you're clearly willing to alter if necessary). That's great to hear. From what I see it sounds like the level design will be thoughtful and meaningful. Is there a playable instance/demo of this? I'd love to explore your design. Otherwise, godspeed, anon.
>>
... is it true what they've been saying about your game?
>>
>>182559439
Yeah I jumbled that sentence for some reason.
I've meant to say "But the title isn't to be always taken in its literal sense", as in, there's more than one story related reason why it's called like that.
>>
>>182532052
>FIST CANNON
Noice, noice

Also gonna now make my skeletons throw their skulls before dying
>>
>>182559873
No
>>
>>182559873
...is it true that people are saying things about your game?
>>
>>182560692
No
>>
>>182559873
>>182560512
>>182560692
>>182560734
epic absolutely eric
>>
>>182559873
No. Because I have no game yet.
>>
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Are there any better tutorials for unity than the official ones, preferably starting from scratch? I did the UFO tutorial and I don't feel like I really learned anything.
>>
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Why would this always point to the same, seemingly-arbitrary point in worldspace instead of pointing directly ahead of the actor at all times?
>>
>dungeon at beginning of game has lvl 1 monsters
>come back toward end of game and unlock hidden passage
>passage has monsters who are all lvl 999
doesnt make any sense but i love this
>>
>>182560934
My advice is to just do a tutorial then afterwards ask yourself "What is the reason this thing does that or this" and slowly try to understand the code piece by piece.
Watch tutorials and try to actually understand them, don't just blindly copy and paste things.
>>
>>182560934
Watch the live training sessions, that's what I did when I wanted to try Unity. Then I stopped trying Unity.
>>
>>182560934
What exactly do you need help learning?

Unity's UI only takes a few days to learn.
Unity's API only takes a few months to learn.
C# could take years if you're new to programming.
>>
>>182561147
Because you didn't add the actor location to the forward vector
>>
>>182560816
No. Because I have no game ever
>>
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>>182561147
because that's where you're pointing to
>>
>>182556723
>Tactics Ogre: Let Us Cling Together

This one is nice
>>
Jesus, what is up with so many (5+ hour) tutorials not doing everything properly from the start? After following them for hours and questioning why they don't do it say more OOP, they tend to always come back and have to rewrite so much code later on.

>>182560934
I'm currently following Brackeys TD tutorial, he has lots of good videos and he's quite good at explaining stuff
https://www.youtube.com/user/Brackeys/playlists
https://www.youtube.com/user/Brackeys/videos
although, like I said, he doesn't always do it as OOP as I'd like but it gets the job done.
>>
>>182561630
>having gif of sluts laughing in your folder
>>
>>182561723
I wanted to do some tutorials.

But then I realised I wouldn't get paid for those, and I'm not a communist so.
>>
>>182561723
Premature abstraction is the root of all evil and should be avoided.
>>
>>182561876
never heard that phrase before.
If you know you want something to do be open ended and modular, then you make it abstract from the start

unless you like redoing all your shit constantly
>>
>>182561770
A pure maiden's laugh is pure
A slut's laugh indicates something truly pathetic
>>
>>182552467
Hey thanks for reminding me of that bug. I just fixed that shit and now the garage is slightly less shit.
>>
>>182560934
You're kind of supposed to start a tutorial and then start changing things to see what happens. That's the way I learned most of the things I know. You won't really understand what it does until you ask it to do something else and figure out why the change did what it did.
>>
>>182562005
make it work first, then make it pretty
>>
>>182561535
Fuck me, how'd I forget that
>>
>>182562196
abstraction has nothing to do with making things pretty? maybe you're talking about something else.
>>
>>182562196
>>182562005
And adding to this, drawing abstraction lines before you even know the shape of the project often means you will draw the lines wrong, only abstract something if it's being repeated at least 4 times.

>>182562496
By "it" I mean the code, don't be obtuse.
>>
>>182562196
>don't design it to be modular
>just refactor hundreds of lines of spaghetti code every time you realize you programmed it badly
t. riot games
>>
>>182550678
lighter tile outline color
apply some shade
add a very subtle texture, it's too flat
they're also too square
>>
My code is so abstract it doesn't even really exist
>>
>>182562809
>Be rito
>Latest hero
>Out of bounds mechanic
>You can leave the map completely
>Pass off incompetent programming as "W-We did it on purpose"

Loving every laugh.
>>
>>182562809
It's naturally a nuanced subject that must be dealt in a per-case basis but a good rule of thumb is to not replace spaghetti code with ravioli code.
>>
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>>182515096
wew it's fixed

The welder does repair things now but it's very dry since it just increments the health value so time to add juice.
>>
faster than chiteeka fastpaws!
>>
>>182562726
abstraction has nothing to do with making code 'pretty'
>>
Reminder that nobody has made a modern throwback to sprite-based FPS's yet. Whoever does it first will easily make millions in sales.
>>
>>182563202
Abstraction has everything to do with making code pretty.

Why else hide complexity, but to make your code easier to manage?

Dumb codeposter
>>
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Now introducing

strangely floating skeletons
>>
>>182562962
A good rule of thumb is to plan things out well enough that you never write spaghetti code in the first place.
The reason we use abstraction and encapsulation is that they make the code modular enough that you can easily change, add, or remove functionality in the future.

>>182563309
>he thinks manageability is bad
LOL
>>
>>182563501
Who are you quoting?
>>
>>182563492
the perspective is perfect
love it
>>
>>182563295
What about Devil Daggers?
>>
>>182563202
I will try to make it a bit clearer for you:
By making it pretty I mean applying the principles of abstraction which is avoiding duplication and making code easier to manage in the long term, I am not referring to the visual aesthetic of the code.

It's pretty obvious what I mean and you are being retarded.
>>
>>182563295
fight knight
>>
>>182563295
I hate sprite based FPSs. I'd rather make my millions in a different way.
>>
>>182563492
Make him a lich, perhaps you could give him some tattered robes or something. Either way, nice going, your game looks promising.
>>
>>182563640
That isn't sprite based. Looks like they're trying to go for the Quake 1 low-poly look.
>>
>>182563839
>Sprites are only 2d

t. retard
>>
>>182563609
thanks
"neetdev"

>>182563782
I already have a (floating) necromancer enemy with black robes. this is just a bug :^)
>>
>>182563501
Yes, abstraction is good but not before you even prototype your game's core mechanics.
It's a lot faster and less painful to refactor spaghetti (or just use it as it is) than it is trying to make a game work with poorly planned abstraction.

In a perfect world you will have the perfect plan and do the perfect abstraction you need for your perfect game but that never happens in reality.
>>
>>182563926
>In computer graphics, a sprite is a two-dimensional bitmap that is integrated into a larger scene.

Source: https://en.wikipedia.org/wiki/Sprite_(computer_graphics)
>>
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Just accept you'll never make money with your game and dev doing whatever you want with the game, make it as presentable as you want it to be, work on whatever feature you want to.
>>
>>182563295
Cthon did and nobody gave a fuck.
>>
>>182564021
Devil Daggers enemies are 2D.
>>
>>182563295
It will still all depend on gameplay in the end, DOOM clones and mods have been around for ages. You really thought this was a new idea?
>>
>>182564115
But I want to make money with my game
>>
>>182563839
But it's so ugly and so poorly-lit that I thought it was sprite-based until 5 minutes ago.
>>
>>182564021
t. literally incapable of not replying to an obvious retard resorting to trolling as damage control
>>
>>182563492
Now THIS is some pixel shit I can get behind.
>>
>>182564130
If you watch gameplay of Cthon every room looks exactly the same. It's bizarre. Also everything being brown like that is not good for BUILD era style design. They would have done well to revamp the design.
>>
>>182564471
literally
>>
>>182564223
Clones and mods don't offer anything original though. I'm talking an original idea that utilizes modern game design but goes for the sprite + primitive 3d aesthetic. It's enough of a gimmick that it could draw a lot of attention and sell a ton if it's a well designed game.
>>
>>182563492
this actually looks pretty fun
>>
>>182564573
>primitive 3D
Why not hi-fi 3D with 2D characters? Now that's a novel idea that will turn heads.
>>
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>>182564573
>Clones and mods don't offer anything original though.
Ho ho ho ho
https://www.youtube.com/watch?v=RElfXigIe4c
>>
>>182564573
I used to think so too but then I started making such a game and it's a fucking eyesore. It's pixelshit nostalgia territory best left to the warm fuzzy memories of childhood, just my opinion. I'd rather play low poly N64 nostalgia bait.
>>
2d environment
3d characters
donut steel
>>
Is there anything wrong with using .wav as a format?
>>
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>>182564471
Somebody get this guy a raise.
>>
>>182564941
Resident Evil, you underage baby child
>>
>>182564964
Not really, as long as you like your game's size being 3gbs of audio.
>>
>>182564875
>not a single enemy sprite that isn't ripped from the original game
>>
>>182564964
Filesize balloons very quickly with length, so don't use it for anything more than short sound effects. There are still better alternatives.
>>
>>182564964
It's huge that means it has huge guts
>>
>>182564964
It's actually the best and fastest format since there's zero encode delay and it's ideal for real-time effects, the file size is a bitch though.
>>
>>182564573
>Clones and mods don't offer anything original though.

>Implying Bethesda, Civ, Minecraft, and literally every other dev doesn't steal the fuck out of ideas generated by their modding communities.
>>
>>182564882
>It's pixelshit nostalgia territory best left to the warm fuzzy memories of childhood
There are literally millions of people who will pay money for these kinds of games.
>>
>>182565162
>not a single valid argument
Better luck next time.
>>
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>>182563492
>enemies attack you from behind the camera
>>
>>182565373
Ok, how do you plan to sell a game consisting of nothing but copyrighted content that's owned by somebody else?
>>
How do I learn motivation?
>>
Reminder that if players have difficulty, that is YOUR failure and blaming it on the player is at best gaslighting and honestly just shows abusive tendencies
>>
>>182565514
Anime/Manga
>>
>>182565445
This ain't your kiddy DMC3 shit, son. Enemies stay active, on-camera or off.
>>
>humans literally fap to text porn
>huh duh who will fap to pixelshit
>>
>>182565589
That's valid if your target audience is 4 and under.
>>
>>182565589
Reminder that not every player is a casul who needs to be cuddled.
>>
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it's time for low discrepancy samples
>>
>>182565774
If your game is difficult it's more likely poor game design or bad programming, to be honest.
>>
Memes aside, where do I unironically find people to cooperate with? I like working back to back, my coworkers are not into games unfortunately
>>
>>182564471
>>182564540
>>182565042
haha
yes I also get the joke

>>182564623
thanks
I aim to make fun games

>>182565445
git gud

maybe I'll nerf the enemies behind the camera desu
>>
>>182565589
>>182565774
>>182566094
Reminder that some people find sounding pleasurable.
>>
>>182565706
Once you've seen enough titties porn really IS about the plot.
>>
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If you were to ask for a successor to JSRF, what would you wan't to see in the game in terms of gameplay additions?
>>
>>182566202
Add a ! warning pointing towards attacking enemies behind you, perhaps?
>>
>>182566267
no one cares about skating anymore senpai, JSR was a product of its time
>>
>>182566202
>>182566365
Add a God Hand radar.

Just make God Hand.
>>
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>>182565706
People fap to drawings
Drawing are representation of pixels on a screen
Pixels are representation of electrical signals
Therefore people are fapping to electricity.
>>
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>>182565261
>>182565232
>>182565196
>>182565137
>tfw something simple and super easy can make you feel so happy because it works and you did it.

Programming is still cool.
>>
>>182566365
>thinking_emoji.jpg

I'll give it a try.
>>
>>182566402
i dont feel like anyone cared about it being inline skating, just the fact that it was a really fantastic cross between classic collectathon platformers like banjo kazooie and skating games like tony hawk's pro skater.

that and the ever-beautiful aesthetic. You could make JSRF with skateboards and it would still be just as fun and interesting to play
>>
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>>182566462
>>
>>182566402
Introduce some hover skates and I bet every kid on the planet will want to skate.

Hell even I would
>>
>>182566628
Make it a cyberpunk game where you're rollerblading and wearing a jet-pack that can launch you into the air, spray painting over surveillance cameras and writing political commentary on advertisements while doing tricks and fleeing cybernetic cops.
>>
>>182566267
How much did Stardew Valley innovate on the HM/AC formula? Focus on getting the core gameplay right and you'll have a guaranteed nostalgia audience.

I think the hardest part will be getting the soundtrack.
>>
>>182566457
Every single impulse in your brain and optic nerves is an electric signal
>>
>existing
>>
>>182566860
This.
I've spend so much time in UE3 UDK just messing around with the hover board, zooming around and doing jumps at full speed, stuff is fun.
>>
>>182563492
I'm gonna clone this and add porn.
>>
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>>182566973
>soundtrack

don't worry about that, my brother is a talented musician who's on the project, been doing music for the past 10~ years and he's got some good shit

>>182566973
naturally, I'm just wondering in the long term what would appeal to JSRF fans

i was thinking every character would have a unique ability that would be helpful/necessary for certain parts of the game, but you could purchase those abilities with in-game currency for any character (once you unlock the character who has that ability) to use so you're not forced to use X or Y character to get their ability.

so you'd unlock the new abilities with the characters as you progress. the currency could just be the equivalent of graffiti souls

in fact i was almost considering giving it a souls-like currency/levelling system, where you can level stats with your graffiti souls OR spend those souls on upgrades for your skates/new clothes lol

this would be a decent level of world interaction that the JSR series currently lacks (though doesn't necessarily need at its core) and would allow for more user creativity in customizing their character (with potentially a character creation from the very beginning) and approaching obstacles using abilities unlocked throughout the course of the game
>>
>>182566183
Looking for an artist?
>>
>>182563492
i wish i could play this
>>
>>182566260
patrician
>>
My dream is to have a small indie company that makes point-and-click adventure games, that's either just me and I hire artists on a per-job basis, or me plus an artist working together.

I'll be getting a big pay boost in about six months and be able to hire an artist for my first game then. Because of the style of the game, I'm not sure of what I can do on the game until then.

Should I work on a different kind of game in the interim, or should I make a fugly-ass point-and-click game then swap the art later and then go through and change where you click to match the new art?
>>
Do you guys know if the Final Fantasy Tactics Advanced games use tiles for their maps or is it just one big prerendered background with invisible tiles over it? I cannot tell.
>>
>>182565347
If you say so. If people want to play DOOM they will just fire up DOOM.
>>
>>182568013
its probably accomplishable with tiles, so who cares either way?
>>
>>182568013
It's obviously tiles, m8
>>
>>182567689
go ahead

>>182567840
but YOU CAN!!
well, the old build at least.

https://oakleaff.itch.io/kniggitdemo
>>
>>182568013
lol @ "ripped by cesar, credit if used"
>>
>>182568013
Tiles plus a procedure to make grass overlap and look less "neat" so you can't tell 100%.
>>
>>182565589
My game will have dynamic difficulty that scales the aggressiveness and smarts of the enemy AI based on how well the player is doing, perfectly maintaining flow for all skill levels.

And I won't even list it as a feature! The fools will enjoy themselves and have no idea why!
>>
What was the last tactical RPG boss you've fought, one that actually made you use strategy instead of spamming healing items and using your most powerful moves.

>Boss had an AoE effect that gave all party members zombie status
>then he used resurrection one by one, which insta-killed you
>healing yourself/healing items just did more damage
>>
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Discuss.
>>
>>182568319
Literally does not matter as long as it's consistent within the file (and ideally the project as a whole).
>>
>>182567012
>electricity faps to itself
whoa
>>
>>182568245
you monster
>>
>>182568013
Are you fucking blind?
Are you retarded?

It's obviously tiled. You should give up gamedev.
>>
>>182568264
Sounds like Yunalesca but less fun
>>
>>182568319
>slowing down the compiler with useless characters in your code
neither retard
>>
>>182566785
wish I could have that attitude
but I don't have the patience to practice stuff, all I've done my life is playing video games and no matter what vidya I've picked up I've been good at it, never had to struggle and so I've never taught myself discipline
whenever I've tried learning something new that I'm bad at outside of video games I've never found it fun enough to keep doing it
instant gratification is what I live for

basically never understood how people can find enjoyment in competitive games they're terrible in
>>
>>182568319
If your code isn't self documenting your game will be shit
>>
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>>182565589
It's only the dev's fault if it's unfairly or unreasonably difficult. Being able to coast thr-

>mentions gaslighting
>abusive tendencies
>spouting casual nonsense

Never mind guys it's bait.
>>
>>182568487
Seymour Flux from FF10, and it definitely was an annoying battle
>>
>>182568150
>https://oakleaff.itch.io/kniggitdemo
good shit mate. keep it up
>>
>>182568851
thanks m8
>>
>>182568595
Sounds like you've never played a difficult video game either. Try playing a real man's game like Ghosts n Goblins. I bet you won't even make it past the first boss before giving up.
>>
>>182568004
If you're planning on coding it yourself, it's always good practice to work on some prototype. You'll get plenty of time to see what works and what doesn't, and might add features you didn't plan for initially.
>>
>>182568595
Its easier to push through the sucking stage when you are a kid and don't give a fuck.
>>
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>>182568021
>If people want to play harvest moon they will just fire up harvest moon
>>
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any ideas on how i can access this objects variables?

the if statement is already true. there is an object with the type mushroom.

i want to give the object with the type mushroom some more variables like hp and a sprite index.
>>
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>tfw bokudev is hired japs to make bokube mobile side games right now.
>>
>>182569247
>hiding retweets and likes
for what purpose
>>
>>182569212
You're still acting like making a DOOM clone is a new idea... I don't get the angle you're playing.
>>
DOOM but also Daggerfall
>>
>>182569247
Calm down Roko your smear campaign of bokudev is a little obsessive.
>>
>>182569290
he censored it because he doesn't want people to go and check to see it was him all along
>>
>>182569247
>8-10 IPs in the pipeline
Boku is actually the smartest businessman here.
>>
>>182568983
Never played it and never will. Never found much enjoyment in 2D platformers, especially old ones. Besides, I'm talking mainly from a multiplayer perspective. What's the point in mastering a video game if you can't shit on other people?

>>182569115
True, easily agitated by the slow progress to the point of getting stressed out and questioning why I'm even bothering.
>>
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>>182565706
>>182567841

Its weird how normies are so confused at how you could fap to hentai. "Fucking cartoon porn lol" its like they don't realize that sexual desire is a massively mental experience.

>>182569212
If people want to play dwarf fort they'll just fire up dwarf fort.
>>
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>doing concept art makes me want to kill myself
>literally can't progress without it

god i just want a nice looking game
>>
>>182569365
Heretic
>>
DOOM on the Infinity Engine
>>
>>182569247
Someone translate the weeb characters
>>
>>182563295
gibhard
>>
>>182569306
Nobody has made a good one yet.
>>
>>182563295
>>182564573
>>182565347
>>182569212
As already pointed out by >>182564130
This has already been tested, and it didn't make millions, so calm down with the assumptions

https://www.youtube.com/watch?v=LVYP2J8G9lo
>>
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>>182568474
>>182568130
I suppose it's tiles regardless. I guess what I was getting at is that did they made a tile-based map rendered it out as a single image, added a bunch of varied detail, and then loaded the resulting image as a backdrop for an invisible height map or does the game itself draw the map tile by tile?
>>
>>182569504
>tfw you can't even design a single mech head
All I draw looks like shit.
>>
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>>182569247
>>
MOOD: It's DOOM but it's also an emotionally driven character study.
>>
will pol get triggered if I make a blacked porn game?
>>
>>182569306
I'm not that anon, but good execution of an old idea is always better than an original idea with terrible execution. Some people may praise ORIGINAL NEW GAMEPLAY IDEA DO NOT STEAL just because its a new idea, but they won't play it, or if they do they'll play it for 4-6 hours and be like "oh that's cool I guess" and then just drop it. People will play an old idea and love it if its done well because if its done well it will still be put together with the developers unique bias and be a unique experience.
>>
Hey guys, /gsg/ here. Would you guys be willing to create a grand strategy game for us? Thanks.
>>
>>182569306
Not that anon, but if you make a whole new franchise that clones something old, expands on it, and makes it feel simultaneously fresh and nostalgic (like Stardew Valley does with the new cast of characters, larger area, deeper mine, and generally "taking Harvest Moon to 11"), the fans of the original will play it.

That is, to the pretty significant extent that Stardew Valley is a clone of Harvest Moon, it's a genetically enhanced clone of Harvest Moon.
>>
rewrite your game in rust
>>
>>182569763
It's already been done as a mod.
https://www.youtube.com/watch?v=DxyadCHxUng
>>
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Don't ask me why I made this. I just did.
>>
>>182569794
Sell it for $14.88 and watch them debate whether you're a kike shill or a deep cover neetsock.
>>
>>182569737
>That Woman Like Eyes
>That cute Face
>That moe hair.
>Feminine ear jewelry
Bokudev can I get your boipussy hotline number?
>>
>>182569691
Sorry, but that looks like shit in both art style and level design. It's basically the windows 95 3d maze screensaver made into a game.
>>
>>182569763
https://www.youtube.com/watch?v=DxyadCHxUng
>>
>>182569848
sure haha come back tomorrow and I will have something for you
>>
>>182569914
where can i follow you're work?
>>
>>182569821
>People will play an old idea and love it if its done well
Reboots are already starting to read on people's patience.
>>
>>182568013
>>182569710
Circles parts where the tiles are literally the exact same. Chances are it's done "in-game" with a tileset.
>>
>>182569924
Will it be allowed in the store now that steam direct exists?
>>
>>182569737
>Rotatedev
>Bokudev
>cute traps

Whats up with all the cute traps getting into game-development?
>>
>>182570083
squaredev.tumblr.com but I rarely remember to post there.
>>
>>182569848
I'm not sure what exactly dictates a grand strategy compared to a normal strategy game or a 4x. It seems like its just a more autistic/bigger strategy game.
>>
here's a thought on why nobody has made a modern Doom/Wolfenstein clone

the mechanics are outdated boring ass shit and nobody except autists find them fun anymore

Doom 2016 > Doom 1993
>>
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>>182569730
>>tfw you can't even design a single mech head
That's by far the hardest part to design.
>>
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>>182569914
>>
>>182569981
Well you know what doesn't look like shit and had great level design? Duke 3D and Shadow Warrior. Good thing they were already made by 3DRealms like 20 years ago.
>>
>>182570197
should have recognized it
>>
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>>182569710
>>182570125
*forgot image
>>
>>182570184
>Rotate
>cute
Brah, it's been years. He is probably a fat ugly fuck by now.
>>
>>182570254
t. polygon
>>
>>182569737
He looks like a tryhard in real life too kek
>>
>>182570256
I'm playing Armored Core 2 right now. It's not a necessarily complex looking part but I can't figure it out.
>>
>>182570548
>tryhard

What kinda loser says this haha
>>
>>182570103
All new ideas are old ideas adjusted and mixed together. What's pissing people off is a lack of anything that's been substantially adjusted or mixed in a way they haven't seen before, and an unwillingness to produce entirely new IPs with new characters and such.

That, and 99% of the time, the new one is not as good as the thing it's a reboot of, but is clearly just an attempt to milk what little life is left out of a franchise instead of inject new life into it.

Hence people liking BOTW and being excited about Super Mario Odyssey. Old-ass franchises, but they're doing new stuff with it.
>>
>>182570647
>trying to dev 3 games at once when everyone says it's dumb
>>
>>182566267

Sweet flips!
>>
>>182570647
I just did. Problem, kid?
>>
>>182570823
>All new ideas are old ideas adjusted and mixed together. What's pissing people off is a lack of anything that's been substantially adjusted or mixed in a way they haven't seen before, and an unwillingness to produce entirely new IPs with new characters and such.

Fuck your platitudes and ideaguy babble. You have a youtube and patreon by any chance?
>>
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>>182570835
>>182570828
>>
>>182571006
I have neither. Why do you ask?
>>
What ever happened to David?
>>
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>>182570103
A reboot is different than what I'm talking about. As far as I can see you guys are arguing about whether people would play a sprite based FPS when DOOM already exists. You could do so much different shit with that it doesn't even make sense to argue about whether its original or not. I don't really like games that are "tributes to X" and its like a literal carbon copy. However if you start with that base and make it your own it will just be another game worth playing if they liked the original game.

Take pic related for example. Everyone on /v/ said to avoid it and it got harsh reviews when it launched by users for dumb shit like "you can't jump!", probably because it released right when Skyrim released. However the open world RPG genre is so fucking dry right now that you basically just wait 6 years for the new elder scrolls to come out without anything else getting released in the timeframe.

For stuff like this you don't have to make THE BEST GAME EVER, you just need something that isn't complete shit and has its own unique spin. I plan on doing another playthrough of pic related because I didn't do any of the faction quests and I only played with like one destiny path, the game is long as fuck with tons of content, probably more than I've ever seen in an open world game. It has its problems definitely but they can be forgiven just because there is something to explore in the game mechanically and thematically.

If you make a doom clone and offer exploration for the player then it will be worth playing, even if that exploration is just finding secrets, or figuring out which weapon is overpowered.
>>
>>182571112
Because most ideaguys do.
>>
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It's like AGDG but with less shitposting.
>>
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>>182569243
nvm solved it
>>
>>182571452
An enticing idea beyond the realm of feasibility, as usual. Damn you molymeme.
>>
>>182571196
What's ideaguy about saying "hey, nothing truly original exists?"

I'm currently working on a game. It's a dinky little text adventure, but it's a game.
>>
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>tfw learning how to do finite state machine
>>
Who is Roko?
>>
>>182571484
Can be simplified dude

>with(..) {
>if(type == "mushroom") { id.sprite... id.type... }
>}
>>
>>182558904
>the level is aesthetically inconsistend and kinda empty
>think of a motif you want for your level 1 and stick with it. it's the reason why green hill zone and world 1-1 are always the same and so compelling in sonic/mario respectively
Eh, I disagree. There's only so many times you can do "the grass world, the ice world, the lava world, the mechanical world" before it wears out its welcome. And to be honest I don't think anything except for the beach is really out of place. I mean, a cave in the grassy level is basically act 2 of every Green Hill Zone.

>also, think about how your first level is going to teach the player how to play. you want your level design to intuitively demonstrate to the player how to play with minimal handholding/dialogue.

You teach the player how to play all the time. I'm aware of this design philosophy. That's actually part of the reason why I needed to place more collectibles; strings of collectibles alert the player to "possible avenues"; if you need to show him that he can make a jump if he backflips/long-jumps, you put a string of collectibles across the gap to suggest "yes, you should be able to do this". You can't just hide them in random places, they need to be placed roughly along the paths he needs to take, and especially concentrated in the places where the possibility of traversal is unclear or something might otherwise be easily overlooked.
>>
>>182571543
>What's ideaguy about saying "hey, nothing truly original exists?"
Everything.
>I'm currently working on a game. It's a dinky little text adventure, but it's a game.
Naturally. Meanwhile you're lecturing devs who have actually made FPS games about how a DOOM style FPS would go.

Fucking ideaguys...
>>
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>>182571543
>text adventure
>game
>>
>>182571842
that dogposter who was making an undertale clone, apparently was crossposting on eightch talking shit about this /agdg/ filling it with regular shitposts and now he's one of these people on discord who are loud but just nodev
>>
>>182572084
>game
>not game

Please explain.
>>
>>182572084
This is idiotic. Adventure, the first ever text adventure, literally originated the adventure game genre.
>>
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I-It's evolving!
>>
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>>182572437
>adventure game
>game
>>
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i can now spawn up to 3 random enemies and pass any variables i want to them.
>>
>>182570618
I think it's so difficult because it's the part with the least amount of restrictions. The general shape and function of arms, legs and torso is already predetermined, that means you only have to design stuff like the shape of the body/shoulder/forearm/etc armor. The head on the other hand can literally be anything from a satellite dish to a Gundam head.
>>
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>>182572609
what is this for?
>>
>>182569212
>If people want to play harvest moon they will just fire up harvest moon
You can't be cuckold in harvest moon.
>>
>>182571195
>you basically just wait 6 years for the new elder scrolls to come out
Did you think there was a new TES coming out this year or something? Bethesda has said explicitly that TES 6 isn't even in development yet. They're too busy re-re-releasing Skyrim and Fallout 4, the latter of which is barely even an RPG.
>>
WHAT . HAPPENED . TO . DAVID >>182571123
>>
>>182572847
who
>>
reminder to not to watch any youtube tutorials, or atleast for unreal. all their series is full of unefficient and resource heavy scripting. and i have this feeling they're just copying someone elses code which is open in second screen and so the shit keeps spreading. it's maybe 1 in 100 chance that there are good video from guy who actually knows something. basically all i've gotten from those tutorials are free placeholder textures/models the code is just so horrible you gotta recode everything after you realize that the tut guy was a retard.
>>
>>182572710
all fucking diggers must fucking hang
>>
>>182572681
Find me a coherent definition of "game" that includes Doom, Chess, Final Fantasy IV, Dota 2, and billiards but not Day of the Tentacle.
>>
>>182571982
level 1 doesnt need to be grassy hills though, it's just about keeping a consistent aesthetic. though in your case it's probably more important to develop appealing art assets to sell your zone before you worry too much about the consistency of the aesthetic. If you want good examples of 3D platformer zones definitely look at (obviously) banjo kazooie but also Spongebob: Battle for Bikini Bottom and JSRF.

All of the first areas in these games are relatively contained and not too open with unused space, and the level design leads the player in a direction simply with its shape.


your area right now is really open with non-linear design and a lot of empty unused flat space which makes the geography feel more artificial. take any unused space and try to fill it in with prop detailing, or narrow the areas down so there isnt so much empty space

also, back on the aesthetic bit, most games have at least transition cutscenes or fade out/ins whenever switching from a grassy hill area to a cave area even if it is the same "zone"

it makes the transition less jarring and allows the cave/grass sections to be judged more independently from one another

plus you're not bound to keeping the cave area directly next to/in proportion t o the adjacent hill zone so you can get more creative with more space, and maybe bend space a little bit if the area needs to be longer

since you're working on a 3D platformer with non-linear exploratory level design, (I assume) some of these suggestions and critiques can be taken with a grain of salt, but my points about cutting down on empty space and transitions still stand.

Everything you put in a level should feel like it has a reason to be there, and every bit of empty space should be filled with something of relevance or just something pretty to look at.

sorry if my thoughts are disorganized btw it's really difficult to tell what should go where when I can only see 4 lines of my post at any given time
>>
>>182572887
>agdg has already forgotten about magic meisters
>>
>>182572754
This game.
>>
>>182572984
Are visual novels games?
>>
>>182573296
squaredev?
>>
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>>182573296
>>
>>182573347
>trying to change the subject
If you find me, or even write, a coherent definition of "game" that includes Doom, chess, Final Fantasy IV, Dota 2, and billiards but does not include Day of the Tentacle, without making direct reference to any of the above games or just listing things, I will concede that adventure games aren't games.

Otherwise, you're full of shit.
>>
Which of those animals are better for a cute game?
> Bunny
> Cat
> Dog
> Fox
Cat games seem to be the most common.
>>
>>182573347
Are they interactive?
>>
>>182572984
>>182573596
Find me a coherent definition of "car" that includes vehicles you would refer to as cars but not vehicles you would refer to as trucks or all terrain vehicles.
>>
>>182573653
cat = fox > dog > bunny
>>
>>182573461
Yep.

>>182573491
?
>>
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>>182573296
What the fuck happened to this game?
God DAMMIT stop side project abusing me
>>
>>182573653
Kangaroo
>>
>>182573695
Is interactivity the only necessary component for qualifying as a game?
>>
>>182573347
Are you seriously trying to compare a text adventure game to a visual novel? I really hope this is a bait.
>>
>>182573768
this looks like shit compared to the dungeon one
>>
>>182573768
It's on hold. We'll be finishing up this one by the end of the month, then go back to Comfy Alchemist, aiming for Demo Day 16.
>>
>>182573723
>I can't do it so I'm trying to change the subject AGAIN
Adventure games are games.
>>
>>182573296
>>182573768
please make a tutorial about how to make cute 3D girls PLEASE
you're the best 3d cutey here
>>
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>>182573596
>Final Fantasy IV
>game
>>
>>182573829
Kangaroos aren't popular.
>>
>>182574010
>learn how to make cute girl realistically
>throw half your anatomy out the window and make their heads big
>profit????
>>
>>182573993
Stop stalling and provide the car definition.
>>
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>>182574010
You think a tutorial is going to magically reveal some hidden secret to modeling stylized low-poly cute girls?

I pity individuals like you.
you will never make it.
>>
>>182574064
>shitting on masterpiece with stupid reaction image
Stupid millennial kid
>>
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>>182574207
>Stalling by posing a question, then deflecting as if I didn't ask you to provide a definition of "game" first.

We need a working definition of "game" in order to establish what is and is not one. The purpose of this thread is at stake, and all you can do is ask questions about cars.
>>
>>182574010
Texture a cute face on a sphere.
If it is cute, put it on something.
If it is not cute, try again.
>>
>>182574545
So you can't provide the definition.
>>
>>182573183
The only way to not be forgotten here is to start shit with the local shitposters. After you've pissed them off they'll keep talking about you for years to come.
For example, of all the people in the weekly recap(our active devs), how many of them were around when rotate was active? 1-2 maybe? Yet in every thread there are a few posts dedicated to him.
>>
>>182574427
>any mainline final fantasy
>masterpiece
I'd meme you again but need we a minute's time-out for how objectively wrong this opinion is.
>>
>>182573183
holy shit haha, damn that takes me back.
catmouth island dev also seems to be forgotten
>>
>>182574670
Let's assume I can't. Who cares? This thread is about video games, not cars.

And you still have not provided a definition of games with which to work.
>>
>>182573881
Find me a coherent definition of "game" that includes Doom, Chess, Final Fantasy IV, Dota 2, Day of the Tentacle, Adventure, and billiards but not kimi to kanojo to kanojo no koi.
>>
>>182575107
"Something that isn't kimi to kanojo to kanojo no koi"
#REKT
>>
Are there any tutorials to how one would approach making a customizable character? Like how would you structure your models to work with this (helmts that straight up replace heads, etc)? Or what's the logic behind it, how do you get the clothes/armor/whatever to move with the arms/legs?
2D-wise I'd assume you'd just have a composite image or something, maybe with a puppet system
>>
>>182575107
Anon, text adventure games are games, I'm not that other anon and I'm not going to argue or have a banter with you about it. Stop acting retarded.
>>
>>182575107
A thing in which at least a major part of the purpose is to face and attempt to overcome challenges, provided either by the thing itself or by one's opponent.
>>
>>182575107
>arguing over a general purpose definition of game
it's like you WANT to just burn hours of your life
>>
>>182573183
only a few people from 2013 still actively post on agdg.
>>
>>182575482
>it's like you WANT to just burn hours of your life
Actually that's a pretty good general purpose definition of game.
>>
>>182575301
Do you have a single character model?
Do you have gameplay?
If you answered no, then get to work.
>>
>>182571195
>you could combine genres to make a new fresh game!

>shills a WoW singleplayer game

lel
>>
in my rpg, all people with magical abilities also have a form of autism. those strange sounds they make with their mouth and those odd movements they make with their hands, yeah not really necessary to cast the spell. it's just their autism ticks.
>>
AYO HOL UP

Anyone know of a good tutorial for creating low-poly terrain in Unity?
>>
>>182576815
In blender:
1. sculpt your terrain at a reasonably high resolution as if you weren't gonna make it lowpoly
2. Subdivide and add noise.
3. Decimate.

There's an infographic for the process that someone can post.
>>
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>>
>>182576247
Two different people. I'm the one who was talking about no ideas being new, but I'm not the one who talked about releasing clones of beloved games and just timing them so they don't come out at the same time as a AAA sequel.
>>
>>182577040
Which game?
>>
>>182576247
>kingdoms of amalur
>having wow combat
retard
>>
>>182577040
I have no idea who this dev could be!
>>
>>182577037
Cool, sounds fairly simple. I guess it would be a static terrain, or would it be possible to modify the "height points" in real-time? You know of any good starting tutorial for Blender?
>>
The loneliness of the artist who has no programmer
>>
>>182572681
>game
>game
>>
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3d modelling actually isn't as hard as I thought. I just don't know what to do with this guy when he's done.
>>
>>182573957
What about red riding hood and clevage wolf?
>>
>>182577454
If you want to modify it at runtime, it's a relatively straightforward programming task, especially if you don't care about making it smooth. If you don't need caves, it's a simple mesh sheet that's moved in realtime. If you want voxels, look up "marching cubes".
>>
>>182577434
Yeah well..

>>182577163
This guy doesnt. SO HAH
>>
>>182572927
yeah, just stick to the official vids and documentation. the training streams are sometimes good, but usually it's 15 minutes of information spread out over an hour+
>>
>>182577781
Oh, I know WHO it is. I just have no idea which game out of his wide portfolio it's for
>>
>>182574010
>teach me to make a knock-off mii
>>
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>>182577653
>>
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Been making this base mesh for my evil and malnourished cultists. The face isn't really worked on at all since it will be more individual. Time to figure out how to make simple clothes.
>>
>>182577948
mirin
>>
>>182577653
>>182577948

love the new 4chan blogging features
>>
>>182577735
That's my solo side project. There's just a couple of features I need to implement, then it's all level design and polish and music.
I plan to wrap it up for Demo Day 16.
>>
>>182577764
Alright, I'll look up mesh sheets stuff, thanks
>>
>>182578078
>i only understand thoughs composed entirely of memes
>>
>>182576131
I had a placeholder since I wasn't sure if it would be feasible for me to sink time to learn doing the 3D approach (which I have no idea how long it'd take).
Gameplay was essentially a platformer but you gain abilities based on what you're wearing, for example if you have the High Jump boots and the Construction Worker's helmet (which lets you do a ground pound), you get a combined ability that lets you do a flaming ground pound, etc.
There's a couple other items I was thinking of adding like a Wind Cape (lets you kinda glide and slows falls), magnet boots, night vision specs.
If the abilities weren't combinable I could just do sprite or entire model swaps to better illustrate the current state to the player, though. But then it essentially becomes a Mario or Kirby clone.
Guess you're one of the "post pics or fuck off" guys so I guess I'll go dig around somewhere else.
>>
>>182578078
These are fine examples of progressposting.
What you wrote, and what I'm writing, however, is nothing but
video shame
>>
>>182578174
thoughs are pretty complex around here, tbdesu
>>
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>>182577948
this is amazing
>>
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>>182578078
>>
>>182578078
Is there any other format you would prefer to see progress in? Personally I mostly scroll through the threads looking for people showing updates on their games, and that is also what I post.
>>
>>182577948
lotta polygons for a base mesh
>>
>>182578041
>>182578326
Thank you pepe

>>182578447
Ya its like 1.25 million lol. Maybe a better word would be sculpt base or something.
>>
>>182578447
That's the point of a base mesh in a sculpting workflow
>>
Has there ever been a metroidvania with decisions throughout that influence which of multiple possible endings you get?
>>
>>182578447
Or perhaps he's wondering why someone would optimize a model, before nailing the design down?
>>
>>182578078
Where's your progress, anon?
>>
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Dev
>>
>>182578219
>Guess you're one of the "post pics or fuck off"
Correct
>I had a placeholder since I wasn't sure if it would be feasible for me to sink time to learn doing the 3D approach (which I have no idea how long it'd take).
Since you haven't even made a regular 3d character, not even the world's best experts in modular character design would be able to tell you long it would take you to make a set of modular models. You're asking a question no one will be able to answer.
>>
>>182577941
>me after i lift
>>
>>182578896
>Implying it isn't a horror game about being chased around by a scrawny man with his wrinkly ass in the breeze.
>>
>modeling dialogue as trees
>player always leads the conversation
It's like I'm in 1922
>>
>>182578896
he's making scrawny cultists
scrawny man + occult robe = scrawny cultist
>>
>>182579371
The main character is an old but ripped man. Your dreams might come true one day
>>
>>182573653
fox.
Here's why: They appeal to both cat and dog types due to their features, and they have a sort of whimsical charm to them due to their part in mythologies.
>>
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>>182580162
>>182580162
>They appeal to both cat and dog types due to their features, and they have a sort of whimsical charm to them due to their part in mythologies.
I'm off to make some fox porn
>>
Requesting the pic of marmodev screaming
>>
>>182580437
don't forget to come here with the result
>>
>>182579371
>scrawny man with his wrinkly ass in the breeze
kek
>>
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>>182580585
>don't forget to come
I won't
>>
>>182580437
>patreon's default icon is a fox
really make u think
>>
>>182572085
So dogposter hates boku?
>>
>>182532010
A giant onesama that can only be hurt on her massive tits
>>
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Working on the next level on Dim Reaper after the snowy one. This one is about underground cult trying to summon Zobek (which is gonna be a giant godzilla like thing).

This is their leader. He's a big guy.
>>
>>182583894
An unexpected departure, but certainly interesting.
>>
I'm drafting "Too much exposition: The Game", so I need some Visual Novel / Dialogue functionality on Unreal Engine.

Can /agdg/ recommend any tutorials or learning resources?
>>
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>>182550678
roof needs a shadows
>>
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>>182583963
Every level is very different. One is about alien landing, one is set in 60s James Bond like Villain base, one is set in space, then we have a concert one where you need to kill a band while the crowd is watching (pic related), one is set in a New York apartment building where you control the Swat team infiltrating a mob place, etc.

Big part of the game is the charm and uniqueness of situations (and kills) each location can bring.
>>
>>182584057
>Visual Novel / Dialogue functionality on Unreal Engine
for what purpose
>>
>>182563492
looking great man

but the magic system is a little to simplistic, why dont you go balls to the wall?

instead of having a ball made of fire, why dont you take the only good thing that shit game Two world had and put it in your game?
https://www.youtube.com/watch?v=C4xMc7O3Jho
>>
>>182569737
so the meme of crossdressing to program is real after all
>>
>>182584274
PBR text with HDR BLOOM MOTION BLUR VOLUMETRIC TEXTURES
>>
>>182584274
>Want to make of X genre.
>Find a toolkit in said engine for said genre that would save months of dev time.
>Want to add a mechanic for story-telling.
>People tell you to change engine.

If I do that I would be back to the start. Besides, I want the graphics-whore audience.
>>
>>182584274
actually it's probably not a bad idea considering there's probably not anyone doing it, so your almost guaranteed an Epic Dev grant so they can say "Look you can make games like this with UE4 too!"
>>
Why aren't you devving for VR? Absolutely awful VR games sell relatively well and peoples standards are very low.
>>
>>182584864
>>182584830
>>182584648
I was just meming, unreal's UI system is pretty good. If only they had the equivalent of that wobbly text asset unity does.
>>
>>182585027
Lucky. Do you recommend any specific tutorial or learning resources? I'm rather lost.
>>
having pizza with my game :)
>>
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>>182585601
u shud hab wangs fren
>>
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>>182585197
What part do you need help with exactly? Here's my incredibly simple dialogue system (used for mission flavour text but same shit) in ue4. Very very easy to make. I assume you want a bit more indepth but what part are you struggling with?
>>
>>182585728
What data structure do you use? Where do you store it? Can you embed gameplay-affecting events inside the dialogues?

Not that anon btw.
>>
>>182585728
Apologies. That looks cool. I haven't started with that part yet. I want some initial guidance like "read this", "do that", "look up these", to avoid wasting time down the line.
>>
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fixed mostly all the feedback i got from demo day, this a little older video but it works

>modified the Menu icons to diferenciate the Options menu from the Upgrade menu

>you can enable the hud direcly on the ships and shot each ship individualy

>money bouces of the ships now, so rotating the padle like crazy is not a option anymore.

>Added little tutorial image that shows the controls And that you need to throw the green meteors AT the ships to hurt then, something REALY basic.

>Added a so needed Mouse acceleration option to the menu

>added a shield around the enemies that destroy projectiles to show that weapons do not work on then
>>
>>182584870
I don't have enough monetary resources to pay for the required equipment. Additionally, I am not proficient in three dimensional art.
>>
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How the fuck do arms work?
>>
>>182586518
work from reference
>>
>>182586518
if you are having trouble with arms just draw some arms, put them on planes and model over them. Here's a good tutorial for modeling overall https://www.youtube.com/watch?v=DiIoWrOlIRw
>>
>>182586518
https://www.youtube.com/watch?v=MxZIdCuxCv0
>>
>>182586518
they have joins, for starters
>>
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>>182586518
like this
>>
>>182586779
joints*
>>
>>182586653
>>182586706
>>182586752
>>182586779
>>182586803
Thanks for the help guys, I'll try working from a reference.
>>
Would you, right now, be prepared for suddenly facing a dev-duel challenge?

If not then you need to continue training
>>
>>182586307
I suppose I'd do some research into UMG. UMG is mostly what you'll use for this kind of thing.

>>182586256
Right now it's just a random array of strings not related to anything, but that's placeholder

I will be using a struct that will have an array of strings and an array of missions, then I'll make a few of these for different mission types.

And yes, I plan to include having missions affect things and various modifiers. But I won't be storing this in the missions array, I'll just put that right into the save file I think. Then my settings are loaded when the game starts.
>>
>>182587046
Depends on the rules of the duel.
>>
>>182586803
shit dude that's one useful trick.
>>
new thread
>>182587173
>>182587173
>>182587173
>>
>>182587160
I know. I've been doing a skill tree of sorts, but I'm not sure on how to proceed from there.
>>
>>182587168
Pong at ten paces.
Thread posts: 777
Thread images: 145


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I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


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