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/agdg/ - Amateur Game Development General

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Thread replies: 823
Thread images: 122

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marketing edition

> Upcoming Mechanoid Jam itch.io/jam/op-mechanoid
> Next Demo Day 16 (8 days left) itch.io/jam/agdg-demo-day-16
> Play Demo Day 15 itch.io/jam/agdg-demo-day-15

> Helpful links
Website: tools.aggydaggy.com
Weekly Recap: recap.agdg.io
AGDG Steam Games: homph.com/steam
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 Thread: >>187816219
Previous Demo Days: pastebin.com/JqsQerui
Previous Jams: pastebin.com/jAByvH3V

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

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

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

> How to Webm
obsproject.com
gitgud.io/nixx/WebMConverter
>>
>>187907246
Is halloween jam happening this year?
>>
https://streamable.com/x9373 most of the systems are done. Just bug fixing on the level transition system and then add the story/dialogue system as well as the boss system needs to be added. After that it's content like puzzles, hazards, levels, world themes, and more cryptocurrency characters
>>
>>187907361
I'm sure there will be 12 separate ones in itch.
>>
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>>187907419
forgot i could just upload a webm
>>
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>tfw talented at gamedev
>>
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>>187908421
Don't fool yourself
>>
So am I just arrogant and a delusional nodev or do most game developers suck ass at game design?

I can't seem to shake it off but every time I play a game, there is always one or two really dumb, annoying little things about the core design that is poorly implemented or nonsensical. Forget the graphics and all that other shit, things that could easily be fixed by a principle of DESIGN and not even requiring great programming skill.

For example; take the crafting skill in most games. Why is it just a bar that fills up with experience? All players will do is just spam crafting shitty iron daggers until it gets high enough to create their dream weapon. Skyrim is a good example of this poorly designed system.

You could make the crafting leveling engaging and less about grinding by simply changing it to a milestone and specific requirement system. So to get from crafting level 15 to 16, you just need to craft 1 steel weapon. If you already crafted a steel weapon, good for you, you get it as soon as you can.

While a shitty example, does anyone know what I'm talking about? Why are so many games poorly designed? Am I missing something here?
>>
>>187908421
Nene is living the dream
>starts as a bug tester
>gets into gamedev
>makes a game from scratch
>gets hired as a programmer at a game studio
>all of this while still going to Uni
>>
>>187909142
I know exactly what you're talking about, but your crafting example makes me doubt you do.
>>
>mfw didn't use git for my small project I've worked on past week
>mfw I deleted it by mistake
>mfw rewrote everything I lost in 3 hours and it's better than before
>mfw it's on git now
>>
>>187909232
>has a delicious brown girlfriend to teach her code
Truly the dream
>>
>>187909142
If everything is so bad, why dont you make it better or propose better systems? Where's your game?
>>
>>187909142
This is why i got into game dev.
I believed i could be better than the rest.

But nigga that aint easy.
If u were able to make a game with this "better" crafting system u mentioned.
you would have a million shitty design aspects littered throught the rest of the game.
that other no-devs spot... and the cycle continues.
>>
>>187909142
In most games? Pretty sure shit you're talking about only happens in elder scrolls games.
Crafting systems in other games are mostly a complete waste of time as well but for very different reasons.
>>
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the main loop dont freeze the browser no more
>>
had a fight with my game
feeling pretty bad мoя ceмья
>>
>>187909142
You could say that no game is perfect, just like people creating them.
>>
>>187909142
You have never made anything yourself yet you say that it's so easy.

>average idea-guy
>>
>>187909142
Most games making it to you are games with giant budgets, therefore with giant expectations of returns, therefore with simplified systems.

Congratulations, we've recovered the history of Bethesda.
>>
>>187909142
>So am I just arrogant and a delusional nodev
Mostly. Also kinda petty.

I mean not completely wrong, but sort of approaching it at a weird angle that ignores pretty much every factor. Like Extra Creditz.
>>
>>187909232
>uni
is this like some doogie howser gamedev anime?
>>
>>187910069
It's barely about gamedev.
>>
>>187910069
it's a gamedev anime where the characters make games, work and study without shitposting all day. Nothing you can retate to, gogem
>>
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>>187907246
>>
>>187910119
>>187910107
none of this answers the
>uni
part i was actually asking about.
are you all too young for the doogie howser reference? is AGDG the doogie howser of shitposting?
>>
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How do I store branching dialogue as data?
>>
>>187910697
json?
>>
>>187910869
I can store a buncha string using json, but how do I make choices and branching without having a giant script with if statements for every branch?
Surely less retarded people already came up with a good format
>>
>>187911164
store each option as an object and have it contain the suboptions for where it links and just change what the current option is. like a linked list but the pointer is to an array not a linear next step
>>
>>187892674
>Care to name a few of the good games?
http://store.steampowered.com/app/420440
>>
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I don't know why this made me laugh. Debugging/Creating the hard mode only moves.
>>
>>187912292
>how I feel every day
>just like my hopes and dreams
Heh.
>>
>>187910697
I'd suggest:
response
{
string message
dialog* next_dialog
}

dialog
{
string dialog
response* responses
}

have a parent dialog which contains an array of responses which then points to the next dialog and repeat.
>>
Triumph of the Cosmos dev here:
what's better for modeling on-world (planet, moon, and asteroid) settlements? I had made a mockup with a grid kind of like stellaris but I realized it got kind of silly to try and break it up into units like that when I calculated the area of each grid square for various sized worlds. There's still a certain appeal to making it nice and discrete but would it be better to make it be just settlements and there's no hard limit to the number of settlements, but there is on surface area and resources available. I could eventually try to do a map projection or (god forbid, everything else is 2D) a 3D model like EVE if I wanted even more detail.

My top priorities in order are balance, do-ability, and realism.
Other things that matter would be I want to be able to interact with all of the details of the world like available resources, oceans, atmosphere, temperature. I'm going to have research and tech for dealing with different conditions but would one of the models I mentioned be better or does anyone have ideas?
>>
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>only just now discovered the beauty, elegance and usefulness of pure functions

WHY HAVEN'T I BEEN TAUGHT TO USE THEM PROPERLY IN COLLEGE
>>
who /given up/ here
>>
>>187909142
>All players will do is just spam crafting shitty iron daggers until it gets high enough to create their dream weapon
That takes longer though.

This same logic can be applied to RPGs.
If the player needs to beat a difficult boss, all they have to do is grind shitty low level enemies until they're high enough to not worry about actually using their brain.

>simply changing it to a milestone and specific requirement system
>prerequisite requirement system
So now crafting is just a quest system? Doesn't sound that much better to be honest.

What's the point of craft levels anyway? If you have the items, then you should be able to craft it.

>but realistically the player will need certain amount of experience to craft more complex items
This can be solved by making it so only specific NPC's can craft the more complex items.
>>
>>187913094
>He thinks college actually teaches you something useful

Loving every Laugh
>>
>>187913260
>So now crafting is just a quest system
Well crafting has always been basically a quest system. You're just collecting items and drag + dropping them in some boxes.

I dont think any game has an engaging crafting system because its not ideal. If you make crafting more like a mini-game, IE, autistically matching up the lines and measuring heat or some bullshit, then it becomes a pain in the ass to quickly craft basic shit you need.
>>
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>>187912907
here's the mockup. no functionality
>>
>>187913260
Best crafting systems are implicit ones like Etrian Odyssey where you sell materials and can buy items made from them. Least pain in the ass possible but still encourages searching for materials.
>>
>>187912907
Star Ruler 2 had a good system for this
It's too bad nobody played it and the studio shut down
>>
>>187913609
I was pretty fond of the one in Summon Knight: Swordcraft Story.

Get your whole set up, match weapon type to material and throw in some extra crap. It worked, and you were only bothering to make milestone weapons anyway, not steel dagger x 500, so it felt rewarding.
>>
>c# has garbage collector shit
>Meanwhile in gdscript any object without reference deletes itself automatically making 0 overhead when creating and destroying hundreds of objects as if you're doing it in c++
>still sucking on that microsoft dick
>>
>>187913260
>This can be solved by making it so only specific NPC's can craft the more complex items.

I've seen in some games where you have to find or purchase crafting books in order to unlock tiers of crafting.

This would eliminate grinding for experience or taking it to NPCs.
>>
>>187911306
How do I specify what options are linked in json?
>>
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Wait, what. Did I fuck up somewhere, or can GODOT seriously not perform exponentials on floats?
>>
>every game should cater to me 100% of the time
There's literally nothing wrong with grinding.
>>
>>187913893
Many languages can't... Use Math.Pow(a, b)
>>
>>187907541
He's actually doing it, the absolute madman.

Though, I've considered making my game's currency bitcoin.

You have to wait around while your transactions go through lmao
>>
>>187913893
that's a bitwise operator you imbecile
>>
>>187913735
>automatically
That's called reference counting, it's another type of garbage collection it can sometimes be even slower than C#'s stop-the-world garbage collection

Stop being a pussy and use C++ already
>>
>>187913916

Grinding is a nice way to balance games. If the player isn't good enough or lucky enough to win against a boss or tough part of the game, they can go through a few encounters to come back and do it again.

The difference is that grinding can be used as a gate for progression in a game's story or quests, but skill or crafting grinding is shit. You can't craft better gear through being skillful and grinding is just a way to make it easier, nor is crafting the primary method of challenge and difficulty of a game like the combat is. Crafting grinding is just a seriously annoying time waster.
>>
>>187913916
its not the 90s/early 2000s anymore man.
nobody wants to spend all day grinding in your game when there's thousands of other games out there
>>
>>187913916
>relying on filler
weak
>>
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>tfw it's finally working
>tfw it was fucking dumb
>tfw but it's working now

Stuck player death routine into main game loop instead of making it a natural outcome of taking damage.

So when player died he got stuck in eternal explosion limbo, unable to truly die until the game was mercifully closed.
>>
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>>187913963
>>187913980
Yeah, I figured it was my bad. I'll look into it further.
>>
>>187914043
Koreans still like grinding (in a social setting, though).

Loads of people I know still like grindy games (as a soothing no-brainer way to chill after work).

I absolutely hate it... but I've found games that do gimmicks that aren't balanced just right tend to be weaker overall than something that just slapped in grind-shit.
>>
>>187913879
uhhhhhhhhhhhhhh. I've never actually used json I'm sorry. This might help though
https://json-spec.readthedocs.io/pointer.html
>>
>>187914042
Grinding in terms of crafting is a resource thing; you need to obtain enough materials to get the XP to level up.

Turning crafting into a skill-based minigame isn't the answer that'll solve all your problems either, it'll just be an annoying thing that forces you to play another game than you wanted to play.
>>
>>187913619
hmmm looks interesting. I like the natural growth bit.
>>
>>187914319

But if you only do it 10-15 times it won't. It will remain an occasional distraction. You're assuming that the game should have a minigame AND force you to craft 50 iron daggers, when it probably shouldn't.

Also I don't think a minigame would necessarily be a good idea either but it would be a step in the right direction. I think the real answer is to make crafted items as good if not better then items you find on quests and to make crafting very rare; you only craft to make shit you actually want or need, not just whenever you get the materials.
>>
>>187914498
Having to play the minigame 15 times most fucking definitely means you'll be playing that minigame. This does not apply only if you play that minigame 0 times.

Do not make me play a fucking skill-based minigame in an RPG, because I'm playing that game for the RPG not for your stupid snowflake minigame.
>>
>>187914319
>it'll just be an annoying thing
Just make it so when you craft, it makes items in bulk instead of singles. This way you're not constantly trying to playing the mini-game, but when you do actually play it, it's more exciting since the risks are higher.

IE,
Collect x50 wheat + x5 bottles of milk
Play crafting game
Do a 10/10 job?
Get x25 Bread.
5/10 job?
x15 Bread

1/10?
x3 Bread
>>
>>187914745
Fuck off. Uninstall your dev software and never touch them again.
>>
>>187914745
This one sounds so annoying that just thinking about it made me mad.
>>
>>187913879
I guess you could just have a field with the names or identifiers for the linked options. But in your actual code you have to convert that to actual links. Those are where you need the links.
I'd love if someone could chime in but I think json is used because it's easily modifiable, so you could specify the actual data literally in your code if you want.
>>
>>187914814
>>187914798
Ok, well add a 'I'm a lazy piece of shit' button and have it randomly do the crafting for you. You can optionally use your skills to get better yields though.

Solved.
>>
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>>187914738

>in game development general
>hates fun
>>
>>187914865
Being forced to play some fucking puzzle game when I'm playing an action game is the polar opposite of fun.

Minigames are only acceptable when the gameplay of the minigame is very similar to the gameplay of the surrounding main game and uses the similar controls and mechanics. And I don't see how you would accomplish that for baking bread in an RPG.
>>
>>187915073
>And I don't see how you would accomplish that for baking bread in an RPG

turn baking bread into an RPG battle
>>
>>187913094
>sullying pure functions by using them
MONSTER!
>>
>>187914020
how can it be slow? an object is deleted as soon as there's no reference for it, it's instant garbage collection, c# has an annoying delay that makes ram usage go crazy
>>
>>187915073
>Minigames are only acceptable when the gameplay of the minigame is very similar to the gameplay of the surrounding main game and uses the similar controls and mechanics.

Then why make a minigame at all?
>>
>>187915073
>Minigames are only acceptable when the gameplay of the minigame is very similar to the gameplay
no
the point of mini games is to provide a breath of fresh air

mario games have it
sonic games have it
most games have it

you're just a brainless idiot
>>
>>187915393
To be honest, all mario minigames are using the same mechanics as main games usually.
>>
>>187915073
Minigames are good excuse to shove those useless starting projects (all those pong, breakout,... clones) into the game
>>
>>187914865
you cant hate what doesnt actually exist
>>
>>187915351
>>187915393
DMC where you slice falling watermelons before they hit the floor.

Mario where you must hit switches and buttons around the room quickly in order. Or deliver items around a complicated map with lots of verticality and multiple routes

Both are minigames but use the same control mechanics, only you're using those mechanics for different purposes than you normally would. Technically you COULD make a cooking minigame in an action game. But you'd have to design the cooking station in such a way that you can use your weapons to toggle switches and move gauges.
>>
>>187915480
Depends which one

SMB3 had card matching games and slot machines

Mario&Luigi RPG had tetris

Sonic Mania had tetris
>>
>>187915758
>Sonic Mania had puyo puyo
Also, Sonic Adventure had like every minigame ever.
>>
>>187915754
i never thought of the switches for red coins in mario levels as minigames, it's great when it adds to the level without changing the gameplay at all
>>
>>187915754
>Both are minigames but use the same control mechanics
I'd consider them more level gimmicks than mini games. A mini game is usually independent of the level you're in.
>>
>>187915910
The racing part in twinkle park was pretty fun.
I also think I spent more time playing the NIGHTS mini game in the casino than any other level
>>
>>187915958
I consider a minigame anything that has nothing else inbetween it's start and it's end (i.e. if you quit halfway through you'll fail it), and is somehow different from the "main game".
>>
>>187916057
Also Chao World is probably the biggest 'actual' mini-game where 99% of my time in SA2 was spent.
>>
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i added ragdolls !

i would have never thought how much work it actually is to make a somewhat simple tower defense
or maybe i just suck
>>
>>187916127
>99% of my time
99% of the time half of the playerbase of SA2 rather.
>>
>>187916143
>TD with ragdoll physics
Potential comedy gold right here. Just make waves denser and watch the massive flopping.

Dismemberment when
>>
>>187916143
>>187916261
make a napoleonic wars td game
>>
>>187916746
>towers are firing lines
>cannons shoot straight forward till the edge of the map

actually that's pretty cool
>>
what version of opengl unity uses?
>>
>Make gamedev tweet before going to bed
>Wake up and immediately check it
>0 likes
every time
>>
>>187917002
circumvent the deception of people not caring about you on twitter by not having twitter
>>
>>187915073
>Minigames are only acceptable when the gameplay of the minigame is very similar to the gameplay of the surrounding main game and uses the similar controls and mechanics.
For you, I love when a game throws me a curve ball, as long as it's fun or not too long.
I love every minigame in Yakuza and it would be significantly less alive without those.
Leave this armchair game design generalization shit to youtube "analysts" and judge shit on game by game basis, if it works it works, no need for hard rules.
>>
>>187917002
>0
literally how
>>
>>187917002
Post twitter.
>>
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>>187917002
whodevs unite.

We lit.
>>
>>187917079
There's no hard rules, but as long as people do something retarded 99.9% of the time, I'm going to act like there are hard rules.
>>
>>187917113
whodevs have whofeelings too, dammit
>>
>>187917002
post twitter
also i never nor will use twitter, i just don't understand normies, why would i have multiple accounts on multiple websites for the same thing? it's redundant and time consuming, i prefer a normal blogs, it's comfier.
>>
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>8 days left to demo day
>game is far from being playable
what do?
>>
>>187917436
cut corners
>>
>>187917436
8 days is a long time to make progress, unless you're a slacking nodev like you are right now.
>>
>>187915312
Because there's the overhead of it storing the number of references to each object and updating the value every time a reference to it is added or removed.

It means there are no costly GC-collection passes, but instead you have extra overhead on every single reference manipulation.

Just do your own memory management, that's the only way you can -actually- get zero overhead.
>>
>>187917436
Crunch time, motherfucker. Look at what's left on your to do list, what can be cut for now to make sure you get this out?
>>
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>Had 7 *SEVEN* days off work in a row
>on day 5
>haven't even opened up Unity or Blender

I'm not gonna make it
>>
>>187917436
Make it playable.

>>187917621
Fuck off, open it, and start. Just start anywhere, tape it together later.
>>
>>187917621
I make most progress when I really have no time to make progress. Like when it's late in the evening or if I'm at lunch break from work or something.
>>
>>187917621
Close the fucking tab.
Only use 4chan when you're at work.
>>
>>187917002
was it a progress webm/image tweet or just 'hey guys i just finished working on xyz, k thx', because honestly i dont give a fuck about someone just talking about what they did. show me
>>
>>187918026
but my art sucks and everytime I add an image, I not only don't get a like, but I also lose followers
>>
>>187917436
work you blasted fool, how else do you plan on making on time ?
>>
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>>187918115
> I not only don't get a like, but I also lose followers
>>
>>187917436
>8 days left to demo day
>game is playable but looks like shit

making art assets takes a long time
>>
>>187918115
>go to a shilling platform to shill your game
>don't have attractive art
You're doing it wrong m80
>>
>>187918115
Well surprise, unlike (you)s people usually only give likes to things they like. And people rarely like blog posts.
>>
>>187918252
noone would care about placeholder assets as long as your game is fun
>>
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Working on a little arcade shooter.

currently have level building, player movement with 1st / 3rd person camera modes, dummy enemies, machineguns, target locking and homing missiles with target leading.
>>
>>187918252
You're only showing it off to agdg, like anyone here is gonna give you shit about placeholder assets.
>>
>>187918381
AGDG would get max butthurt about it, but you don't have to worry about them.
>>
>>187918402
pretty cool m8
>>
>>187913260
>This same logic can be applied to RPGs.
If the player needs to beat a difficult boss, all they have to do is grind shitty low level enemies until they're high enough to not worry about actually using their brain.

Bullshit. Beef gating is a hallmark of lazy game design. Even if you spend years grinding Fallout 2 and getting all your stats to 300%, you will still have a hard time killing Frank Horrigan, because SPECIAL is a well-designed system. Inversely, you don't HAVE to be an all-10 all-300% superman to kill him, just don APA Mk.2, convert all turrets, team up with Enclave soldiers, or get a Bozar, pump the character full of drugs and fill the fucker with lead.

A good RPG gives you plenty of options.
>>
>tfw respecting code guidelines and code becomes so clean
>>
>>187918504
>A good RPG gives you plenty of options.
you can do that in any pokemon game and most people consider pokemon a fun, good rpg game.
>>
>>187918115
Post twitter.
>>
Why is designing a good game so hard? No matter what I try, it's shit.
I just want to make a somewhat original gameplay which hasn't been done to death before and is fun, but it's impossible.
>>
Friendly reminder that pixel art is no longer acceptable for an indie game.
>>
>>187918774
Citation needed.
>>
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It has the grindy, fetch quest, carrot on a stick MMO gameplay everyone loathes.

But it's a singleplayer game
>>
>>187918773
It's hard being completely original. But as you try you will build experience.
>>
>>187918938
Kingdoms of Amalur?
>>
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Worked up some fluff on the character for the demoday, going to get on the enviro stuff fora bit and then cleanup.
>>
>>187918948
I don't even want to be COMPLETELY original, just somewhat original. But it seems to me like everything good has already been done before, and there are only weird shit ideas left.
>>
>>187918402
beautiful. like the oldschool style.
>>
>>187919095
Something weird may not be shit through. Like Undertale idea of battles being like minigames.
>>
HEY GUYS ive got a GREAT idea for a GAME J A M .. how about ROBUTS
>>
>>187919380
Haydee already exists
>>
>>187918960
But it's not an indie game.

Slap some pixel art and permadeath mechanics on it and let the cash roll in.
>>
>>187918773
I think it would be hard not to make something different. I'd lose interest before I would design a game that's exactly like another game.
>>
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And here's some choppy swinging, thanks to the gif. It's super fun to do, i probably need to make some conditions where you can't stop and have to use your grapple to redirect momentum. Getting around is a lot of fun too. Maybe i should jsut make the floor lava at all times.
>>
>>187919571
That's the case for me too, and also why I don't make much progress. I just can't come up with a good idea which hasn't been done to death before.
>>
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>>187911164
>Surely less retarded people already came up with a good format
Turned out Night in the Woods devs actually did, the editor is pretty minimal but can export in json, at least I don't have to do much of the hard work myself.
>>
>>187919674
damn why does your guy look like vomit man
>>
>>187919695
ideas are a meme

just fuck around in your game engine until something cool happens. then expand upon it. the game makes itself desu
>>
>>187909142
Yes, this can happen. However it's also important to look at how it fits into the big picture. A skill in itself might be mediocre but the combination of skills make it good.

>All players will do is just spam crafting shitty iron daggers until it gets high enough to create their dream weapon.
Not really, not all players, for example I didn't and I'm pretty sure there are others. It also makes partial sense from a practice standpoint. See below.
>changing it to a milestone
It would be much easier to use a ratio where low tier items advance the skill very little because you should already know how to make them very well.

The thing is that linear relationships, simple functions like a logarithm (with a little tweaking) are far easier to reason about then complex solutions. Don't get me wrong anyone with simple CS knowledge about graphs and trees can go quite far, but to reason properly about some partially discrete system and yet keep the big picture going to isn't easy.

There is a reason Mathematics (together with electrical engineering) have an entire branch dedicated to the analysis of complex systems and their behavior.
Emergent behavior arises in complex systems and that's how people break games using an emergent combination.
Designing a system where combinations are naturally reduced (you only have to specify some basic constraints instead of checking everything by yourself) to the "acceptable ones" can be an extreme challenge depending on the scope of things. You need to build it like that from the beginning. It's closer to building your own laws of physics than building a nice system for feature X. You can no longer view systems separately as much as before.
>>
>>187918970
>>187919674
This is pretty cool, well done anon
>>
>>187919695
>I just can't come up with a good idea which hasn't been done to death before.
It's almost impossible to do that.

I'm making a Terraria clone that focuses on automation and has invasions where enemies try to attack/destroy your base. Nothing about that is 100% original but as far as the game as a whole goes there's nothing like it.
>>
>>187919859
>Terraria clone
You have blog/working demo? I love Terraria and geniuely interested in playing it.
There should be more Terraria clones, why ppl don't do them?
>>
>>187916937
I think they use the IDM release.
>>
>>187920097
>why ppl don't do them
Because there's already Terraria.
>>
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>>187920097
It doesn't do either of those things yet, the whole project is mostly black triangles at this point. I'll post progress when/if I get it to a more interesting state.

>>187920183
Terraria is only 1 very specific incarnation of the genre, and as fun as it is it's still filled with flaws and missed potential.
>>
>tfw OS.set_time_scale(float) will affect every use of delta ingame even in animation player
we slow motion now
>>
How would you execute things based on DeltaTime?
For example if I want something to last half a second, would I just do like:
if(timeCounter >= 0.5)
doStuff;

Is that a safe way to do it?
>>
>>187920183
Terraria is 7 years old, everyone interested in it played and replayed shit out of it and desperately want something new. Starbound is utterly boring and all other clones don't execute formula good enough. There are literal millions of fans who will eat up any decent clone that will come up.
So this is a real gold mine waiting to be mined. But nobody want to do it for some reason. (yes, I understand that it is almost impossible for 1MA since you have to produce shitton of content to make decent clone).
>>
>>187920450
it's better if you do it the other way around
float timeCounter = 0.5;

if timeCounter > 0 : timeCounter -= DeltaTime;
else: doStuff;
>>
For mecha jam I want to make an RPG with microgames, but I'm out of ideas. One of them would be about aligning crosshairs under a certain time limit, but other than that I can't come up with anything that is somewhat related to sooting/weapons/machines or mecha. Help?
>>
>>187920529
>So this is a real gold mine waiting to be mined
Well, better get started?
>>
>>187920529
>I understand that it is almost impossible for 1MA
Terraria was a 2MA project at the beginning, and all the other guy did was shitty sprites thus he wasn't even necessary.
>>
>>187919789
>>
i want to do a game jam to get team experience.
where can i do such a thing?
>>
>>187920631
Charging your lazer, mashing a button to spray fire over a wide area, timing the AOE blast for an explosive, I don't know.
>>
>>187920187
I don't understand why people suck undertale battle system's dick, instead of the meme view you can easily make a that an actual boss fight in a proper level with hazards spawning the same way, the turn based aspect will turn in a cooldown of skills, when the boss is cooling down you can use items and land a hit, and it wouldn't even looks like undertale ripoff
>>
>>187920843
Same reason why people suck the dick of the battle system of Dark Souls: they don't know any better
>>
>>187920843
>>187921009
Y'all are just bitter cause they have a game and you don't.
>>
>>187921056
I actually enjoyed Undertale, and I appreciate Dark Souls for what it is.
What I don't enjoy is uninspired 1:1 copying of already established systems.
>>
Do those bad games at Steam even sell or why are they continue being made?
>>
>>187921372
Trading cards
>>
>>187921372
You're talking about this one? http://store.steampowered.com/app/367080/Songbringer/
>>
>>187921372
They probably sell very little. But since they are cheap to make as long as you post more games you can a small, but continous profit.
>>
>>187921480
This doesn't seem like a bad game from what I saw. What's your grip with it?
>>
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>>187921480
>I feel like a kid on the Nintendo playing Zelda again, but updated graphics, & modernized gameplay features! Which I'm LOVING!!! The combine feature was confusing at first, but somehow accidently made epic stuff!!!! No Regrets! JUST DO ET!
>The game's interactive environment is superb, making my gaming bits tingle!This is like the love child of Zelda & Star Wars! Everything I expected and MORE! I have nothing to complain about AT ALL!

>Product received for free
>>
>>187921372
You ever go through the published catalogues of those Steam games' developers?

It's usually just the one game they make, that fails, and then they never make another. Or else they're a dedicated shitstain on humanity and have a billion RPGmaker games, one-note VNs or Unity farts.

Anyway there's just a lot more creators having a stab at it and very quickly discovering that they don't have the chops.
>>
>>187921372
If all this gamemaking tech was available when i was in high-school or something, i'd make a game a week for years.

And you get some money out of it too, so all the girls get on your dick, because you've got the biggest fidget spinner at school.
>>
>>187921480
This looks like shit.
>>
>>187920813
are you an artist?
no->give up
yes->post art
>>
>>187921056
i'm not bitter, i'm astonished by the number of people who only clone shit and afraid of going out of their comfort zone to do something that is potentially a lot better.
>>
>>187920621
I'm not sure if I misunderstood how DeltaTime works.
So if for whatever reason a 60FPS game drops to 30FPS for a second, wouldn't that mean the DeltaTime between each frame would be doubled, and so it would execute in a quarter of a second instead of half?
>>
>>187921731
i'm a programmer primarily.
why would i have to give up
>>
>tfw you name delta time as "tflf" in your code
>>
>>187914745 >>187914853 >>187914814
I'm pretty sure Fantasy Life for the 3DS does exactly that. Minigame, multicraft, optionally somewhat automatic after a bit, still better yields from manual.
But I've heard that entire game is practically designed to placate MMO addiction in the case of required offline mobility. So yeah. Pity both the devs and players.
>>
Here's an engine in active development, with decent documentation, and an API similar to XNA, except it uses Haxe so you can compile natively to any platform.

http://kha.tech/
>>
>>187921984
>meme engine
feel free to shill an engine when you actually have a game to show with it
>>
>>187922108
https://github.com/Kode/Kha/wiki/Games-Built-With-Kha
>>
>>187921984
>and even Unity 3D
What does this mean? How can it export to Unity?
>>
>>187922147
even if one of these is actually your game, it looks like shit
>>
>>187922167
You write your code using Haxe and the Kha API, and then it can make a Unity project from it. I think the Unity build target is broken right now though after Unity made some updates.
>>
>>187921857
collabs end badly 99.99% of the times
>>
>>187921793
>wouldn't that mean the DeltaTime between each frame would be doubled
that is correct, the accumulated of DeltaTime for a second would be always 1 (technically it would be more if the frame rate is slower than 1fps), so basically DeltaTime = 1/fps.
the only time you need to pay attention it is when you're doing your own collision checking while moving objects, since objects are technically teleporting, if DeltaTime is big they will seem to pass through objects because they traveled too far for collision detection to catch, it's why fast moving bullets can pass through things without colliding, a good physic engine will solve this by moving and checking collision in small steps. but you get the idea
>>
>>187922325
>and then it can make a Unity project from it
Pretty neat, though I'd have to wonder why someone would use Haxe. Never heard of any dev actually knowing it.
I always figured it was some kind of action script tier language
>>
>>187921480
Can't nintendo sue those faggots for screaming ZELDA in their advertisement?
>>
>>187922504
Well, other than just Kha I've found Haxe pretty useful. The syntax of the language is similar to ActionScript, but it's statically typed. Also, it's a transpiler, so the actual output of what you program isn't an executable, but your code translated into a different language. For example, Kha uses Java or C++ for the Android platform and Objective-C for iOS. And the code for those projects is generated from the Haxe code that you write.
>>
>>187921984
>still needing to install separate IDEs and compilers for each platform to actually release the game
WHAT'S THE FUCKING POINT???
if it's using one omni-language that will translate itself to target then it's not that good
>>
>>187922325
Why not just write it in fucking Unity?
People don't dislike it because of C#
>>
>>187910697
Nodes.
>>
>>187922986
Well, I think that has to do with your aversion to closed source software or Unity's licensing. I've never used it, but I'm assuming that it's for platforms that aren't already supported by Kha. So the platforms which are supported by Kha, you can use Kha which is open source, and the ones that aren't you can use Unity with all the implications that has.
>>
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Why did you pick a particular game genre? Was it always you wanted to make or was it just the easiest?
>>
Is there any real sandbox (not voxel) game that isn't just a home builder or a lonely survival game?
I would love more depth (traders, thieves, towns with actual people, fractions or anything else that's beyond killing zombies and surviving as long as you can)
Just found Kenshi but it looks painfully amateurish and it's still early access which basically means the developers have no deadline.
>>
Trying to implement jumping but I can't figure it out.
I want it to replicate Mario 64, the problem I have is that on the ground, the character is moved using transform.forward. In the air, because the character can't rotate, no matter what way you point the stick he'll move forward because transform.forward doesn't change.

How would I solve this? So for example let's say he's moving through the air at (0, 0, 2). The stick is then held down (toward the character's back), so the value of the stick = -1.
How would you decrement 2 based on -1?
>>
>>187923512
ultima online
>>
>>187923505
It's a genre lacking in innovation (all the games play practically the same) so I wanted to introduce some mechanics to it
>>
>>187922595
I'm not a lawyer.
But from what I understand since it's a quote from someone else, and it's not misleading consumers to think the game is a Zelda sequel or endorsed by Nintendo or something like that, then it's not a problem.
>>
>>187923505
Its the genre I have the most fun with so naturally thats what I want to base my game on.
>>
>>187922595
They never said Zelda. But even if they did, so what? Will they sue someone for saying their game has a gameplay similar to Zelda?
>>
>>187923750
Considering how trigger happy Nintendo seems to be with YouTube's system, I wonder why they haven't taken action here regardless.
>>
You're not making a roguelite, right /agdg/?
>>
Would focusing less on graphics/tech and more on originality/content really cure the gaming industry?
>>
>>187923946
I absolutely am. I love roguelites.
>>
>>187923946
Yes
>>
>>187924075
>>187924089
I'm so sorry.
>>
>>187923946
Some people enjoy roguelites. No problem with that.

>>187923976
I wouldn't say cure, but it would provide more content for those people who don't buy only based on 'fancy graphics'.
>>
>>187923946
Hell naw nigga
>>
>>187923848
They kinda did, before any gameplay is shown in the trailer, but it's a quote from some hack journo so that makes it okay or something?

Wait, so I can write a blog post under a pseudonym calling my game the Dark Souls of Deus Ex and then "quote" it in the trailer of my game? Shit.
>>
>>187924108
You're welcome.
>>
>>187923946
I don't want the usual line of sight stuff because people will think it's a rouge like.
>>
>>187923976
We need to focus less on graphics and more on tech.

Where are my water physics.
>>
>>187923505
graphically simple yet complex in term of gameplay and strategy, simple yet have great depth is my favorite thing
>>
>>187924108
Don't feel sorry anon. We all like different types of games, and that's okay.
>>
>>187924224
Technically...
>>
>>187924224
Nothing wrong with that as long as you don't say 'it's Dark Souls'.

Just say 'it's gameplay is inspired in Dark Souls".
>>
>>187923976
I feel that graphics really bottomed out at the middle of the 360/ps3 gen. Games definitely look better now but the advances are so gradual that the ballooning budgets don't feel necessary.

I honestly wouldn't mind if all games looked about Dark Souls in terms of quality.
>>
>>187924385
Those budgets are probably thanks to the open world wastelands that for some reason every game had to be now.
>>
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>>187924373
>as you don't say 'it's Dark Souls'.
Can I say "Dark Souls goes ballistic"?
>>
>>187923512
Mount and blade has a great dynamic world, modes add even more, i'm surprised no one made an apocalypse mode for it and it sounds like a great idea
>>
>>187924373
It is gameplay is is not proper English grammar. That that had had to be pointed out should be embarrassing.
>>
>>187924665
>That that had had to be pointed out should be embarrassing.
pottery
>>
>>187924385
>I honestly wouldn't mind if all games looked about Dark Souls in terms of quality.
I'm so damn sick of kids comparing every game to fucking Dark Souls. I wish these faggots would burn. Every time I see Dark Souls mentioned I'm reminded of some teenager GAMER with his little headphones and razer mousepad drinking GAMER energy drinks

Fuck Dark souls
>>
>>187923946
I have no ability to write a good story. So there's no way I could make a story game. My only choice is procedural generation.
>>
Hi aggydaggy, I wanna learn some multiplayer game coding (from scratch).
I'm looking for some easy projects to tackle. Please help.

So far I've decided to do these:
1) Multiplayer tic-tac-toe
2) Multipalyer pong

What else could I do?
>>
>>187924750
Do kids even play dark souls?
>>
>>187924750
You'll never be successful with that attitude.
>>
>>187924837
Yes, that's the playerbase of Dark Souls.
>>
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>>187924750
But anon, Dark Souls is the best, most hardcorest game ever, with a super deep story and some of the most intense tactical third person melee combat that all other games strive to copy.

I really have nothing against dark souls but I sure am tired of it being compared to literally everything and people thinking it's the pinnacle of melee combat.
>>
>>187924834
Net or local? Multiplayer tic-tac-toe is easier to program than solo.
>>
>>187924987
Net
>>
>>187909142
It takes effort to make a more in-depth system. Bethesda is not known for putting effort into anything.

Also some things sound better on paper but end up not being that fun in practice.
>>
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>>187924750
you can buy these in my grocery store.
the slogan says "Energy for true heroes."
i know it's sad, but i would have bought this when i was 14. sadly my parents weren't intelligent enough to keep me from drinking and eating all sorts of polluted trash.
>>
>>187925235
I never wanted anything real bad. went on this candy bar stint for a while. but like two a day.
>>
>>187924468
Yes, but a bit like "it's like Dark Souls going ballistic".

>>187924665
I don't care about grammar here. I would be thankful if you it was a typo in a game however .
>>
>>187924834
>>187925048
Please respond
>>
>>187925235
Nothing wrong with eating trash food as kid.
>>
>>187924750
Dark Souls is a popular game. Deal with it.

Just like people who say "it's like Call of Duty".
>>
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>>187923976
A game requires good aesthetic if you want people to even look at it. And it requires good aesthetic if you want players to enjoy looking at the game while they play for an extended amount of time. The art doesn't have to be extremely high quality or anything, it just needs to have pleasing colors, a consistent style, and good juice.
Braid for example, I don't think that game would have gotten popular if still had programmer art at release. Most people would look at that and think a kid made the game and there's no way it could be fun.

So make the game as original as you want with whatever fun mechanics you have. But remember that the visuals are an important part of games.
>>
>>187925235
something about energy drinks, like eh no thanks.
>>
So, learning coding and art is easy peasy, but how do you learn game design? How to become a good idea guy? It's too hard...
>>
>>187924750
I just hate that "souls-like" became a genre term.
They should be called "monster hunter-likes" since Dark Souls is a monster hunter clone.
>>
>>187925601
When in doubt do it over and over is my motto
>>
>>187925508
>dwarf fortress
>>
>>187925639
That's because Monster Hunter isn't as popular as Dark Souls.
>>
>>187924971
>and people thinking it's the pinnacle of melee combat.
To be fair, most people's only other reference for melee combat is Bethesda games
>>
>>187925709
>Outliers exist
>>
>>187925671
What did he mean by this? How can I do something over and over if I can't think of anything?
>>
>>187925739
Poor fools.
>>
Guys my game is pregnant!!
>>
>>187925601
Just consume all day, eat a lot, watch movies, be a lazy cunt, watch porn all day, demand money from government and from your parents.
When you observe yourself ranting about the gaming industry and games that should exist, but don't, write everything down.
Then stop being a useless leech, get your life together again and work on everything you wanted when you were a lazy, useless consumer.
>>
>>187924834
I beg you on my knees to respond
>>
>>187925745
>A game requires good aesthetic if you want people to even look at it.
>>
>>187925601
Play games you like, Analise and copy what they do.
>>
>>187924385
I'd like something along the lines of Xenoblade, rather.
Just enough texture resolution and polygons to portray minimal detail without going low-poly™ autistic.
Plenty of 2D scaled textures to portray lights.
Selective use of color palettes rather than complex lighting of any sort.
Enough facial expression to portray emotion and character.

Just technically very simple and straightforward but still proper designed 3D. Like right on the border of the graphic whore shift.
>>
>>187925764
Good job. Keep asking yourself that question over and over you will figure it out eventually.
>>
>>187925842
Just copying shit is boring and lazy.
>>
>>187925835
asteroids
space invaders
frogger
dig dug
>>
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>>187924329
>>
>>187926013
Thank you friend, I was about to fetch the noose
Multiplayer asteroids could be fun
>>
>>187925510
You don't like the taste of stale bubble gum, excessive b-vitamin toxicity, and other shit for your body to filter out?
What. Do you actually WANT your gal bladder to not fail?
>>
>>187926009
Have you never had to learn anything before?
>>
>>187925709
>>187925839
To be honest Dwarf Fortress is one of the prettiest ASCII games out there. Also I think ASCII in general looks better than shit programmer art. Because at least with ASCII the player can imagine the cool things happening. With programmer art the player has to imagine the game as the programmer sloppily drew it.
If you want to gamble on people not playing your game because of its art, then that's up to you. But if you want to guarantee views you need a good aesthetic.
>>
>>187926080
What do I learn from copying ideas? I learn the coding, yes, but not how to make good ideas.
>>
What do you think about overspecialisation? like being so specialized in a genre without ever touching anything else?
>>
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I like the way this looks, but I'm not married to it our nothing.
>>
>>187926226
It sounds like a difficult way to shoot yourself in the foot, to me.
>>
>>187925709
DF has a very good aesthetic. It's a beautiful cell list of locations from which to gather information. Straight forward information pane on the side.
It looks like watching information flow.
And then, going very well with that information theme, you can actually check spaces, items, characters, monsters, for detailed status, characteristics, opinions, even full action logs that make up an emergent story.

Its aesthetic makes it look like it has too much to process to justify wasting power on fancy graphical effects. Its complexity follows through.
>>
>>187924834
Multiplayer tic tac toe is a very good starting project.
Why do you need more before you even start on that?
>>
>>187926226
Then you're likely doomed to make games just like the ones which came before it.
>>
>>187926216
i make a living composing/selling beats and one thing you have to learn to become productive is contentment with your ideas/projects. if you cannot keep working on what you do, you'll end up finishing nothing, while chasing that "perfect idea" forever and ever and it will never come, trust me. you also have to give up on this idea of making this "break-through new game everybody wants".
i would kinda say if you cannot finish a boring idea, you cannot finish a good idea either.
also so many game studios lose their income by wanting to reach more people instead of feeding their niche.
e.g. i thought so often about making different styles or changing my genre, but i would have started from zero and other producers are already well established in other genres.
you have to learn to accept your individual interest and keep working on it. if it feels boring or you think it's a waste of time and you need better ideas, welcome again -> learn to be content again.
only thing that ever paid out in my life was to stick to what i'm doing.
other examples would be games like Factorio, Don't Starve or The Forest, none of these games have good ideas, they just stick to what they do and it grows, grows and grows. none of these games is mainstream, but best in their niche.
>>
>>187926226
Appealing to a niche (and unloved by mainstream developers) genre is a solid way to make money.
>>
>>187926510
is it? like people who are specialized in point'n'click adventure games, or visual novels, especially in the later case, Eushully (the company who made kamidori, a VN and a great rpg) perfected an rpg/vn engine and reused it for multiple games for years they basically only doing content with little to no new mechanics, yet they're one of the top companies its market, same thing can be said for FPS or rpg (with rpg maker).
is it really worth it to lean everything there is to gamedev instead of perfecting one specific field?
>>
>>187926824
It's ridiculous how no one has come out with a skateboarding game to replace THPS5
>>
>>187926226
How is that even possible? There's many genres that are similar enough to each other that even if you are specialized in one genre you could still make good games in other genres.
>>
>>187926894
Probably a ridiculous amount of animation / motion capture for a couple guys in their garage.
>>
>>187926226
I think it's pretty much required at this point.
The market is so full of mediocre games that you gotta do something to stand out.
>>
>>187926713
I'd like a sort of a ladder of increasingly complex games to make in sequence. Don't worry mate
>>
>>187926894
That requires 3D, which is already a huge barrier to indie devs. And making skateboarding physics is pretty damn hard. And making fun levels for skateboarding is pretty damn hard. And making a good camera that follows the action is pretty damn hard.
>>
>>187926894
That looks like it would be way more difficult to make than the average indie game. Look at how simple they usually are.
>>
How big would the audience for city/village builders with realistic disease propagation be?
>>
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I don't know why I made this. My game doesn't even have warp drives in it. Just felt like working on something different.
>>
>>187926808
>you also have to give up on this idea of making this "break-through new game everybody wants".
Where the fuck did you even get this idea from? I don't give a shit if people play my game. My genre is niche as fuck anyway. I just want to make a game which I like, but it's all already been done. There is nothing fresh you can do anymore, excpet you are a literal genius perhaps.
>>
>>187927095
My impression is that people enjoy city builders for being creative/comfy.
>>
Just found out that in UE4 it's not possible to just make a variable and access it from somewhere else. You have to jump through some retarded hoops making a connecting "blueprint interaction" or some shit between blueprints.

I'm quitting UE4 and moving on to something else. Any advice? I messed around with scratch which I found to work very intuitively and I could focus on the logic instead of the 10000 hoops the engine made me jump through. Someone already recommended godot yesterday.
>>
>>187926996
Ok, then
tic tac toe: requires only transferring one number for moves
simple turn based strategy: requires transferring more complex data
Then it doesn't matter which real time game you tackle next because you can spend a lot of time making real time netcode better.
>>
>>187927286
Point taken.
>>
>>187926894
https://twitter.com/Der_Kevin

This exists, but the dev seems like one of those memesters who never actually stick with a project
>>
>>187926925
the perfect example would be rts, a lot of people can code any other game but will fail making an rts mainly due complexity and other criteria, on a lower scale, you can make a the greatest fps yet fail to make even a decent rpg, not due but technical side, but due balancing and concepts.
>>
>>187927291
The process for getting variables between places is pretty much the same for blueprints and written code.
>>
>>187927220
fuck that looks so good
what is this madei n?
>>
>>187927220
nice!
>>
>>187927291
That's normal program design. You don't want to be able to change and access any variable from anywhere because it makes your code a disaster to work with - especially if you're working in a team.

Just get a reference to the object owning the variable and grab it through that.
>>
>>187927286
the thing i like the most about playing city builders is to build efficient infrastructures etc.
that feeling you get when you've build something that's cost efficient, productive and doesn't take up much space (e.g. in Anno 1404 or Factorio)
i'd call it "creating order"-porn.
i also like objectives. (e.g. people want food, you have to build infrastructure and production to get it) or (trade routes are under attack, build ships to protect trade ships).
without objectives i wouldn't play city builders, building a fancy city is not enough for me.
i like depth and multi-tasking. but i don't like useless tasks. (e.g. the henchman in anno 1404, every 5 minutes you have to click on a blue outlined man just so he doesn't burn anything in your city, he's coming again and again and again and it's just stupid and boring, like an every repeating exact same task)
>>
>>187918970
>>187919674
I really like that character, his run is fucking hilarious
>>
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>been vomiting a ton of variables, functions, and macros all over my player controller blueprint
>find out about Game Mode, Game State, Player State, and function libraries
I can DO ANYTHING AHAHAHAHAHAHA
>>
>>187923512
http://store.steampowered.com/app/424250/Balrum/

I ran across this a while back.
It looks like there's "more", I'm not sure how much "more"
>>
>>187927743
>Just get a reference to the object owning the variable and grab it through that.
This is what I've been trying. When I try to set the variable. It bitches about needing something plugged into "self", which when hovered over says it points to the animation blueprint where the variable is. So what does it need my input for then? It already points to the variable, so I don't see the problem.

but okay, I plug in a cast to animation blueprint. It starts bitching about an object. What is the object? Is the character blueprint the object? Is the animation blueprint the object? Is the character mesh the object? Nowhere is it specified what the object is, where to get it, or what data it needs to contain.
>>
>>187923512
As someone who has played Kenshi, you can't afford not to play it. Even in its current state, it was one of the most engrossing gaming experiences I've had across 20 years.
>>
>>187927638
Thanks anon. It's Unity.

>>187927698
Thanks anon.
>>
Post-apocalyptic settlement builder but not the shit Fallout 4 kind

More of a RTS kind
>>
>>187909142
Some people are better at game design than others.

Different people approach game design differently.

Even in the professional world you have to JLMG. Every game will have weak points because there are limited resources to go back and polish and work things out and you need to keep moving forward towards release. Sometimes things are much more labor intensive to improve upon than it is for you to dream up and developers need to pick and choose where and what they focus on and what they decide to keep "adequate" because it's not the priority of what they're trying to do.
>>
How do you guys even manage to conciliate gamedev with college and/or work?
>>
>>187929919
RimWorld
>>
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Hey it's the 4CC /agdg/ team guy here. Our team has been quietly meming it up in invitationals over the summer and building up some experience. If you don't know what this about here's a recent match: https://www.youtube.com/watch?v=Xp-0Q0zxGgc

Anyway this post is just to let you know that before the """serious""" games start again in the fall there's gonna be a casual match between /agdg/ and new team /indie/, the please play our game bowl. They've already shown interest on this one.

https://implyingrigged.info/wiki//agdg/ is the place for info on how the team operates, videos of recent matches, and where and how to submit content if you want some exposure on the team.

This is a casual call to interest post. Don't worry it's a stand alone post, there won't be a million periodic posts like last time.

The teams established, it's funny to watch play. It's all good now.
>>
>>187930124
Being a F A I L U R E of a student
>>
>>187930124
That's my secret. I'm NEET. And also have no discipline, so I'm shit at gamedev too.
>>
Good news (for those who still remember this game, I posted very little about this), we should be able to submit it for Demo Day. Kry is working on the last few things to add and polish, and then we will work on making and testing dungeon rooms.
For those who don't know, this is an online co-op game that plays like the top down Zelda games, especially Tri Force Heroes. The reason why I haven't posted progress for so long is because most of the time we were testing stuff online so there wasn't anything to actually show.
>>
How do I into clean communication without tight coupling?

Changing health bars when the player takes damage, shaking the camera when an explosion is close by, etc.

Do I just say fuck it and use singletons everywhere?
>>
>>187928732
>It already points to the variable
No, it is aware the variable conceptually exists in that class, but it doesn't actually point to an instance of it.

If your variables are in an animation blueprint then you can get it from the character mesh with 'Get anim instance'
>>
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Will this book teach me to become a yesdev?
>>
>>187930181
>my comfy pirate is playing soccer now
Hmm, this makes me wonder how hard it would be to make a small soccer game.
>>
>>187930181
Wouldn't that be a /vg/ team?
>>
>>187930181
4cc stopped being fun 3 years ago
>>
>>187930515
yes it would, these are offcial /vg/ league games if you follow that.

https://implyingrigged.info/wiki//vg/_League_9_Friendlies
>>
>>187930330
Have the player object own the health value and have the healthbar object see the player object and ask for the value when it updates?
Why are you talking about coupling and singletons if you can't figure out simple shit like this?
>>
>>187918402
>there are like 10 things that converge as the "crosshair"
At least hide the mouse already my man.
>>
>>187930369
Funnily enough that did work and proved that the rest of my logic was correct. But why the fuck does the mesh contain the animation blueprint? Where can I get a hierarchy list of what is contained in what?
>>
>>187930549
the /vg/ league is a lot more fun than 4cc on average.
>>
>>187927220
This would look better if you stretch the FOV out to some ridiculous number in the background while you're in the wormhole.
>>
>>187930702
Because it's an animation blueprint, it's for controlling skeletal meshes and you assign it to the skeletal mesh.
>>
>>187930590
>have your UI know about entities and their game data
>why are you asking questions about coupling

Jesus Christ anon.
>>
Million dollar idea:
Racing game with multiplayer and VR support.
You'll thank me later.
>>
>>187931034
https://www.youtube.com/watch?v=mETJHs7NP4M
>>
>having a useless copyright header in every file
*pukes*
>>
>>187927220
looks good but at the end what I assume to be lights from cities seem to moving faster than the rotation of the planet
>>
>>187930330
I don't know about other engines, but in Godot I use signals mostly. The player emits a signal when their health changes, when they are hit, when they fire a gun, etc. The relevant scripts will connect to those signals so they can update when the signal is emitted.

Of course the UI and other scripts still needs to know about the player in some ways, so it can connect to signals and get some information. I don't know if that can be avoided. But at least the player object doesn't have to care about the UI or any other scripts at all.
>>
>>187931985
I haven't used Godot. Are signals just like function pointers / delegates that fire or do they go through some global messaging system?
>>
>>187932463
I don't really know, Godot is the only engine I've used for an extended period of time. Here's an example though.

player.connect("health_changed", self "_on_health_changed")

will connect the player's "health_changed" signal to the function "_on_health_changed". Any other object could also connect to the same signal. The player doesn't care which objects are connected to the signal, all it does is emit the signal "health_changed" and anything that is connected to it will be called.
>>
>>187932463
it's a local message system per object that will call any subscribed method, basically it's just a dictionary of methods that will call them whenever the key is requested, there is a global system however that is controlled via groups, you do
get_tree().call_nodes_in_group(0, "group", "method")
without getting into the trouble of connecting (or subscribing) objects to the emitter
>>
>>187930181
Seems like harmless fun. Just don't let it distract from game dev, anon.
>>
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>>187930940
Actually I think I just figured out that the parent class that is needed for the "object" connector of a "cast to <whatever>" is in the top right of the screen when in the blueprint with the variable in it. Pic related.
>>
>>187933474
That's one option, though it doesn't need to be the immediate parent, most things inherit from UObject so you can cast them through multiple levels.
>>
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is there any chance for my multiplayer FPS?

I thought Battleborn was a misstep but it seems even well made shooters by big companies can't find an audience.
>>
>>187930181
Sure, let's do it.
>>
>>187934160
if you have to ask on 4chan's /agdg/ then the chances for your multiplayer fps are negative
>>
who here doesnt even play games anymore?

I like short non grinding games that have a story to tell, which is why I enjoyed Owl Boy. I want to make a game like that but I hope it doesn't take me 9 years
>>
>>187934889
I play exclusively rhythm games and play visual novels now, I'm searching for other games that make me give a shit but can't.
>>
>>187934889
I only play the new 2hus and Final Fantasy games
I am the legendary super plebian
>>
>>187931024
well either entities know about ui elements or the other way around or you have some kind of messaging system.
>>
>>187934160
Maybe you could try scheduled matches.
https://www.youtube.com/watch?v=u-sbypLOjZM
>>
>>187934889
I play a lot of new games but only for a short amount of time. Maybe 2-3 hours before I'm done with it.
>>
>>187932852
>>187933224
Thanks anons. I need to find something not string based, isn't that a huge pain in the ass to debug?
>>
>>187907246
Who thought a 3-month long jam would be a good idea?
>>
>tfw no one is making max payn clone with cool gunfu
fucking wasted potential
>>
>>187936261
Why are you not doing it?
>>
>>187936059
nope, you just need to add a check (pseudocode ahead)
function emit_signal(string s):
if signal_dict.has(s):
call every function in signal_dict[s]

if you hate strings you can use enums, and i don't think any cpu from the last 10years should care about matching against a string
>>
>>187936261
I could make it, but it would feature cute animals.

And it would be like Max Payne GBA (which is a fun game but not 3d).
>>
>>187936227
people who got tired of jams having almost no games ever all this year and people who want to keep posting mechanized anime girls while pretending to be seeking inspiration/ideas for a jam game
>>
>>187936059
In Godot it will show an error if the script tries to connect to a nonexistent signal, or if it tries to emit a nonexistent signal, or if it tries to call a nonexistent function. So if you misspelled something it will be very clear.

Hell you could probably look at the source code and figure out how it's done, if you wanted.
>>
>>187936261
The only max payne with gunfu was 3, and that was an added bonus. Paynes strenght in that broody writing and style and whatnot, gameplay was servicable until 3.

There's probably room to rip-off some Max Payne mod with cool kung-fu moves, those were fun.
>>
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>>187936650
Rude, as I said before I don't know which genre to tackle for this jam. i'm not going to spam the thread with mecha images but I'll probably start working on the game in late october.
>>
>>187937951
>proceeds to spam
>>
>>187936650
Better no game than shitty games.
>>
>>187938214
I don't think you know the meaning of spam
>>
>>187938397
what a fuckin lie
>>
>>187938397
t. nodev
>>
>>187938495
If you have no game, you won't get hurt for being a shitty dev. Shitty games are remembered more than no games.
>>
>>187938710
the shittiest dev is still leagues above a nodev
>>
>>187938710
>you won't get hurt for being a shitty dev
who hurt you, anon
>>
>>187938804
not if you are a dev who puts actual effort into his games and have to try not having your buried in the ocean of zero effort indie games
>>
>>187938710
If you aren't remembered for anything then you never existed.
>>
>>187939101
Zero effort indie games are the output of shitty devs.
>>
jlmg
>>
>>187939031
Nobody hurt him, he never made a game. He's using this as an excuse for being a nodev
>can't fail if you don't try
>>
>>187938397
Jam games purpose is to build skill. They aren't like shovelware, which purpose is to make a quick buck.
>>
>giving attention to a shitty nodev
>not posting progress
>not giving feedback
Come on AGDG.
>>
>>187939101
??
so a non-shitty dev is worse than a nodev?
>>
>Be a decent artist/animator
>Make a really rudimentary porn game prototype
>Shill the art/characters/scenes since actual game is shit at this point
>Set up a Patreon
>Pay a programmer with patreon bucks to just like make game (at this point most of the art/animations will be done)

Is this a shitty plan?
>>
>>187939373
my game has dio and magic cards as placeholders, it's not gonna see the light of day for a while, i dont think
>>
>>187939443
What would be the point of making your porn game into a "real" game if you've already raked in the dosh?
>>
>>187939374
Nah, if you are a dev who puts actual effort into his games, you'd rather have other people be nodevs than increasing the amount of pure shit on the market.
>>
>>187939443
That's what all porndevs do, you don't need the last step.
>>
>>187939443
depends on your marketing, art and fetish niche
>>
>>187939160
Invisibility is comfortable.
>>
>>187939443
great plan
call me when you get those NEET bux
>>187939582
>>187939614
ya know, you dont need to make a game to make money, you can just suck dick for money, its a lot quicker and easier and youll probably make more
>>
>>187939443
Post art with censored genitals to avoid a ban.

Or link your art blog/tumblr.
>>
>>187907246
Oh shit the guy who made the mecha jam is the dino game autist, who also kept spamming the thread with reverse polls for a jam theme
Fuck this shit
>>
>>187927220
Wormhole needs more juice, it doesnt feel like you're travelling far enough
>>
>>187939763
>equating actually making something to sucking dick
>>
>>187939221
Why would anyone take risks? People keep trying to be the next hit but it just falls flat on them.
Creativity is dead. Nothing is original. Why bother?
>>
>>187940036
Then don't bother coming here anymore, nodev
>>
>>187939792
why are you so upset about me?
>>
>>187940036
I just want to make something I haven't seen before. Consisting out of things that I find pleasing to the eye.

Making the next hit has nothing to do with making good games. There are a lot of games that aren't hits but were still very relevant.
>>
>>187939763
>you can just suck dick for money, its a lot quicker and easier and youll probably make more
Not really. That would depend on your skill and your looks.

You could technically lower your price to very cheap, like just a dollar so that even a broke ass drunkard would be interested for a quickie, but then there is also a very high chance of getting a disease or aids which would ruin your profit scheme.
>>
>>187940120
Not a nodev. Just a dev with major regrets.
>>
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>>
What the fuck is a unit test and why are all these articles autistic about them?
>>
>>187938492
Just trying to guilt you into not spamming ;)
>>
>>187940036
I swear there's a single person who has been posting this kind of stuff for over a year. It was just about genetics and talent at one point, he's progressing.
>>
>>187940768
Isn't that a bit mean?
>>
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ok time to get my life together.

How do I make a video game?
>>
>>187939582
>>187939614
What would be the point then? I'd rather try to make a game than SFM/Maya porn animation loops.

>>187939779
I'll probably do this under a different internet name, so no link/art for now. Besides it's way too early show stuff yet.
>>
>>187940878
Google it.
>>
>>187940953
I'm sorry but when you become a person who has dev'd for a long time with no sleep, food, social life only to be told your game is shit you start to kind of lose it
>>
>>187941115
>What would be the point then?
Instead of turning your rudimentary porn game that you're only making to get money into a "real" game, make a proper game with proper subject matter and good mechanics.
>>
>>187941167
then fuck off m8, we don't care about nodevs who gave up
>>
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>>187941167
>>
>>187941208
Porn can be a proper subject matter, man.
>>
>>187940878
Don't even bother doing unit tests in indie dev, it's pointless.
Basically it's writing code to test your components (units) individually, e.g. you have a class to process payments, the test class should run the code and check that transactions go through if the credit card is valid and rejects them if it isn't and things like that.
>>
>>187941112
keep watching anime and play videogames all day that will do
>>
>>187940768
>bokube is supposed to be an artist
>his models suck
>art style sucks
>textures suck and clash
>animations suck
What gives?
>>
>>187941167
I've literally been doing this shit 6 years, living in a shithole because I won't take a "good" job in favor of game dev. Kill yourself.
>>
>>187941115
>I'll probably do this under a different internet name, so no link/art for now. Besides it's way too early show stuff yet.
If you don't share your art, no way for we to survey if it's worth it or not.
>>
>>187941328
Yeah, but nothing good really comes from "make something, anything that sells".
>>
>>187941385
Well at least he's consistent.
>>
>>187941396
Wow, I thought this was a supportive group.
>>
>>187941593
kek
>>
>>187941385
What can you expect from a shitty person.
>>
>>187941639
You're on 4chan faggot
>>
What's the standard way to do dynamic audio effects like reverb?
EAX is hardware dependant.
Precalculating could work with some exceptions.
There are proprietary sound libraries that help with this.
I did some experiments on CPU and now I'm doing a sanity check if this is the right way.
Is anyone knowledgable in this?
>>
>>187941639
Seriously kill yourself
>>
>>187941639
Nah, too many kids here who think that being assholes to other people is cool
>>
>>187909142
This is an awful example. That system is designed to have a certain kind of grind that many players are comfortable with and enjoy.

But you're right in theory. Even indie games with small scopes have some major issues. I have a two-part theory for this. The first part is that game devs know the issues in their games. They aren't blissfully unaware. They know which parts might suck and which might be a stretch, but ultimately they have limited resources and trying a few different changes might be highly costly while still resulting in mediocre gameplay. Which leads to point number 2, which is that devs don't follow good development practices so simple things become major hurdles to change. Especially in indie games. Devs make all the art for their game WHILE making the game, and so if anything sucks really bad, they might even end up wasting assets. Instead of making a fun/interesting game and then adding art, they make a visually pleasing but flawed diversion. This practice discourages making wide-reaching changes in the gameplay. Examples of games which may have suffered from this are HLD and Inside.
>>
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>>187941639
>>
>>187941769
So basically, /vg/ threads are just as bad as /v/ threads?
>>187941861
No.
>>
>>187942032
Are videogames related stuff your only reference?
>>
>>187942032
post game
>>
>>187942032
fuck off nodev
>>
>>187942032
>Hi guys I'm from /v/
Look at this faggot who likes videogames, lmao
>>
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>>187941639
>I thought this was a supportive group

sometimes late at night, or during demo day
>>
>>187942032
Nah, this thread is just particularly bad.
The only threads with more kids spamming random furry shit or le ebin troles are the big esport generals.
>>
>>187911164
By how you nest them. Jsons are dictionaries, so each response can be another dictionary with the response to that option and then a dictionary containing all the options to that.

JSON, XML, doesn't matter what you use, but that sort of tree structure of nested dictionaries and arrays is how you'd go about it.
>>
>>187942282
Rude.
>>
>the bug isn't your fault but a problem with the fancy $70 reflection asset you bought
>>
>>187939792
If you have a problem with the current jam why don't you make one yourself?
>>
>>187942603
>buying assets
>>
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>>187942603
>asset
>>
>>187942608
So nobody will join because I'm not first? Nah thanks.
>>
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>>187943379
Your jam didn't even succeed when it WAS the first - see the Loli Jam with a single entry.
>>
>>187942603
doubt.jpg
>>
>>187943686
Who are you talking to?
>>
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>>187940768
Hey how does it feel to have your game be seen as captain toad even by youtube?

https://www.youtube.com/watch?v=is2JwRGZKOk
>>
>>187943871
Mildly amusing but youtube is run by ass backwards retards so it doesn't mean much
>>
>>187941112
https://www.youtube.com/watch?v=oA1e-HbptGg
>>
>>187943686
Dropped.
>>
is lewd accepted in mecha jam?
>>
>>187942382
>/agdg/
>bad /vg/ general
>>
>>187943798
When did I talk to anyone?
>>
>>187944130
Yes
>>
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>>187944130
Of course!
>>
>>187944212
Given your autism, probably never.
>>
>>187944130
it has to be about mechas AND it has to conform to itch.io submission rules

everything else is fair game

does your definition and implementation of "lewd game" break those rules?
>>
>>187944181
It kinda can be at times.
>>
quick opengl question
in order to convert 3d world positions into 2d screen coordinates, you have to multiply the 3d position vector by a matrix (composed on like 7 other matrices)
if i do the opposite (multiply the 2d screen coordinates by the inverse of the matrix), will i get a 3d world position? im essentially try to see whether the cursor is on top of a mesh in my game
>>
>let's player makes fun of my game
>slip them a nice little DMCA
My game, my rules.
>>
>>187945083
how does it feel to be that much of a faggot
>>
>>187945083
how does it feel to be that much of a hopeless daydreamer
>>
>>187944621
is sex between mechanical robots without flesh allowed?cant find anything about that on itch.io submission rules
>>
>>187945083
>nothing happens
>your game sells less than 100 copies because he showed everyone how garbage your game is
>>
>>187943871
>a game with that shit name, art, and presentation is getting even that much positive comments.

Nintendo nerds are retards aren't they?
>>
>>187945357
It doesn't look bad honestly.
I don't know why bokudev is getting much hate.
>>
>>187945083
everyone is too busy calling you a dipshit to answer my question, i hope youre happy
>>
>>187944393
>covers everything except vital body parts
genius
>>
>>187945327
As long as they are and appear to be of legal age and there is no offensive content you will probably be fine.
>>
>>187945442
Jealous nodevs anon.
>>
>>187945442
>needing to protect your vital body parts
git gud scrub
>>
>>187945327
Lewd and porn games are allowed on itch.io as long as you label is NSFW. And I think you can't show the nudity in the screenshots. Also no raping of lolis.
>>
>>187945767
>no raping of lolis
lolidev didnt deserve what he got
>>
>>187945442
Meant for >>187945624
>>
>>187945083
You know how they say there's no such thing as bad publicity? You're damn well trying to invent it.
>>
>>187944130
>>187944393
Is Mecha jam really a thing?
>>
>>187945990
Look at the OP
>>
>>187946042
Yea, saw it now. I'm a stupid. thanks
>>
>>187945890
Holy shit I need sleep.
>>187945725 was meant for >>187945624
>>
do you guys even go to school for this shit
>>
>>187945990
>3 months long
>jam
>>
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>>187945224
three reasons

>1. Calling it "mecha jam" or "mech jam" or "mecha or mech jam" sounded too boring and unimaginative so I called it someting more interesting - something that just pops.
>2. Calling it either "mecha jam" or "mech jam" would have unqualified half of the possible games(since enthusiasts draw a very clear difference between a mecha and mech) and there could have been a potential for butthurt to glog up the threads. So I needed something neutral.
>3. Also I knew of a kind of almost-mech which not many people know of - so I used their name.
Connection with that British sci-fy comedy show was unintentional.
>>
>>187946226
I did for art and music.
I didn't for game design and programming.
>>
>>187946262
Holy autism
>>
>>187946226
I've been devving since i was like 13
the bulk of my engine was written when i was 17
>>
>>187946329
>art and music
two thing im interested in. how did that work out? im afraid i wont be able to find a job so i may switch paths
>>
Mechanoid jam lasts from september until december
Halloween jam is usually on october, is it still happening?
>>
>>187946492
>the bulk of my engine was written when i was 17
And you still use it? Why not rewrite it? (I assume you are above 20 now and not just 18)
>>
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If you put a puzzle cube down now on a goal the game will checkpoint and when you die and restart, you'll respawn on that puzzle cube now. (This was the biggest complaint I ever got for Bokube I hope you casuals will be happy now).
>>
>>187946634
Yeah, nobody is going to work on a mecha jam for three months
>>
>>187946231
Yes, jams can be any length and be ran in whatever way they want.
A strict 2 day jam where you must create all content within the time frame and follow a theme. A casual jam that lasts three months and you can make and submit a game in any time frame you're comfortable with. A jam that happens every two months where you submit a demo of your main game.
These are all valid jams. Jams are not competitions, they're just fun ways to get devs to make games. You can participate or not, it's completely up to you. The most important thing is that you're making game and having fun.
>>
>>187946549
Everyone needs a graphic designer. Learn that skill to secure a job. Prepare for boring ass work though. Animation is needed as well, but only in 3D.
Music... good luck.
>>
>>187946262
Ok.I understand now.
>>
>>187934889
I like story heavy games where gameplay is alright, SuperGiant games fit my narrative but I will never be able to make games like theirs.
>>
>>187946717
the engine works perfectly fine (as opposed to previous versions), but i do still add stuff from time to time, though basic, core functionality like drawing, scene handling and scripting hasn't been touched in a while
>>
>>187946753
>insulting your players
enjoy your zero sales
>>
>>187946226
Of course not, I'm not that gullible.
>>
>>187947089
What rendering API(s) and what language?
>>
>>187946789
No one is going to work on a mecha game at all. Just like every AGDG jam.
>>
>>187946753
>makes a game built around intended "cute" aesthetic
>expects his audience to be anything but casuals
boku please
>>
>>187947198
OpenGL, C++ and lua for scripts
>>
>>187947276
Hey someone worked on a mecha game for zelda jam
>>
>>187947326
Neat.
>>
>>187947489
Please forget about my shit mecha game
>>
>>187947489
So someone is going to do a zelda game for the mecha jam then?
>>
>>187947501
i really enjoy it a lot better than engines, both as a challenge (i legitimately like programming) and for the satisfaction of doing something from scratch. Plus, i like knowing exactly what going on under the hood, makes debugging a lot easier
>>
>>187947560
Never. It was [spoiler]nice to see the progress of even though I don't play these games[/spoiler]
>>
>>187947824
how embarrassing?
>>
>>187931821

You're a fucking retard.
>>
>>187941639
It kind of is, in its own unique way.
>>
>>187945624
Top kek.
>>
>>187947902
I knew that could happen but I wanted to see if it would work
>>
https://www.youtube.com/watch?v=eAWrmomQwRA
>>
>>187946829
Jam comes from jamming, a term used in music for short improvised playing.
If it's not short and improvised it's not a Jam. You guys announce the theme 2 months earlier, killing the improvisation part, and then make them last a long ass time, killing the rest of it.

These are not jams, it's only 3 or 4 devs taking a long ass time to make small games with the same theme.

I like that there's always a couple of games coming out of them, but I'm not sure the months of jamposting (which is just a variant of shitposting really) are worth it.
>>
>>187947636
How would that even work
>>
>make game initially designed for kb+m
>realize controller is mandatory for this type of game
>suddenly i don't have enough buttons
>the camera doesn't work
>half of the features don't make sense
FUCK
>>
>>187947276
I'm working on a Mecha game, and someone else is.
Neither of us are making it for the "mechanoid jam" though.
>>
>>187947695
Excactly! This is also why I'm writing my own engine. Progress is slow though, but that's mostly because Vulkan is so fucking boilerplate it's insane!
>I legitimately like programming
Lot's of people do. Aggy is just filled with graphics people, so that's why there's some sort of stigma here against programming
>>
>>187948370
I think the usual length (2 weeks), while long for most jams, is fine. Since agdg is such a small pool of people, if we made them into 3 day or 1 week jams, there would be even fewer entrants. Not everyone has the time to spend a solid 3 days working on a game, and even those who do won't always have the same period free. There's also nothing stopping you from treating any long jam as a short intense jam. This is the same reason why our themes are more broad and not nearly as interesting as jams that are open to the public.

A 3 month jam is straight retarded, though
>>
>>187948370
If god intended us to not have long ass jams itch jam system wouldn't allow them to be created.
>>
>>187947276
>No one is going to work on a mecha game at all.
I do.
>>
>>187943743
You were correct
>>
>>187923505

Because I'm a masochist.
>>
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>>187940768
>Boku isn't gay guys
>Spitroasting his own twink avatar
Okay
>>
>>187948765
2 weeks is too short. The traditional 1 month for AGDG jams/compos/bootcamps is the optimal length. 3 months is longer than necessary but there is nothing wrong with it either.
>>
>>187948673
>controller is mandatory for this type of game
Time to break the mould
>>
>>187949030
Spitroasting is gay now?
>>
>>187948765
work on your game for 2 weeks and submit it then
>>
>>187948673
I feel your pain, anon. You'll get through it!
>>
>>187949149
If you're in the middle
>>
>>187948732
>Vulkan is so fucking boilerplate it's insane!
really? have you used OpenGL before? how different is it? are there any good tuts?
>>
>>187949061
1 month is too long, 3 days is the best but 1 week is acceptable
>>
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Can i have some replies for these TVs i made?
>>
>>187949417
Looks nice and boxy.
>>
>>187949387
3 months is too short, 6 months would be ideal but 1 year is also acceptable.
>>
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>>187949417
>>
>>187949417
they look more like computer monitors
>>
>>187948770
They use it as a blanket term for 'game creation event', they even say so on their jams page.

>>187948765
>>187949061
If you can't have something ready in 2 weeks then 3 months is not enough either, it means you are just starting with this.
3 months for experienced devs however means that they'll be expected to put a lot more polish and mechanics into their games, killing the jam vibe for them. Heck if I was going to spend 3 months on a game I'd make it my main game not a Jam game.
>>
So how do you make "controllers" properly?

Like, I want to make a card game, and the player will need to be able to do all the things a player can do, but sometimes the trigger will be AI, or mouse input, or network input, and it needs to do the same thing regardless of how it was told to do it. Do I use an interface or what? How do you do that in Godot? Anyone know of any reading on the topic?
>>
I need a good chaining system for scoring. Do you perhaps know any?
>>
>>187949417
transition effect is shit and ruins whatever "atmosphere" you get from using an old tv

you probably want a faster blink and not a straight lerp, maybe with some static noise and moving the uvs to hide it. not sure how much shaders you know
>>
>>187949738
Ask mayhem leave dev, I think thats their name
They made some complex scoring system based on combos
>>
>>187949387
I disagree. I'm not willing to actually count it but I think in the past the one month duration AGDG events have had greater overal participation than the shorter ones.
>>
>>187949417
>>187949741
oh and also stagger the time that they start transitioning maybe?
>>
>>187949565
>If you can't have something ready in 2 weeks then 3 months is not enough either
Wut
>>
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>>187949278
>really?
Yes. ~3000 lines just to get the screen updated. But there's a whole lot more control
>have you used OpenGL before?
I've made 3 quick and dirty ogl implementations before for school projects. Nothing too big, but I understand the concepts
>how different is it?
Very. It uses RAII (Resource Acquisition Is Initialization) and is very obviously set up for you to multithread it. When you want to render an object you don't just plug it into your objects list and iterate through it next frame. You have to add a render command to the command buffer that get's parsed by the GPU and a lot more...
> are there any good tuts?
vulkan-tutorial.coim is a very good introduction tutorial IMO. OGLDEV also did a couple tutorials on vulkan, but his architecture is completely bonkers in my opinion...

I can't really recommend it, but I also am not even close to have anything that works properly. I'm only using vulkan because it's a fun challenge and I have no deadline or game idea. I just hope that comes when I'm "done" with the engine.
pic is old, because what I have atm doesn't compile, so I have nothing to show right now
>>
>>187947695
Where ma C++ bros at
>>
>>187950418
They're stuck in unreal engine
>>
>>187950284
>I can't really recommend it
thats fine, i wasnt planned on making a super demanding game anyway, I think the new low-level APIs are for AAA games, really. Opengl 4.5 is fine for what im doing
>>
>>187950418
*tries to hug you but phases through you because of bad deltas*
>>
Anyone here have any experience with Typescript + Games? Looking for some libraries that allow me to write some basic 3d games.

Just fucked around with Phaser, want to try a few before sticking to one.
>>
>>187950606
Gotta atomize, my man
>>
>>187950606
wtf is a bad delta
>>
>>187950570
>I think the new low-level APIs are for AAA games, really. Opengl 4.5 is fine for what im doing
That is very correct. OpenGL is completely fine, there's absolutely nothing wrong with it. If you want to make a game (and engine) you should really just use OpenGL.
>>
>>187950791
reddit.com/r/VXJunkies
>>
>>187950791
imagine a good delta but really bad
>>
>>187950791
Delta is the difference between two things, so if you're going in for a hug, the difference between your two positions could be considered delta distance, and if for some reason your distance isn't calculated properly (floating point weirdness?) you might overshoot and never have a distance small enough to be considered "in contact" and stop moving to engage the hug. So if you never stop, you'll just keep moving and phase right through the person. So C++ must have some problem with very small floating point numbers (those are the kind where the decimal, well, floats)
>>
>>187951317
i was having a problem with my delta time a while back, where the value would get so big (like if you focused out of the window for a good minute or so) that a single float wasnt enough to contain it
>>
>>187951597
you should limit your delta time to a maximum time like half a second
>>
Anyone here good at source moding?
Looking for people to do project for fun in long term namely remake Twin Sector as mod in Source or some other engine if you can ofc.
>>
how are 2d assets usually created? not like pixel art, think stuff like the interface of a game like crusader kings 2. is stuff like that hand drawn? digitally drawn? some combination of the above with photoshop manipulation?
>>
>want to use an event driven communication system
>am also going to have in-game events
>names are going to collide

I know I can just use namespaces but that's going to be so ugly
>>
>>187951882
Flash animation.
Im not joking
>>
>>187951882
It's 100% safe to assume everything is digital art unless explicitly marketed as not digital art for the purposes of trying to stand out.
>>
>>187950791
It's a Gamemaker meme. Gamemaker was designed to have a locked framerate. So whenever a dev attempts to use frame independent delta time for their game logic, which should allow a game to run at more or less any framerate, they run into huge problems because Gamemaker is shit.

They then come to these threads and claim that using delta time ever is bad and will cause your game to be laggy and buggy. Even though actual good engines implement fixed frame rate for physics and logic, allowing the game to be deterministic and accurate while still running at an independent frame rate for visuals.

That said even with a fixed frame rate physics can clip through each other if they're moving fast enough, unless there's an option for continuous collision detection.
>>
Trying to git gud, anyone know of a good unity2d/vidya programming in general book or online tutorial?
Looking for dos and don'ts, best practices, that kind of thing.
I'd say I'm fairly green.
>>
>>187951924
in-game events could just be called GameEvent or something like that.
>>
>>187952508
Dos :
make a good game

Don'ts :
make a bad game
>>
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>>187907246
making some uv mapping and texturing tools for my golf game :)
not quite there yet, but close :)
>>
>>187952583
It's so obvious now, thanks.
>>
>>187952508
here's a don't:
>unity2d
>>
>>187951597
IMO pause the game when you lose focus
>>
>>187952508
Learn actual programming first and set your expectations lower than you think you should.

You will not release your first game. Or your second, or third... etc. Unless you become one of those faggots who post their 3 hour rpg maker jam on steam greenlight and somehow get greenlit for no reason whatsoever
>>
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Sup chums I tried to model a quick human head with no references here's how it came out
>>
>>187953148
you know what, before mocking I'm gonna ruin any chances I have making progress today and try it on my own.
>>
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Let's just pretend this mecha jam starts on November 15th and lasts 15 days.
On that note, how would incorporate a transforming robot into gameplay?
>>
Why is everything I want to make MMOs? The worst part is I have the skills to do it, but it would still take years to do solo.
>>
>>187953465
I'm gonna fuck that robot
>>
>>187953465
>do my work for me please
>btw i'm too lazy to begin now haha that's funny right
>>
>>187953574
MMO is a dying genre anyway. even if you somehow miraculously managed to make a competent MMO as a 1MA, the audience isn't what it used to be.
>>
>>187953645
Who are you quoting?
>>
>>187953704
MMO aren't just WoW you know?
>>
>>187953704
>MMO is a dying genre anyway.
MMORPGs maybe. MMO is probably the highest grossing genre of all though. Especially if you count quasi-MMOs like league of legends.
>>
>>187953734
Who are you quoting? Who are you quoting? Who are you quoting? Who are you quoting?
>>
>>187953465
>transforming robot
>it has two modes
>the two modes have different abilities and movement / damage / whatever stats

whoah
>>
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>finally bring myself around to making non-placeholder assets
>just as I get into the swing of it my middle mouse button stops working
>I was using blender
>>
>>187954663
try blowing inside the wheel, some mouses use sensors instead of mechanical systems for the wheel and dust can block the sensor
>>
What's a good excuse for a one man army dev to make a kickstarter for 5k
>>
>>187955053
"I need the money to survive".
>>
>>187955053
https://www.kickstarter.com/projects/2139542651/bokube
>>
>>187953269
I want to see anon
>>
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>>187941639
Tough Love scenario
>>
>>187955243
meta
>>
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>>187952567
>>
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>>187955279
fixed
>>
>>187955053
>I can work on game 24/7 if I don't have be a wageslave
>>
>>187945083
Doesn't that already happen?
>>
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i need some help figuring this out, i have a 2 dimensional map array here that when printed out, it will only cover the static 80x40 window

if the player moves out of bounds, obviously the non rendered areas are still not shown and the player leaves the screen unless he returns back to visible area, so what im trying to figure out is how to make it so when the player reaches near the limits of the current visible area, it will start rendering the unseen parts of the map now
>>
>>187907246
So for a first-time dev working on a simple SHMUP, how valuable is the learning experience in working with LOVE2D compared to SDL?
How much more is really done for me by choosing to use LOVE instead of SDL?
>>
>>187949149
They're all guys
>>
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>>187955245
I'm not finished but I'm done with it.
Is it me or does it look like one of the bogdanov ?
>>
>>187954834
I've been using that trick for a while now, but it seems it's completely died this time

Looks like it's back to working on gameplay with stick figures for me
>>
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>>187955390
Damn son
>>
>>187955778
Not much is done for you, but finishing a game in *anything* is a valuable learning experience. You learn very much just from finishing a game, and that knowledge is agnostic of language or framework or engine.
>>
What game has influenced you the most?
>>
>>187955538
Unless you want your dude seeing through walls, you're going to have to implement some sort of vision algorithm.
Also
>storing your map as a string
>>
>>187956324
I'm working on it, but I really enjoy watching Foxtail dev Artem Vodorez.

For released game, my favorite indie is Azure Lazuline.
>>
>>187956324

sonic 2. sega as a whole but mainly sonic 2
>>
>>187956324
Dork Souls and NetHack
>>
>>187956579
NetHack yourself.
>>
>>187955538
Convert between world and screen space:

startingX = player.x - screenWidth / 2;
endingX = startingX + screenWidth / 2;

if(startingX < 0)
{
startingX = 0;
endingX = screenWidth;
}
if(endingX >= mapWidth)
{
startingX = mapWidth - 1 - screenWidth;
endingX = mapWidth - 1;
}

// repeat for y

// drawing:
for(y = 0; y < screenWidth; ++y)
{
for(x = 0; x < screenWidth; ++x)
{
draw(x, y, map[x + startingX, y + startingY]);
}
}
>>
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I want a low poly cute witch.
How am i doing so far?
>>
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>>187956785
Is that shoulder topo working out for you?
>>
I can't find any sort of Robotech transformable jet-mech model on the asset store. Anyone know of one? I'll enter the jam if I can find one.
>>
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>>187956993
>>
>>187956885
Will fix.
>>
>>187956324
metal slug
>>
>>187956324
Halo 2. That game made me want to make games.
>>
glm pros. Help me please.
What am I doing wrong here??

#include <glm/gtc/quaternion.hpp>
#include <glm/gtx/quaternion.hpp>

...
glm::mat4 rotmat = glm::gtc::quaternion::mat4_cast(tranform->orientation);
...

>error: ‘glm::gtc’ has not been declared
> glm::mat4 rotmat = glm::gtc::quaternion::mat4_cast(tranform->orientation);
>>
>>187957952
Nevermind. I figured it out... You just write glm::mat4_cast ...
>>
>>187956324
Probably Ikaruga.
>>
>>187956324

All the Elder Scrolls games.

My favorite kind of game, and a perfect example of what not to do.
>>
>>187957676
You too, huh?

I hope we're not competing here.
>>
>>187958852
I'm not making a shooter. I am just mesmerized by the technical feats by bungie back in the day. I really love 3D graphics programming and the math behind it is also very interesting. The fact that I like to play shooters does not play in to my dev-things.
>>
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Wtf are these spelling errors? I thought khronos group was actually competent?
>>
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>tfw got stuck on one little shitty thing the whole day
>googled to hell and back, and no results/tutorials/explanations
>next to no progress, and I can't even go to sleep peacefully because the unsolved problem haunts me

just fuck my shit up senpai
>>
>>187959483
C++ really is just absolutely fucking disgusting.
>>
>>187959823
I know that feel, it must be a meme that people complain that they "wasted two whole hours" on some bug. Sometimes shit takes days.

Whats your problem, maybe you can rubber duck it
>>
>>187956324
Homeworld, because it represented space in a way that I hadn't seen before.

the clean fucking gorgeous ship design, the emptiness of space that avoided being oppressive by splashing it with colourful nebula, the gorgeous sound design and a musical score that made the whole game feel vast and expansive, the incredible narration and fucking 10/10 voicework, the sombre cinematic feel of the whole thing.

But most of all, Homeworld is a 10/10 lesson on how to do more with less. When you take inventory of what's actually in the game in terms of assets created, it's incredibly barebones. At the same time, though, everything inside of it completely contributes towards the game's aesthetic direction.

Honestly I could write a fucking article on this. I think I will, actually.
>>
>>187959823
But that's the best time to sleep, let unconscious you solve the bug.
>>
>>187959483
Maybe I'm blind, but I don't see spelling errors?
>>
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progress, i was overcomplicating things when i had fire as its own separate object, now the room cell takes care of it, also you can drag the camera and zoom in/out via mouse wheel (not shown in video).
implementing systems and power gave me a headache, in FTL a power bar can be on, off, ionized, and disabled, it also serves as a life bar for the system where it can be depleted via hacking, depleted via fire, being repaired and actually functional, there's a lot of things to keep track of it makes me want to change this aspect, but i have to try.
>>
>don't use singletons they're evil and tightly couple all your objects
>have all of your code depend on highly specific, targeted messages instead!

I'm throwing in the towel boys. I really don't understand why I'd create dozens and dozens of messages when I could just do System.Instance.DoShit() instead.
>>
>>187910439
Doogie Howser was younger than that you fucking idiot
university age is not at all that young when it comes to making a game
if you mean how young she looks, it's fucking anime, 80% of it made by actual lolicons
>>
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>>187941112
>get my life together
>make a video game
>>
>spent full month on game so far
>made so many mistakes and organizational errors
>just feel like remaking the entire thing so far to do it better

Is this normal? To completely rebuild a game this early in development?
>>
>>187960618
>GLM_FORCE_RADIANS is define or degrees otherwise.
>recommanded
>>
>>187945357
"Nintendo nerds" are notorious for not buying anything that gets below an 80 metascore.
>>
>>187960752
At the end of the day all of that shit is about organizing your code so you can both find what you need when you need it, and it's not a colossal pain in the ass to expand.
If you've got that and it works don't worry about it.
>>
>>187956324
Mario 64 and Melee.
Just moving around is fun in and of itself, even with no goal. Shame we don't really get games that are focused on mechanics anymore, and use goals to incentivize more play.
>>
>>187953734
I know! I know the answer to that one! It's 2dev!
>>
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>Ha this indie game is TONGUE IN CHEEK!
>Ha this indie game is SELF AWARE!
>Ha this indie game has TROPES in it!
>Ha this indie games MC has a COMICALLY big HEAD for his BODY!

When will it all fucking end.
>>
>>187956324
warcraft3, i loved the map editor
>>
>>187960698
>antialiased text
pls no
>>
>>187961702
When people stop buying them.
>>
>>187961702
>Ha this indie game has quirky pixel graphix!
>Ha this indie game has no concrete gameplay!

why do I even bother making meaningful games
>>
>>187962164
>>187961702
>>
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Can probably get back to the gameplay.
>>
>>187960020

My real problem is picking up a wrong "platform" yup, you got it - it's game maker. Moreover I'm balls deep in development, so I can't stop/drop it now.

Now the issue that torments me:

I'm developing 2,5D old school dungeon crawler akin to might and magic VI/VII and I'm stuck on making enemies right-clickable.

The point of it (being able to right click on the enemy sprite) is to give the player some extra info about the enemy. You click it, and then a window shows up (as long as you hold the button) that gives you all kind of extra info: defense value of the monster, its attack power, hp, short description, etc. The window part I have already solved, but nothing works to make the faggot asses right-clickable. Mouse just doesn't want to collide with their sprites.


It makes me nuts.

Enemies are flat sprites created by d3d_transform_add_translation(xt, yt, zt).
>>
>>187961151
I just don't see how:
System.Instance.DoShit()

is ***evil*** but

MessageHub.Instance.Broadcast(DoShitMessage)

is amazing.

Your code is still dependent on something else, it just hides it behind a "neutral" message / event hub.
>>
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>>187917436
8 DAYS?!
I LOST TRACK!
>>
>>187961972
it's just a placeholder for testing the ui, of course i'll change the font
>>
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Objects can have individual materials with and are actually GameObjects with specialized renderers on them instead of just meshes with drawing logic on them now!

I feel like I've earned a beer. This was hard to do..
>>
>>187956784
i used your solution but that only solves half the problem, the main actual issue is that the player is still going offscreen and the map itself is not changing, it remains static while the player is moving around freely

i specifically need the map to scroll and render the new areas with the player everytime he moves out of bounds


>>187956348
theres already a fov in place, you cant see objects in places you're not in
>>
>>187962791
Nevermind the absolute insane screen tearing... I haven't implemented vsync yet..
>>
>>187962428
that's a neat effect, how did you do it?
>>
>>187962563
you could have a little square that comes up over their shoulder that you click. like a more info square, just a little colored square.
>>
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today is asset making day. made some stalagmites and a water drop with a physics object

>>187962791
that's a good look
>>
Quick!
Post a screenshot of what you are working on right now!
>>
>>187962808
Are you not using the x and the y to do the drawing? The map should move with the player with my code.
>>
>>187962808
something like

if (character.Y > mapposition.Y) mapposition.Y++;

and then you can get fancy from there.

draw character-mapposition

212-200*32
>>
>>187963040
>have palette indexing
>have mixing between 2 of them
>rotate the screen face in 3D
>once it goes above 90 degrees, switch assets
It's simple by itself, the difficult part is enabling those systems initially.
>>
>>187960803
It's normal to want to do it, but you shouldn't do it unless the code is so shitty it's getting in the way of adding new features. Because if you refactor/rebuild now and then the game changes drastically in a month, you're going to want to do it then too and you might even have to undo some of your earlier work.
>>
>>187962563
kek I know that feel as well. There's one specific "right way" you want it to be, and for whatever reason the way you want it to be is nigh impossible, but instead of accepting a lower solution, you keep banging your head trying to make it work so you can have the way that feels right. RIP ur progress
>>
>>187963468
is the game 3d initially or you switch to 3d only in transition?
>>
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In Unity, I'm using a CharacterController and I can't get OnCollisionEnter/Stay to work. What's going on? How do I get it to work?
>>
>>187963858
you buy an asset of course
>>
>>187963858
can you use on collision without a collider?
>>
>>187963767
It's both. You deal with the game as if it was in 2D, then take the viewport (screen) texture, slap it on a 3D space quad, which you can rotate.

The 2D part maintains the ortho camera you need for pixel art, 3D part gives you the perspective effects.
>>
>>187963329
Thanks <3. I didn't make the art though. I just stole it because I needed some obj files to test with.
>>
>>187963858
post code/character gameobject

>>187964037
3d gamedev terrifies me tbqh
>>
>>187963996
I can use ControllerCollider, but it only has OnHit, and I need OnStay.
Also the controller collider is a capsule which fucks up collision normals.
>>
>>187964119
>3d gamedev terrifies me tbqh
Why? The game design part is pretty much as hard as 2D.. A good 2D engine is also pretty difficult to write.
>>
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>>187963340
Thats cool, is it like a spinning hacker logo?

Right now Im working on trying to find where exactly the AI command to send an instant message is being duplicated.
>>
>>187964302
>making your own engine
I can make decent 2D art, but I know fuck-all when it comes to 3d modeling and shaders.
>>
>>187964302
The math in 3D environment is a lot more complicated.
>>
>>187964034
neato
>>
>>187964336
Yeah kind of, it's the rotating background for a minigame, trying to encode everything in a single texture so I don't have a mess in the shader code.

Are you entering the next DD?
>>
>>187964381
The world needs 2D artists too. I like your cute pixely artstyle man <3

>>187964481
Vector math is really easy. Quaternions are a bit tricky to do in the head though.
Collision detection (if you're not using a plugin) is harder. But honestly it's not really that difficult.
>>
>>187964481
Basically everything in 3D is more complicated.

I don't know why people try to perpetuate the idea that 3D isn't significantly harder, the ratio of 2D to 3D indie games alone shows it.
>>
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>>187963340
shitty turret I'm making to add pseudo-variety (it's gonna take maybe five minutes to code its behavior with Behavior trees now) to my game for demo day.
I wanted to do more today but some real life stuff got in the way.
>>
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>>187964119
There isn't much code to put to be honest. This is the code which is meant to handle collisions with platforms

private void OnCollisionStay(Collision collision)
{
if (collision.gameObject.tag == "ptfmRotate" || collision.gameObject.tag == "ptfmVertical" || collision.gameObject.tag == "ptfmHoriz")
{
Debug.Log("works");
}
}
but it never fires.
Pic related is the character's collision boxes. Capsule is character controller, box is regular box collider which the code should be responding to.
>>
>>187964685
Its been a while since I put up a demo into DD so yeah

What is the minigame?
>>
>>187964872
Unity tower defense? have you seen transform.LookAt(target.transform) ? Might make your life easier.
>>
>>187964960
Try putting a rigidbody on the character.
>>
>>187965032
Just guessing missing numbers in sequences.

Say
100 -- 2 -- 150 -- 4 -- 225 -- X

Then I give you a couple of options for X:
8 - 6 - 375

And you have to guess the right value within a time limit, pretty simple.
>>
How do you draw a humanoid character from the side for a 2D platformer?

Since I'm a programmer my brain gets really fucking confused when I try to draw stuff. Currently trying to create a simple 2D sprite of a humanoid character for an RPG that I am eventually going to develop (Currently learning SDL and going to build a simple platformer to build upon for my RPG).

I just can't visualise the end result in my head and I think that's the stumbling block.
>>
>>187965148
It kind of works but it's too temperamental.
Head-on no collision is detected, and it couldn't detect one at the bottom either.
>>
>>187965883
1. don't draw the character completely from the side, draw them at angle
>>
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>That'll be $9.99 please :)
>>
>>187965883
First you have to know what kind of style you want to draw. Cartoony, anime, more realistic, chibi, etc

Then look up examples of similar styles and Then just draw it.
>>
suggest me a free pixel font
>>
>>187964336
Well that was disappointing, I thought the bug was something in the scripting system (it uses a lot of fancy reflection) but in the end, its just that the NPC had two copies of instant messenger running on their machine. hurr
>>
>>187924468
'it's the dark souls of ballistic games'
>>
>>187966860
pixel free
>>
>>187930914
>>187927220
agree with FOV anon.
That's what EVE does.
I'm not sure if you've seen it in eve but it looks like that's exactly what you're trying to replicate.
>>
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>>187907246
Added platforms.
Yes, I added platforms this late. I didn't need them until now.
>>
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>>187965883
like the other anon said, a slight angle, with color hinting for depth. shameless plug for my own art :^)

>>187964745
hey, thanks. it's refreshing to get a response that's not something about my character looking asexual.

>>187967705
looks good, anon. it's nitpicky, i know, but i'd slow down the dress in the idle animation.
>>
>>187967936
Do you mind sharing an image of one of your characters just standing still?

Not going to shamelessly copy it but I'd like to try and see if I can get an idea of perspective and proportions and stuff for drawing my own characters.
>>
>>187966256
> buy it
> check if the gameplay is good or interesting
> refund if it's not worth it
No biggie.
>>
http://www.1001fonts.com/licenses/ffc.html
>The given typeface may be downloaded and used free of charge for both personal and commercial use
>While the given typeface may freely be copied and passed along to other individuals for private use as its original downloadable zip-file, it may not be sold or published without written permission by its respective author.

what the fuck? so i'm allowed to use it yet distributing it with the game is forbidden? how is that even possible??
>>
>>187968235
use fontsquirrel
>>
>Try to nerf melee attack spam
>Accidentally make it more broken with a neat addition of connecting combos
Why does it happen to me
>>
>>187967705
loving that animation, what's the purpose of that C rectangle?
>>
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>>187968847
That is the camera. It's fun telling it where to go and who to follow.
>>
>>187968235
you can't sell it or host it on your own free font website
>>
>>187969482
The gradius option movement is very well down. I like how it slows down when it comes near you.
>>
>>187968235
I believe 'it' refers specifically to the zip file, you can use the font as part of an application that you sell, but you can't sell the font file itself.
>>
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>>187968086
sure thing, but i feel like proportions should depend more on the game's style than realism.

>>187968451
>help i accidentally made something cool
I was in a similar situation. Just add more ending lag and/or tighten the window for attack combos.
>>
>copyrights a pixel
check mate artists
>>
do you need a pen tablet to make decent textures for your game?

if so, which one is cheap and decent for a beginner?
>>
>>187970663
Depends on what kind of textures you're planning to make.
>>
>>187970663
Yes, if you're doing art that needs good linework. If you're doing basic grass textures or whatever then don't bother.
I'd say go for an oldish Wacom tablet. I have a Bamboo CTL-460 and it still works perfectly despite being close to six years old. I have to download legacy drivers whenever I try to use it on a new computer, but aside from that it hasn't had any problems.

Using a tablet will take some getting used to, but after a while it feels natural.
>>
>>187970663
google "substance designer"
>>
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>>187970253
>I was in a similar situation. Just add more ending lag and/or tighten the window for attack combos.
That's what I was trying. Attack has a kind of bounce back when it lands which adds cooldown, but since my melee is procedural-based, it actually leaves weapon drawn for longer, and allows for more hits. It kind of matches my gameplay though.
>>
>>187971351
please dont ever post if you have nothing of value to say.
>>
>>187971491
Make it so only the first hit count then
Also, nice floor scratching effect, but i would reccomend the weapon always being on the hand, or fixing the animations a bit, so far looks like it grows a sentient dick from its hand, which attacks what gets near
>>
>>187971746
The implied question is, "what kind of textures are you going to make?".

I know sometimes when I'm answering a broad question like that, I'm not going to go through the effort of typing up a huge reply with all the types of textures and whether or not you need a tablet, without OP just telling us what kind of textures.
>>
>>187971491
ooh yeah, then that's pretty different from mine. Maybe you could freeze the player while they're attacking, or as >>187971831 said, just make the first hit count.
>>
>>187971968
its ok u dont have to justify your retarded actions.
simply dont reply.
>>
>>187971831
>>187972035
Yeah, the animation is just some fast IK. If I would worry about that I couldn't prototype in peace.
Freezing player is not an option, my game is all about momentum, not combat. Also making only one hit connect would break those neat combos.
I think I will just leave it like that and maybe nerf damage or add more knockback. Maybe requiring more precision would be good too.
>>
>>187962563
Is there no method to ray trace the drawn asset from the camera?
You'd think that would be almost a requirement for its doom-clone tier 3D engine.
>>
>>187971746
>>187972146
That's kind of rude and uncalled for.
>>
>>187971491
Just realized why I like this. The individual pieces of art are nice, yeah, but so are tons of other games. But the level feels so un-cluttered, you actually get a chance to look at the art, rather than being bombarded by visual stimuli
>>
>>187972428
why do you keep replying?
>>
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>>187972428
>>
Who here has done 3d and multiplayer code before, if you have examples of your work, please attach something
>>
>>187972750
Also, forgot to say, that is not currently working on something and wants to
>>
>>187972750
You mean from scratch or what
>>
>>187972527
I'm not same anon. I just think you're being mean.
>>
>>187972873
Unreal, godot, unity, which ever you do preferably godot
>>
>>187972473
I'm not sure if I got that right. Many of my levels will be quite cluttered, since you get many movement options to use, sometimes even faster than just running through. But I also want a lot of breathing room for the player to rest after lots of action.
>>
>>187972750
Why?

I'm working on a multiplayer shooter atm.
>>
>>187973104
Getting together a team for a project, you doing a self projectmor something?
>>
Anyone else unable to submit or edit anything on itch.io?
>>
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>>187973283
>or something?
>>
>>187965883
abuse references, and don't stop heavily using references until you're very very good
>>
>>187973713
Wat
I mean doing a self project or working for someone else rightnow
Dont go ape on me, man
>>
>>187973738
Where does one get references for a non pixel isometric game
>>
>>187974337
Try tactics ogre, the one for psp i think
>>
14 minutes without a single post.

Is this the end of /agdg/?
>>
>>187975723
yea
>>
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>>187909142
Arrogant delusional nodev. Everybody has ideas on how to make great games, execution is where the difficulty lies. Obviously every single game in existence could be improved, but being able to see that doesn't make you a good game designer.
>>
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>>187975723
Nah, we're all just busy making progress. Right?

Here's some progress I made, levels can now end and a menu will pop up to select the next level. Except there's only one level as of now.
>>
>>187974337
>non pixel isometric game
what did he mean by this?
>>
>>187976063
>Everybody has ideas on how to make great games, execution is where the difficulty lies
Bullshit. Most game developers have no idea about good game design. They can code very well, but still produce shit because they don't play much games or only shit games.

The tutorial I was following for example was very good coding-wise (space shooter tutorial) but the game design was complete shit.
>>
is it dumb to test features in an easy engine (love2d) and then move them to my main (C) game?
>>
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>>187976723
>>
>>187976838
>love2d is easy
way to make me feel bad
>>
>>187976838
no, it's called prototyping
>>
>>187976843
Prove me wrong. Anyone can learn how to code. What is really important is having good ideas and good art.
>>
>>187976921
sorry anon i just meant because it's higher level development and there's lots of documentation. i still really can't make anything advanced in it
>>
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How easily can I get away with just using UE4 Blueprints to make an ARPG game?
>>
>>187977118
You aren't supposed to use anything other than blueprints.
>>
>>187977118
Absolutely fine.
>>
>>187977118
You can use blueprints yes. You won't "easily get away" with making an ARPG regardless.
>>
>>187909142
Because most game designs are copy paste of systems from previous games.
It goes all the way back to when computers were too weak to do anything more interesting than counting XP.
>>
$10 billion idea right here:

Indie GTA with 3's low poly graphics but it's set in the future where there are flying cars ala fifth element
>>
>>187974337
3D model renders with an isometric camera
>>
>>187977475
agree
>>
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>>
>>187977475
Can't wait to see your progress posts!
>>
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>>
good night
>>
I know exactly what I want to make, but I can't make it. what do I
>>
>>187977712
are you kidding?
i'm just a nodev.
i'll never be able to make a game.
>>
what's worse here. nodevs
>knowing how to code and having no ideas
>having all ideas and not knowing how to code
>>
>>187977920
I know, I'm making fun of you.
>>
>>187977996
No ideas is worse because you can learn to code but you can't learn to be creative.
>>
>>187978197
just take drugs lol
>>
>>187977996
>knowing how to code, art, etc
>being an uncreative fuck who can't come up with his own ideas
>>
>>187977996
imo neither.
knowing how to into 3d/2d assets > programming.
when you play vidya what do you see? code? no. assets.
>>
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>>187978197
that's not the answer i wanted to hear

how do i learn to be creative
>>
>>187978482
lots and lots of television
>>
>>187978482
read a book and stop killing your neurons with anime
>>
>>187978827
anime increases my creativity
>>
>>187978482
Assorted tips, see if any work for you:
Use those writing prompt books, with like 50 or 100 prompts. but think of a game idea instead of a writing piece. There are probably websites too.
Do a physical activity, it doesn't have to be too strenuous just away from the PC. Ideas will come to you then, write them down in a notebook.
Consume non-game media. Read books, fiction and nonfiction. Watch tv and movies, although since they're visual they're less useful. Translate non-game things into game ideas.
Have separate times (and ideally places) for ideaguying and for pure implentation.
>>
>>187977996
>knowing how to code, model, texture, animate, rig and having no ideas
suffering
>>
>>187978482
>>187978930
clearly not if all those "POST X JAM IDEAS!" posts are accompanied by anime girl images
>>
>>187978482
LSD can raise your openness by a standard deviation
https://www.psychologytoday.com/blog/unique-everybody-else/201604/psychedelic-drugs-and-the-nature-personality-change
>>
>haven't worked on a particular section of code in months
>at the very top: // The logic here is all kinds of fucked up.

well my Friday night is going to be interesting
>>
>>187979149
Fucking seriously.
>>
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>>187979149
>>
>>187979149
big eyes = easier to express emotion. plus im posting on 4chan where people generally like anime.

>>187979179
it does help creativity but a lot of it is meaningless as soon as you're sober. and im trying to not do drugs these days. not sure if it was a bad trip but i just want to stay away from hallucinogenics.

i want wholesome fun not fake-intellectual-artsy-idea-i-had-drooling-on-my-floor
>>
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Added a crash report system, if the game crashes it asks for player to send a report on next run.

On previous demo, I got some reports about shaders not compiling on other machines. Hopefully I will be able to get more info this time
>>
New thread when?
>>
>>187979802
How do you detect if the game previously crashed?
>>
>>187979903
I create a log file while game is running and clean that file if game successfully terminates. On each lunch I check if this file is cleared or not.

Also I check if an exception fires while game is running, which also ask for sending a report.
>>
>>187979565
It sounds like your brain has already been fried. I am so sorry anon.
>>
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found some old screenshots
>>
>>187980154
why do you think im trying to make video games
>>
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>>187980220
>have to wait 120s
>mfw
>>
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>>187980421
>>
>>187979802
>possible due
>>
>>187980724
huh, is it wrong?
>>
File: Screenshot_2016-12-17_14-17-36.png (188KB, 1920x1055px) Image search: [Google]
Screenshot_2016-12-17_14-17-36.png
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>>187980645
>>
Here's some progress for you good fellas. Wrote a drawing system which takes direction into account (as well as index for animations later on), and made a tool for defining image metadata which includes direction and index. Here's what that got me.
>>
File: 1427416411414.gif (147KB, 548x692px) Image search: [Google]
1427416411414.gif
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What's the best program for pixel art animations?

Both the small-type of pixel art animations and the large-scale oekaki animations.
(Don't know if this is the best place to ask.)


I've used the following before:

>Photoshop
>(You can choose between Video files or layered files)
>(Layered files you have more control over but take a ridiculous amount of time to set up)
>(Video files you can't flip or rotate which are a huge deal to me)

>TV Paint Pro
>(There's no shotcuts for anything in the program)
>(I did try to program a 3rd party script to act as a shortcut but the program bugs out if you click things too fast)

>Tried to pirate Toon Boom Harmony but installation fails for no apparent reason
Need help /agdg/.

It's my dream to make pixel art animation game.
>>
>>187980237
epic win !
xdXD
>>
>>187981091
post your games progress
>>
File: Screenshot_2016-12-17_14-19-28.png (176KB, 1920x1055px) Image search: [Google]
Screenshot_2016-12-17_14-19-28.png
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>>187981014
>>187981014
>>
File: file.png (1MB, 1024x768px) Image search: [Google]
file.png
1MB, 1024x768px
>>
>>187981060
I'm using Piskel. It's simple and nothing fancy, but 100% free and also mobile.
>>
File: Screenshot_2016-12-17_14-27-21.png (161KB, 1920x1055px) Image search: [Google]
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>>187981426
>>
>>187981060
i don't know what's going on with her tits and her mouth but i like it
>>
>>187981058
So, you are writting an engine?
>>
File: images (98).jpg (15KB, 384x384px) Image search: [Google]
images (98).jpg
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alright fags I'm making a bomberman rip off, but first I need some unique gameplay gimmick to make it stand out

ideaguys go
>>
>>187981060
I like Aseprite, it's made specifically for pixel art animation.
>>
>>187981542
im not devving alone, im devving with all of you!
just kidding! none of you are devving!
>>
File: 1479660684846.jpg (49KB, 402x604px) Image search: [Google]
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>>187981542
thanks
>>
File: Screenshot_2016-12-17_14-38-03.png (200KB, 1920x1055px) Image search: [Google]
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>>187981598
>>
>>187981801
IRA bomber trying to kill Loyalist scum

edgy enough to get free publicity without being beheaded for insulting islam
>>
>>187981542
>tfw devving all night
>tfw texted best friend
>she is busy all weekend
>tfw I'm going to be devving all weekend too
t-this is f-fun
>>
File: 1499578308759.gif (570KB, 670x551px) Image search: [Google]
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>>187981060
>>
>>187982583
Cute smol grills x3
>>
new thread when?
>>
>>187981616
I know right?
>>
>>187981616
Women, am I right?
>>
>>187982857
In one hour.
We're going to dev for one hour. And when a new thread is made we'll all post our progress.
>>
File: file.png (26KB, 1297x762px) Image search: [Google]
file.png
26KB, 1297x762px
I'm never going to do anything with this because I can't code

please kill me
>>
>>187983008
No fuck you, I'm going to bed.
>>
https://www.youtube.com/watch?v=kfDEK-w8Ojg&feature=youtu.be

Pretty impressive for random assets.
>>
>>187983008
Okay. I will post my progress in the next trhead.
>>
>>187983240
cute sprites. find some tutorials you can do it anon!
>>
File: 62604782.jpg (24KB, 480x480px) Image search: [Google]
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>814 replies
NEWTHREDWEN
>>
>>187983503
why don't you make it since you care so much
>>
oh man, i hope we don't get the shortened OP again
>>
>>187983483
haha

right...
>>
>>187983503
see >>187983008
>>
>>187983240
That black and white is painful to look at. Please use comfy pastel colors.
>>
>>187983826
>>187983826
>>187983826
Thread posts: 823
Thread images: 122


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