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/agdg/ - Amateur Game Development General

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Thread replies: 766
Thread images: 137

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Indented servitude.

> Previous Thread
>>184072210

> 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

> Play AGDG games on Steam
homph.com/steam/

> Helpful links
Website: tools.aggydaggy.com
Fanart and stuff: drive.google.com/drive/folders/0B6j4pcv3V-vfb3hKSlhRRzlLbFE
New Threads: >>>/vg/agdg
Archive: boards.fireden.net/vg/search/subject/agdg
AGDG Logo: pastebin.com/iafqz627

> Previous Demo Days
pastebin.com/JqsQerui

> Previous Jams
pastebin.com/jAByvH3V

> Engines
GameMaker: yoyogames.com/gamemaker
Godot: godotengine.org
UE4: unrealengine.com
Unity: unity3d.com

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

> Free audio
fantasymusica.org
freemusicarchive.org
freesound.org/browse
incompetech.com/music

> How into .webm
OBS: obsproject.com
Webm for retards: gitgud.io/nixx/WebMConverter
>>
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Reposting

Does anyone want to collab for the LD Jam? I use Unity, I'm primarily a programmer but I can make shitty stylized art, and have been practicing lowpoly 3d. Picrelated is my portfolio, you can play my games at https://snekdev.itch.io/. I've done several collabs here before.

For the LD I'd like to use at least some lowpoly 3d, besides that I'm open to suggestions.

Leave a discord or email here, or message me at snek#9588.
>>
my ass itches but i cant get my fingers in between my cheecks enough because my pants are in the way, but if i scratch my bare ass my fingers will smell. what do i do?
>>
>>184159851
scratch over your underwear
>>
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>>184159939
fucking genius
>>
>>184159851
Eat lots of gassy food and have your farts scratch that itch for you.
>>
>>184159851
go to the restroom and wipe your ass with toilet tissue and then wash your hands. problem solved. if you're too lazy to do that, you're probably too lazy to make game.
>>
Playing video games is just research for my game, so this month wasn't wasted.
>>
seventh for staying up late so I can see what the LD jam is so I can decide what to do during my sleep
>>
How do I store voxels?
>>
>>184160292
Gotta scope out the market to make a top notch GDD.
>>
>>184160354
it's a 3d array retard
>>
>>184159005
That game does have lovely colors. But I never really liked the complete flat shading. It just makes organic things look ugly. A game like that can still look good with some models having smooth bits of shading.
>>
>>184159561
>Not Ludum Dare Edition
Heh, probably not even a jammer. Out of the way scrub, real gamedevs coming through.
>>
>>184160512
i can see where you're coming from. personally i love the flat shaded look. its easy to embrace where as if you use smooth shading on a low poly model, you need to fiddle to make sure it doesnt look bad
but you do you anon!
>>
>>184159729
sorry i'm a nodev ;)
>>
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Threadly reminder that if you don't store flags in strings, you're not a real dev and you'll never get $60k/year on Patreon.
>>
>>184160354
>>184160435
On a much bigger scale and optimized for size as much as possible.

I have my own idea but I was writing a post explaining it in last thread and forgot to copy it when coming to the new thread to post it.
>>
>>184160524
>>184160714
could be better, delete this post and rewrite it again
>>
>>184160747
It's a 3d array of 3d arrays, retard
>>
>>184160587
>more than 1 hour until it even begins
Bet you enjoy campaigning for elections that aren't even held in the same year as the campaign.
>>
>>184160824
Anybody else?
>>
Is it considered bad practice to use begin/end step events in gms? I have this retarded issue, that is solved by using begin step.

The dumbest part is, If I use that same code on the first line of my step event, my issue persists. I mean, there doesn't seem to be any difference in the order of execution here. Isnt it -begin -step -end? Or am I misunderstanding?
>>
>>184160620
I agree that smooth shading can be hard to achieve on low poly. Although Grown Home isn't really an extremely low poly game, those plants have enough polys that smooth shading would look fine on them.
>>
>>184160714
Imagine working with him on a game
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Had an itch to work on my Spelunky-like a bit

Bombs now fling other bombs around

I'm sure this will have some kind of useful application
>>
>>184160818
I'm going to need at least $10,000 a month to refactor my post a third time.
>>
>>184160747
chunks aka 3d array of 3d arrays
>>
>>184160896
>>184161020
>>
>>184160896
not sure what kind of answer you are expecting
>>
>>184160292
What games are you playing for research?
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>>184160973
Making an enemy that drops several bombs on death or something will benefit from those physics.
I'm sure some players might find some other uses as well.
>>
>>184160747
What's your idea?
>>
>>184160896
It's a 3d array of 3d arrays of 3d arrays, retard
>>
>>184160747
I suppose you could use some sort of compression when storing it, but for working with it in memory I don't see a way to avoid a 3d array, retard
>>
>>184160747
>A voxel represents a value on a regular grid in three-dimensional space. As with pixels in a bitmap, voxels themselves do not typically have their position (their coordinates) explicitly encoded along with their values. Instead, rendering systems infer the position of a voxel based upon its position relative to other voxels (i.e., its position in the data structure that makes up a single volumetric image).
I don't see how you could implement this as anything but a 3D array.
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>he implements voxels as a 3d array
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>>184160747
sparse map from 3d indices to 3d arrays
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>>184161081
An actually useful answer. I already told you the map is going to be huge and I need to compress the shit.
The terrain will be generated, so most of the voxels can be computed on the fly. I just need to store a single seed value for the entire map and all the chunks that differ.

>>184161239
Basically what I said above. I also have a very specific format for storing the nodes that is hard to explain.
I have a global array of node type names like "stone", "dirt", ...
For every chunk I store a 1D array of union { node type index; position }.
After each node type index comes a list of positions of voxels of the type. Each position has an auxiliary bit that delimits the list when 0 (let's say position is x, y, z, a. If a = 0 then the next element of the array is a next node type index. Actually a is 2 bits because I store whole areas filled with voxels of a given type but that's too much complexity for one post.
>>
A dictionary of 3D vectors that map to the voxel data.
>>
>>184162224
>The terrain will be generated, so most of the voxels can be computed on the fly. I just need to store a single seed value for the entire map and all the chunks that differ.
Nigga are you making a Minecraft clone in the year 2017?
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>>184162224
>I just need to store a single seed value for the entire map and all the chunks that differ.
See >>184162123
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>>184162112
how would you do it?
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>>184160825
>50 minutes
It's going to be the main topic of discussion soon. YA BLEW IT
>>
>>184162509
>>184162224
>all the chunks that differ
for each chunk all the voxels that differ from those generated by the seed*
sorry, typo

>>184162363
I'm just speculating, I don't know if I'm going to actually make a game, it's a huge project.
I might try to help an existing Open Source project but I don't know if I'll do even that.
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>>184162680
>for each chunk all the voxels that differ from those generated by the seed*
I knew what you meant, but thanks for clearing up
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>>184162680
With that attitude, you already know that you won't get the project done. Try making a tech demo for a specific feature instead, and wrap it in the most minimal game you can think of.
>>
>>184162680
>>184162792
I should add that the data structure should be on-disk. If you have Minecraft-scale worlds you won't be able to store everything in RAM. Maybe a RDBMS and store the chunk data as binary data?
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>>184162680
Store each chunk as a 3D array.
If the space X,Y,Z is null, it is unmodified.
Otherwise, it contains the new voxel.

This doesn't seem very complicated, actually. What's your problem?

>I'm just speculating, I don't know if I'm going to actually make a game, it's a huge project.
Why do you want to make a Minecraft clone? There's no market for it, unless you go whole hog on the autism and include a robust programming system and some way to automate tasks with it.
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>>184160714
i mean come on. even his mascot who has become an icon itself is from the asset store

who the fuck buys their main character from the asset store?
>>
>>184163012
>This doesn't seem very complicated, actually. What's your problem?
It's not compressed enough. Here comes some complexity:

>>184162224
>Actually a is 2 bits because I store whole areas filled with voxels of a given type but that's too much complexity for one post.

position := x, y, z, a
if a = 0, that's a delimiter that I explained
if a = 1, that's a position of a single voxel of the given type
if a = 2, that's one vertex of a cuboid filled with voxels of the given type
if a = 3, that's the second vertex. Together with a matching a = 2 they make the cuboid.
a = 0 also closes any cuboid with no matching a = 3
If a voxel or a cuboid is nested in another cuboid, it cuts it.

This way I should largely reduce the size of a chunk stored. My problem is that I can't think out an algorithm that would store the voxels in this format in an optimal way.
>>
>>184163752
She was originally a placeholder but he let fandom memes take over.
>>
>>184163818
If anybody has a better idea than that, that's what I asked for. But it looks like nobody does. Also if somebody has an idea for an algorithm that compresses the voxels to my format, I would appreciate it. I'm not very good with algorithms.
>>
>>184163752
>>184163829
>buy said asset pack
>make bootleg Yandere sim
>rake in dosh from the fans because you made the superior version
>>
>>184163752
everything in his game is assets/donated assets
the only thing he did was the horrible code (which is now being rewritten by a competent person)
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>>184164126
>search for "voxel compression algorithm"
>all the results are from 2011
kek
>>
>>184163818
Wouldn't it be easier to just move chunks dynamically in and out of RAM?
How big is your world that you can't afford to store it on the disc?

Also, I don't think I quite understand your system here - are you storing the voxel's position within the voxel itself instead of storing it relatively in a larger data structure? If so, how does each voxel know its neighbors?
>>
>>184164420
>how does each voxel know its neighbors?
Check all voxels and pick the one with the right coordinate, duh.
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>>184164141
And yet nobody will.
>>
I'm shit at making music.
Can I just use public domain music and sounds and remix them for my game?
>>
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how do i pick good colors? how many colors should a character generally have, 2-3?
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>>184165130
If you can't make music, why do you think that you can remix it well?
>>
>>184164141
>>184165049
It's actually pretty weird that there's no other anime Hitman clone.
Aping everything in YanSim would definitely be overboard not least because the game has a lot of unnecessary chaff, but "cute anime girl killing people without getting caught" is the primary draw, and that'd be easy to copy.
>>
>>184165230
3-5 + shades
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>>184165230
https://support.steampowered.com/kb/9334-YDXV-8590/dota-2-workshop-character-art-guide
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>>184165230
3, 1 major 2 minors
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>>184165274
I'll probably be shit at remixing too.
Is it okay to use completely unaltered CC0 recordings of music for my game?
>>
>>184165230
look at your game's palette, try to fit your main character in with such colors that you can easily spot him at all times as a player
>>
>>184165517
Yes. But don't be surprised when someone accuses you of being cheap and unoriginal.
And beware that while a piece of music may be public domain, it doesn't mean that every recording of that song is PD as well.
I.e. Beethoven's 5th is PD, but the Vienna Orchestra performing it in 2010 is not.
>>
>>184165441
perfect, ty
>>
>>184164420
>Wouldn't it be easier to just move chunks dynamically in and out of RAM?
I'm just asking how to store them. Where to store is a different question and it's obvious that I'll store them on the disk. I don't know yet if I'll use plain old files or a database.

>How big is your world that you can't afford to store it on the disc?
The bigger the better and I do store it on the disk. I don't even know what makes you think I wouldn't.

>how does each voxel know its neighbors?
Basically what >>184164573 says. The chunks aren't that big, the only problem will be borders of chunks.

My goal is to calculate everything on server side. I want to let the server figure out what voxels the player sees to mock those that should be hidden to him and send the mocks. That means the chunks should be as small as possible to be sent over the network as fast as possible.
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>>184159851
install bidet
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>>184165783
don't worry tovarisch, the sheets are PD :^))))
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>>184165921
>Basically what >>184164573(You) says. The chunks aren't that big, the only problem will be borders of chunks.
I said so in jest!
Why would you cycle through all those voxels that are definitely not the one you want?!
>>
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>>184165230
Just copy color palettes from popular robots.
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>>184166334
Oh hey, it's Homestar Runner!
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>>184165921
>Basically what >>184164573 says.
that's dumb

You only need to store the type of the voxel, right? It has no other essential properties? You could easily store it in a short if you are storing furniture in the same way, or in a single byte if this is only for the environment. Therefore, you only need a 3D array of one primitive data type.
Then you just need to find a way to compress a 3D array - I'm sure there are already algorithms for it.
>>
>>184111463
People expect it to look like the left already and wouldn't think too much about it. Also the right has the characters much smaller (at least as you have it in the mockup) which seems like something you wouldn't want in a lewdgame.

How are you going to use up all that negative space you just made? How many assets have you drawn already?
>>
>>184160354
Wow uh I hope you've got the money to pay for use of Notch's patent.
>>
Your game's in-game text should be written in Esperanto first.

https://tay.kinja.com/esperanto-should-be-the-official-language-of-video-game-1440861881
>>
Not enough hype posts for LD, theme is dropping in 1 min

Scrubbos
>>
>>184167071
>hype posts
What is a hype post and why should we make them?
>>
>>184167071
LD is a shovelware circlejerk, Who cares?
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>>184167071
ldjam.com is getting hammered, now we'll never know the theme
>>
>>184167210
To get the juices flowing.
Sexual juices.
>>
>>184166132
>>184166653
In my format each chunk contains about 16k voxels. Most of the voxels are computed on the fly from the seed and not stored anywhere anyways. Computer is not a human counting on his fingers like you. It can handle something like this.
If it's too slow, I think I can avoid checking for neighbours for most task that normally do this and use something sweep line algorithms or something.

>You only need to store the type of the voxel, right? It has no other essential properties?
Either store the properties after the type of voxel (the amount of space needed to store the property determined by the type, the limitation is it must be a multiply of size of voxel type (16 bits in my format), store them in a separate array or split the type into more, each with a different property. With my format I can have over 64k types of voxels, that's enough.
For stuff like chests I'd just use a separate array.

>>184166873
I don't even know what you're talking about.
>>
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>>184167053
Poe's Law
>>
>>184167053
>The only reason Klingon is impractical is because only GEEKS use it
>The fact that it was specifically designed to be completely unlike any existing human language is purely incidental!
Anyway, nobody speaks Esperanto except for linguistics nerds. It's easier to just make all games in English, which is the most-spoken language in the world and is taught in most countries from an early age.
>>
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the theme is running out of power
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>>184163752
Think he did say he wanted to change her character model or some shit to look like the Persona style.
>>
>>184167485
Could have been worse.
>>
>>184167463
>English, which is the most-spoken language in the world
It's number three behind chinese and spanish.
>>
>>184167485
how many people are gonna make a game about literally running
>>
>>184167327
>Computer is not a human counting on his fingers like you. It can handle something like this.
But it doesn't NEED to. You could simply store them in an array and the computer could always know the neighbors of each voxel. It would even be easy to compute neighbors across chunks.

>Either store the properties after the type of voxel
WHAT are the properties?
And can you express the properties as a series of booleans? If so, you would only need a single 8-bit or 16-bit integer with bitflags.

I'm certainly no expert on compression, but I am sure you're overthinking this.
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>>184160354
I wrote a marching cubes terrain gen ages ago and posted about it here a few times

Since everything was procedurally generated, I needed a way to store that voxel data and load/unload chunks, as well has having some sort of Level of Detail management.

I ended up using an octree where the top level is a 3x3x3 array of root "nodes" that had 8 subnodes (2x2x2) each. I treated each subsequent child "node" as a higher fidelity level of detail (since logically each subnode is 1/8th the size of the parent).

Anyway, reason why I structured it this way is so I can center the whole system on the player. The player is kept in the middle top node [1,1,1] at all times, so if the player moves to [1,2,1] for example it shifts everything over, if that makes sense.

I'm pretty horrible at explaining this, but if you look up some tutorials to do with how octrees work you can make a pretty dynamic solution in handling terrain chunks.

Pic related, I made some pretty crazy terrain patterns
>>
>>184167485
Pretty shit, but I got an idea
It's shit, but that's life
>>
>>184167485
There's a game about botched executions via electric chairs in there somewhere.
>>
>>184167327
>I don't even know what you're talking about.
Good good, ignorance means your fines will be smaller.
>>
>>184167053
If some nerd offers to translate to Esperanto for free, I'd be all for it.
>>
>>184167798
That looks cool, anon. Where's the game in that distorted looking world?
>>
>>184167665
Not if you count non-native speakers, and there's no reason not to.
Children in China and India are all taught English in school, not Spanish.
>>
>>184167924
That was from 3 or 4 years back. I ended up going back and rewriting the engine recently but haven't done anything with it, unfortunately.
>>
2 specific questions for you /agdg/, don't worry about giving other advice or using different sounds.

Question A:
Out of these two pulse rifle sounds, which would you prefer to listen to for an extended period of time if you were forced to listen to it?

>1) 'pew pew'
http://vocaroo.com/i/s1GU9IhWubPh

>2) 'tsew tsew'
http://vocaroo.com/i/s0cVtDe1bSYB

~

Question B:
Which hit confirm-sound would you prefer to listen to for an extended period of time if you were forced to listen to it? (Both links above have the same 4 hit-confirm sounds, just wait around the halfway point to hear them in the order they're listed below)
1) 'tat'
2) 'punch'
3) 'bap'
4) 'beep'
>>
>loodumb dare themes that are settings instead of mechanics
Rotten voters pick bad theme yet again! Sad!
>>
>>184167771
>But it doesn't NEED to. You could simply store them in an array and the computer could always know the neighbors of each voxel. It would even be easy to compute neighbors across chunks.
That's not what I want. I want minimum size.
Normally disk space is cheaper than CPU and you'd prefer to run your computation faster on cost of storage but I want to send that data over network as fast as possible and network is always a bottleneck.
>>
>>184168195
I like the ones that are single words
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>>184167992
If you count non-native speakers, it's still ~100 million short of first place.
It is the de facto language of the western world and internet though.
>>
>>184168113
again?
>>
>>184168225
If you want minimum size, split the terrain into chunks, like 32x32x32 or some arbitrary size, and use run-length encoding to compress that chunk into a much smaller string of data.

RLE works really well because voxel terrain generally has a lot of repeating values.
>>
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Ludum Dare Theme
Running out of power
>>
>>184168436
Only one anon answered my two questions last thread, that's not enough data.
>>
>>184160354
There are open source voxel things out there and not hard to find. You could take a peek into how they do it (and trivially test if they're actually doing it well).
>>
>>184168195
>running out of power is a setting
Is this a bait?
Even if the theme were a setting are you such a brainlet that a setting wont inspire mechanics?
>>
>>184168113
pew pew and bap

however if you intend to have the player shooting constantly I would very strongly suggest no firing sound at all
>>
>>184168584
Two anons*
>>
>>184168501
ok im actually glad those other positive score themes didn't win
>>
>>184168406
>If you count non-native speakers, it's still ~100 million short of first place.
Huh, you're right.
Although English-speakers are still more likely to have the money and technology required to buy video games.
>>
>>184168501
Those are all pretty bad
>>
>>184168501
>absolutely nobody wants to make Fez 2
>>
>>184167992
>>184168406
>>184168735
English and spanish are easy languages anyway, chinese is the only problem
>>
>>184168113
Pew Pew, it sounds like a pulse to me. Plus the tsew tsew one sounds like a call of duty ballistic gun

I can't say for the hit sounds, tat wasn't great, punch was okay, I couldn't even hear bap and beep was down right annoying
>>
>>184160973
Nice, looks awesome.
I am also working on a spelunky clone
>>
>>184168892
>tfw german could have been the international standard
Precision and modularity > ease of learning.
>>
>>184168225
Then you should be looking to compress the chunks, rather than unraveling them into a complex mess that will cut your framerate in half every time a player mines a block.

Here is an idea I found in 10 seconds on Google: store each modified voxel in a dictionary using its X,Y,Z coordinate as the key. If you look up a voxel at coordinate A and don't find it in the map, assume it is unmodified. This way, you store voxels relative to each other without using memory where it's unneeded.

I think another anon suggested something similar earlier, actually.
>>
>>184169123
>>tfw german should have been the international standard
>>
>>184168892
Chinese has pretty simple grammar, though. It hasn't got tense, gender, or number.
The writing system is pretty complex, but you could just make pinyin the standard for non-native speakers and it'd probably be a serviceable international language.

>>184169123
Esperanto is both modular and easy.
>>
>>184169226
>>184169123
Clearly it should have been Icelandic
>>
Anyone have a good resource for when to use what data structures? That sort of thing futzes me up every time, and going back to reformat is growing increasingly painful as my project lengthens.
>>
>>184169409
Use a list when you want a list of things

Use a set when you want a set of things

Use a map when you want a map of things
>>
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Anybody know whether texture size or texture number is the bottle-neck resource wise in UE4?
I.e which one is preferable if i can get away with packing them, 4 1024*1024 or 1 2048*2048 ?
>>
>>184169559
I don't actually know anything about how long it takes to render a texture, but in terms of RAM usage, a texture with doubled dimensions should require at least 4x as much memory.
I believe a 512x512 texture is exactly 1 MB, while a 256x256 texture is exactly 256 KB.
>>
>>184169409
It's just something you learn with time.
>>
>>184167771
>If so, you would only need a single 8-bit or 16-bit integer with bitflags.
But node type and position are 16-bit. I don't know how it would work if I used bytes as elementary units rather than 16-bits, I don't think it would make much difference though, only I didn't think of properties when I made up my format.
If the number of bits defining the property is significantly smaller than 16 bits or a multiply, I can just split the type into multiple types rather than use properties/as an addition to the properties.

>>184168452
>split the terrain into chunks
That's what I'm already doing. My chunks are 16x64x16 btw. ;)
And I also store only some of those 16x64x16 chunks, see >>184163818

>Run-length encoding
May help, thanks.

>>184169124
>Then you should be looking to compress the chunks, rather than unraveling them into a complex mess that will cut your framerate in half every time a player mines a block.
The complex mess would work better than most compression and it can be further compressed. With what I want to do here >>184165921 (send literally everything to the server and back) will cut the framerate much more if I don't minimize the size of the chunks.

If you think this is a problem, then why not just use the complex mess to store the data on disk and send it via network but store them in RAM converted to the conventional but more spacious array with coordinates as the key? You would probably do the same with normal compression anyways: decompress before usage and compress for storage.
>>
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Skillboard now works finally
>>
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>>184169820
Like i mentioned, its either 1 big(with 4 packaged related images that will be used in the same material) or 4 small. Ofcourse a smaller texture takes up smaller space, but if i remember correctly there's more going on than the overhead associated with more textures.
>>
>>184169124

>Here is an idea I found in 10 seconds on Google: store each modified voxel in a dictionary using its X,Y,Z coordinate as the key. If you look up a voxel at coordinate A and don't find it in the map, assume it is unmodified. This way, you store voxels relative to each other without using memory where it's unneeded.
That's what I'm doing except I'm using the voxel type as the key. This allows me to do >>184163818 to reduce space further.
And I'm also using a simple 1D array as a dictionary because I managed to make the keys and the values have equal sizes.
>>
>>184169993
Welp. Good to know my pain now is saving me more that I would have suffered later in my programming career.
>>
>>184159729
That tree world is gorgeious, did you make it?
>>
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I'm an artist, how do I meet up with a programmer to make games together?
>>
>>184171125
Yeah, square made the tree model though.
>>
>>184171130
maximum shitposting
>>
>>184171130
Post your art/portfolio, what you want to draw/what you're good at drawing and an email to contact you at.

It's that easy.
>>
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>>184170325
Slimedev will you have cute mimic? I like mimics!
>>
>>184169007
Nice! Screenies?
>>
>>184171130
Sell art, make some reputation.

When you are know enough send portifolio to game making communities.

If you are good enough however just a post will bring people. Depends a little about your fares however.
>>
>>184171338
Still very nice :D
>>
>>184171442
maybe
>>
>>184170583
>I'm using the voxel type as the key
There is absolutely no reason you can't map by coordinates. It would make finding neighbors trivial

>>184170218
>But node type and position are 16-bit.
Don't save position inside the node. Inside, store each node in a map using its position as a key. You can still use your cuboid compression system here, if you ever find an algorithm for it.
That means you only need 16 bits (a short), to save the type. Since the coordinates are the same for every chunk, the client will simply iterate over every coordinate in each chunk to check if the block there differs from the procgen block.
If (IF) you do need to save properties besides the type, you should try to reduce them to booleans so you can save them as bitflags inside a single 8-bit or 16-bit integer.
>>
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Next enemy I'm working on, since he has more frames than the other one I want to do. His left leg is a bit messy, so I'll have to fix that.
>>
>>184171890
make a 1 or 2 frame pause between each step
>>
>>184171890
Why does he wear plastic?
>>
Anyone have a good method of doing hitstop in Unity? Is it good to have the whole game free with timescale for a certain amount of frames? Or are there better methods?
>>
>>184172545
>unity

hope my (You) made you waste time
>>
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C++ is the language of G*d
>>
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>>184172758
Wrong
>>
Finished the song! From Mexico, dairectury to you. Already working on another one.

http://vocaroo.com/i/s0N03GZaPrtM
>>
>>184172851
>802x854
Please tell me it's not more than 16 colors.
>>
>>184172908
>gxscc
>>
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>>184172504
Does it look like plastic?
I'm trying to maintain the same art style.
>>
>>184172758
every dev using C++ will fail including that little anime slut
>>
>>184172908
Which software do you work in.
>>
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How do you make a fucking huge pit of spikes without bogging down the scene with possibly thousands of objects?
>>
>>184173071
Which explains why it's an industry standard used for the vast majority of triple A games.
>>
>>184173071
t. unity
>>
>>184173497
Makes the spikes a single object.
>>
>>184173497
Instanced rendering?

lol jk unitybabby
>>
>>184173497
Make spikes using a shader
>>
>>184173045
He looks like a purple stormtrooper.
The king at least has absplate, but the purple knight has completely flat panels. I guess the highlight is the main offender here.
>>
>>184173115
Guitar Pro 5
>>
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Reminder that a good main character will carry your game.
>>
>>184173497
I think placing those with the grass tool instances for you.
You can also combine the meshes, there are a couple ways.
>>
>>184173497
The same way you don't use individual models for every blade of grass.
>>
>>184173857
Good luck and fly safe.
>>
>>184173912
A good side-kick as well.
Only reason i managed to trudge through Dust: AET
>>
Palette swapping vs unity?
>>
>>184173805
Alright. Fixing it right now.
>>
>tfw I remembered how I fiddled in Guitar Pro when I was 15
shit, time flies.
>>
>>184173960
Thanks mate
>>
>>184173045
I ike the color palette a lot. Great design
>>
>>184174129
I think that anon meant to reference this: >>184171890
>>
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This is basically what a human looks like, right?
>>
>>184174937
i hope someone has been saving all the babbysfirstmodel.blends that get posted here over the years
>>
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>>184174045
This too. Fidget a cute.
>>
>>184175257
Fidget was an anomaly, then again the blacksmith qt was alright as well.
>>
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I spent a little too long on this pot plant.. but it's a nice pot plant.
>>
>>184176101
it is pretty nice.
>>
>>184176101
you abuse circles
>>
>>184172708
fuck off nodev

the engine shouldnt matter unless the dev lets the engine's faults impact the game

let the game stand on its own and then critique it
>>
>>184176506
Name 3 good unity games
>>
>>184172908
dude GXSCC is trash. get deflemask or inject your music into GBA roms like i'm doing.
>>
>>184176723
the tutorials, I've seen them remade and published countless times
>>
>>184173045
not sure this will help, but maybe make his highlights brighter. metal has high reflectivitiy, lower reflectivity will feel less shiny and maybe non metalic as a result.

i like your designs though.
>>
>>184176101
this is nice pot plant
>>
for real though

tell me why you wouldn't play a game written in esperanto or a similar language
>>
>>184176101
Made a 4chan account just to tell you that this is - indeed - a nice pot plant
>>
>>184177279
Well, I would, but that's because I know a little Esperanto.
Most people don't.
>>
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>>184176723
oddworld new n tasty
superhot
parkitect

also, kerbal space program, subnautica, verdun, jazzpunk, cities: skylines, and huniepop are a respectable list of others. hover: revolt of gamers if that's your thing.
>>
>>184177352
We all know a little esperanto.
>>184177279
It would have to be a game where the dialogue doesn't matter.
>>
>>184177514
no
awful
>early access RCT clone

Cities Skylines was really Unity though?
>HP
>good
good lord you have shit taste
>>
>>184177632
No, I do not

Normal people do not
>>
>>184177737
I didnt play huniepop nor is it a genre I enjoy, but I can't say it isn't well-made

Parkitect is a lot of fun and plays like classic RCT1/2, nothing wrong there early access or not.
>>
>>184172545
Yeah, Timescale works. Remember to make it framerate-independent by using time.unscaledDeltaTime or a coroutine with "yield return new WaitForSecondsRealtime"
https://docs.unity3d.com/ScriptReference/Time-unscaledDeltaTime.html
https://docs.unity3d.com/ScriptReference/WaitForSecondsRealtime.html
>>
>>184177875
>I didnt play huniepop nor is it a genre I enjoy, but I can't say it isn't well-made
>i didnt play it but from the trailers and sparse youtube clips i know its a good game
(You)
>>
>you can't create an array of classes with generics in java
fuck this garbage language
>>
>>184177632
>We all know a little esperanto.
Äœi ne aspekti la angla lingvo.
Pli aspekti la hispana lingvo.

I had to look all those words up but at least I remembered the grammar.
>>
>>184178543
>an array of classes
nani?
>>
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Getting pickups from enemies is feeling pretty good, each enemy dropping either nothing or just one thing but that one thing having good value seems to be the the way to go. Still lack the picking up fx to finish it though.
Now back to UI for a bit.
>>
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>>184178649
FUCK me I forgot the accusative case.
>>
>>184178649
I think anyone who's learned a little romance language or even knows latin roots can puzzle out the nouns
>>
>>184163752
she's cute though
>>
>>184178743
keep it up, you are a shining bastion of progress.
>>
>>184178743
Will Knight have happy ending? I don't want Knight to be sad. Nobody should have to feel pain.
>>
>>184178892
Some of the roots are pulled from English and German, with a handful taken from Slavic languages and thus totally unintelligible to Western Europeans, and a lot of the compound words (which is most of them) are only obvious once you know what they mean. For example, "prison" is "malliberejo," which is literally "not-free-place."
Plus, the accusative case will throw any English speaker with no experience outside Romance languages for a loop.
Oh, and the tabelvortoj are totally unintelligible until you actually put the time in to learn them.

That said, the language is extremely easy to look up, since the grammar is simple and largely intuitive for English speakers and there's an abundance of resources for vocabulary online.
>>
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>>184127869
Thanks, anon, I love it. Do you mind if I put it on my blog latter? I want to make a small collection with all the fanart I have.
>>
>>184179238
In the end Knight wakes up and discovers it was all a dream, the tittle "Good day Knight" fades-in on the middle of the screen hyping up the player to the next game where the Knight is actually awaken.
>>
>>184179743
I'm okay with this if Knight had a good dream and was happy
>>
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I'm trying to use an object file exported from blender to create some attribute arrays for webgl. For some reason edges between different parts of the texture are coming out wrong. I'm not doing anything special in the fragment shader.

Does anyone know why this is happening?
>>
>>184176770
Thanks for the advice, I will look into that.
>>
What does it cost to just hire someone to fucking make my game.
>>
>>184181115
100k + 60% royalties.
>>
>>184181115
give me $40k for every years of work and i will take care of it for you.
>>
>>184181115
Real pros work for a discount on the finished product.
>>
>>184181312
That sounds good.
>>
>>184181115
I bet some fucking neet would do it for $1000 a month
>>
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Anyone want to help me test my game?
>>
>>184181810

I bet i could knock that down if i promise sex.
>>
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>>184182004
If anyone wants to play this, it can be downloaded here:

>https://drive.google.com/open?id=0B3kuKBM9RCkOazV6OGxRRFMyOUk

I haven't done any encryption yet, so don't use real passwords when creating a player. Also, if you wouldn't mind, please let it keep running after you get bored, because I'm mainly testing the networking engine to see if I should keep going in the direction of an MMO. I'm sitting by the server, so if I see you log in, I'll walk you through some of the areas, if you like.
>>
>>184182327
post dic
>>
>>184165276
its weird that there's very few hitman clones in general. there is so much potential content with the assassination genre
>>
>>184167798
Do you still have the source?
>>
>>184182937
True stealth games are dead, the average nu-gamer just wants to go in guns blazing.
>>
>>184183049
i think hitman (sorry, HITMANâ„¢) was a step in the right direction (especially after the abomination that was Absolution and disregarding technical issues). The game rewarded stealth much more than action. Not as good as blood money but I think it was definitely a good step.

otherwise yeah real stealth games are a dime a dozen. its kinda a good thing though since you can make a stealth game and scratch a niche without worrying of oversaturation like platformers are fps games.
>>
>>184183282
platformers or* fps games. my bad
>>
>>184182937
reviving a niche genre is how you make guaranteed money as an indie

all the fucking retards making platformers and roguelikes is why "hurrdurr indie is so hard" - just make a single harvest moon game and you generate 30 million dollars

find your niche and go for it
>>
>>184183282
I'm fairly new to gamedev, if I wanted to make one what would be the best choice of engines to start with for 3d? Since I'm new tutorials specifically for this would be neat.
>>
How many lines of code should an engine be for it to be considered good?
>>
>>184183282
>otherwise yeah real stealth games are a dime a dozen
Uh, I think you have that phrase backwards. It means "very common."

Also, while they've buffed 47's health to a truly absurd level since release, in Professional difficulty you get instakilled by shotguns and SMGs, so guns blazing is simply not an option. However, I haven't played enough of Professional to decide if it's legitimately difficult or just a bunch of overtuned variables.

>>184183450
I'd suggest Unreal, but I don't think you should start with a stealth game as the AI requirements are pretty steep.
>>
>>184183758
And people say stupid questions don't exist. Jesus christ.
>>
>>184183758
5
>>
>>184183758
Depends on how many lines you have in your OS.
>>
>>184178109
as someone who spent way too much time in huniepop, despite how you like the game itself, it has very very good production value
>>
"If you hear a voice within you say 'you cannot gamedev,' then by all means gamedev, and that voice will be silenced." - Vincent Van Gogh
>>
>>184185219
>taking advice from a crazy robot who cut his ear off to impress a womeme
>>
>>184184238
20,000. How 'bout them apples, niggermonkey.
>>
>>184183450
I'd suggest Unity because it has better documentation. (It's easier to learn)
I'm no expert, though.
Both engines have their quirks, and things their users hate, but they're both capable of pretty much anything you want to do as long as you put the time in and want to learn.
>>
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>>184182425
>>
>>184178743
are you basing that knight on the one from Wizards & Warriors?
>>
>>184181810
fuck you I'll do it for half that
no seriously that would at least double what I make in a month, I would happily work for that much
>>
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>>184185551
>>
http://www.strawpoll.me/13564695
http://www.strawpoll.me/13564695
http://www.strawpoll.me/13564695

Important poll
>>
>>184185858
I keep a massive long-term and short-term to-do list, and just do the things I feel like doing. Any time I want to tackle a long-term task, I break it down into smaller tasks

I don't think that fits into any of those categories
>>
>>184185858
Just use one of the gits' issue boards.
>>
>>184185858
I got todo lists and a rough design document
>>
Have there ever been any succesful 1ma enginedevs?
>>
>>184186454
lolisim
>>
>>184185858
Daily and weekly to-do lists are highly important, and help keep motivation and determination high since it feels good to cross something off the to-do list.
As for the overall game design I have a google doc where I keep a rough draft of the overall idea of what I want the final game to be like, and some of the systems I want. Since it's a google doc I can just add to it whenever and wherever I am if I get any new ideas.
For the finer details of how a system works though I usually figure that out as I'm devving it.
>>
>>184185858
none of these
I keep some general ideas and design goals and then break them down in more detail once I get around to developing them.
basically this >>184186298
>>
>>184186454
Notch
>>
>>184186582
>implying notch made the infiniminer engine
>>
>>184186616
>these goalposts would look way better right over there, don't you think
>>
>>184186582
Notch isn't an enginedev, he used a bunch of babby frameworks.
>>
>>184186761
what
>>
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>>184185743
Also, there's soccer.
>>
>>184186454
Overgrowth
>>
>>184186616
>>184186905
>changing the definition of a one man army so it means enginedev

enginefags make me sick
>>
>>184186905
tying frameworks together is enginedev
>>
>>184187375
its literally the opposite.
>>
>>184187218
>1ma
One man army, aka One human working on it.
There are several examples of team enginedevs, but none to few 1ma enginedevs.
>>
Here's a real treat for you guys, one of the first games me and friend made years ago. It's a new experience totally unlike anything you've seen before. Just looking through old files and thought my fellow /agdg/bros deserved to play this hidden gem. Do NOT spam space and do NOT click the crickets. Right click crafting bench after placing it.
https://mega.nz/#!xmhVBTCT!Z5zVDOpse8xJZ31RRvkNvNipSh6tH2uMp_o6Y2weD24
>>
>>184160973
I like the bomb spamming, just add self damage so you can kill yourself in a bombing frenzy. The character and rope animation are very good also!
>>
>>184187665
Nah, I'm not gonna download your virus. But good luck.
>>
>>184187665
>no screenshots or webms
shant be downloading that buttcoin miner
>>
>>184160896
Look up sparse array/matrix and apply it to 3d. Or divide the world in buckets to avoid allocating for all the empty space.
>>
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>>184187738
>>184187763
I just thought you guys deserved to laugh at my awful terraria clone.
>>
>>184187569
>>184186454
Dwarf Fortress.
>>
>>184188161
2ma
>>
>>184186454
Cave Story
>>
>>184188161
Toady has a brother you melon
>>
>>184188220
pixelshit doesn't count
>>
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>>184183041
Sure do. I could upload it for you if you'd like.
>>
>>184188345
You don't count.
>>
>>184188345
>goalposts
>thinking all pixel art is pixelshit

oh (You)
>>
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Almost all NPCs have Tattle dialogue now
>>
>try to cap somethign with OBS
>windows goes ape shit and start a bunch of random service, my cpu goes fro m15% to 100% instantly
cant even make a fucking 5 sec video without lag from obs, what the fuck
>>
>>184189521
Isn't that dialogue box a bit too big?
>>
Looking for an artist? Look no further. Tell me about your game so we can start working together.
>>
WARNING
Memes have been detected in this sector
Proceed with caution
>>
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>>184189824
Wanna' work on mine? It's an MMO, and we have great need of level designers. Get the client I posted above and we can talk in game.
>>
>>184188219
>>184188297
His brother doesn't do any coding. He just helps with design and fulfilling donation rewards.
>>
An recommendations for Lua book?
>>
>>184189824
I am interested but first, what pencil grade do you use?
>>
>>184189812
He's a big bettle warrior, so he needs a big text box
>>
>>184190625
also, can you fix the 'y'? It has a weird line underneath it
>>
>>184189824
post your work first
>>
>>184160973
Jasozz? Did you literally just change games again?
>>
>>184188359
I'd like that, if you don't mind.
>>
>>184190042
Looks pretty interesting. What engine are you using?
>>
To the anon who replied to my post the other day about finding grid regions - finally got a pretty flawless placement system going. If you want to have a look at my shitty code an judge me let me know. Now to find a way to rotate and stack items without getting fucked in the ass
>>
>>184191295
>rotate
save yourself and the player the trouble and don't let them rotate items.
>>
>>184185858
I have a "design document" but it's really a to-do list, with varying levels of urgency and vagueness
>>
>>184191501
nothing wrong with rotating items
>>
>>184191501
this
it's absolutely not worth the effort, and it's completely unnecessary as long as your items are rectangular (which they absolutely should be)
just design your item dimensions with the overall grid dimensions in mind
>>
>>184191501
but that's the whole point of inventory tetris.
inb4 >inventorytetris
I ran a strawpoll 3 times on /v/ and people's favourite inventory system out of all the resident evils was unanimously RE4 by a mile every time
>>
>>184183450
i always recommend unity since its pretty easy to learn. however like another anon said i would not recommend starting with a stealth game as the ai can be really complicated unless your game has an instant game over for when seen
>>
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>>184190710

Although I'm not that anon, thanks for pointing out the y thing! Definitely fixing it.
>>
>>184191653
>favourite
more like it's the only one they can think of from their tiny little brain.
>>
>>184184001
>Also, while they've buffed 47's health to a truly absurd level since release
i swear it wasnt this bad since the july update (or maybe it was june). i read that they essentially buffed his health and reduced enemy damage and shots per second. professional is pretty much how the difficulty was before from what ive read (still havent played around with professional yet to say for certain)
>>
>>184191653
>but that's the whole point of inventory tetris.
no it's not
the point of inventory tetris is to limit your inventory space in a way that treats weapons and armor separately from consumables
it's not actually supposed to be a tedious minigame that wastes your time every time you pick up a new item
>>
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Waypoint flight and thrusters (there's a reverse one you can't see). Definitely needs visual retros to sell the ship's micro-adjustments.

I need to work on capturing that slow, hulking feeling that Nexus nailed. I have a feeling it's mainly very slow accelerations (which I'm already using) + a lot of shit in the background to give you a better sense of scale.
>>
>>184191854
Yeah, it's a recent buff but I don't know when exactly. It's definitely fucking ridiculous, though.

>professional is pretty much how the difficulty was before from what ive read
Nope. I've played since the pre-release beta and Professional jacks enemy damage through the fucking roof. One burst from an SMG will kill you from full health, as will one blast from a shotgun from a few yards away.
>>
>>184191215
Thanks, using unity. You're more than welcome to play it.
>>
>>184192089
Not that anon (and you're falling for a classic bait here), but I'd play a demo
>>
>>184192089
Ok. Not sure how to best put this. Ufortunately I am not interested in working with Unity at all. Good luck.
>>
>>184191215
not interested but good luck!
>>
>>184191885
it still does that if you can rotate them
>>
>>184192089
Don't know if you're new or just shitposting, but anyone offering to do art here is a shitposter dropping some extremely low-effort bait. If you take the offer seriously, he'll always give a variant of >>184192181 as a reply.
>>
>>184192245
the system already fulfills its purpose with less complexity.
>>
>>184192035
>One burst from an SMG will kill you from full health, as will one blast from a shotgun from a few yards away.
honestly thats how the default should be imo. if npcs die from 1 or 2 shots the player should too
then again i keep forgetting they lowered the mastery requirement from 20 for professional so im probably a bit biased
>>
>>184192245
adding the ability to rotate them is a lot of work for literally no payoff whatsoever because it doesn't improve the system in any way, it just makes it more complicated
rotating them is only necessary if the shapes are non-rectangular and the shapes should never be non-rectangular
>>
>if an artist has preferences it must be a meme
Got it
>>
Reminder that nobody has ever made a platformer with better controls or level design than Super Mario 64. Why aren’t one of you faggots working on something to top that game?
>>
How complicated would it be to do a simple turn-based combat between 2 players network-wise, with unity?

Like, there's no need to sync anything, I can simply send and receive a choice and a target. Anyone has any idea what I should try to use to communicate properly? I can test via ip with myself since we have 2 laptops here
>>
>>184192178
>>184192392
God dammit. Well, if you're interested I posted a link to download here: >>184182425
>>
>>184192613
Someone hasn't played Ty the Tasmanian Tiger.
>>
What's a good engine for a dad with a 12 week old daughter and can only use his laptop for 2 hours or sometimes 3 hours at night when his family is sleeping?
>>
>>184192613
Mario 64's level design is terrible.
>>
>>184192927
you sound almost like me, so I would go with unity, especially if you're already comfortable with using objects and C#.
>>
>>184192927
game maker
>>
>>184192927
Write your own engine that programs itself while you're at work.
>>
>>184192927
Unity for 3D, gamemaker for 2D.
>>
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I prefer autistically replaying games and minmaxing more than I enjoy playing something new. When I play a new game I need to play it several times until I've broken the intended power curve. How do I utilize my autism for gamedev. I inherently want to restart projects and min max my workflow every week or so.
>>
>>184193346
Make a game that's actually difficult to break by minmaxing so your fellow autists have a challenge.
>>
>>184192981
I have experience with Unity and I sort of hate it but it's not excluded in my list.

>>184192986
I don't really want to buy a license before I can really try it without restrictions.

>>184192998
sure, let me call John Carmack and ask him for some advice and a small loan of a few million dollars.

>>184193318
Same as above.
>>
>>184193557
game maker studio (not sure about 2) has a free version which is nearly identical to the payed version
>>
>>184194102
>payed
>>
>>184194128
game maker studio has been in multiple bundles at this point for dirt cheap.
>>
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>>184193407
This own't be inherently satisfying. To elaborate let me lay out a scenario using an example most of us are familiar with using Knights of the Old Republic. You can't just make the game inherently harder and have it be satisfying because the entire point of minmaxing is when you do it correctly you can trivialize encounters that a normal player would have difficulty with during a normal playthrough. However you CAN add challenge that makes minmaxing funner and provides more options than normal but it really only works in linear games where you have to make choices during the progression that you cant backtrack.

In KotoR the primary example is holding off leveling up past your desired base class level until you get to Dantooine and immediately taking several levels in Jedi that would have been spent in a different class during a normal playthrough. Most characters are base class 6/ jedi class 14 by the end of the game but most autists are something like scoundrel 2/ jedi 18.

The catch is that you have to do the entire beginning of the game at level 2, This includes fights that are hard like the fight with Daven and the fight with the Sith Aristocrat for the blockade codes. That fight is particularly difficult because your allies are CC'd and you have to fin the fight by yourself while underleveled. You can bypass doing stuff like the arena fight with Starkiller though.

One way I can think to add cool dificulty curve and autism to the game would be to add bonus feats or skill points for doing something like defeating bendak starkiller in the arena. The reason why you wouldn't want to do a gear reward is that you want it to be a benefit that hurts to pass up. A min maxing autist can pass up non-end game gear or effects because they're irrelevant to his final scoresheet (how op his character is fully built). Early game stats only matter if there's some sort of irreversible snowballing effect that's lost.

Pic directly related.
>>
>>184194213
No, I meant the word is paid.
>>
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Some progress on my enemy plant. I think i'll finish the texturing tonight but I don't have enough time to do the rigging and animating unfortunately. This is for elemental knight btw.
>>
>>184192613
Try topping it while only including the letter 'A' 0.5 times in your source code.
>>
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>>184193346
Procedural generation. Make a game that changes the meta of your game every few hours so that it's hard to minmax. So say the enemies favor heavy armor, so you try to max out your armor pen. But then the game sees you do this, and then makes the enemies switch to favoring tankier enemies with lots of physical health. So then you switch to raw dps. But then the game starts giving enemies lots of healers to support the others. So then you focus on the healers first to take them out. But then the game sees you do this, so it equips the healers with shields, and so forth. But then you learn that the game is reacting to you. So instead of killing enemies, you start to just run past them and avoid the fights. But then the game says hold up, and now there are sorcerers with heavy CC that prevent you from just running away. So you decide to just stay in towns and level up with safer quests. But then the enemies start showing up at the town looking for you. So you feel like giving up and turning the game off. But then as you go to microwave a hotpocket in frustration, you hear a doorbell. wtf, I'm a NEET, you think to yourself, why would anyone come to visit me? You open the door...Oh shit it's a real live berzerker(female) who barges in and physically kicks your ass. You think, wait, I can still minmax this by calling 911, but then the game detects this, and as you extend your arm out to reach for your phone the berzerker(female) swings her axe and cuts off your dick. Now it's too late to call 911.

Good luck trying to minmax that game no matter how autistic you think you are.
>>
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Is this the next wizmud?
>>
A game about playing Morrowind
>>
>>184194960
Is this the ugliest game ever made?
>>
>>184194780
Min maxing for damage is low-iq. True min maxers min-max for versatility and immunities/resistances/hp/sustain.
>>
>>184194780
I remember reading about a game that did this. Infested Planet, a RTS with an enemy mutation mechanic.
>>
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>trying to figure out lua and c at the same time
>have no idea of basic programing workings
hahahha so funny hahahahha
>>
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Alright, an attacking enemy finally.
what do you guys think?
my game seems to lack feedback here.
but on the other hand, most progress updates get ignored too if they can't start a shitpost war.
I should probably add mixels/rixels for that sake
>>
>>184195384
Lua is garbage. Don't use it.
>>
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>>184195553
cant senpai,input binding are so easily implemented i dont want to quit
>>
>>184195553
It's useful for its purpose. You're not *supposed* to use scripting languages as a replacement for low level programming. I don't know why you autists feel the need to judge everything by the same standards like that.
>>
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>>184195038
I'll fix it eventually. There's just so damn much...
>>
>>184195520
Do you intend to have them go through walls?
Also, will they always face one direction only or will they face the player's general direction?
>>
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>>184159561
Added the fourth enemy to the game. This was fun to figure out. I still need to add one more animation for throwing over as well as make the axes fly back after a certain amount of distance has been traveled.
>>
>>184195891
I'm pretty sure your game fell to the trap of feature creep. Stop adding in new features and fix what is already there.
>>
>>184192927
Parent with six year old here, made my first game when said six year old was just a few weeks old. If that helps validate my opinion in some way.

Game Maker Studio is fairly quick to pick up and make something with. The free version has very few restrictions, and there are sales for the full version frequently that drop it to $20 or less.

Unity has been mentioned, but you've stated you hate it.

If you're against using Game Maker or Unity, there are other options;

Construct (what I used to use) or Construct 2. While not quite as versatile, they're easy to learn and plenty of successful games have been made with them.

Godot, which is entirely free, open source, and growing in popularity, but I have no experience with it so cannot give an opinion there.

Love2D is another free, and open source, engine. I have no experience with this one either, but I've seen some neat things made with it.

Just be sure you're genuinely looking at your options and not just making excuses. It's very easy to just make excuses and never do anything.

Or you can throw all skill to the wayside and hop on the Scratch train. It's technically for children, but it's important to work within one's limitations.
>>
i used to love drawing as a kid

why cant I practice for more than 5 minutes now
>>
>>184195949
art is cute desu
>>
>>184194551
oh sorry english is not my native language it actually is im just retarded i guess
>>
>>184196019
Perhaps. It's still somewhat of a young project, so I'm dividing my time pretty evenly between back and front end right now. Needless to say, some front end features aren't what they could be atm.
>>
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This is the first time I drew something, anything, that looks remotely ok

Shame the body looks like ass, but it's a start
>>
>>184196165
i figured it out pretty recently, its about getting into flow and drawing something you think is actually fun.

if you are just forcing yourself to draw things you don't want to draw you aren't going to enjoy it.

figure out what you like to draw and figure out how to get yourself in the mood to do it, whether that means turning on certain kind of music or warming up a certain way or drawing in a certain style.

always a way to find the enjoyment in it again i think.
>>
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>>184196168
thanks!
>>
>>184195909
no, i just haven't do the collision
and i haven't done the direction facing but they are supposed to face the player's general direction.
>>
>>184196478
D- DELET
>>
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Fuck vulkan is nothing but boilerplate programming....
>>
>>184196512
wow anon you deleted his post
>>
>>184196898
Yep, and its even better when you have to redundantly call the same function twice just to fill a queue and retrieve.

Fucking C
>>
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>>184195384
C and lua are the dream team of a true enginedev

keep at it
>>
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>>184197061
So people keep telling me
>>
>>184197000
>Fucking C
I'm doing it in C++ I know that the API is written in C It's not the language's fault really. Atleast it's not opengl
>>
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What has been the longest stretch of no progress for you? I think I've only spent like two months actually working on this since january because of education and freelance stuff.

I still work on it when I can, but it's getting harder to sit down and dev long stretches of time like I used to.

I just want time to make game, it's not that much to ask.
>>
>>184197195
eight months
>>
>>184197195
two (2) months because i was between a rock and a hard place
>>
>>184197186
It partly is.
Everythings a const char*
No optional struct fields
But yeah, just gotta get to the wrapper stage and ill be golden.
>>
>>184197195
a year. Depression from my old shitty job and a dearly loved family member passing completely sapped me
>>
>>184197195
4 months and 2 weeks. 4 months for the semester shit then chill for 2 weeks. I get progress withdrawal after about 2 weeks, so I simply can't stop myself.
>>
>wake up
>check the ludum dare theme
>can't think of anything to fit the theme
eh. maybe next year.
>>
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>>184197195
It's been ten months since I touched my main project, and I took a three month hiatus on my side project.

Finding time and motivation is difficult sometimes.

back on the side project though, even close to a new demo for it
>>
>>184197195
i started on my first game ever and then stopped for like 6 months. but i'm back at 100 percent now. Just had some things come up and it took priority.
>>
>>184197195
A week. Wageslaving is rough, but I need to do it so I can fund my project...
>>
>>184197612
>Just had some things come up and it took priority.
I know that feel
>>
How do i find the motivation to git gud at programming and start making a game
>>
>>184197719
Do a bokube and dont program but make a game
>>
>>184197719
You just deep dive into it,there is no other way.
I can gfx just fine but sux at "programing"
>>
>>184197719
if you don't you'll die leaving nothing behind

think of all the people who will play your game and have their lives changed for the better, in some small way
>>
>>184197898
The only person that ever finished my horror game killed himself shortly afterwards
>>
>>184197942
link to game?
>>
>>184176101
A nice pot(ted) plant (for ants).
>>
>>184197719
Pick up a thing that requires little to no programming knowledge but has an option scripting language.

Make game without the scripting language.

Make another game with it.

Move on to a slightly more complicated language.

Keep going till you can make your own engine?
>>
>>184197719
Simply ask questions and then have another more cleverer person to answer them for you. If there's no other person there, then ask google actually preferably duckduckgo. You'd be surprised of how much googling your issue can teach you.
>>
>>184197872
the hell is a bokube
>>
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>>184197942
>>
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>>184198110
No memes
>>
>>184197719
Why do you need motivation? what makes you so fucking special?
>>
>>184198014
>>184198120
It was just a guy in another general, so it was probably bullshit

Still makes for a nice marketing pitch not that I'd use it though, fuck no, I don't want to be haunted by no spooky ghosts
>>
>>184198260
>he still hasnt changed that god-awful logo
>>
>>184198423
Thats because its a good logo anon!
>>
>>184198524
t. Fred
>>
>>184198552
t.franky
>>
>>184198616
t. Josh
>>
How are you guys today?
>>
>>184198703
t. immy
>>
>>184198746
Good my balls are swollen I need to fap
>>
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>>184198746
I'm awesome, thanks for asking! It's raining outside and listening to avicii doing amazing progress!

How about you man?

>inb4 avicii is shit
>>
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There are always asshole artists and asshole programmers in these threads.

Where, I ask you, are the asshole musicians?
>>
>>184198949
In a similar position of doing progress while its raining (unless its stopped now, can't really see or hear atm) while listening to a bunch of random stuff from the "new retro wave" channel. Thanks for asking!
>>
>>184198746
horrible.
i'm losing my motivation slowly.
and i'm depressed and suicidal as fuck.
>>
>>184198746
It's ok

Ludum Dare is on, but I'll miss achunk due to Granny's birthday tomorrow
>>
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>>184199074
>new retro wave
good shit dude
>>
>>184198974
busy working their ass off in McDonalds
>>
>>184198974
Right here.
>>
>>184199093
> i'm depressed and suicidal as fuck.
Go outside take a break dude. Take a walk in the woods. It helps
>i'm losing my motivation slowly.
Getting visual stuff done is usually very motivational. Do something easy.

In that order
>>
>>184159561
Oh for fucks sake. The most idiotic ludum theme won again.

Runnning out of power is just a survival with a gimmick, hurr durr you have a resource and you need to manage it, literally done to death already...

Why the fack is LD jam attended by boring average joes who always pick the boring safe average themes
>>
>>184200054
I also like how they post blog posts there with progress for their 24 hour fucking game with cringey jokes annoying positive vibe. Jesus fuck, thank god for agdg, if i had to live my dev life in a normie community like that i would already put the lead implant into my brain
>>
>>184200054
>Runnning out of power is just a survival with a gimmick
Only if you're an unimaginative hack.
>>
>>184200152
either way you're both circle jerkers. go outside loser.
>>
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Why do so few pixelshit devs make jrpgs? it's always platformers or farming simulators
>>
>>184197594
I'm glad to see you are back here too.
>>
>>184200554
1. jrpgs suck
2. rpg maker stigma
>>
>>184200554
jrpgs are stone age game design
>>
>>184200554
because jrpgs suck?
>>
>>184199093
Maybe look back at what you made when you first started, and see how far you've come. Or playing some bad vidya makes me feel better, raging at their laziness makes me realize how much better I could do than them.

I would list kys yourself as an option but this late at night anons are probably serious about that kind of thing

>>184198746
Weird day, trying to record narration over a gameplay demo and keep sperging out over minor flaws and polish so its not getting done. Also got hyped to go to a con and show my game, but found out I was looking at least years dates, and its already almost over.
>>
>>184200554
Because pixelshit FF were never good
And second nobody from these indie devs has any idea how to make them good.
>>
>>184200054
* game with a deadline for getting shit done
* action game where the level ends when you run out of juice
* puzzle game where you have to fidget shit to exactly use up all the electricity
* theme were you were a once powerful leader but leeches are siphoning it from you, and you need to find a way to get your power back from them

It's not seeming hard to come up with non-survival shit here perhaps you should just try harder lol
>>
>>184189660
Nvidia shadowplay is pretty good, great quality and easier to use than OBS, passive recording uses like 5% of my cpu. But you have to have an nvidia card of a certain type, it has a video encoder chip right on the card
>>
>>184200554
JRPG combat is kinda vapid as hell. If you count Paper Mario as a JRPG then I'm making a pixel shit game like that right now!
>>
>>184200554
Because they have shit taste.
>>
>>184198746
Couldn't sleep well last night so I'm struggling to stay awake at the moment. Made some progress earlier so that makes me feel a little better about myself but depression is difficult to deal with anyway./spoiler] I will go for a coffee and will try make more progress.
>>
>>184200554
I like RPGs, but they are just scope explosions waiting to happen
>>
>>184200589
It's impossible to stay away.
>>
>>184200757
>JRPG combat is vapid
>But I'm making a game based on a JRPG right now!
>>
>>184200814
I know, were are trapped here forever
>>
>>184200625
>Maybe look back at what you made when you first started, and see how far you've come
thanks.
this is an actual great advice.
though it doesn't restore my motivation much,
at least it stop me from losing further motivations
>>
>>184200692
All those ideas are boring as fuck that is the problem, it's all just a regular boring game with a small gimmick of power added
>>
#recapmonday
#todotuesday (current features you're working on)
#whichwaywednesday (community polls)
#throwbackthursday (side by side comparisons of how your game has evolved)
#freekeyfriday
#screenshotsaturday
gay y/n?
>>
>>184197594
Don't post here. It's not worth it. Keep the good progress for better places.
>>
>>184200054
My game is about a superhero who is too powerful and now has to punch people to become a normal, well-adjusted person.
>>
>>184197195
I'm kinda in the middle of one now. I've got progress but it's super placeholdery and I'm an autist who hates showing unpolished work.
>>
>>184201508
That is the first good idea for this theme i heard so far
>>
>>184200849
Well my point was that it has JRPG combat as a base but if you get too far away from it (which I'm kind of doing) then people probably won't even call it a JRPG anymore...

Autists in /indie/ gave me shit for it, in any case. Dunno how common that attitude is.
>>
>>184201569
Shame it's done by me
>>
>>184201365
too gay for me.
>>
Git, SVN, Mercurial, MS Team Foundation, Dropbox, Mega, source forge, pastebin, e-mail chains, snail mail with usb thumbsticks?

What Version control system do you use?
>>
>>184201365
>todotuesday
>whichwaywednesday
>freekeyfriday
gay as fuck

>throwbackthursday
not gay but not something to do all weeks

>screenshotsaturday
good way to get advertisement

>recapmonday
good way to get encourage you to work
>>
>>184201746
I use a reliable hard drive
>>
>>184201842
Bad meme.
>>
>>184201365
#workonyourfuckinggameweekday
>>
>>184201746
Dropbox + two different hard rives
>>
>>184201508
one punch man
>>
>>184166334
is that overwatch man!?!??
>>
How would I save an instance and all of its stats for later use in game maker? In python I would just append to a list.
>>
>>184202156
just ... don't delete it?
>>
>>184202156
You probably should mention what you're doing. "Instance" is a bit vague here.
>>
>>184202289
An object. Let's say I wanted an inventory to store items or move it into storage. How would I save it and all its stats for later use. Would just storing its id in an array work?
>>
>>184201746
Google Drive
>>
>>184201746
Git, is never revert back further than one commit tho i mostly use it as back up
>>
>>184202435
let's say it's an item.
you should have the item's data written down somewhere
item's ID
item's description
item's price
etc
and when you are storing it,
it should just be a 2D array
storage[index][0] = item_index
storage[index][1] = item_numbers

i will be doing it this way.
>>
>>184202156
easiest approach would be an array stored on a persistent inventory object.
>>
>woke up
>LD theme is Running out of Power
Urghh....
Could be worse but oh Merciful Buddha, does these people have shit taste.
>>
>google "C# <question>"
>all results are unity

I have to type -unity all the time now, boy o-boy.
>>
>google image search "____ pixel art"
>minecraft screen shots comes up and it's all baby tier crap and often just unrelated

Excellent. Not even -minecraft saves me.
>>
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Well, this concept sounded better in my mind, I guess. :(
>>
>>184204605
whats wrong with it and what were you expecting?

the bumping them idea seems cool to me but what do i know.
>>
>>184204605
Thats pretty fast progress
>>
>>184204487
just good like ps1/ps2 sprites, not sure what you are looking for specifically though. if its just inspiration all the best stuff is fighters or jrpgs.
>>
>>184201309
Where did my goalposts go?
>>
>>184204734
I'm going pretty slow for someone using Game Maker. I'll keep working on it though.

>>184204692
The shield idea mostly. Currently you rotate it with L/R while you recharge, to protect yourself from bullets. It feels clunky and weird, but without it you'd have to rely on positioning and timing alone and I'm not sure that'd be fun.
>>
>>184204487
This is accurate.
>>
>>184204387
This legit happens a lot when looking for free 3D assets
>>
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>before /agdg/
>>184196394

>after /agdg/
pic related
>>
>>184204979
maybe its the speed? like if it was quicker and more responsive maybe it would feel better.

not sure.
>>
>>184204979
Control it with mouse, my dude.
>>
how do i stop tile tearing in game maker
>>
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Testing out a new font, not sure if it fits the game properly.

GMS has a funny way of overwriting sprites when using same sprite names, so now the old font is gone... oh well.
>>
>>184206093
It's not great for UI text but might work for title and pause screens
>>
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>Want to dev
>Get caught up in trying beating a doom wad and rewatching stargate
>>
I have no discipline.
>>
>>184206172
Which Doom wad?
>>
>>184206093
Your characters are way too low-res they don't even look like they belong in the environment.
Even the font looks shit because of it since it looks like the font pixels are 9 times smaller than the character pixels.
You need to at least double the res to make it look less jarring.
>>
>>184206093
It's kinda annoying that the font isn't monospaced since it's used with numbers that change.
Also, what's with the sub 30fps near the start?
>>
>>184206235
hellbound, I'm playing it with lithium, legendoomlite and DRLA monsters.
>>
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which looks best? trying to learn art stuff
>>
>>184206172
>Want to dev
>Get caught up in masturbating to random shit
>>
>>184206315
Lithium is a great example of TECHNOLOGY in Doom modding, the gameplay balance is a little jank, but it's a lot of fun.
>>
>>184206172
>watching the TV show
>>
>>184206432
>want to dev
>get caught up in choosing socks and panties to program in
>>
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>>184206435
>Laser + modal upgrade for the rifle
>>184206443
I like the movie but the only reason why there's people care about Stargate is because of the show.
>>
>>184206534
everyone only ever nostalgiafags about season 1, and shit on everything else
some """"fanbase""""
>>
>>184206534
Did you try the
>implying
Upgrade?
>>
>>184205389
Maybe if it was near instantaneous and controlled with the arrow keys?

>>184205683
Hm, yeah, that was the original plan but WASD+Mouse is a very awkward control scheme IMO. I'll switch to that and see.

>>184206172
>Want to dev
>Spend two hours scribbling down random ideas for my DnD campaign that's never going to happen
Damn it
>>
>>184206724
>WASD+Mouse is a very awkward control scheme IMO
Are you fucking serious?
>>
>>184206971
With 2D indie shit, yeah? Maybe that's just me though.
>>
>>184207141
It's just you
>>
>>184206724
>WASD+Mouse is a very awkward control scheme IMO
Spiral Knights? diep.io?
>>
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>>184196394
>>184205374
>>
>>184207141
Yeah, just you.
>>
>just found out an important piece of code is undefined behavior and could do something totally different with another compiler
fak
>>
>>184207141
dude, Hotline Miami
>>
>>184207579
>HM
>good
mouse control is SHIT for 2D

>>184207350
>>
>>184206380
I like 2 and 4 but it depends I like big hats on small birds
>>
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Made attacks into their own components and added cooldowns and shit. Now the enemy can join in on the projectile fun and murder you.

The enemy is stupid though, so for now it'll just arrows endlessly.
>>
>>184207714
>over 2 millions owners on Steam
Whether or not you personally like mouse control for 2D, it's what people will expect and prefer when they play that game. And they'll be extra frustrated at how shitty it feels because they'll know it should be controlled with WASD+Mouse
>>
>/agdg/ tells me to learn art over programming
>spend months studying how to draw
>post on /ic/
>"LOOMIS"
did I get memed
>>
>>184207889
you need loomis
>>
>>184207889
art is more valuable than coding

mediocre gameplay with excellent art will get 100x more attention than excellent gameplay with mediocre art
>>
>>184208036
>mediocre gameplay with excellent art will get 100x more attention than excellent gameplay with mediocre art
IT'S NOT FAIR
>>
>>184208069
Life is not fair.
>>
>>184207889
>going on /ic/
>ever
There is not bigger poser central in the whole 4chan existence.
>>
>>184208069
>anyone can learn to code in a few weeks
>takes years to be mediocre at art
How is that not fair?
>>
>>184208378
>>anyone can learn to code in a few weeks
>>
>>184208207
You haven't been to /gd/, have you?
>>
>>184208478
I literally learn pretty much all I needed in 24 lectures at uni. Thats like 36 hours.
>>
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>>184207889
>>184207948
Loomis is a meme aim at this, make a patreon and enjoy your money.
>>
What is the best IPad app for making sprite animations?

My wife wants to help me with a 2-D game I'm planning to make.

While I'm here, anyone have experience in Duality engine (C#)? It's between that or Unity for 2D. I do have a gamemaker 1.4 studio pro licence but.... man that shit sucks to work with for me and I don't learn any programming.

This will be a small learning experience because I've always wanted to learn to code in C# (no previous experience... when I was 14 I made visual basic programs that used access databases to recall phone numbers/profiles for my mom and dad as a digital phone book long before smart phones).

Also I'm 32 should I just not.

I'm a night shift nurse in college full time for informatics (really just UI design and databases, some network admin stuff) and thought I could learn some programming for fun.

I wanted to be a programmer when I was a kid but when life craps on your plate you just have to live.
>>
>>184208935
>My wife
bait
>>
>>184208935
>wife
get lost loser
>>
>>184169559
>>184170559
Correct, switching between textures takes more draw calls. If you keep a larger texture in hand, that will improve performance. You take more memory, but you'd essentially take up the same memory whether you used a 2048 wide texture or 4 1024 ones.
>>
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>trying to learn g*d*t
>make a tiny game
>try to change one node from another node
>tutorial says that get_node("nodename") should work as long as both nodes are in the same place
>use it and it doesn't
>what the fuck
>try to search for help
>some guy says to try different node paths
>none of them work
>one of the paths was "../nodename"
>assumed that he meant "parentname/nodename"
>LITERALLY try "../nodename"
>it fucking works

W H Y
H
Y

IS THIS NOT IN THE FUCKING TUTORIAL?
>>
>>184208935
Unity's not a dedicated 2d engine but it's widely used, so you have the advantage of many tutorials, answered questions, and fellow users to ask.

As far as programming goes, it's not too late to learn, and if you learn it over the next 5 years you still have decades of career left to use it.
>>
>>184208651
Let's see your code and your game.
>>
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I have no game
>>
>>184209154
>>184209256
Meant to reply to you
>>
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What music do you listen to when gamedev ?
>>
>>184165276
>>184165049
There are bootleg Yandere Sim games though

There are a few on Tumblr and I know of one on the App Store where you also fight zombies
>>
>>184209423
eurobeat
>>
>>184209423
I don't listen to music
>>
>>184209423
CV ost mostly
>>
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>making good progress on a game for once
>get an amazing new idea for a project
It's the nodev mind that's acting up again, I need to power through it.
>>
>>184209103
don't people keep saying Godot documentation isn't that good?
>>
>>184209572
write it down, keep devving
>>
>>184209574
Godot by large isn't that good.
>>
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>>184209653
if it keeps improving at its current pace, it might just become great
>>
>>184209748
And if you work a little bit on your game each day, you'll eventually finish it.

Strangely enough, I can see neither outcome occurring.
>>
>>184209256
Not bad.
>>
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>>184209821
>>
>>184206724
>Hm, yeah, that was the original plan but WASD+Mouse is a very awkward control scheme IMO.
Nuclear Throne
>>
>>184206131
Good point.

>>184206247
wanna make graphics for me?

>>184206286
>what's with the sub 30fps near the start?
it's 60/60 fps, the other number is the numer of instances.
>>
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My progress has resulted in an animation test!
I already have a more final Idle animation where he's a lot bulkier and fleshed out, but this is where I'm thinking the limbs will be and about how it will look in-game.
Thoughts?
(By the way, this is the slowest attack in the game, so don't worry about that)
>>
>>184210506
Looks alright, it'll be nice to see it completely animated.
Gotta say though you really did a nice job with the "feel" of the animation, I can tell it has weight just by watching the vid.
>>
>>184207714
Lovely.
>>
My computer sucks ass. I only have 4gb of mem.

Can I still dev simple 2D games?
>>
>>184178649
Fluent autist here, it's:
«Ĝi ne aspektas kiel la angla.
Ĝi aspektas pli kiel la hispana.»
>>
>>184210702
Thanks, I referenced the SHIT out of Monster Hunter's GS and probably did the motion myself like 15 times to get that right. Now all I have to do is draw proper body parts where those tubes are.
>>
>>184210851
why are people actually trying to learn this meme language?
>>
>>184210506
nice animation though making the screen shake when the body part lands is a bit disorienting for me
>>
>>184210849
of course, that's plenty
>>
Reminder that no one has made a great game with any engine other than Unreal.

Go look at the examples in the SHOWCASE section of your engine and realize it's all garbage.
>>
>>184210849
they used to make games with lightbulbs of course you could make games, but you won't because of different reasons
>>
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>>184210975
>>
>>184210849
Lad you could make a simple 2d game with half a gigabyte of RAM if you where proficient enough.
Don't let supposed hardware limitations stop you.
Just like make game.
>>
>>184210849
The Sega Dreamcast has a whooping 16MB
>>
>>184210849
>>184210506
I'm on 4gb right now and having no problems
>>
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>>184211082
I just LOVE guys who think they can make games. 99% of those people are just losers who spend 16 hours a day playing video games and in their tiny little brain they somehow assume that alone makes them qualified to make games. They've got no intention of actually learning programming, no intention of learning art. They just think that maybe, just maybe if they were able to create games, the only thing in their lives that they're somewhat decent at, they wouldn't be such losers. But guess what amigo, losers don't get to make games.
>>
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COMBAT IS FINALLY READY
>>
>>184209423
Whatever pops up on my playlist so it will go from classical music, to video game's ost, to 60's french pop, to 90's japanese goth rock
>>
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https://my.mixtape.moe/oelwld.webm
You guys think this is good enough feedback for the laser gun subweapon?
>>
>>184210943
>spelunky
>undertale
i don't know man i'm kind of fine with this
>>
>>184211413
Damn, that's juicy. And captures the Ito tone really well. Good shit
>>
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Anyone have any links or information regarding the grid system in GM 2.0?

Wanna try my hand at a small turn-based strategy project. Documentation from Yoyo themselves is limited at best.
>>
>>184210702
>>184210856
>I can tell it has weight just by watching the vid.
This. And is exactly what makes it a good animation in my opinon. Great work, dev.
>>
So the previous thread talked about how YandereDev has shitty memory management skills and the game needs 4GB RAM

as a pure beginner I'm scared of falling down that path, what are some tips or common practices I should be doing to avoid that?
>>
>>184211672
avoid 3D and only make pixel platformers
>>
>>184211672
Just don't worry about it, you won't ever get to the point where you need to care about resource management.
>>
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I'm a full stack dev with no gamedev experience thinking of starting a hobby project of a pet raising sim. My main inspiration would be chao from Sonic Adventures but I have a couple questions for anyone familiar with SA1/2 chao.

What is actually happening when a gradual change occurs? As far as I know all of the chao variations are handled by a handful of parameters so what techniques transfer that to the model/texture?
>>
>>184210849
I sometimes dev on an old laptop with 1gb of ram and never had any issue.
>>
>>184211413
I like how you made the cards get damaged when fighting enemies. Does ribs woman make music by walking?
>>
>>184211672
by the time you need to worry about it you'll know what to do unless you fall for the "start with the dream project and learn as you go" meme, that's a recipe for spaghetti code and we have at least one dev who was defeated by that
>>
>>184211732
deving on an old computer is probably ideal too, it forces you to make your game run better and more efficiently
>>
>>184211574
It's alright, though it sounds more like a rocket or some sort of meaty energy blast than a laser.
Also personally, I would give the beam a stronger outline, it looks kind weak and washed out, which clashes with the rest of the art style.
>>
>>184211950
For the HUD or the projectile itself?
>>
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yes thats right im still wasting time on this

its one texture now
>>
>>184212058
Projectile
>>
how does stepping up small obstacles usually work in FPS character controllers? I can't quite wrap my head around it.
>>
>>184212086
nice
>>
>>184211672
Here are some general programming tips I should have paid attention to:
(almost) never write the same code twice, make a function out of it, or use polymorphism
If it feels like you're doing something in a stupid way, google the problem and see what people think
Have a general idea of what's expensive, and try to avoid doing expensive shit every frame
"The doctor doesn't call the patient every day to ask him if he's sick." Have the act of "getting sick" do whatever you want instead of running a "sick-check" every frame.

I'm still largely a novice, so if anyone wants to add on or correct me, please do
>>
>>184211849
And in the end that gives you the advantage of more people being able to play your game.
>>
>>184211672
just make game
fix game when you absolutely need to and it starts to run like fucking garbage.
for yandev that should've been a year or two ago, but he's still going.
>>
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>>184212086
>>
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>>184212093
Alright let's try this.
>>
>>184211724
I think you need to make the parts that change into their own bone or mesh on the model. There's a rendering thing that can hide parts like horns before they grow out. I think the chao load multiple premade texture files with intensity and hues based on stats. Evolutions use different base models I think. Honestly I'd like to have someone who knows about modeling explain because I don't know anything.
>>
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>>184212725
Or maybe this
>>
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>>184212725
Uh I don't know, still looks a bit washed out, maybe too much transparency is the problem.
I would make the muzzle circle around the gun a bit smaller as well.
>>184213093
Ah this looks better. Though I feel a laser beam should be faster, right now it looks more like a projectile with a long trail.
>>
>>184213186
I don't want to give it too much speed, Blaz isn't supposed to be so hot at range so even his fastest projectile should be a little on the slow side.
>>
>>184212612
>fix game when you absolutely need to and it starts to run like fucking garbage.
wrong. this is the mentality that gets you into yandevs shoes in the first place

it's 2017, you can't optimize very much after the fact anymore, because most bottlenecks are now architechtural
>>
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>>184212141
nobody?
>>
1. C#
2. Java

Autism Tier: C++
Useless as fuck for games tier: Python
>>
>>184214067
BGE runs python
>>
>>184213797
Check ahead, if there's a collision, check x space above, if free, move there
>>
>>184214067
Your opinion is worth shit without a game in any of these languages.
>>
>>184207179
>>184207256
>>184207439
Fair enough, it's probably just me. (All my previous LD games have used keyboard + mouse, maybe I find those controls weird because I'm burned out on them?)

Anyway, I've implemented mouse + keyboard movement now and it does play a little more smoothly.

Question. I've always had some trouble with enemy patterns in those games. "Move to random point on screen every X seconds, then shoot/charge at the player" sounds kinda lame; any suggestions? How do you guys usually do this?
>>
>>184209256
Wargroove?
>>
>>184197195
I find it weird when people have games that look like this and then they just stop working on it. Also, a few weeks cause I keep trying to split my practice among programming and art.
>>
>>184210849
There was a time (when we were making video games) where 4GB was unthinkable.
>>
>>184214067
Risk of Rain: Game Maker
Deadbolt: Game Maker
Cash_Out: Game Maker
Cavern Kings: Game Maker
Spaceman Sparkles: Game Maker
Uncanny Valley: Game Maker
Pixel Star: Game Maker
VA-11 HALL-A: GameMaker
Way of the Red: Game Maker: Studio
Monolith: Game Maker: Studio

Skyrogue: Unity
Catmouth Island: Unity
Megabyte Punch: Unity
Xenoraptor: Unity
Stormworm+: Unity
Social Interaction Trainer: Unity
Still Not Dead: Unity

Vagante: C++ (SFML)
Lethal League: C++ (SFML)

Painter's Guild: Flash
Restricted-RPS(Client): Flash

Aviary Attorney: Construct 2
Dreaming Sarah: Construct 2

Vampire of the Sands: Java (LibGDX)
Restricted-RPS (Server): Java (Native)

Aerannis: LÖVE

Tier 1: C#

Walkerman: Ren'Py
>>
>>184211672
Recycle, avoid spawning/deleting too much. (This is especially important is you make a game with any kind of bullet)
LODs are an obvious thing but I don't think yanderedev knows about it.
After that there are some more engine-specific things, like instanced static meshes in UE4

>>184211724
>>184212751
You could just use Shape Keys/Morph Targets (same thing). They store shapes and by adjusting a value you can make the model look more or less like the said shape.
In your pic, they would all be the same model with different shape keys and maybe some hidden parts of the mesh.
For the texture you could just lerp between the two different ones as the change occurs.
>>
>>184214448
you forgot the godot games
>>
>>184214510
No he didn't.
>>
>>184214510
These are games on Steam.

There are 0 AGDG games made in Godot on Steam!

Oh, that was your joke...
>>
>>184213376
Well here's the thing, you're designing the game with your vision in mind, doing things how you want them and I have my own preferences and personal bias on how certain things should be so I can't tell what you have in mind, I can just make an opinion based on what is displayed to me.

Honestly I would give the move a bit longer wind up before the shot comes out which would also make that eyeglow on the skull stand out a bit and I would also have it be a long range attack that's not particularly strong with a small area of impact, but can do high critical damage.
The criticals could either be handled randomly or have them be location based, like dealing high damage if you hit the enemy in a specific area.
Either way it's your game and what you want to do may not necessarily be what I would perceive that a certain move should do.
I mean you could leave it in its current state and it would be fine I guess, I just though of giving my 2 cents.
>>
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>>184214448
>no godot
Relly makes u think
>>
>>184214448
Oh yes, all those games no one plays and are shit. Good job.
>>
Are you doing LD? I kinda want to but I can't come up with ideas that aren't super generic, like 'endless runner where you have to pick up battery-like items before you run out of power' or something.
>>
>>184214448
FYI Unity is C# you fucking autismo
>>
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>>184214448
nothing using UE4?
>>
>>184214794
There are a couple unreleased but on steam
>>
>>184214754
and Javascript :*)
>>
>>184209423
I google "Best anime soundtracks"
>>
>>184215250
>best
>>
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>>184214510
>>184214527
>>184214554
>>184214601
surely Polycode will be our salvation
>>
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>>184215250
>I google "Best anime soundtracks"
>>
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>>184214615
>>
>>184214146
oh that makes sense
I don't know if that'll even work since I'm using sweeps and not penetration tests
t. brainlet
>>
>>184214754
>nuance shaming
not loving this meme
>>
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>>184209423
patrician music
>>
>>184215568
Isn't this that screeching retard?
>>
>>184209103
get_node() gets your children nodes, the ../ tells it to go one node above aka the parent, it's the same as using get_parent().get_node("brother")
>>
>>184214754
Unity doesn't use C#, it uses the asset store.
>>
>>184215648
No, it is the guy from Nolan-kino.
>>
>>184215686
bad meme
>>
>>184215247
Unity is ditching Javascript altogether. I don't think the latest beta even supports it.
>>
>>184215812
>zach hill, flatlander and mcride composing niggas on the moon.jpg
>>
>>184206093

I hate it. Change it back.
>>
>>184214510
>>184214601
Don't worry, I plan to make the first highly successful Godot game that makes a million dollars, and it will have the AGDG logo in it.
>>
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>watched at least 50 hours of tutorial videos on YouTube
>religiously typed over every piece of code
>try to work on something of my own
>don't have a clue where to begin

WHY DIDN'T ANYONE TELL ME I HAD TO LIKE, USE MY BRAIN AND STUFF TO MAKE GAEM

I THOUGHT YOU COULD JUST IMAGINE THINGS AND TYPE FOR 2 MINUTES AND THEY WOULD MAGICKALLY APPEAR ON SCREEN REEEEEEEEEEEE
>>
>>184216365
watching and writing down what you saw doesn't make you learn
>>
>>184197594
Cute bunny!

Do you have a tumblr or twitter?
>>
>>184216365
DUMB dumb frog
>>
>>184197594
I am going to sexualize this bunny
>>
>>184216365
learn to code before making game
>>
>>184216365
>learning from youtube "tutorials"

top jej
>>
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>>184216365
Knew a guy in college who called himself "game developer" after paying 50 bucks to follow some Utah Mormonfag's Game Maker tutorial series on Udemy.

Asked him to show me his dialogue system. Only had hundreds of "if else" statements.
>>
>>184217118
>Laughing at people trying their best

At least he's attempting to do something unlike you, nodev.
>>
>>184216930
I did that four years ago.
>>
>>184217351
It's pointless to try your best if your methodology is wrong. Watching and copying isn't enough to learn, you need to apply what you saw to small scale prototypes in the case of coding.
I know it well because that's how I fucked up my first semester at the uni.
>>
>>184217524
>fucking up at uni
you're literally the last person I'd take advice from
>>
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>>184195949
>when she's leaning against the wall, as if terrified

The geneva convention should not be allowing those levels of cute.
>>
>>184195949
I see the aim of this game is to restore the master emerald.
>>
>>184217646
Half of the students don't pass the first year of biology here. It's not that it's hard, it's that you have to memorize a lot of things.
Writing something down once simply isn't enough to learn it. You've gotta apply it and think about it thoroughly.
Besides I got my shit together for the second semester and aced it. /blogpost
>>
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You have 30 seconds to make a game about this.
>>
>>184218048
ok done
>>
>>184218080
gg
>>
>>184218048
where's your game
>>
>>184216163
Yep. Will prolly keep the new, bigger font for menus and stuff
>>
http://vocaroo.com/i/s184DLEbqXeR

pfft, this is easy, you just hit the white tiles
I haven't tried the black ones yet, they're higher up so they seem like they're reserved for more advanced people
>>
>>184208679
Not the same anon but, if the project that I started ever fails, then I'll shove my self-respect up my ass and do just that.
>>
>>184218598
That makes you play in the key of C, but that doesn't make it sound good.
>>
>>184218717
I'll try hitting the keys faster
>>
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>>184190904
Dunno if you're still here, I ended up falling asleep.

You can find the rewrite here: https://www.dropbox.com/s/d27o2j0a82o9x9i/MarchingCubesTest.zip?dl=0

There's very few comments I believe, so good luck deciphering what the fuck I was thinking when I wrote some of it.

If you're at all interested in the original, that one's on github: https://github.com/Chippington/Quixel

Neither of them have any of the "interesting" land gens that I've been posting, because somehow I managed to lose those. The rewrite should work in Unity 5.6, the original doesn't work in Unity 5 I believe.
>>
>>184208207
/3/ pretty bad
>>
>>184160714
Is this a reference to Persona?
>>
>>184218048
if you had said 30 hours it could have been a weird but interesting way to start a mini-jam.
>>
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>drawing people is easy
>can't design mecha at all
Why was I cursed with all this talent if I'm still incapable of creating what I love
>>
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>>184211346
You are right since they post pepe's on 4chan instead
>>
>>184219093
Post your designs instead of dank memes.
>>
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>>184219093
i can't draw mecha at all either.
heck, i can't draw either.
but i'm gonna make a mecha game anyway.
Don't give up and just keep drawing.
>>
>>184219093
>model a space ship
>fairly easy
>model a mecha
>completely impossible

I've even tried making a space ship and putting legs on it. Never looks right.
>>
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>>184219389
I just don't get how the fuck the japs come up with this kind of shit
>>
>>184215247
Don't forget about Boo
>>
>>184175257
I thought she had huge bazongas from the thumbnail
>>
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You just need more reference images, that's all!
Just kidding, it's literally impossible to learn to draw mecha
https://mega.nz/#F!IEYy1LCC!Ki5UX5in9qRTU6WOUHiR3w
>>
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>>184206172
>want to dev
>spend all my free time working on my conlang
>>
>>184219093
>>184219389
>>184219556
>>184220402
>tfw you've done absolutely no progress this week because you're stuck trying to design stuff
Worst part isn't how it looks, it's how you have to make everything mechanically functional and logical.
>>
>>184220589
>Worst
*hardest
>>
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>sprite billboarding working
>now this shit
>>
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>>184206172
>want to dev
>too busy making real money in a real job
what a sad existence I live in
>>
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>>184211672
Stop worrying so much, start deving something, and stop listening too much to /vg/ :
Contrary to most (shit)posters here, YandereDev is making a game.

Just like make game too.
>>
>>184220731
how do I find a job?
>>
>>184220712
Oh, apparently I can't use decals(billboarded sprite) if both it and models are transparent! S-shouldn't be too hard.
>>
>>184172758

C++ was my main language during my last two years in college (studied CS but focused on Computer Architecture), then also during my first job out of school, which lasted for 2 years. I played around with SDL and SFML back then, but never got a complete game working cause between work and gradschool, I just did not have enough time. Then I finished gradschool and got a job as a python dev for 2 more years and I've been at my current job for 9 months doing C# and Scala...

Right now I just wanna be an engine dev and get some kind of prototype working, so I can bring more people on board, but man, I really do not miss C++. However, I haven't used it since 2011, and I'm sure lots of features have been added

I mean, C# has added cool new features with C# 7 and it hasn't even been a year since I started using it (for instance, you can do pattern matching similar to Scala now).

TL;DR - I basically haven't really used C++ since 2011. Have there been a lot of cool new features/improvements? I think I've read somewhere that smart pointers are now part of stl and a much more common practice, which could be a good thing?
>>
>>184212086
If Superhot made money I don't see why this wouldn't
>>
>>184197195
4 years
>>
>>184220779
I just sent my empty resume to a company and somehow I got a decent paying QA job. The fact that I had some decent programming projects in my portfolio helped a ton I suppose.
>>
>>184220803
Oh anon, you're so naïve. Those C++ shitposters don't actually use C++ (they don't use anything tb.h)

But yeah, C++ has a loot of new features and some Boost features became part of the standard library. You can read more on it by reading on C++11 and C++14
>>
>>184220738
eva already made it
everybody has heard of him and he's milking hundreds of losers every month
he's not going to make a game because it would be all downhill for him from there, he's going to keep making a game
>>
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Who here is actually making a game? Like an actual game, which has UI, sounds and shit. You aren't one of those 'gameplay only' devs, right?
>>
>>184221435
>Dwarf Fortress is not a game
ok
>>
>>184221514
But it has UI, doesn't it?
>>
>>184221589
df's ui is terrible
>>
>>184221435
where is it?
>>
>>184221105
>Oh anon, you're so naïve. Those C++ shitposters don't actually use C++ (they don't use anything tb.h)

Yeah, I'd imagine so. I know my question was serious, and I forgot to write that I don't mean to start a language war or anything, but I'm genuinely curious.

Isn't there also C++17? Anyway, I'll look those up. I remember I started reading a bit on C++11 back when I was a C++ dev... they added lambdas and a a few other things.
>>
>>184221435
I'm having a big "Disable Audio" button
>>
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>>184221185
Is that supposed to be an excuse for you to not be working on your own game ?

C'mon, you can do it.
>>
>>184165130
Jonathan Blow it and make your game a "deep and contemplative" experience without music.
>>
>>184220731
I do both.

Web dev during the week. Game dev during the weekend.
>>
>>184220780
>S-shouldn't
>>
>>184167892
top post
>>
>>184221435
Me.
>>
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>>184221747
nice joke
>>
http://vocaroo.com/i/s0ahxyFZNcp6

nailed the upbeat tone i was going for
really gives that arcade feeling
>>
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Well, prototype for LD39 ready. Going well so far.
>>
>>184222561
yeah it really feels like i'm playing old russian games at 2am at the back of a bar in a middle of nowhere
>>
>>184221742
C++17 hasn't been finalized yet, although there shouldn't be any new major changes from the current draft and most compilers already have experimental support.
>>
>>184222561
Sounds... doomy-ish. And dreadful.
I like it.
>>
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When the fuck will we be able to render normal fucking grass in real time
I MEAN COME ON ITS 20FUCKING17
>>
>>184221435
I don't actually understand what you're asking here.
Do you realize how many assumptions have to be made to understand and then respond to this inane babble?
>>
>>184223316
That's the point, he's shitposting.
>>
>>184223303
shut up frog
>>
>>184223303
>it's 2017
Meanwhile, five years ago...
https://www.youtube.com/watch?v=pdMaFWGLxKE
>>
>>184223303
https://www.youtube.com/watch?v=kLVa0NOFdwM
>>
>>184223303
grass autism is almost as bad as space autism
>>
>>184223678
>>184223571
It'd be nice to be able to render other things besides grass as well though
>>
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>>184223303
ca. 2008
https://www.youtube.com/watch?v=8JQ--yA8iQs
>>
Anyone remember the AGDG dev who spent the whole time making pretty grass?

It was pretty.
>>
oh shit I just realised this thread has had no mention of googem

well done all
>>
>>184223838
You can, you just need to implement it to suit your needs.
>>
>>184224253

You just mentioned him. Great job
>>
yes children, I am now here to provide helpful advice to budding yesdevsâ„¢ as always
>>
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>>184220712
Oh cool. It was just a matter of splitting draws up.

1) Draw world (non transparent models)
2) Draw billboarded sprites
3) Draw world (transparent models)
>>
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I've been brainstorming to find stuff to add to LRHH since even with most of the features I planned implemented, the game feels very boring.
So I thought of having characters from other fairy tales that you help in exchange for sweets to bring to your Grandma.
So for example, you give an apple to Snow White, or you give a carrot to Bunny (ok she's not from a fairy tale but who cares). One other idea was to help the three piggies escape from the wolves bit I'm not sure how. I thought about baiting them to go where you want by throwing things but I don't know what items would make sense (since making noise will attract the wolves).
What do you think? Am I wasting time on this? wait, don't answer that one
>>
>>184224762
You're already making the scope of the game too big and I already know you aren't ever gonna finish it. Scrap it.
>>
>>184224762
drawings are cute
>>
>>184224762
>saving shotapiggies from nasty /ss/ wolves
l-lewd
>>
>>184224886
Nah, I want to finish it (at least with its current scope) by Demo Day 16. I just feel like as it is now, it's just not fun to play. Maybe it's the lack of level design, I don't know.
>>
>>184224725
You should have used that fixed rat monster drawing I did for you
>>
>>184225038
Does your game have sounds? Flashy UI or something? Honestly those things have a ton of impact on fun.
>>
>>184224762
You don't make a game more fun by adding more shit, you make it fun by making the mechanics you already have fun.
>>
>>184225164
Not yet[/spoiler] and not everunless I add some juicy UI for the level end screen, I don't see any other part of the game where I could juice up the UI
>>
What's the max pixel size I can use for a player character?
>>
>>184225703
if it's higher than 1000 it won't fit on the screen
>>
>>184225703
5x5. Any more is bloat.
>>
>>184225703
Over nine thousand.
>>
>>184201746
Git, mainly for reverting back commits if I fucked up somewhere down the line.
>>
>>184225703
There are no limits. Make a game where you control a giant character which you can only see a part of on the screen.
>>
To all side scroller devs. If your game doesn't meet the quality of the Sega Saturn's Astal or the Genesis' Ristar I WILL NOT PLAY IT, GIVE UP.
>>
>>184226639
unironically a good bar to aim for
>>
>>184226639
I'm not going to make my game worse just to please you.
>>
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>>184226639
>>
>>184226639
are we talking visuals or gameplay?
>>
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>consuming caffeine in any other form
>>
>>184228620
>not getting caffeine tabs and dropping them in your favourite drink

?
>>
>>184229004
>caffeine tabs in coffee
>>
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>>184229051
I knew this response would come. Highfive, anon.
>>
>caffeine
just fuck my metabolism up senpai
>>
>>184229558
>implying vodka is any better
>>
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>>184197195
about 5 months. i posted my demo for demo day, added rebindable keys and removed the screenshake because it was retarded. i havent been able to seriously sit down with it since. im having fun making my vr space game though so i dont feel as bad about lack of devving anymore
>>
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I'm seeing a lot of shit about engines being bad and unity being a meme and c++ being used by people who are destined to fail, but what the fuck are you talking about? I don't understand what you mean when you say these 2 are inherently bad for programming.

I'd appreciate some enlightenment on the matter...
>>
>>184230517
>everyone here is shitposting and not being objective
>maybe they'll give me an objective answer if I ask nicely
Just do what you want, mang.
>>
>>184228620
But there's no difference between that and instant?
>>
>>184230328
Was your game on Itch? I played something that looked like this a few months ago.
>>
>>184221435
I'm making an awesome game. You'll see
>>
>>184224253
>>184224483
>>184224617
He ate another ban for posting his loli jam "game" again. He knew what he was doing he just wanted to take a "break" from 4chan since we basically weren't letting him breathe in here after the sidalpha and steam thing. This is how he manages himself, getting banned.
>>
>>184230328
Looks cool. Reminds me of that other castlevania-like game floating around.

Is that a spooky adventuring skeleton ?
>>
>>184230517
Unity is bloated as shit and not ideal for small/2d games.
C++ is hard to use and very easy to fuck up with if you don't know what you're doing.

That's all there is to it.
>>
>>184206093
never seen your game before anon but youve got some good juice going on. i know people dont like the low res characters but for some reason i think it kinda fits
>>184230841
yeah https://muscularhair.itch.io/helleton might have played it for demo day or something
>>184231395
yeah he was a wild west sheriff sent to hell as a skeleton after being killed
>>
what does agdg think of OwlBoy?
>>
>>184230328
Did the gun make it into any demo?
>>
>>184232134
Would've gotten more porn as Owlgirl.
>>
>>184232170
nope, sadly not. it was meant for the third (final) level but i never got it made.
my rebindable keys didnt make it into a demo either which sucks since the game is unplayable on non qwerty keyboards, but i cant just update the game to add that in without finishing it
>>
holy shit that OP pic
what did I miss
>>
>>184232391
that's ancient, anon
also last
>>
New thread
>>184232427
>>
>>184214467
>avoid spawning too much
So is procedurally generating a level completely out of the question in 3D?
>>
>>184232134
https://www.youtube.com/watch?v=rOkq7fUdgYQ

>10 years

>imcomplete and couldn't do everything they wanted
>>
>>184232134
Nice art, I guess. Completely uninterested in its gameplay. 10 years for nothing.
>>
>>184232363
That's a shame, seems like something that spice up the gameplay a lot, but I can understand the way you feel.
Really interested on your VR project, hope to see progress on it soon.
>>
>>184228620
Black coffee is legitimately pretty good for you, it has a lot of stuff you don't normally get if you have a shitty diet.
>>
>>184233486
like what?
>>
>>184233819
motivation
>>
>>184234069
mud butt
>>
>>184206172
>want to dev
>watch youtube all day
>>
>>184210849
The PS3 and Xbox 360 only have 512 MB of RAM.
>>
>>184211346
wiyg frog
>>
>>184219389
>>184219556
>simple shapes first
>make simple shapes not simple

badda bing badda boom
>>
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I change the frame size because after a thorough image search most character portraits show more of the shoulders and torso and the eyes tend to line up with the rule of thirds

also what do I need to change for this old man to look better?
>>
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>>184241116
also here's my revised mc
Thread posts: 766
Thread images: 137


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