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/agdg/ - Amateur Game Development General

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Thread replies: 802
Thread images: 132

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Personal touch edition

> Next Demo Day 16
itch.io/jam/agdg-demo-day-16

> 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: >>182983601
Previous Demo Days: pastebin.com/JqsQerui
Previous Jams: pastebin.com/jAByvH3V

> Engines
Godot: godotengine.org
GameMaker: yoyogames.com/gamemaker
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
>>
Post your GMTK jam games so I can rate them
>>
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>>183054382
This is all I have for the arm cannon HUD right now, due to how the HUD stuff works I have to make checks for each unit of ammo, all 40 shots.

The other characters are going to have bars or numbers to track their ammo because this is fucking ridiculous.
>>
>>183055039
did any /agdg/ certified games get played by him?
>>
>>183055089
Submissions just closed and there's over 700 entries, it'll probably be a while
>>
Reminder that Bethesda is evil, hates indie developers, and wants to make you change the title of your upcoming indie game so it doesn't share any words at all with the title of their upcoming game, even through sheer coincidence.
>>
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Has anyone successfully made an indie horror game? Any good recommendations?
>>
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>Godot seems really nice
>but nothing has been made in it, its library of games is much worse than gamemaker/unity and even RPGmaker

Am I missing something? I was thinking of learning it but this worries me.
>>
Give me a game idea
>>
>>183055215
https://en.wikipedia.org/wiki/Amnesia:_The_Dark_Descent
>>
>>>183054939
It's experimental, a reduced version of a dungeon crawler with a story in the form of pieced poem on the side.
>>
>>183055293
Well, I was thinking about smaller projects, but I appreciate the recommendation. I will give it a try once I play Clock Tower (SNES).
>>
>>183055271
apparently there is nothing wrong with it aside from the fact it's very young
its users are more busy fucking around, waiting for 3.0 and slowly creating a community rather than actually making games in it, which doesn't seem to be the focus considering godot games are still floating around with default engine application icon because programmers can't be arsed to add the function to change it
avoid until the community/developers get their shit together, then it might dethrone gm:s (not a high bar because yoyogames seems to be similarly fucking around)
>>
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>>183055196
What is that about?
>>
Should I introduce my favorite indiedev to /agdg/?
>>
>>183055271
Gamemaker and Unity have too overwhelming presence, nobody wants to use alternatives when everyone uses one of those two. Especially since they're more polished and robust than Godot, which in comparison is fairly new.

It doesn't help that Godot until 3.0 has used some retarded script language that nobody likes.
>>
>>183055574
indiedev is not amateur dev, he's overqualified, no
>>
>>183055271
An engine isn't going to magically make games for you. If you know your shit, you'll produce game on any engine. If you don't - it doesn't matter if it popular or not.
>>
>>183055574
Unless they already understand 4chan then this place will go way over their head.
>>
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>spend the greater part of two hours modelling something in blender
>doing wrapup, scaling things down
>minor mistake, ctrlZ
>everything is gone
>EVERYTHING
>redo wont restore it, undo history is blank
welp, that's enough blender for now
>>
>>183055271
If your game is 2D, don't bother with an engine

Christ I hate this place, you might as well rename AGDG to Amateur Game Design General, because that's what the majority of you are, designers, not developers.
>>
>>183055803
Where's your game?
>>
>>183055803
dumb engie
>>
>>183055827
>>183055830
Post your generic shitty Godot/GameMaker/Unity game which will never, EVER sell more than 100 copies.
>>
>>183055916
>>183055827 asked first
we're waiting
>>
>>183055789
I fucking despise 3d modeling software, every single one of them. They always pull that kind of bullshit
Anyways, remember to save often and take advantage of automatic backups, if there are any
>>
>>183055789
It happened to me a couple times. If I understand that right, the history in object mode isn't the same as the one in edit mode. So if you ctrl+z in object mode you end up removing more stuff than it would edit mode.

>>183055916
>n-no you
>>
>>183055964
>>183055981
I'm still waiting.
>>
>>183055507
not him, but they sued mojang over Scrolls (and lost), and i'm assuming they continue to do the same against smaller companies who lack the funds to actually go to court so a judge can laugh at bethesda
>>
>>183056014
>no game to respond with
as expected from an engie
>>
>>183055574
he better be a trap or tranny otherwise no.
>>
>>183056014
given that your evidence was asked of first...
>>
>>183056014
You could have a game if you were devving instead of waiting.
>>
>>183056067
this general doesn't need any more faggots who, ironically or unironically, crave the tranny dick and write posts that beat the dumbest of memes in stupidity
>>
>>183055789
>spent two hours following tutorial
>it's_time_to_unwrap.jpg
>everything looks different than what the tutorial showed
>there's duplicate vertex here and there
>tfw it's much faster to just redo everything instead of finding the error
>>
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You can't protect single words that are in the dictionary.
>>
>>183055789
>he doesn't use "don't mind me" zbrush
>autosave every min of your progress
>you can even configure it to save everything from the start of your modelling to finish but it require shitton of ram
>blackout of nowhere
>came back to same model as i left before
blender is for hipster fag.
>>
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Each potion now has its individual bar, shown on the menu and in the quickslot it's equipped to.
Potions now also have their own box and slots.
Onto the next tent piece of furniture now.
>>
>>183056268
You just used a word that I copyrighted, see you in the court fag
>>
Is there a suitable free site to host in depth review of indies in development?
>>
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I give up
>>
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This is taking way too much time to design. I wish I could think like an engineer.
>>
>>183055507
>>183056046
They threatened legal action against a small developer releasing a game called Prey to the Gods because they said it was too similar to their upcoming game Prey.
>>
>>183056529
tumblr

>>183056603
It's called pen and paper. You're not supposed to design things directly in 3D.
>>
I am making a mother fucking game about skeletons and you can not fucking stop me
>>
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>>182952350
----[ Recap ]----
Game: Seasons Past
Dev: ambientdev
Tools: GM: S 1.4, photoshop
Web: https://ambientdev.itch.io/seasons-past
Progress:
+ new assets, new camera, shaders, messing around with making areas
- new house texture is too light, gameplay is still shit, new area is worse than the old one
>>
>>183056669
I've already got some rough sketches, but I can't check on paper if a joint properly moves like I want it to. I could try but I'm not objective and accurate enough to.
>>
>>183056669
>You're not supposed to design things directly in 3D.
you're not my mom
>>
>>183056046
>>183056640
That is super shitty.
>>
>>183056640
sounds like the scrolls issue (they sued over it being too close to "the elder scrolls", and were met in court with "no you dumbfucks you cant copyright a word").
>>
>>183056445
Your game looks generic as fuck to me (oh, a knight! meh...) but it does look good and well made. I hope you have success with it.
>>
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>>183056603
looks like a kind of anubis-bot
>>
>>183057214
looks more like a dragon knight/dragoon look to me.
>>
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>>183057214
I might be going a little too overboard with the Zone of the Enders inspiration.
>>
>>183056603

Ex-military here.

Keep it simple stupid. KISS principle.

You are overdesigning your mechs.

Look, your mechs don't walk right, the skate across the ground mostly using jets, so you can use heavier bulkier designs.

The core principles of armored combat are 1. mobility 2. protection 3. firepower.

Your mechs have mobility covered, but with that mobility comes bulky jump jets. Look at the how much space jets take up on an aircraft. 2/5 of the aircraft is literally a giant engine. You can reflect this on your mechs, put huge ass jump jets on them.

Protection is key. This means angled armour plates and reactive armour. More armour means more bulk and less mobility, so don't overdo it in the armour compartment.

Firepower. Lock the weapon to the mechs torso. Big guns have huge fucking recoil. Those piddly little arms are going to get blown off in the first volley. Think about economies of scale, the larger something is the more gravity effects it. Big mechs with big guns need bulky joints to hold the whole thing together.

My favourite mech designs of all time are from an anime called Gasaraki. That might give you some inspiration for your own designs.
>>
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webm with banners n shit and the fixed camera
>>
>>183057808
>Ex-military here.
so like support staff or what
>>
>>183057808
Ex - neet here

Make sure your mecha have boobs like armor and color in pink.

It shoot laser from its butt with the power of thousands sun.

Make sure the pilot is a color person who doesn't specify his gender.

and add wings. Bitches love wings and dicks
>>
>>183056603
>>183057808
Don't listen to this fag, just make thing look cool
>>
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>>183057808
>reddit spacing
>mentioning personal information for no reason
>mentioning KISS when it's in no way relevant to the issue (it's fucking 3D design, not programming)
>>
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>>183057951

Infantry Rifleman in the Army and Maritime Warfare Officer in the Navy, I did do a few months as a support officer in a Special Forces unit but spent most of my time navigating Frigates.
>>
>>183055803
Whatever floats your boat man. Back in the day I knew a bit of c++ and wanted to learn how to make windows and graphics on the screen and shit. So I started to learn the Win32 and directx 7 apis. Now I bang shit together in gamemaker. Why? Because it doesn't make me want to kill myself and actually enjoy what I am doing now.
>>
>>183058028
KISS is a design thing, but its stupid to tell someone to design something realistically when it's obvious the design wasnt aiming to be realistic
>>
>>183058350
but you learned how to program doing the shitty stuff and now you're not here asking
>hurr how do I assing a variable in GMS
>>
>>183058348
ever shot at anything
>>
>>183058435
You've got a point I guess.
>>
>>183058467

At other people? No.

Australian Military. Never got deployed to a warzone as infantry and all the Navy ever do is ferry around refugees or patrol the coast. We did do fire drills with the cannons shooting at an island, which was amazing - but I didn't fire the cannon. Warfare Officers spend all of their time driving the ship.

Learned how to disarm bombs in the Special Forces though, that was fun.
>>
>>183058675
>Never got deployed to a warzone
can you say that next time because otherwise it's stolen valor
>>
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>>183057808
They fly though, so I obviously can't make it bulky otherwise it would go against the idea of aerodynamics (even if a humanoid shape is not really aerodynamic.)
I'll keep your tips in mind though, this one is meant to be more some kind of unexpensive regular unit and I keep thinking it looks too fancy for that.

>>183058016
wings are cool but the cock-cockpit was a bad idea

>>183058024
why not both
>>
>>183058904
>giant mechs
>aerodynamic
nigger please
>>
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>>183057808
>realism before cool
>>
>>183058904
>why not both
because it doubles your design effort
>>
Creepy stuff that can happen in hospitals. Go
>>
>>183059154
ok, i'm here at the hospital. what's ne
>>
>>183059154
Nurse comes up to patient anon and slowly starts making a game
>>
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>>183058809

Don't be daft.

Stolen valour is when you wear medals, rank or uniform you aren't entitled too. Nothing to do with deployment to warzones.

Last year less than 200 Australian Defence Force members of the 60000 strong ADF got deployed to warzones. Getting deployed to these places in the ADF is like winning the lottery.

Are you saying the other 99% who serve in the ADF are 'stealing valour'?
>>
>>183059154
Proctologist beggings sniffing your nape during exam
>>
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>>183056445
>Rixels
>Mixels
>>
>>183059060
That's why I said "idea of aerodynamics". It has to look like it would zip around without resistance to someone who doesn't know shit about the subject.

>>183059125
I guess.
>>
>>183055271
It's still relatively new. So it's no surprise there isn't any big high quality games made with it. But don't worry, I'll make the first million dollar Godot game and then people wont have to worry about this anymore.
>>
>>183059336
>Are you saying the other 99% who serve in the ADF are 'stealing valour'?
only if they talk about it
>>
>>183056445
I SERIOUSLY hope this isn't another fucking roguelite.
>>
>>183058809
>>183059762
im gonna steal you're butt virginity
>>
>>183057808
>a couple of blocks
>"you are overdesigning your mechs"
>>
>>183059106
>realism before cool
>implying realism isn't cooler than "cool" designs
>>
>>183060063
>implying realistic mecha are possible
>>
>>183060161
>implying your face is possible
>>
>>183059762
>>183059336
>>183058809

>Stumbling in to /k/ the thread
>>
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>>183060063
Kugai > TA
>>
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>>183060161
Just you wait anon, just you wait
https://www.youtube.com/watch?v=-7xvqQeoA8c
>>
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It seems that Godot is perfectly fine for making a danmaku game.
>>
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>>183058904
Highschool mecha is cute! cute!
>>
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what do I need to change about my angel statue. do the wings read well
>>
>>183060514
They read as thick and flat, is that your intent?
>>
>>183060429
bump up the bullet count dude, this looks like easy mode.

>>183060476
skins are a good idea, thanks for making me think about it
>>
>>183060429
Yeah of course it is, why wouldn't it be? You can optimize bullets pretty well with low level physics and rendering.

I think it only starts to drop FPS with a few thousand bullets, but the only culprit there is GDScript being slow, in which case you could further optimize by using C++.
The engine itself is fast and has always been fast.
>>
>>183060429
Unity is finished
>>
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>>183060514
the light on the wings don't feel right anon
>>
>>183060568
nope just don't know how to detail them with so little pixels
>>
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>>183060717
That's better?
>>
>>183061040
come-on anon I can still see the background, what is this, the binding of isaac ?
>>
>>183055215
http://store.steampowered.com/app/364390/Downfall/
>>
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>>183060514
Everything
>>
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Currently I am reworking my player skeleton (for the 12th time now) and I wanted to see if this time I can use premade mecanim animations with it and the answer is: kinda. I can use the general animations if I import my skeleton as "humanoid" but that results in the bones that control the armor plates getting ignored(armor plates stay in T-Pose). I wonder if I can use IK on those plates to make them move correctly because this would allow me to cheap out on melee animations
>>
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>>183059953
It isn't, progress is saved and death isn't final, items/puzzles are hand-placed, but there is some roguelite stuff I like and some randomization at work too.
>>
>>183060514
Instead of the black pixels, use a darker shade of gray you've been using. Sleeves on arms are too thin. Make it 1-2 pixels wider,like a wizards robe.
Oh and
PUFFY VULVA PLS
>>
Where can stea-- I mean find character designs?
>>
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>>183060514
Try making the shades on the wing vary across the wing to show its change in depth. I tried to make a visual for what I meant but I'm no art man.
>>
>>183061664
google.com
>>
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>>183061676
woops scaling
>>
>>183061350
i like the paper mario aspect to this, maybe you could play it up with the UI and the backgrounds
>>
>>183061823
What's the point of pixel art if you're not even trying to limit your palette?
>>
>>183061823

Witch breasts are way to big.
>>
>>183061978
You only need 2 tones, or include a related color tone. That, and you could also use dithering. If that's the 'pixel art' aesthetic that you want. Also, restricting your palette is a design concept, not some kind of retarded rule.
>>
>>183058028
>readable spacing is bad because reddit is bad
hehhhhh this is the level of your logic
>>
>>183061664
In XIX century French caricatures.
>>
>>183062095
>
>>
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>>183062095
>>
>>183062280
>>183062296
>not liking delicious flat chests
>>
>>183060371
Needs more eurobeat
>>
>>183061350
Oh fuck yeah, good luck with your game man.
>>
>>183062329
Flat chests are only good with child bearing hips
>>
>>183061350
The only two things that irk me about your game is the sword range seems short from how close it is to your knight, and the fact boomerangs are consumed on use even though it flies back to the knight
>>
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What do you see?
>>
>>183062329
>liking flat chests means you have to dislike big breasts
>>
>>183062663
a dude sleeping in a bed
>>
>>183062663
A man coming home every day. Every day to the same bed. To the same empty bed.
>>
>>183062663
a penis
>>
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just saw this on sale on steam

doesn't this guy post in agdg ?
>>
>>183062663
Person in bed facing away from camera
>>
>>183062767
Okay cool.

>>183062781
Sort of, yes.

>>183062791
I mean the sleeping man has a penis I guess.
>>
>>183062826
Yes.
>>
>>183061350
digging that programmer animation
>>
>>183062838
>camera
Hello? Is someone there? I thought I heard something behind me?
>>
>>183062826
Remember to do enough shilling before putting your game on steam, boys.
The game flopped HARD given the amount of time they put into it.
>>
>>183062663
A giant microphone in a bed
>>
>>183062869
neat
>>
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>>183060815
>>183061371
>>183061676
is this better?
>>183061185
seems too lavish as these are going to be used as checkpoints in the game
>>
>>183063037
Improvement
>>
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>>183063037

Nah man, come on now. Not that I don't like big breasts, but before was too big.

Just do them half way between what they are now and how they were before.
>>
>>183062949
This is true. But also remember Indie games can still increase sales post launch. It's not like AAA games where the initial release is the most important.
>>
>>183056312
Blender is for those who can't afford zbrush
>>
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>>183063037
>too lavish
>>
>>183063224
Sure but let's face it, this game is not getting talked about much anywhere.
Unless they get a miraculous burst of attention from media for being a "gem" in the near future, this won't change much.
>>
>>183063037
I really like the character's colors
>>
>>183060838
>>183060514
The "so little pixels" aren't a problem
it's you being unable to draw that's the problem
>>
>>183062949
>>183063224
>>183063392
Pixelshit is dead
>>
>>183056640
but there already was a game called Prey on the xbox 360 which was pretty much Ecco the Dolphin but with an Indian instead of the Dolphin.

it was like one of the first games to have portals if I remember
>>
>>183063376
like >>183063537 said but also it would look out of place compared to every other asset
>>183063432
it not that original its a palette swap link
>>
>>183063594
Pixelshit is dead? Weird how Stardew Valley and Terraria are still in the 25 top sellers on Steam.

Art style has nothing to do with it, Monolith just didn't advertise as much as they should have. They mostly just sent out keys to youtubers.
>>
>>183056046
>>183057127
they sued because mojang tried to trademark the fucking word scrolls

https://www.forbes.com/sites/alexknapp/2012/03/16/bethesda-and-mojang-settle-scrolls-lawsuit/#35307d9f7e35

bethesda wasn't in the wrong here
>>
>>183063537
nice crit anon, I bet he really learned from that
do you also not like the genre?
>>
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>>183063829

They aren't top sellers because they are pixel art, they are top sellers because of their gameplay.

You could copy the same game play with better art and make millions.
>>
>>183063829
But I thought good games always sold no matter what?
>>
So I just replayed a Link to the Past and oh boy it plays a lot worse than I remember. Meanwhile Super Metroid still holds up perfectly.

Why did the sidescroller hold up so much better than the top down? And how does one make a good top down then?
>>
>>183064060
Whoever told you that is an idiot. Having a good game obviously helps. But you can't get traction if no one knows about it.
>>
>>183056312
like blender doesn't have autosave and the ability to save multiple revisions automatically
>>
>>183064062
I think you just like sidescrollers more than top down games.
I played Link to the Past a few months ago and still enjoyed it.
>>
>>183064062
How did ALttP not hold up? I replayed through it again a few months back and I still enjoyed it, one thing I always appreciated was how the sword stops against heavier enemies, pushing both you and the monster back. It made you feel like you were hitting something really fucking tough
>>
>>183064232
>implying
Every single fucking time.

Good game = good sales
Good game != I'm a millionaire now
>>
>>183064060
Is a game good if it doesn't do anything particularly interesting?

As someone not particularly invested in the genre, I struggle to see what it does that the more popular ones don't, and if that's the case people can just buy the others.
>>
>>183064370
>>183064406
Pre BotW Zeldas are hilariously outdated now
>>
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>>183062949
you weren't kidding. damn.
how long did they spend on this in total?
>>
>>183064062
top down combat is dogshit. if you make a top down game you need a special fighting system, like a turn based jrpg
>>
>>183064558
How? The formula still works just fine, you go to a dungeon, kill some shit, solve some puzzles, get a new item, and then beat the dungeon. As much as I enjoyed BotW, I kinda disliked how much emphasis they took away from equipment and more on using the environment
>>
>>183064572
I'm starting to think we all aren't gonna make it...
>>
>>183064645
I disagree, the Ys series does combat well, and the original LoZ still has some of my favorite overhead combat.
>>
>>183064678
I think you just took some bait bro. I have read this >>183064062 exact post multiple times in previous threads

for some reason, this general attracts the mentally ill
>>
>>183064740
Of course you won't. 99% of indie game developers will never make money.
>>
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>>183064841
>the original LoZ still has some of my favorite overhead combat
>>
>>183064870
I haven't seen in the past few threads, and I lurk this shit daily. Besides if it means more people talk about overhead gameplay mechanics, that's fine by me.
>>
How do I .gif capture ??
>>
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>monogame
>want to get rid of the caption bar
>obvious choice is to set the Window.isBorderless option, but that also removes the border around the edge of the window that I want to keep
>I'll just use the underlying winforms API to remove it
>apparently no option to remove the caption bar
>can remove the controlbox and the window title that causes it to collapse like the white bar along the top of pic related, but not disappear

There must be some way to do this. Obviously you can just cop out, make the window entirely borderless, then fake your own border around the edge, but in that case the border will be inside the window instead of outside of it.

Maybe I should just wrap the whole thing in a WPF window since I know how those work.
>>
>>183064978
>heavy emphasis on positioning and timing
>few enemies that force the player to use different means of killing them (Darknuts, dodongos)
>variety of different tools that provide both offense and utility (candle, wand, bombs, sword, boomerang)
>knockback on striking certain enemies
>every enemy has a purpose and it's easy to figure out their role

What's not to love?
>>
>>183065106
ask politely
>>
>>183064558
Top down zeldas are the only ones I ever liked.
>>
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>>183065106
licecap or gifcam

>>183065178
why would you want to do that? just change the title. even the command prompt has a title bar
>>
>>183065178
Nevermind, figured it out.

>>183065374
Minimalism.
>>
>>183065678
>Nevermind, figured it out.
At least say how now that I read that post
>>
>>183065678
your minimalism is user hostile. the title bar is where you drag the window around. kys
>>
Picking colors is hard
>>
>>183065774
I don't know what you're talking about. The entire window can be dragged with a mouse with a single setting. There's billions of applications out there that hide the caption window.
>>
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>>183065240
Charles?
>>
>>183065106
press Print Scrn really fast
>>
>>183062095
breasts are never too big fag
>>
>>183066054
what if they so big you can't get close to the pussy
>>
>>183064572
Wasn't it like 5 years
>>
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>>
>>183066129
Approach from the other side.
>>
>>183066129
Nipplefucking
>>
>>183066190
what if they so big they wrap around
>>
>>183066129
>pussy
absolutely disgusting

>not wanting a shemale with cow tits and a huge girldong
gay
>>
>>183066129
The breasts become the pussy
>>
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I heard that Nintendo is very stingy when it comes to accepting indie games for their platforms, how true is that?
>>
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>>183057214
>buried bone
>>
>>183058904
>an actual cock pit
sides
>>
>>183066693
_ ____ __ ____ ____ ___ _______ ______ ____ ____ ___ _______ ___ ____ ___ ____ __ ___ _____
>>
>>183066661
It's true. That's why Nintendo is the last bastion for quality indie games. Every other platform is just overrun with shit.
>>
>>183066847
this one's too hard for me
>>
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Announcement Trailer done

https://www.youtube.com/watch?v=0VfPGuYSmDw&feature=youtu.be
>>
>>183067114
>1:30
>Absolutely no hint what the game is about
Trash
>>
>>183057892
I can't exactly put my finger on it, but the banner shadows seem wrong.
>>
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You would not believe the projects I see in Unity QA. Almost makes this place bearable.
>>
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>>183063037
>>183061823
>>183063896
the crit IS that they can't draw and that they need to go study up on the ol' fundamentals again
it's like you're complaining that I'm not kissing his mortal fucking wound better as I say that he needs to get to the fucking emergency room

anyways have some fucking knockers
>>
>>183066661
They are loosing some ends with Switch release, like now you don't have to be a registered and certified game company to be able to publish. But nothing is going to change regarding the quality of the games to publish - shovelware still not allowed.
>>
>>183067219
probably made it too long
>>
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I want to pitch my game to a publisher but they won't like that I'm a one man army.

I need somebody in here to pretend to be part of my indie team so I improve my chances.
>>
>>183066940
>>183067304
But Bokube...
>>
>>183067253
>huge tits and manface
This is wrong.
>>
>>183067114

I skipped 80% of it, too stale. Put in some explosions and boobs.
>>
>>183067253
10/10 would but this game right now.
>>
>>183067253
HNNNG
>>
>>183067114
With the amount of tertiary fluff you've been posting I was expecting better graphics.

Also >>183067183
You can't build interest if no one has any fucking clue what it is.
>>
>>183067361
"Wanting to release on switch" and "Getting Nintendo permission" is two VERY different things.
>>
>>183067232
some of those I see on unreal's answerhub are pretty bad too.
>>
>>183067340
>but they won't like that I'm a one man army
Stardew Valley got a publisher as a one man army. Why can't you?
>>
>>183066847
Could you give me a hint
>>
>>183067361
Just because you don't like a game doesn't mean it's not a good game. I don't like Bokube either but it looks like a fine game that people would enjoy.
>>
>>183067612

I have been diagnosed with Aspergers Syndrome.
>>
>>183067304
>shovelware still not allowed
Yea check out this quality nintendo approved game
https://www.youtube.com/watch?v=eXAOwqsmcRM
>>
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>>183066847
>I want to fuck that big/hot fucking ______ ____ dumb fox fucking ___ ____ ___ ____ to/in ___ bunny
best guess
>>
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>>183067183

Seriously, you are in space, your ship is wrecked and you are the only survivor. I thought the trailer made that pretty clear.

>>183067490

It's intrigue and mystery. There will be explosions in the second trailer and boobs in the third. I swear it.

>>183067534

That's in-game footage. It's not triple A, but it's pretty good imo.
>>
>>183067114
stop advertising this shit here
>>
>>183067114
as far as trailer editing goes, you really should've hired someone to do it, or if you did hire someone, hired someone better.
there's a lot technically wrong with the editing and shot placement of that trailer. so much that i don't really even know where to begin without writing an essay.

you may want to redo it. and i'm not trying to be a dick, it will probably just turn out better if you retry with more thought put into it.
>>
What languages does Godot use? I keep seeing more and more pop up and am confused at this point
>>
>>183068029
WHAT IS THE FUCKING GAMEPLAY THO
>>
>>183068115
It is written in C++, in which you can extend the engine easily. As a module it currently supports its own scripting language GDScript. With the 3.0 release, modules for C# and Python will be added.
At all times you are theoretically able to add any language you like by writing a module for it.
>>
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>anon creates a twitter account just to follow you alone and like everything you post
>>
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>>183068086

I can post my progress.

>>183068102

Thanks, I know it's not perfect. We were going to redo it, but decided time would be better spent investing in game development.

See how we go down the line.

>>183068134

Be patient jeez. We are working on a demo.
>>
>>183068134
Nobody knows. All posts I have seen about it were about promo shit. The question about gameplay resurfaces everytime the dev enters the thread.
>>
>>183068353
>modules for C# and Python will be added.
They are working on C++, D and Rust bindings too.
>>
>>183068496
the only thing you've posted for the last 3 months is marketing materials. fuck off.
>>
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>>183068556
>C++
Why would they add a module for that?
>>
>>183068496
>Be patient jeez. We are working on a demo.
You're a trainwreck, stop posting immediately.
>>
>>183068678
to let you script with C++ if you feel like it
>>
>>183068134
It's a three-in-a-row with a space theme.
>>
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>>183068624
>one dev posts nothing but gameplay
>releases game
>faggots bash him for not advertising
>this guy posts a lot of advertising
>faggots bash him
>>
>>183068806
You need to kill yourself. Immediately.
>>
>>183068496
>I can post my progress.
You certainly can, but you never do.
The worst part is how unintentionally obtuse you are being with the game, even after months of posting and even a trailer I still have no idea what the game plays like, this is a serious marketing flaw that you need to work on.
>>
>>183068806
WOW UNBELIEVABLE THAT PEOPLE MIGHT EXPECT BOTH RIGHT?
>>
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>>183063037
The pose is absolutely boring to tears.

But so is the whole artstyle
>>
>>183068806
If you are going to advertise, do that where players mingle. Don't bother broke third-world amateur gamedevs.
>>
>>183068806
1. You gotta do both
2. Don't advertise on fucking AGDG, it's pointless
>>
>>183068947
>third worlders
How many do we have here? I know Googs is one of them.
>>
Is this the place to talk about Twine games? Because I'm having some slight trouble with the coding in SugarCube 2.x

Basically, I want the code to return TRUE if the player has not visited EITHER of the listed passages, but FALSE if they have visited either of them. Here's the code in question:

<<if $time <= 4>>
<<if not hasVisited("Intro 2", "Intro 9")>>[[Go to the window and take a better look outside|Intro 9]]<</if>>
<<if not hasVisited("Intro 3", "Intro 6")>>[[Turn on the television and try to find some information on the world|Intro 6]]<</if>>
<<if not hasVisited("Intro 5", "Intro 7")>>[[Try and figure out what exactly you're hooked up to|Intro 7]]<</if>>
<<if not hasVisited("Intro 4", "Intro 8")>>[[Take a better look at that hanging wall scroll|Intro 8]]<</if>>
<<else>>[[There is a soft beep and a click as the door unlocks|Intro Hosp 2]]<</if>>

The issue is that in testing, if I have visited Intro 3 for instance, the option to visit Intro 6 still exists, when I want it to be locked out. Does anyone know how I can fix this using hasVisted, or do I need to resort to boolean variables?
>>
>>183068947
This, it's not even anything personal or critical advertising in agdg is just literally pointless so it's basically spam.

Nobody is posting in agdg to gather a following, if they are they're mistaken.
>>
>>183069036
no this is a thread for game developers.
>>
>>183069091
Explain googs.
>>
>>183069280
he's deluded
>>
>>183069280
>has zero following
What is there to explain?
>>
>>183069280
goog has no following, he's a great example of marketing not working on agdg
>>
>>183069262
And I am developing a game, using Twine. If Zork was a game and the old Fighting Fantasy books were games, so's this, surely.
>>
>>183067850
and 1, 2, Switch. only games of the utmost quality shall bear nintendo's seal
>>
>>183069280
$0 patreon. He was mistaken for a number of years and now he is not.
>>
>>183069036
I don't see anything wrong with your use of hasVisited. Are you sure you named the passages correctly? Have you tested all other cases?
>>
>>183069036
I dont know twine, but if ALL of those situations CAN happen then you need to nest the IF statements. The else will only apply to the last IF if this is some sort of real programming language.
>>
>>183069417
Why does he keep shilling?
>>
>>183069342
This. It's clinical but I guess people think he hides it well?? For some reason people have a hard time accepting that gogem is literally a mental patient.
>>
>>183069642
Schizophrenia
>>
>>183069521
Disregard. Set a variable like visitedSomething to true if any of those ifs run, then make the else an ELSE IF with visitedSomething as false for the condition.
>>
>>183067114
Others mention about editing, shots and visual quality, but I think the music choice saves it. That was the strongest asset I think. It sets the mood and atmosphere covers what lacks in other aspects. Considering the scope of the project, easiest and most important thing to do might be using higher res textures for spaceship exterior. Not all games should and can have super high quality visuals.

Would be nice to hint about gameplay! People are flooded with videos. If they come across your video you are very lucky and this is a very precious moment to catch interest of the players. They will say oh this kinda looks interesting to me and they'll follow on twitter etc. But if you don't give any information on gameplay you're wasting a big chance.
Big games might the luxury of releasing videos that keep people wondering, they can release video after video. You obviously won't have the same luxury as a trile a game has. So, I see what you're doing, I understand it, but for your scope it won't play out the same in my opinion.

May I ask about your budget so far?
>>
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>>183068923
E X T R A T H I C C

have (you)
>>
>>183068923
>Elaine Marley
>>
>>183069521
The ELSE is dependent upon the TIME variable, which is added on certain actions. I've not even got to the point of testing that yet. They're nested in the code, but copy-pasting to 4chan doesn't show that.

>>183069515
I have tested all the possible paths thus far, but all the links to passages 6-9 still show up even after I've visited any of passages 2-5.

The issue lies in that <<if not hasVisited>> returns TRUE if the player has NOT visited either of the listed passages, or both. But <<if hasVisited>> returns true only if the player HAS visited BOTH of the passages. Basically...

<<if hasVisited("Bar", "Café")>>…has been to both the Bar and Café<</if>>
<<if not hasVisited("Bar", "Café")>>…has never been to either the Bar, Café, or both…<</if>>

For example, if a player has already visited Intro 3 in my situation, I want them to not be able to visit Intro 6, but in testing, if I visit Intro 3, I am still able to visit Intro 6.
>>
>>183069280
>>183069642
He doesn't even post progress and he only posts updates to whatever he is working on like once every 3 months. He's not really shilling at all, he's just a lonely namefag who wants to chat with people who hate him everyday as a mental safety blanket to hide from the harsh reality of his gamedev career.

Gogem is a burnt out amateur who wants to believe he's a pro. He is the run down locker room grunt who can't play anymore but likes to lecture everyone who is still out winning and playing with a future ahead of them. Problem is he's always wrong, likes to argue, and he is gay so everyone is annoyed having him in the locker room because he's only here to look at our dicks and make unwanted comments.
>>
>>183067114
looks like FTL ripoff, dropped
>>
>>183070225
>For example, if a player has already visited Intro 3 in my situation, I want them to not be able to visit Intro 6, but in testing, if I visit Intro 3, I am still able to visit Intro 6.
So delete Intro 6 from hasVisited?
>>
I'm going to put a weeb cheat in my game that turns all of the sound effects into anime sounds.
>>
>>183070379
Ah, but Intro 6 also links back to this passage. I was trying to design the system so that a player cannot visit a passage that increases the same variable twice, before the TIME variable ticks up and moves the story on.

For example, Intro 3 and Intro 6 both increase the DIGI variable. I don't want the player to be able to take it twice and essentially repeat their actions.

Although... The TIME variable threshold is low enough that I could essentially cheat this time... But I want to know a solution in case this pops up again and cheating isn't viable.
>>
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>>183070225
Twine doesn't have an "or" expression?
>>
What should I use for Unity multiplayer?

I'm currently using UNET, but is Photon any good?

Are there any solutions that will let me use my DO Droplets instead?
>>
>>183070697
It does, but not in this expression. I already tried that.
>>
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----[ Recap ]----
Game: Love Letters to Generico
Dev: YamsDev
Tools: GM:S, MSPaint
Web: N/A
Progress:
+ Made more UI shit
+ Roughed out the general story
- Spent way too much time doing nothing
>>
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>>183067114
So it's a space horror? Point and click 3D mystery adventure? I know fuck all about except that there's no one there
>Fleet Tactical Command
That implies very different things from the trailer. From the title, I'm thinking Space ship based RTS/TBS but the trailer gave me (at my most charitable interpretation) Peragus from KOTOR 2.

>>183068029
>Seriously, you are in space, your ship is wrecked and you are the only survivor. I thought the trailer made that pretty clear.
?
There's no one in the trailer. I don't know I'm on the ship, for all I know I'm an outsider who finds the ship in that state. The pod's lights turning on doesn't give enough information to make anything "pretty clear." From the first viewing in which I zoned out after over a minute of nothing happening I just assumed that light was part of the wreck. On second viewing (after reading this post) I noticed it was, in fact, a pod. That still doesn't tell me enough to reach the same conclusion. Why exactly would that be me? That could some sort of bad guy or cargo. Hell, the pod doesn't even open, why do I care what's in it? Because I'm assuming that's what you're referring to by "the only survivor." From the trailer, I have no reason to pay it any thought. No the warning sign doesn't give me a reason to. I notice the warning sign but that just reaffirms the bad state in which the ship is in. Adding half a second to show the pod opening, even just air release would give me reason to

The trailer wastes time and gives nothing past the ship is derelict & it's in space. It did that in the first two shots, everything after the first 20 seconds is filler. From it, I don't actually know if you're making a game or a movie.

>It's intrigue and mystery. There will be explosions in the second trailer and boobs in the third
Or, you could have cut everything past the first 20 seconds up until the pod shot, show the pod actually opening and then have the remaining 60 seconds showing... something
>>
>>183070225
if not hasVisited("Bar") and not hasVisited("Café")

if twine can't do that then its creator should reevaluate his life
>>
>>183070225
Then you need to look at where you set hasVisited.

It's not an issue with the conditionals, it's the assignment, wherever it is.
>>
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>>183069950

Thanks for the feedback. I really appreciate it. We are a small team of 3 and the other two guys are a specialist programmer and a specialist musician. I'm picking up the slack in all other areas and my specialty is business management, writing and design, so we are lacking in some areas.

Without labour we've spent about $3000 on assets, art and software, the main budget going to commissioning art.

Finishing the demo is going to cost another $3000 for art and custom assets.

I've done some budgeting for the final product and had some quotes done. Excluding labour, we are looking at about $120k for custom assets and art.

I've got an investor who is willing to lay out 60k for 20% p.a. interest and there is another investor who is willing to lay out 35k, but they want a 25% share of the business (final sales) - and I don't think that is worth it.

I'm investigating a third angel investor who is willing to put in $120-240k, but they want to see more product.

I think a crowdfunding campaign will be the go down the line. We just want to finish a full feature demo to generate some interest first.
>>
>>183070256
Kind of sad when you think about it.
>>
>>183071349
It automatically sets if you visit the passage with that name.

>>183071092
I... Had not considered that. Fuck. See, this is why I came looking for feedback; I sometimes forget to try the really obvious solutions, when I'm neck-deep in learning new tricks. Can you tell I'm new at this?

I'll give that a try and report back. Gotta head out first.
>>
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>>183070682
Pic related is what I assume is the truth table in your usecase. The way you do it now is NAND, but what you want is NOR. You'd have to put
if not (hasVisited(a) or hasVisited(b))
>>
/agdg/pill me on the UE summer sale.

>>183067114
What's the genre?
>>
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is this art good enough to make a 2D fighting game?
>>
>>183071785
lol
>>
>>183071785
need a lot of animations for a fighting game
>>
>>183071785
any art is "good enough" for a game, you could make a fighting game out of squares
>>
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>>183071946
i hate this general
>>
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>>183067304
90% of the Wii library was shovelware, along with probably 70% of the eshops across their consoles.

Like Nintendo is pretty bottom of the barrel shit tier. This train of comments was dumb to read cause it's basd on some fantasy world more than 15 years removed from how Nintendo might have once operated when it was run by Hiroshi Yamauchi. They just straight up make garbage now. Like damn nigga have you seen the Switch? It's a testament to engineering failure and they can't help but try push 5 year old games on it.

Literally may as well be funding an mspaint doodle for a game idea on patreon by someone who's never seen a number much less a variable, than be gullible enough to pay for Nintendo products in 2017.
>>
>>183071547
Xenomorph date sim.
>>
Is there a website where programmers meet 3d modellers, sound designers, foley artists, script writers, etc?
>>
>>183071785
Their heads need to have, like, sides. Try drawing a character looking upwards with the underside of their chin visible, it'll probably come out poorly if you match these heads look.

>>183071885
kek
>>
>>183071785
Probably not. I mean, you could make a game with art like that, this anon >>183071946 is essentially right, but I doubt you can make good animations and appealing visuals out of that.
>>
>>183072197
>>183072218
should I make a 3D model as a base?
>>
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>>183071368
This retard nigga thinkin he gonna get $120K off a unity flip
>>
>>183071368
how much is going towards gameplay?
>>
>>183072380
about three fiddy
>>
>>183072549
fuck off back to red.dit you god damn mega cuck that shitty fucking joke wasn't even funny in the original episode
>>
>>183072308
I guess thats a good idea.

What the other anon said about boxes being good enough is true, but misleading because it implies a box would be the bare minimum. What you drew looks like it would be hard to recognize as the same character if you tried changing the pose at all. On the other hand, a good box is better in the sense that it'll at least look like a box from all angles. Your art can look like shit but it at least needs to convey information accurately.
>>
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>dude literally only turns up to share marketing info
Why the Hell are you retards giving this twat the time of day? He's clearly
a. not one of us
and b. awful at shilling his terrible game
>>
>>183072778
Don't you want another David?
>>
>>183071547
>What's the genre?

Calling it a roguelike inspired Real Time Tactical Roleplaying Game at the moment. It blends many genres.

We've got an in-depth item system like ARPGs with procedurally generated items (like PoE or Grim Dawn). Procedurally generated Star Systems in a linear Galaxy (like FTL). Linear story missions and random choose your own adventure events (like PnP DnD campaign and encounters). Real Time Fleet Tactical combat in space (kind of like Homeworld with less ships and more abilities). Permanent death and achievement upgrades (ships) like Roguelikes. RPG like character progression with massive skill tree like PoE and one unique feature, skill tree UI that is unlocked with skill points.

Best way to describe it is mash-up FTL, PoE and Homeworld.
>>
>>183072840
Oh God no. Nobody wants another David.
>>
>>183072854
oh hey he finally posted something that wasn't a trailer or a bullshot

I don't understand what the lines are.
>>
>>183071092
>>183071501
AHA! It works perfectly now! Thank you so much! I can't believe I missed something that fucking obvious.

I'm surprised how much I actually enjoy coding, at least at this level. I thought it'd be boring as crap, but it's more like a puzzle and it's really satisfying when you can fit all the pieces together and it suddenly starts to work. Doubtless as it gets more complex, I'll start to hate my life choices, but for now, I'm actually kinda enjoying myself!

>>183071505
Thanks for the suggestion Anon, but it just got solved.

>>183072840
>>183073037
Wait... Who's David?
>>
>>183072069
Is that a no, or does no one know?
>>
>>183073037
But I like David
>>
>>183072840
>>183073037
Who's that?
>>
>>183073152
>Who's David?
Magic memesters dev
>>
>>183073159
Try your local bar.
>>
>>183068443
This is exactly why you don't make furry games
>>
>>183071946
t. capcom
>>
>>183073152
>>183073249
Literally all I can even remember about that sweat stain is that I wished he'd fuck right off any time he showed up. He was boring and annoying in equal measure. Not unlike white noise. Pretty sure he had a game once but he became another, whinier, Googs by the end.

>>183073297
Wait... that was HIS game? I kind of liked Magic Memesters...
>>
As a know-nothing shitter, how much work do I need to do on learning projects (pong, tetris, super mario etc.) before I actually start on the game I want to make
>>
>>183068923
Anon, the female looks like she has goat legs or something. Add a pixel at the back of her knees
She's so cute though
>>
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>>183073137

When the system spawns it generates a certain amount of 'spacemarks', which are land marks in space that the player can jump to. Each spacemark has either an event, battle or NPC station.

The circle represents maximum jump distance. Players can increase jump distance through skills. The lines represent accessible spacemarks.
>>
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Every time I want a game to look decent - it is 10 times drawing to 1 time programming. I'm really tired of this shit.
>>
>>183073578
I'd say learn and then play around with (seriously, that part is important) maybe 3-4 simple games and then skim through 1 or 2 tutorials geared more towards the kind/s of game you're interested in making.

Trying to change parts of a tutorial/engine and noting the effects is more important than any other part of the learning process imo.
>>
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I love how VR has finally made people realize how much deferred rendering sucks. as if aliasing, frame pacing, reflections and input lag just don't matter on a monitor
>>
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>>183073646
so it's like USS's in 2D. not sure how to feel about that honestly. how do you know what you'll get if you jump to one?
>>
>>183073762
start engine devving, and the ratio will change dramatically.
>>
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Idle animations with flair.
>>
>>183074174
where the hand at
>>
>>183074014
Nope. I enginedevved my previous project(that is on hold due to gamedesign problems), and graphics still took a lot more effort than code.
>>
>>183073762
juice it up man. Juice requires programming.
>>
>>183057808
lmao what a fucking faggot
>>
>>183074319
Which parts of it ?
Only camera shake and hitstops come to mind
>>
>>183073986

Yes, exactly. ED is one of our inspirations.

At the start of the game you don't, but it isn't a really big issue because enemies are weak (trash fleets) and events aren't that punishing.

As you rank up you gain abilities that allow you to scan ahead for battles, events and stations, but these abilities cost resources. So the player needs to balance ability use and resource gathering (loot from battles or events).
>>
>>183074280
Not sure I'll have them.
>>
>>183075001
USS's are annoying and you just start avoiding them unless you absolutely have to after a while. there's a reason FTL uses a lattice that you have to travel along.
>>
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That one guy who starts a conversation with himself cause no one cares and he thinks there's no way to tell he's just samefagging.
>>
I can't stop working on my game. Help.
>>
>>183074929
Camera shake doesn't require any programming in decent engines.
>>
>>183075398
Close tab and get back to work, nigga! The sun is still high!
>>
>>183075429
>he uses the engine's default "shake" instead of scripting his own
NEVER gonna make it
>>
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When you think of Ancient Greece, what comes to mind?

Hard mode: Not the Parthenon.
>>
>>183075398
i also can't stop working on my game but i am tired and everything i'm creating is probably spaghetti code and i will probably regret ruining this project tomorrow.
>>
>>183075703
Fucking young boys and ancient philosophies that btfo christianism and later maymays.
>>
>>183075127

There are multiple levels of play.

Spacemark (combat & events) [procedural] <- System (spacemark nodes) [procedural w/ linear elements ie. boss] <- Sector (system nodes) [linear lattice] <- galaxy [linear]

In our game players need gravity wells to jump between systems. They start at the outside of the system and freely make their way to the centre where the star is. When they reach the star they jump to the next system. Once they have reached the last system in the sector, they can jump to the next sector.

It's a mix between linear and procedural gameplay. There is an overarching linear path, but the content inbetween is procedural.
>>
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>>183075703
elaborate plans
>>
>>183075660
>calling 2-lines script "programming"
I think I know who's not gonna make it.
>>
>>183075703
Lots of incest.
>>
>>183075703
Statues.
Aesthetics.
Ruins. (today)
Glorious temples and garden. (then)
Philosophers and artists.
>>
>>183075749
I know that feel, I start off with discipline and good practices but then I get lazy and just spaghetti everything and regret it later.
>>
>>183075703

> not making a Dream Athlete vn where you pursue young naked Greek athletes and become their patron (in exchange for favours)

It's like you don't even like money.
>>
To the anon that recommended me to read "Creating Emotion in Games" by David Freeman.

Thank you. It's long, but I'm reading bits here and there. Enlightening and interesting. It doesn't feel like work at all.
>>
>>183075825
Well, the game will have that first part at least.
>>183075962
Wonder if I should go with the modern, incorrect notion that everything in Ancient Greece was made of pure clean marble. Else, the more correct would be to have everything actually painted garishly.
>>
>>183075827
These webms and your descriptions made me more excited for your game than your announcement trailer
>>
Can I export Unity Assets to other engines?
>>
>>183076258
Each asset has its own terms of use, there's no store-wide exclusivity deal as far as I know.
>>
>>183076156
You can't do that. Change the boys for anime girls and you're in the clear.
>>
>>183076156
Painted sounds right, but you can always alter ita bit. Like instead of bright colors you go for some shiny gold/silver/etc. Depends really on the look of the game. If there's environments at night then its less important to have colors or not vs good shapes.
>>
>>183076156
Painting stuff correctly would net you plenty of historian boners.
>>
>>183067114
awful, still.
>>
>>183056957
lookin good, keep it up
>>
Lua was a mistake
>>
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I'm getting tired of unity. but I really like how hackable it is. What engine should I learn instead?

>unreal
>godot
>xenko
>[insert answer here]

must be 3D.
>>
>>183077496
Lua is one of the best scripting languages.
>>
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>can't choose which animations to export in Blender
>can't choose which animations to import in UE4
>have to make a new folder in UE4 just to import dozens of unwanted (and broken, unless they have the same amount of frames) animations just so you can get the ones you wanted, and then delete the folder after you've moved them into the actual animations folder
>>
>>183077701
just fix it. it's opensource
>>
>>183077609
not suitable for object oriented cucks

>>183077801
>just learn several million lines of spaghetti code to fix a tiny issue
>>
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I want to make a map like pic related (Bionic Dues) in Unreal Engine. I'm thinking about making an UMG Widget and link the nodes normally (node X unlocks Y, Z, T), and so on.

Any general guidance or advice?
>>
>>183077854
you COULD do that OR just make a small plugin which shows a bunch of checkboxes and copies the picked animations blender's api is terrible, ill give you that
>>
I want to see my game on the recap picture.
>>
>>183072069
>>183073159
It's a no. You need money to find artists.
>>
>>183072778

who exactly is this us?
>>
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>>183077609
>tfw scripting private servers with Lua back in the day
>>
>>183077589
Try them out and pick your favorite, UE4 is the most mature out of those but it loses out in hackability since it's so huge and it's not exactly open source.
>>
>>183078136
Monolith.

His game is finished and released on steam. He's just shamelessly advertising in this general each time he does a small update.
>>
>>183078090
You need money to find any of those, including programmers.

Make sense that they could find each other and work together.
>>
>>183078292
>bashing the wrong people for humor
epic post just epic
>>
>>183076529
Gotta corner the market.
>>183076550
>>183076719
Time to research it all more thoroughly.
>>
>>183077701
speaking of which, I always get the same problem of animations scales being fucked when importing from blender to ue4.
setting the unit to metric doesn't fix it, the only workaround is to scale down the model so that it's the same size as the animated model in ue4.

The support between UE4 and Blender is kinda bad.
>>
>>183077609
It is slow, very hard to debug, syntax is different and weird, hard to use without a wrapper
>>
>>183078292
Hey there little crabby. How's the bucket?
>>
>>183063037

Needs alittle more lavish
>>
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>>183078618
>slow
>>
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How do people work as a team? Everytime I try to do something with friends the following happens:

1- Git eventually fucks up with someones progress

2- Codes are a garbled mess and don't "connect" well with the rest, like pieces of a different puzzle, each one with it's system

3- They either half ass stuff or don't go with my vision of the project and I get mad and end up doing everything myself

I mean, I guess I answered for myself and we just need planning and "git good" literally.
Still, doesn't seem viable to me in any way to work with more than 2 people.
Maybe it's because I haven't found anyone good enough or willing to put the effort.

Have you ever worked as a team?
>>
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OOOOOOOH THE NEW ART LOOKS SO GOOD, I LITERALLY CAN'T WAIT TO POST IT IN A SHITTY COMPRESSED VIDEO FORMAT SO NO ONE STEALS IT
>>
>>183078784
>fastest language in the realm of interpreted scripting languages
Which is still slow. I am using lua jit, was hoping it would be better. But not really
>>
>>183078283
"trying out" an engine is a huge amount of effort so I'd rather not go through them all or I'll be here all week.
>>
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Progress!
Finally implemented the animations I made for the wolves, though I'm not totally happy with how they look in the game. I'll have to tweak their behavior somehow.
Also now you alert the wolves if you run near them, but this isn't working as I wanted either so I need to work on it some more.
Also added more assets, like trees, a river, fences and a bridge.

Oh yeah, I also tried implementing camera collisions to avoid clipping though the level walls and shit, but it's a really bad implementation and it doesn't work all the time, so I need to rethink it.
>>
>>183079124
One week is absolutely nothing, it takes months to get used to an engine and years to finish a game.
>>
>>183075703
gay dogs
we know it's you, furshit dev
at least stick to one game
>>
>>183078839
>working with friends.

self explanatory really. or maybe it's (You).
>>
>>183077589
Unreal is really good
>>
>>183078839
>Have you ever worked as a team?
You mean have I worked? How do you NOT work as a team?
>>
>>183078839
why are you teaming up with other programmers, and an artist?

that said, collab where people work for free needs leadership, even if it's just one person who has final say after discussions. a project without a vision will stumble drunkenly and die. if they're half-assing stuff even on a personal passion project drop their asses
>>
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>tfw getting tired of my current projects
Let this end quickly, I want to go back to have fun making progress.
>>
>>183079230
I have a limited stamina. a week of nodevving isn't good.
>>
>>183078839
>They either half ass stuff or don't go with my vision of the project and I get mad
>don't go with my vision of the project

Found your problem. If you work as a team, then its a TEAM project, not YOUR project from there on. You need to dial down your autism and learn to cooperate with others, make your ideas clear and help everyone achieve the said ideas, but not at the expense of everyone.
>>
>>183078058
The first step is to start making a game.
>>
>>183079032
nigg anot everyone can't program
>>
>>183079782
>team project without a project lead
Found your real problem.
>>
>>183079954
He doesnt sound like a leader at all. If anything, someone else on his team needs to be the lead.
>>
>>183079134
Is it a porn game? What is your target audience?
>>
>>183079260
Anubis is taking too long. Gotta get work done to be able to afford to continue working on it.
>>
>>183080241
How about getting a job? You know, a real one.
>>
Name 10 indie games that came out in the last 17 years that was coded in Java
>>
>>183080241
isn't a NES platformer about as low scope as it gets?
>>
>>183078283
???
In the abstract it's more hackable since you can literally rewrite the engine if you need it. I agree that for most users, unity is more freeform and hackable.

>>183077589
Godot seems promising but the big changes for 3d are in 3.0, so if you test it out use an alpha 3.0 build.

If you choose unreal you'll lose out on a lot of performance, both on your pc and end users.

And be very careful you're not just hopping engines like you hop projects.
>>
>>183080060
Where'd I say he needs to be the lead?
>>
>>183080232
No
People who like fun and cute games
>>
>>183080301
Nah.
>>183080331
Let me know where all the good indie NES-like platformers are.
>>
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>>183078839

Good team needs a good leader and the leader is nobody's friend.

Team members also need to be held accountable. If they are not getting paid, they should sign a team compact with duties, obligations and responsibilities. If a team member doesn't deliver or there are issues with quality, the leader needs to take them aside and explain why the work isn't up to par and that they are breaching the compact.

Continued breaches should result in escalated action, if the team member does not improve they need to be removed from the team and replaced.

If you approach a team project like a group of friends it will fail. You need to approach it like professionals with proper paper work, procedures and documentation.

That is why a qualified team leader and manager is priceless when it comes to larger projects. Unqualified people don't have the skills to manage or lead teams.

http://au.wiley.com/WileyCDA/WileyTitle/productCd-0470294558.html

https://www.amazon.com/Guide-Project-Management-Body-Knowledge/dp/1935589679/

https://www.bookdepository.com/Project-Leadership-Entrepreneurship-Rory-Burke/9780987668325
>>
>>183080574
At least explain why it's taking so long.
>>
>>183080361
>In the abstract it's more hackable since you can literally rewrite the engine if you need it.
The bigger and more complex something is the harder it is to modify. I have no experience messing with UE4's source code but it seems like it would be a maze of cross-dependencies and ancient code that shouldn't be touched, not really attractive for the average gamedev just seeking to implement some cool feature.
>>
>>183080730
I saw the anime pic and didnt read. Try again
>>
>>183081020
Says a lot about you.
>>
>>183080475
well, definitely cute...not sure about fun. maybe just make one of them rotating gun games with loli
>>
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Rigged the monster, made a few changes to the colorscheme and added the sword. Original design by pl4ntm4n.

This is just for practice, but does it look game ready?
>>
>>183081105
>Says a lot
says that I dont like animefags
And dont mistake me for the guy with team problesm
>>
>>183081302
Says you're very superficial and full with prejudices.
>>
>tfw have ideas but not the means to turn them into reality
>>
>>183081020
>>183079954

>>183081105
That he rightfully thinks you're a faggot, yeah.
>>
>>183080850
Hmm. I guess I'd say unity is more immediately flexible, but you're limited at the very high end by no engine source. Whereas unreal is immediately constrained by their design architecture but potentially unlimited since you have source access.
>>
>>183081205
Yeah, that's a flaw of pretty much every game I make. Like, I get ideas that sound fun, but they actually aren't. Unfortunately I tend to realize this way too late.
>>
>>183080748
Things take time to do.
>>
>>183081205
>>183081596
yeah a rotating gun game in your artstyle would be cool
>>
>>183081258
>rigged
>png
disgust
>>
>>183081687
What things. Stop dodging the question.
>>
>>183075703
Impressions Games' Master of Olympus
>>
>>183081258
Looks ok but it's hard to tell outside of the game's context and camera angle.
>>
>>183081258
the texture lacks detail but otherwise seems production ready anno 1995.
>>
>>183081708
Rotating gun games are not fun for me
>>
only language I know is java

am I doomed to be an artcuck
>>
>>183081860
there is no texture, friend
>>
>>183080475
If this game is for fun and not lewd, why not use cartoon wolves?
>>
>>183081935
if you know java, then C# will be no problem to work with
>>
>>183079448
>not being a renaissance man
>>
>>183082204
His audience is anons thirsty for a 3 tri vagina
>>
>>183082204
That was actually the plan in the beginning. Then I thought "wait, why don't I make them wolf girls?"
The rest is history.
>>
Ideafags; I want to dev something but I have no inspiration.
Give me something to work with.
>>
>>183082134
>wasting polygons
>>
>>183082331
You had the right idea
>>
>>183082331
*The rest is pandering.
>>
>>183082372
1) Take your favorite game
2) Simplify stuff a bit to lower your scope, then do it
You will get inspiration along the way for sure
>>
>>183082331
>"wait, why don't I make them wolf girls?"
Because you are going to attract the pervert nerdy crowd?

You perverted anon.
>>
>>183082485
Pandering to myself, I guess you're right.
>>
>>183082372
What's the last game you played that you liked? Great. Now demake it in 2 weeks, and make it fun.

>>183082431
>dating your game with screen size dependent textures
>>
>>183081882
Then you can make it a stealth-action where you can kill the wolves in a variety of creative ways.
>>
>>183081735
>What things.
Lessee:
Creating and redoing music
Creating new sound effects as needed.
Designing enemies and their graphics
Designing bosses and their graphics
Designing dungeons and overworld areas
Designing meaningful items
Creating cut scene graphics
Integrating NPCs cohesively
Playtesting everything constantly to make sure things work out
etc etc etc

I don't know what your point is with your ignorant ass question, it's so vague that you might as well be asking why the game hasn't magically appeared out of thin air yet.
>>
>>183082572
Why wouldn't he want to attract the perv nerdy crowd?
>>
>>183082372
Clicker
>>
>>183082662
You've been working on it for how long now?
>>
>>183082696
It's okay to do so, but it's disingenous to say that wasn't the purpose.
>>
>>183082662
SCOPE
C
O
P
E
>>
>>183082740
If you believe that you could create games that people want to play at a faster pace, I can only encourage you to get into it and do so.
>>
>Ok, let's learn Unreal
>For my game I need this, this, that, and these.
>75% of what I need has already been made and can be purchased by less than a Franklin.

Feels like cheating, but I think I'm going to do it anyway.

There's going to be enough dev time ahead, so there's no point in slowing myself down, right? Right?
>>
Goddamn.

FSMs, State stack, sockets, command queue.
And I'm only starting.

I thought mastering C++ to an alright level would be hard, but the ride has merely just begun.

This shit is hard. Makes me want to just use gamemaker.
>>
>>183078434
>>183078649
I don't really care, keep acting like smartass while allowing the guy to advertise.

Just don't whine when someone like googem or yanderedev2.0 do it next time.
>>
>>183082809
I dont know man, I'm not him but I want to have lewd models in my game because I like that. I dont give a fuck if I attract perv but then its a good thing if it attract anyone. I'm assuming its somewhat the same for him.
>>
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>this is the developer of stardew valley
toby fox btfo
>>
>>183082662
jesus christ why. You could easily cut/split that into 2 games.
>>
>>183082998
Yes, but you are being upfront about it. No problem doing something lewd as long as you are clear about it. Going 'just because' is being disingenous.
>>
>>183082876
I dunno anon, sounds like you've been working on it aimlessly for more than a year.
And instead of focusing on it, you keep starting other games (the naked dog megaman, the furry vn, now this gay greek game).

Designing areas, monsters, items and bosses should happen at the start of the process. If you mean creating the actual sprites, that's a different matter though.
I still can't see how it could take this long considering you don't seem to have any other occupation.
>>
>>183083119
THIRTY
MILLION
DOLLAR
HARVEST MOON RIPOFF
>>
>>183082662
So, let me get this straight: you are going to make another gay furry game to pay for the first gay furry game?

What happened to your incest stuff?
>>
>>183072058
Don't listen to the trolls, kitty. They don't even have games
>>
>>183083296
>Harvest Moon Ripoff
>still no Animal Crossing ripoff
End my life.
>>
>>183082998
It's obvious from the presentation of his updates and the feedback that he's accepted that he's not developing specifically to his tastes, he's pandering.
>>
>>183083152
There's also time spent having to make money just to be able to afford to continue working on the thing. Just need to turn another game into a Patreon whore house so that it can at least be more game making practice.
>>183083283
I suppose you know the state of the Anubis game better than I do, so I'll have to trust your expert opinion on the work for that being aimless.
The Megaman thing was worked on for a month or so before people started clammering for more Anubis, so we went back to that.
The VN was also getting setup in a period of about a month, but there were complications on that project that were causing it to take to long to get going and so was shelved.
The Greek thing would be useful experience for a future title.
>>183083302
It's like poetry.
>>
>>183083629
That's not true though. I wouldn't make changes to my game if I didn't like them myself.
I make games mostly for myself really. Which is why many of them aren't actually very good. I have more fun making them than other people have playing them.
>>
>>183082662
Listen here you twat.

You've been working on this for more than a year and from what you've posted you could have finished that game a long time ago.

The whole complain about games like this taking a lot of time is fucking bullshit. Just like this guy taking 3 years to make a shit harverst moon rippoff with rpgmaker quality art.
You don't need more than a year if you're being dedicated about this, you're only taking time because you're busy pandering to your audience with useless screenshots and drawings with visible balls than working on the fucking game.
>>
>>183083883
>There's also time spent having to make money just to be able to afford to continue working on the thing. Just need to turn another game into a Patreon whore house so that it can at least be more game making practice.
Anon, focus on your career or whatever other job first and do this as a hobby. I mean, theres a reason your in amateur game dev general right?
>>
>>183083891
k dude whatever you say
>>
>>183083958
Why the fuck would he waste time pandering and delaying BEFORE setting up the patreon
>>
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>>183083302
>let me get this straight
>straight
>>
>>183084059
Glad we reached an agreement
why the fuck would I pander for a free game that probably lasts for 10 minutes tops?
>>
Oh, it looks like it's squaredev and anubis's turn at the cross
>>
I have an idea for my first game. Obviously, it's too big in scope.

Question is: How do I reduce it to a manageable size? How do I pick what goes in and what doesn't?

I could always add all the extra stuff later, right?
>>
>>183079865
I did start though. Should be in this next recap.

How often are they posted?
>>
Daily reminder to review and practice your linear algebra!

*** Tip ***
You can consider a 2x2 matrix as a transformation of the basis vectors (1,0) and (0,1) and therefore a transformation of the plane!
>>
>>183083958
Again, please enter into the market and make them yourself if you believe that they could be done in that timespan.
>I still can't see how it could take this long considering you don't seem to have any other occupation.
Of course you can't. That's part of being ignorant.
>>183084001
About that...
>>
>>183084316
Pick the most fun gameplay mechanic and make the game only about that.
>>
>>183084252
Criticism is what you signed up for asswipe.
>>
>>183084379
What if I go with the easiest? The most fun might also be the hardest.
>>
Is there a platform to push android apk builds, so a tester can easily update the game on their phone?
For PC we have things like Itch that updates automatically but mobile marketplaces are for releases only.
>>
>>183084316
>How do I reduce it to a manageable size? How do I pick what goes in and what doesn't?
Find what is the best part about your idea and focus on that for now. Focus on the main mechanic of the game, and try to fit the esthetics and whatnot. Then maybe when that is working you can add stuff if you're still satisfied with your game
>>
>>183084436
Go to bed daniel.
>>
>>183084329
>tfw I just throw around xfrom(), xfrom_inv(), and other matrix functions until it works
It's like magic, I don't know why it works but it just does.
>>
>>183084373
>About that...
What
Why can't you get a normal job and gamedev in your spare time
>>
>>183084564
it is magic. most math works by accident and then some lonely autist came up with a bullshit explanation for why that falls apart under careful scrutiny.
>>
>>183084506
Get off the internet.
>>
>>183084373
>About that...
yes? Whats the problem?
>>
>>183084373
Nondevs are ignorant about the costs of dev. But remember there are legitimately good and bad ways to spend your time that can change the speed of developement by a factor of 3. Especially if your goal is to get funding through patreon for anubis, you could have done that over the past year if you had planned around it.
>>
>>183084220
>Glad we reached an agreement
Nah, there's just no point in having a discussion with a person who's totally insincere.
>>
>>183084252
What cross?
>>
>>183084564
Oh, that's sort of sad
>>
What is this Anubis game you're all talking about?
>>
>>183084373
I just love how you're already shifting and making excuses
>I have a job unlike you you nerds

It doesn't matter if you were dedicated about it like I said. You're probably just opening the project once in a while just to try to remind people it exists and nothing more.

Your game is nothing special. Your game have generic rpgmaker sprites too. The only thing that can take time is making the art for the VN part of your game, and one year is way more than enough considering the low amount of content and probably short time it will take to complete your game.

Unless you're going to say that your game will have an average of 60~300hours to complete which I will have a very hard time to believe.
>>
>>183084746
What kind of discussion did you want?
>you're pandering!
>yes I am
>
Wow, nice discussion

Tell me more about how and why I make games anon, you obviously know me better than I know myself.
>>
Is there a simpler C++ game programming library than SFML?
I don't want to use SDL though.
Or alternatively, is there a SFML tut for dummies, "SFML Game Development" takes alot of stuff for granted.
>>
>>183084905
Gay furry shota platformer with low-res egyptian theme.
>>
>>183084905
furry gay shota la mulana clone
>>
>>183084789
Programming!
>>
>>183084462
Which kind of ease are we talking about? To program, design or play?

Hard to program often means it's too complicated which goes back to having a scope that is too big, but once it's done then it's not an issue to expand on it.
Hard to design is more complicated but if you can't think of good mechanics and level designs to supplement your core mechanic then you're better off picking something else.
Hard to play is easy to fix with helper mechanics and such.
>>
>>183084981
>>183084998
>Gay furry shota platformer with low-res egyptian theme.

oh boy thanks for the heads up, I can now laugh and take nothing he says seriously.
>things are hard guys!
>be a fucking faggot furry degenerate
>b-but its only pandering I swear!
>>
You faggots sure enjoy talking.
>>
Markov Chain Monte Carlo
>>
>>183083883
Anubis, sorry, Fenoxo already cornered the furry game porn market.
>>
>>183085178
no one actually gamedevs here
its 5% gamedev 95% shitposters looking for free keys
>>
>>183084952
>simpler than SFML
SFML is the easiest C++ library around stop being such a baby and do your fucking maths
>>
Well what's going on with Boku and his multiple projects? Did he just stop posting them?
>>
>>183085172
Is he even pretending to not be a furfag?
>>
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>>183085178
>>
>>183085215
Fenoxo's one-handed though. Can't play a platformer while jacking it.

>>183085285
>implying I would take a key for shitty agdg crap
>>
Think about who you pander to before doing it, because you're going to be viewed as of that group.
>>
>>183084738
>>183084606
>>183084705
The funding won't be FOR Anubis, I'll just be using the proceeds from the Patronage to fund the continuing work on Anubis as well. That way, instead of spending a week or two making money every month I can spend that week or two working on the Patreon game bullshit and then moving back to Anubis after that month's work, ya know?
Making money off of debaucherous drawings isn't particularly hard, I just would rather not be spending my time doing so.
>>183084937
You can look forward to basking in your satisfaction when Anubis bombs, then.
>>183085172
>>183084905
https://harmarist.itch.io/anubis There's a demo here if you're looking for something to laugh at.
>>
https://www.youtube.com/watch?v=sVntwsrjNe4

Can I make a Rain World in Godot?
>>
>>183085479
>make patreon for one game and use it to fund another
that will certainly not cause any problems whatsoever
>>
>>183085479
Again, why can't you get a real job and dev in your free time?
>>
>>183082980
>anonymous shitposter feigns superiority over a bunch of devs who were posting a steady stream of progress for months and making /agdg/ a better place often with no (you)s in return
>>
>>183085447
>>implying I would take a key for shitty agdg crap
It'll give you steam xp :^)
>>
>>183085370
It's not the maths. I'm an aerospace engineer irl. It's the unability to implement stuff like a state stack by intuition.

I merged OpenVSP with another graphical interface for my university but I can honestly say that this is harder.
>>
>>183085553
Make a good game instead.
>>
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>a career in game development
>>
>>183085553
>Can [someone] make a Rain World in Godot?
Probably.
>Can I make a Rain World in Godot?
Probably not.
>>
>>183085104
Hard to write. I want an assload of characters and writing all of them seems like a chore. They won't manifest all at the same time. The protag picks two at the beginning, kinda like in pokemon and in real life school
>>
>>183085479
>Muh Patreon
I thought twitch/e-sports were the filth of this century, but patreon is starting to get up there for a really shitty unholy trio.

Just stop thinking about fucking Patreon and try to make GOOD GAMES.
>>
>>183085479
Have you considered doing a patreon for all your work, like mike inel or the princess trainer guy? Having 3 projects going at once may even be an asset since people will sub for one but be paying for all 3.
>>
>>183085680
me bad at maths? that's unpossible
>>
>>183085797
heh
>>
>>183085689
>>183085716

I haven't even played the game but that presentation explaining their ai animation process is pretty intriging, can godot make complex ai I guess is my question
>>
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>>183085680
>by intuition
Good thing there's something that can help you not rely on intuition.
>>
>>183085763
>bokube went crowdfunding
>anubis is going crowdfunding
Just accept your fate.

This general will soon be about crowdfunding with no games at the end.
>>
>>183085876
>can godot make complex ai
no
>can i make the complex ai using godot's programming language (soon to be languages in 3.0)
yes
>>
>>183085876
>can godot make complex ai?
Clickteam Fusion can make complex AI.
>>
>>183085680
>implying an engineer can math
That's a good one
>>
>>183085702
>career in software development
>hobby in game development

No one should work on AAA and no one should do Indie dev until they are known for releasing a hit (good luck). There's just no pay in it.
>>
>>183086110
How can you tell if someone's an engineer? Don't worry, he'll tell you.
>>
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Been an FE web developer for a couple years, thinking about moving into a gaming industry job.

Good idea y/n please respond? I'm pretty open to doing whatever, except art (but something like UI programmer might work well, if I were to start from a junior postion).
>>
>>183086383
>>183086269
>>
>>183085702
This is funny
Why do orientals squint?
Is it because of too many video games?
>>
>>183086383
https://www.youtube.com/watch?v=lGar7KC6Wiw
>>
>>183085756
then pick the most interesting personality traits of each character and merge them into less but more interesting ones
>>
>>183085593
Should be interesting at least.
>>183085603
What benefit is there for me to get a "real" job versus spending time each month as an artist-for-hire?
Minimum wage = $7.25 USD at 40 hours a week = $290 / week
So, taking a week to draw cutesy animal people for people, from the comfort of my own home, pays more.
>>183085769
Not really, I'd really just like to see how Anubis does when it's done and out there for sale.
>>
>>183086472
What jobs do people here do, if not game industry?
>>
>>183086110
If you round the numbers enough
>>
>>183084329
https://www.youtube.com/watch?v=uQhTuRlWMxw&list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab&index=8
>>
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I'm rigging my first enemy model for animation in blender. It's only ever going to use one weapon, so I want to cheat and have the weapon be a part of the base mesh, more or less, and essentially be an extension of one of its arms.

Anyone ever come across a tut that would apply directly to this, or even just know the easiest way for me to bone this fucking piece of shit?

I've got to have 0 deformation on the gun' mesh, but have it act as a joint on the enemy's hand. All the videos I see animate a single object, however this is split up into 2 objects currently. pls halp
>>
>>183086632
Mostly work in the "unemployed" field, with some webdevs and shit like that.
>>
>>183086592
So you're just lazy
That explains why Anubis is taking so long
>why finish a game when I can slowly work on 3 games and get money from retards without delivering anything on patreon?
>>
>>183086472
>game dev doesn't exist to be creative
>business exists for the sake of making money
everything is pretty spot on except that. even the most trite AAA sweatshops are creative places.
>>
>>183086632
Literally anything else. This is an amateur thread. Although there are people here that turned their game into money.And Troy.
>>
>>183086632
People here just shitpost at people who actually make games
>>
>>183086785
How do I become unemployed and not run out of money?
>>
>>183085756
>My name is Ryuuzaki Forsythe. I collect persian blades and train fighter beetles to finance my lavish lifestyle AND my little cousin's chemo.

I'll see what can I make out of it
>>
>>183086818
I suppose if working more comfortably for more money is laziness, then yes me working from home would qualify as a lazy course of action.
>>
>>183086770
Just join them as one mesh and make the gun 100% weighted to just one bone when you're weighting each vertex.
>>
>>183086818
>why finish a game when I can slowly work on 3 games and get money from retards without delivering anything on patreon?
He's right. Why should he? If I had no shame I'd be ripping off people too.
>>
Clifford algebras
>>
>>183086916
You gotta spec into millenial and subclass into "parents who have given up".
>>
>>183086818
honestly though
objectively
can you fucking blame him? do you think you'd be martyring yourself working at something you don't enjoy doing if you had literally any better options? expecting people to suffer for your benefit makes no sense at all.

you have a choice between working hard at a shit job for bad money or working not-that-hard at a job you at least somewhat enjoy for not-so-bad money. what the fuck do you expect any rational human being to do?
>>
>>183086383
No. Much more money in web development than game development.

It's common for a web developer to become a CTO. Game developers just kind of...develop games forever.
>>
>>183086849
The big AAA studios limit themselves to Shooter McGun, Car Driver, Sportsmen, Open World Collectathon, and Commercially Unsuccessful Shard of Innovation titles.
>>
>>183086916
Be a neet.

Work a high paying software job but live like gogem, then take a year off to make a game. Rinse and repeat.
>>
>>183087080
He's in the worst of both worlds right now: slow progress on a game without even a patreon up to make money.
>>
>>183087024
shit that was easy
thanks m8
>>
>>183086641
>the difference between mathematician and engineer is that mathematician can handle more digits of a number
>>
>>183087198
and they do original takes on those. even completely original concepts get funded. the industry is not as devoid of creativity as you think.
>>
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Isn't Sonic Mania a fan-game?
I thought you couldn't make money off fangames, yet it was at E3 and for the Nintendo Switch.
>>
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>>183087202
>Be a neet
>Work a high paying software job
>>
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Last couple days was kinda slow, I made some refactorings so adding new monster types will be easier.

Today I added buff icons for bonuses. In future I might add duration info around them.

Why lua is so shit? I just want to iterate on a table on the order they are inserted, but it is not trivial. Lua also has special tables, which are plain old arrays but they are kinda obscure.

Sometimes I wish I was using c++ for game play too.
>>
>>183087483
The last "innovative" AAA title I remember is For Honor. Which falls into category 5.
>>
>>183087619
>FOR HONOR
>INNOVATIVE
literally chivalry
>>
>>183087619
To be fair Ubisoft fucked themselves on that one.
>>
>>183087505
Sega is publishing it but hiring another company to make it. Not exactly the same as anon making Super Mario Hard Mode Deluxe and trying to greenlight it on Steam.

Also that looks fucking hype.
>>
>>183087505
it's being developed by people who were heavily involved in sonic community in one way or another, but being officially endorsed and constantly watched in development by sega's people makes it not a fangame by definition
>>
>>183087619
your subjective idea of innovation is uninteresting. you should go back to /v/ instead of bothering devs.
>>
>>183087137
>furry
>rational human being
lel
>>
>>183087716
>chivalry
>innovative
literally M&B
>>
>>183087853
>M&B
literally pirates vs ninjas hl2 mod

when is someone gonna rip off The Specialists?
>>
>>183087585
It's better to make a list like in Crimsonland, nobody wants to check every "P" to know what skill is hiding there.
>>
>>183087725
>To be fair Ubisoft fucked themselves on that one.
As is tradition.

>>183087716
May I direct your attention towards the quotation marks?

>>183087835
Please state the most recent title by a AAA studio that objectively qualifies as innovative.
>>
>>183087924
>when is someone gonna rip off The Specialists?
Apparently never, unfortunately.
>>
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A couple actual new things implemented, and a lot of little tweaks.

+New crouch-slide animation for Dixie, distinct from her power-slide animation.
+When crouch-sliding and belly sliding, Dixie can now steer gently (not as sharply as a power slide)
+Changed the math on walkable surfaces to prevent situations where Dixie could stand like 90 degrees sideways if there were other gentle slopes nearby (especially prominent when jumping on boulders or other non-planar geometry)
+Silhouette shadow trace now comes from the bottom of Dixie's capsule, so in situations where she'stilted on a steep slope it doesn't disconnect from her feet and give the illusion of floating
+Dixie's toes now point downward whenever in air so that air melee attacks don't seem to be "standing"
+Added a second melee attack for enemies; it does the same thing, just visual variety.
+Dixie now rotates to face attackers when hit (I didn't realize I had forgotten this) so she always stumbles away when hit.

+Implemented knockback as an attack state for Dixie. She can now be sent flying an arbitrary amount and has a stunned recovery animation on landing.

+Implemented "painful surfaces", a generic actor which can accept any set of instanced meshes (the cubes are placeholder). It does damage and knocks back both Dixie and enemies; useful for spikes, thorns, I guess lava, and all sorts of other level hazards. Did some goofy math trickery to launch Dixie sort-of-along the impact normal with random deviations to prevent her from being endlessly juggled by spikes.

+Death animations for knockback and for longfall landing. Also, when HP<=0, the master Animation Trigger function now checks the incoming animation name for the "DEATH_" prefix; if it sees it, it ignores the command (this fixes a few corner cases where an attack prompt that was queued prior to death would come out and override the death anim, which nullified the notify needed to complete the death sequence and reload the level
>>
>>183088000
ARMS
>>
>>183088069
[Hammertime Playing in the Distance]
>>
>>183087929
Hopefully they will have their own art at some point, I have no artists and I can't draw for shit.

I should add their names below the icons though.
>>
>>183088000
>please name something so that I can dismiss it no matter what it is

not today.
>>
>>183067114
wtf dude, where's the game?
>>
>>183088080
>+Implemented "painful surfaces", a generic actor which can accept any set of instanced meshes (the cubes are placeholder). It does damage and knocks back both Dixie and enemies; useful for spikes, thorns, I guess lava, and all sorts of other level hazards. Did some goofy math trickery to launch Dixie sort-of-along the impact normal with random deviations to prevent her from being endlessly juggled by spikes.

Neat concept.
I'm gonna steal this.
>>
Would people play an "edutainment" game if it actually emphasized good gameplay rather than just being a way of shoving information down your throat?

Like what about a zoo management game that goes for hardcore simulation where you learn all about the animals in detail in order to care for them properly? Or a DF-like where you're stranded time travelers, that involves learning about what extinct plants are safe or dangerous and which dinosaurs are diurnal vs. nocturnal, which hunt in packs, etc.?
>>
Anyone looking for an artist? Serious replies only, I have been memed on way too much here already.
>>
>>183088192
I guess. Point taken.

>>183088192
>unable to name a title
Erryday.
>>
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Who would play a game where you can have to scour a city looking to kill a Dark Wizard through air strikes and sending muhreens to slap people's shit up?

Totally not inspired by current events in Syria.
>>
>>183088080
stealing all of this
>>
>>183087409
Yeah man, just gotta round pi to 3. Engineering life.
>>
>>183088313
What type of art do you specialize in?
2D? 3D models? UI? Textures?

I'm always wary of people claiming they're an 'artist'.
>>
>>183088362
your opinion is not valued. the fact is that whether or not YOU think something is "innovative" by some /v/gaf 13 year old summer kid logic, the people who actually work in AAA sweatshops do creative work. Even in the big franchises people are rotated in and out of the teams between projects so everyone gets to have their own take on an established formula. AAA dev is very democratic and that's honestly one of the problems, too many cooks.

but you can't say it's not creative, so fuck off kiddo.
>>
>>183079448
You know what I meant, game devving

>>183079782
>>183080060
I'd like to know where your feeling that I'm a bad leader came from, not being ironical.
Keep in mind when I said I get "mad and do everything myself" it's all internal and I do it because I want the result to be as good as possible, I still treat everyone well, I just tell them to leave it to me because I've been doing this for a while now and our work isn't fitting well.
Same applies for why I think my vision is better for the project as a whole, doesn't mean I wont listen to their ideas.

The problem I'm having, besides people not putting enough effort, is actually coordinating production, but as I said, I guess that answers itself.

>>183079540
>>183080730
Thank you, really good stuff.
>>
>>183088401
If this was in unity I'dve said "sup googem"
>>
>>183088297
Go ahead, I don't really think it's all that unique. I mean, how are (non-lethal) level hazards usually done in games?

Taking Banjo-Kazooie as the standard example, all of the surfaces that hurt Banjo (hot sand, pirhana water, super-frozen puddles, etc) have the exact same gameplay effect and animation response, with only the impact sound effect and surface texture being changed. I have serious doubts that they aren't all fundamentally the same class of object.
>>
>>183088510
Let's talk about your game?
>>
>>183088298
>Zoo Tycoon + autism
I'd probably give it a go.

The Terrafirmacraf mod for Minecraft comes pretty close to this.
>>
>>183088313
Is it free?
>>
>>183088298
Isn't this the philosophy behind Oregon Trail, Gizmos and Gadgets, and all of the other fondly-remembered computer lab games of our childhoods?
>>
>>183088758
Yes, depending on the project. What are you working on?
>>
>>183088727
You're the one advertising yourself as an artist. Post your information first
>>
Anyone else feel like they would get a lot more done if they had a friend to work with?
But only a real life friend who is physically there, doesn't work over the internet
>>
>>183088903
>collabing with close friends
>>
>>183088570
Never said they weren't creative. They are creating a product after all.
What we were talking about is innovation. Works that advance the genre or medium even.
Painting hundreds of high-res concrete textures is not innovative.
>>
>>183088903
all my friends are lazy, achievementless idiots and so am I

so no
>>
Would you rather see your legs in an FPS or would you prefer it to be clear and not obstruct your view?
>>
>>183088890
This is usually how the meme goes, so I know by now that you are a shitter. Thanks for wasting my time.
>>
Any suggestions for improving my train track physics?

At the moment, the train colliders are just a flat plate under the mesh (to keep it upright) and two pins that ride in the slots along either side.

It takes the corners pretty well but it's jittery and sometimes gets stuck. This is the best I've been able to come up with.

Engine is Godot 2.1.
>>
>>183088984
>What we were talking about is innovation.
no, we weren't.
>>
>>183088903
Well yeah, but good luck finding someone in real life that shares the same level of passion for deving as you do.

Your average joe gets hyped to make a game, then drops off the radar after 2 months when it dawns on them how much work is actually needed.
>>
>>183088875
>>183087585
>>
Daily reminder that this faggot is so fragile he got chased out of the DISCORD of all things.

Grow a skin or end up like him.
>>
>>183089068
Get your head checked:
>>183088000
>Please state the most recent title by a AAA studio that objectively qualifies as innovative.
>>
>>183088903
Without a doubt, even if we're working on disparate projects I get a hell of a lot more done when I've got someone else working nearby
>>
>>183089098
Huh, looks pretty interesting. What engine?
>>
>>183089021
No, I'm not about to tell you everything about my game without you posting anything. Fuck off
>>
>>183089016
If the game allows it I even disable the weapon viewmodel, but thats probably just me.
>>
>>183089123
>using discord

no thanks im straight
>>
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>>183088115
>>183088069
>>183087924
The Specialists remains my favorite game of all time. One of my classes works similar to the kung fu. No guns or slow motion though sadly.

I recently saw a few of the devs from TS are still active in Source mod development. There are even a few spiritual successors out there now. None seem to have the same magic though.
>>
>>183089123
literally who
>>
>>183089197
``engine dev'' here

The engine is written in C++, gameplay is lua
>>
>>183089016
If it's singleplayer I'd prefer to see the legs. If it's multiplayer then fuck em.
>>
>>183089123
I don't know what that is but it looks fun as fuck.
>>
Barring ascii what is the next level up in artistic display that does not require pens folded over 3000 times and trained under waterfalls for 30 years to draw?
>>
>>183089209
And there we have it. Sorry you didn't have an opportunity to meme on me, that must feel awful. Do you even have a game?
>>
>>183057892
this looks really nice anon
>>
>>183089123
looks like a who
good riddance
>>
>>183089123
what did he do?
>>
>>183057892
looks very boring
>>
>>183089164
yes, that was the post where you moved the goalposts. try reading further up the reply chain retard
>common core kids can now post on 4chan
>>
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Progress
>>
>>183089323
Okay. I don't really know how to say this, but unfortunately I am not willing to work with you on this. But really, good luck.
>>
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>>183089337
this tier of sprites, with no animation or 2-frame animation that is constantly playing.

kniggit does it well
>>
Programmer looking for artist here. Willing to pay at least 4k a month.
But first, tell me about the software you are using.
>>
>>183089123
I don't care about your faggot discord drama, his game looks cool.
>>
>>183089287
even by anime standards that knock up is weird. Could you at least launch the target back a little too? That's be more reasonable and would also help you keep it on screen if you don't want to decrease the launch height.
>>
>>183089123
Did his MC used to be green circles with a ¬¬ face?
>>
>>183089042
That turn looks physically impossible
make your turns less gay idk
>>
>>183089341
>Is artist seeking dev
>Doesn't open their post with a sample of their art to further get responses
>g-guys I keep being meme'd on.

>>>/trash/
>>
>>183089481
Thanks :(
>>
>>183089016
Visible legs that don't obstruct aim.
>>
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>>183089480
10/10
Would stand alone inside
>>
>>183088962
Yeah this guy knows.

>>183088903
Collabing with friends is tough.
I tried this with one of my close friends for a few years, but between abilities, stake and creative differences, we ended up breaking up.
>>
>>183089480
I think you have the silliest animations in /agdg/
>>
>>183088661
It's my first """game""" ever, so no offense taken. I'm going to need harsh criticism eventually, so stick around, senpai.
>>
>>183089287
Is this an homage to God Hand
>>
>>183089561
If you don't mind please stop responding to me, it's just not going to work out. Good luck though
>>
>>183089480
Like how quick it feels
reminds of MDK
>>
>>183089287
Are you not posting much/at all in the threads these days or are my over-tuned comment filters accidentally catching your posts? I like seeing your progress (though I can't blame anyone who doesn't want to post frequently in the thread, if that's the case).
>>
>>183089480
>swiggity_swooggity
is that what this game is actually about? I could seriously see this as a game about an ambiguous dark character hunting for booty across the streets of new york.
>>
>>183089480
dont change a thing and make it a meme game
>>
>>183089480
>year of the lord and saviour anno domini MMXVII
>that motion blur bug

ffs BF4 fixed it in 2013.
>>
>>183089463
Look at that, the first time I mentioned either "Creativity" or "Innovation": >>183087198
Get fucked, gramps.
>>
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>>
>monolith shitposter appears
>shitposts on anubis
>now starts his looking for artist not interested good luck shitposting

Get. A. Fucking. Life.
>>
>>183057892
Looks like Journey made in 2d with isometric view.
Change the character design
>>
>>183089480
>>183089653
Was thinking that as well. It's a favorable comparison.
>>
>>183089632
It's more of a criticism of googem
>>
>>183089480
Can you please make him run with his arms thrown behind his back?
>>
>>183089738
>only reads his own posts

kill yourself
>>
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>>183088298
Only if the zoo animals are cute.

Like this dragons.
>>
>>183089480
Goofy animations not withstanding, my advice is don't get any further along in your wallrun mechanics. They're not good.

Having the wallrun process be so automated and linear is a recipe for player frustration when it sends you flying in the wrong direction on impact. Do what GunZ, Warframe, and others do, and have the wall-run be a series of single-step jumps along the wall.
>>
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>>183057892
>>183067219
>>183067318
It's the angle of the bottom.
>>
>>183057892
best damn game on agdg

i dont give a fuck about any other game on agdg except this

you, my man, and only you, are worth responding to.

nice.
>>
How am I supposed to model a simple house where I can go in and out of? Should I go modular or not?

I tried modeling with a box and then putting a shell on it to give my walls depth (that's my main problem), but then my edges and corners get fucked up. Why the fuck is this so hard? I can't find a good tutorial on how to do that.

How are other games doing it? Are they all using modular assets or not?
>>
>>183088510
>>183088758
>retards still fall for the same old bait
That or troll trolling trolls.
>>
Anyone serious looking for an artist?
>>
>>183089838
>can't deal with being wrong
>tells others to kill themselves
Sad!
>>
>>183089480
Sweet baby jesus

>>183089513
Yea there is a proper animation that isn't hooked up where she does a little spin and flip to recover mid air. Probably my favorite animation and its not hooked up.

>>183089640
I haven't played it sadly.

>>183089656
Your filters are fine, I've not been posting updates lately due to working on other things. But they're done and shipped now.
>>
>tfw you work on my game so much you forget to eat
>>
>>183089919
If your house is any larger than a meme box like >>183079134, then go modular.

>>183089989
This bait is perfect because it's actually plausible and we get a constant stream of new devs. Also most of it is consensual shitposting.
>>
Music guy here looking for someone.

Post your game and I'll determine if you should be ignored or not.
>>
watching anime with my game :)
>>
>>183089989
>people other than the "artist" taking part in the chain
I don't think so, Champ. The only question that remains is wether you are the next level.
>>
>>183090134
>a meme box like >>183079134(You)
rude, and literally what does that even mean?
>>
>>183090064
I love working on your game
>>
>>183090157
Post samples or stfu.
>>
>>183090205
one room symbol drawing of a house
>>
>>183089878
>Warframe,
literal warframe walljump mechanics are horrible

if you were to limit the amount of "skips" or jumps yeah thats fine
>>
>>183089446
gameplay will come later after i get the art and animations done
>>183089765
>Looks like Journey made in 2d with isometric view.
how is this a bad thing
>>183089042
ok
>>183089906
ty
>>
>>183089759
Excuse me?! I'm not one person!
>>
>>183090276
I know you do, thanks for the hard work
>>
I will never play your game
>>
>>183090064
>tfw we worked on his game so much everyone forgot to eat
>>
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>>183089653
I'm glad you're having this reaction, because i actually wanted to rip-off Kurt Hectic's design, since it's so fucking cool.

The idea for the main look i have right now stems from the way the scope in MDK looked, almost Gigeresque weird biometal thing.

I kinda miss how dark, contrasty and gritty older games felt, from Quake to Legacy of Kain to MDK, hell even Half-Life had that look

>>183089629
That's because i have no experience with animation and will have to redo all of them later
>>
>>183090281
I'll post my samples after I review if I should make music for your game or not. Don't take it personally buddy
>>
>>183090061
>Yea there is a proper animation that isn't hooked up where she does a little spin and flip to recover mid air. Probably my favorite animation and its not hooked up.
If they get knocked all the way off the screen you won't even see it though.
>>
>>183090424
You're making music what the fuck do you care
>>
>>183090424
Then shut the fuck up and get out. You are the one looking for something.
>>
>Literally can't think of any story ideas

Why did I decide to make a walking simulator when I have no writing skills
>>
wish I could find a game to make art for
>>
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>>183089841
>cute
Its scalies
>>
>>183090586
>>183090508
>falling for reverse bait(again).

god dammit agdg
>>
>>183090614
There are random writing prompt generators on the innernette.
>>
>>183090645
What engines do you work with?
>>
>>183058348
Thanks for letting us know
>>
>>183088298
I would play something that isn't an idea
>>
>>183090614
you can rely on atmosphere or art or spook
if you can't do any of that what the fuck are you good at?
>>
>>183090302
>how is this a bad thing
For me this is a red flag to be honest.
If I see something that resembles another game I wouldn't buy it because I instantly think that developer wasn't original enough to come up with his own ideas about designing the character and if he even wasn't able to do that what should I expect about the rest?
That's my 2 cents. You know, no hate, just my point of view.
>>
>>183091019
Using euclidean geometry is for unoriginal fags.
>>
>>183089878
>when it sends you flying in the wrong direction on impact.
But it sends me in the proper direction.

>>183089878
>my advice is don't get any further along in your wallrun mechanics. They're not good.
Cool, i won't listen to your advice then.
>>
>>183090876
Why, because you want to meme on me? Just tell me about your game, if you actually have one
>>
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>>183090743
Goddammit /agdg/!
>>
>>183090914
>spook
What happened to that FPS space game with the astroman trying to catch up to you
>>
>>183091280
Answer my question
>>
>>183091292
you know the answer
>>
>>183090614
Make a map reading simulator, a walking sim based on interpreting vague/incomplete map scribbles/descriptions would be neat.

Quest markers are no fun.
>>
>>183090614
I know your feel
Try and come up with a premise so interesting that the story writes itself. I'm constantly thinking about what i would do in a zombie apocalypse or if i could time travel so a story about that might be easy for me to write.

Think of a theme/messege that your passionate about that you can direct your story towards. Friendship, trust, gobiment is evil, not all people deserve empathy etc
>>
>>183091351
You have some real problems if you need a (You) fix this badly.

Is anyone here actually looking for an artist? About to give up honestly
>>
>>183090838
Someone will always "fall for it", it's either the people undermining him or the newfriends taking him for granted.
>>
>>183091478
Please give up.
>>
Genius programmer here looking for an artist. I'll program you the most optimized, safely typed, exception free modular code you've ever seen. I'm a good communicator, so I'd be happy to design editor tools to help ease integration of your amazing art into the game YOU want. I'm fluent in several key languages and have professional software development experience.
All I need from you is a few samples of your artwork and we can get started. I look forward to our experience!
>>
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hmm, assuming cryblend or the fbx importer are more fully featured now, and if you could create swf GUI's with haxe, cryengine might be more viable for no budget dev in 2017.
>>
>>183091478
Give up and never return.
>>
>>183091590
>modular code
I'm sorry, I don't work with modular shit. Good luck in your future endeavours though!
>>
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>>183091590
>>
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>>183091764
>>
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>>183090497
There are a few knock up effects in the game, so they get used pretty often.

Here is some very old footage from when it was hooked up.
>>
>>183091852
are you adding water/air/fire powers?
>>
>>183091609
I don't see any reason to use it over UE4
>>
>>183091560
>>183091675
I'm seriously about to

Either nobody is looking for an artist or they just want to meme all over me
>>
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Is this a good pixel art?
>>
>>183091460
An amazing 90s gaming experience was in Operation Flashpoint where you have ESCAPE from some enemies and find your way back to friendly lines, and you don't have a compass, but the skybox was detailed enough that you could make out the big dipper, and therefore the North Star, so you could find your way based on that

A game based around actual organic mapreading could be cool. Another fun experience was playing Unturned with someone for the first time, and trying to meet up based on what landmarks we could see
>>
>>183091969
just do us all a favor and fuck off already
>>
>>183091590
>exception free
Sounds like you don't deserve my exceptional art.
>>
>>183091816
>>183091764
Unfortunately your artwork is not up to par with what I'm looking for, sorry!

>>183091721
You don't work with code that is easily extendable and scales in a real time environment? I'm sorry to hear that you're a dumbass, cheers!
>>
>>183091969
Do it faggot.
>999 posts later
>>
>>183091609
Cryengine is only good for gigantic scenes and vegetation, it's not for indies.
>>
>>183091976
yes but it also looks like very old pc pixel art
like there wasn't enough of a colour pallet so everything looks bright and flat
>>
>rpg game
>character starts with bare minimum
>clears first area by defeating slime mobs
>character gains the slime's power(power to absorb abilities from defeated enemies)
>character defeats random monsters until they drop crystals that player can eat to gain powers
>there's a set amount of skills players can absorb and they can't hold more than x amount else they'd have to give up older skills for new ones
>each skill have level system that player utilize (S-F rank) and gain more as they use skill more

Does such a game exist?
>>
>>183091590
>safely typed
I'm sorry, but I like to live dangerously. Good luck though!
>>
>>183092072
I could change my artwork
>>
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>>183091590
Now when I caught your attention let's go and make mobile games with lots and lots of microtransactions.
>>
>>183092149
All Kirby games.
>>
>>183092149
fuck that, is there a mario odyssey clone that uses a roguelike structure?
>>
>>183091923
Possibly.
>>
>>183092096
That's because I thought that it would be cool to limit to certain amount of colors.
Everyone did this.
>>
>>183092149
GBA+ Castlevania?
>>
>>183091976
It's okay but it's not animated so I hope you're making a tactics game or you better learn
>>
>>183092096
I disagree, it looks like it has more colors than a snes or megadrive game could handle, its just a like monochromatic in terms of color palette
>>
>professional programmer
>solid artist
>big dick

Everything you can do, I can do better :^)
>>
>>183092351
It just lacks contrast.
>>
>>183092412
Post pic.
>>
>>183092082
Why do people imply that there's some fundamental difference between indie and bigger game dev when it comes to engine choice. Unless there's crazy clauses in the license/architecture that really make it designed for multiple users then it's all good.
It's like that silly 'UE4 is for teams' meme, like indie games aren't allowed to have vegetation, have some self respect.

Cryengine was pretty bad when I used it a while ago though.
>>
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>>183090134
Pic related is what is happening when I shell my box. The problem is that I don't know the right technique to do it, I feel this is a hacky approach.

I can't find a tutorial which makes the model work both for exterior and interior so they just make single planes for walls, and I need depth.

It seems so stupid, yet it gives me so much problems.
>>
>>183092412
post cv
>>
>>183092412
my wife is looking for a collab, are you interested?
>>
>>183087505
Do you also consider Mario + Rabbids to be a fan game?
>>
>>183091939
performance

>>183092082
they've been marketing it to indies for like 5 years now, it just hasn't been practical because it required full licenses to
>photoshop
>maya or max
>flash or scaleform
in order for their content pipeline to work

that's like 6000 dollars a month for one seat and not a cent of it goes to crytek.

but now they have the fbx importer, mature blender plugin, haxe supposedly can compile swf's for use with scaleform, c# ui API, and I think they made a standalone crytiff processor as well as an in-engine tool for modelling static meshes and blocking out level geometry. so it would seem to be a lot more usable as-is
>>
>>183092520
Because some engines require a lot of work to get shit done which cuts down on your time, Unity and GM are popular because they just werk even if the dev sucks.
>>
>>183092412
but where is your game?
>>
>>183092859
on steam
>>
tfw want to make an arcadey FPS with walljumpan and abilities
tfw no 3d modelling experience
>>
>>183089042
You make it better by faking it. No game really has realistic train wheel and train track physics. The track is just a curve that the train follows, and if it detects that it's going too fast around a turn, or that it hits something, or whatever else then it simulates throwing it off the track and lets the physics take over to do its thing.
>>
>>183092720
What makes you say it runs better than UE4?

It's library is made up of games that people use as benchmarks and notorious resource hogs.
>>
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>>183091976
I agree with the Anon who commented on the contrast. I think something more like this looks less wishy-washy and weird.
>>
>>183092209
end yourself my man
>>
>>183093125
It looks better indeed
>>
>>183093095
it IS more optimized. the highest settings are prohiitive but I played crysis 3 on an 8 year old PC with medium settings. no U4 game would ever do that.

someone on polycount did benchmarks and it's literally cheaper to have a displacement mapped high res mesh in cryengine than it is to add a normal map to a mesh in ue4.
>>
>>183092987
Post link.
>>
Endless recursive bait
>>
>>183093343
You are comparing a 2013 game using an engine from 2011 to 2016-2017 games tho.
>>
Making characters for no particular reason because I can't find a programmer who isn't meming and needs an artist
>>
>>183093545
ok
>>
>>183089042
Are you making Tracks: Godot edition?
>>
>>183093545
I want to see those characters.
>>
>>183093163
t. artlet
>>
>>183093545
Have you tried leaving?
>>
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>>183055196
They do good character models though
Top face is Bethesda, bottom face is BioWare.
>>
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memepoly VR dungeon game progress

got dungeons and enemies wandering around. They can attack too but aren't yet set to attack the player.

Still debating if I want to make this a hack and slashy type game or a wizard game where you collect spells
>>
>>183093545
Want to work with me on the submarine game? I would like to work with a motivated modeler.
>>
Today I'm going to tidy my code and maybe implement that feature I was working on
>>
>>183093545
Well, post them?
Not like it's going to harm you

Maybe someone will be interested
>>
>>183093516
all cryengine games I've played have been well optimized except for star citizen. even the original crysis ran fine on middling hardware if you didn't go for very high.

in UE you are trading performance for tools. That said, most of what UE has been doing with 4 is playing catchup to features that were in sandbox editor 10 years ago.
>>
Is pygame good enough to make a platformer or top down adventure like mario, legend of zelda, mega man, or metroid?
>>
>>183093831
Very cool. That weapon looks way too thin, though.
>>
>>183093797
>bottom face is BioWare
kek

>>183093831
the adult in me is horrified at all the things on the floor to trip over
>>
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>>183093125
**blizzard lawyers revving**
>>
>>183093935
name of pygame that isn't hangman
>>
>>183093935
No.
Text manipulation(VN) Only.
>>
I want to suck tranny cock so bad. Help!
>>
>>183093831
that ceiling is going to be claustrophobic as fuck in VR.
>>
nEW
>>183094013
>>183094013
>>
>>183093831
>that brief demonic posession at 0:07
Also your lighting a shit, its like you're holding a floodlamp, kills ambience
>>
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>>183093831
rise the ceiling, when i watch your video i feel like im crawling
>>
>>183093874
>the submarine game
NEETdev? Or were you the anon yesterday asking about a brogrammer (if so I never got your email)
>>
>>183093831
floor clutter great, ceiling too perfect by contrast.
>>
>>183094235
I'm neither. I just started Unity 2 days ago and half the game is done if you don't count art. Im on twitter @shiptoastguy

I figure I can have it polished in 6 months tops.
>>
>>183093874
maybe, what engine?
>>
>>183095209
Unity.
>>
>>183095494
Oh, that's too bad. I'm sorry but that's just not going to work for me. Good luck to you though.
>>
>>183086770
Related question (from /3/)
automatic weighting for the armature is a complete disaster. Is there any way to tell blender to fuck off and assume the current position of the mesh is how I want it to correspond to the current position of the bones?

Tutorials add the automatic weight, then rotate the bones's pole angles again to approximate the original of the mesh. That doesn't seem like the cleanest way to do shit, should I even be using automatic weighting?
>>
File: 1434829325329.jpg (27KB, 296x230px) Image search: [Google]
1434829325329.jpg
27KB, 296x230px
anyone else just love template error messages?

Error LNK2019 unresolved external symbol "class std::basic_ostream<wchar_t,struct std::char_traits<wchar_t> > & __cdecl operator<<(class std::basic_ostream<wchar_t,struct std::char_traits<wchar_t> > &,struct Hex<long>)" (??6@YAAEAV?$basic_ostream@_WU?$char_traits@_W@std@@@std@@AEAV01@U?$Hex@J@@@Z) referenced in function "private: class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > __cdecl Debug::Format<char const (&)[30],class std::basic_string_view<wchar_t,struct std::char_traits<wchar_t> > const &,char const (&)[10],int const &,char const (&)[3],char const (&)[13],char const * const &,char const (&)[3],struct Hex<long>,char const (&)[3],long,char const (&)[3],class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> >,char>(char const (&)[30],class std::basic_string_view<wchar_t,struct std::char_traits<wchar_t> > const &,char const (&)[10],int const &,char const (&)[3],char const (&)[13],char const * const &,char const (&)[3],struct Hex<long> &&,char const (&)[3],long &&,char const (&)[3],class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &&,char &&)const " (??$Format@AEAY0BO@$$CBDAEBV?$basic_string_view@_WU?$char_traits@_W@std@@@std@@AEAY09$$CBDAEBHAEAY02$$CBDAEAY0N@$$CBDAEBQEBDAEAY02$$CBDU?$Hex@J@@AEAY02$$CBDJAEAY02$$CBDV?$basic_string@_WU?$char_traits@_W@std@@V?$allocator@_W@2@@2@D@Debug@@AEBA?AV?$basic_string@_WU?$char_traits@_W@std@@V?$allocator@_W@2@@std@@AEAY0BO@$$CBDAEBV?$basic_string_view@_WU?$char_traits@_W@std@@@2@AEAY09$$CBDAEBHAEAY02$$CBDAEAY0N@$$CBDAEBQEBD4$$QEAU?$Hex@J@@4$$QEAJ4$$QEAV12@$$QEAD@Z)
>>
>>183097298
thanks
>>
>>183092149
>character gains slime's power
>slime's power is to abosrb powers
Then how the fuck did player absorb slime's powers in the first place ? Osmosis ?
>>
>>183099189
Maybe the slimes transmit their power when defeated?
>>
>>183100076
Poor reasoning. So the player is the only human ever to defeat slimes and gain power absorbing powers ? What about other humans ? Why don't just all mosters transmit their powers like a virus when defeated ? Why only the slimes ? People seriously do not think about these details and we get shit poorly thought out games
>>
>>183097298
This reminds me I have to add an alias to pipe my compilation output to less. I should have done it a long time ago
>>
>>183100727
you can pipe that compiler output directly to /dev/null
>>
>>183097298
That message is very clear. You've declared and referenced an operator<<(std::wostream&,Hex<long>) but haven't defined it or linked it into the final binary.
>>
>>183100671
One time, ultra rare, consumable item, inherited from her grandma.
Boooooom! Solved.
>>
>>183092149
this sounds like one of these garbage isekai novels
>>
File: 2GfnomU.gif (465KB, 500x279px) Image search: [Google]
2GfnomU.gif
465KB, 500x279px
>>183089492
Construct 2
>>
>>183091175
>Cool, i won't listen to your advice then.
Do whatever you want, man. Your game. I'm just saying, it's not how wall run/skid/grip mechanics are supposed to work.

Play ANY well-recieved game with wallrun/walljump mechanics and they all work the exact same way. When you hit the wall, you start a slow descent. Mario 64, Megaman X, observe their successes and consider your own.

The physics and movement seem extremely unnatural. Your movement feels like scripted set-pieces devoid of any player agency because it's all automatic and has no regard for momentum, friction, or player input.

>>183090290
I mean, it's down to balance whether you limit the skips laterally, limit the amount of vertical gain, or just let it go, and that's about how your maps are designed. The point is, the player defaults to having a very intuitive understanding of the jump button as the thing that temporarily pushes him against gravity. Having the wall be an anchor point that sort of lets him endlessly double-jump gives a great degree of player freedom with immediately accessible controls, far more than an automatic linear sprint along a surface does.
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