Helpful Links for Newfags: https://gist.github.com/Alloyed/6c0d2f1fa476fc3ba61f
Archived Threads: http://archive.foolz.us/vg/search/text/AGDG/type/op/
New Threads: >>>/vg/agdg
Open Broadcaster Software: https://obsproject.com/
>PEOPLE AND PLACES
Music bros: https://soundcloud.com/groups/agdg-audiofriends
>[GREENLIGHT] PROJECTS PENDING
Spaceman Sparkles II - Astronaut Shine: http://steamcommunity.com/sharedfiles/filedetails/?id=259910298
Magic Meisters: http://steamcommunity.com/sharedfiles/filedetails/?id=257087593
Restricted RPS: https://steamcommunity.com/sharedfiles/filedetails/?id=128528523
>[DEMO]s RELEASED IN THE LAST WEEK
Firework Festival [May 28]: https://www.dropbox.com/s/01wxbs3t98a3h1o/Fireworks Festival.zip
Xenoraptor [May 27]: http://xenoraptor.net/download/
Card Tactics [May 27]: https://www.dropbox.com/s/dghkrjdowtev8x2/easta.jar
Wooble Booble [May 27]: https://dl.dropboxusercontent.com/u/277212764/wooble%20bubble/wooble%20bubble.html
Whoever recommended me the structure and interpretation of computer programming a few weeks ago thanks it's been very helpful.
I don't know if this is the right place to ask, but does anyone know a convenient program to use to open .PSSG files?
I'm trying to get some images from a PS3 game and I'm very computer retarded. I've tried a few and they don't work out for one reason or another.
Yesterday I decided to learn C++, so I installed Allegro 5 and an IDE. After spending the whole day with it I still don't feeling like giving up, yet.
I don't seem to find the answer for this:
stream1 = al_load_audio_stream("audio/music"+1|2+".mod", 4, 2048);
What I want to do is to play "music1.mod" or "music2.mod" at random when the game starts.
How can I use strings and integers in the same line and then join them in a single string?
soundbro with aspirations to join the ranks of you devs, I have a question over library selection: SDL or SFML?
im honestly trying to just learn things at my own pace, and i supposed i care the most about what will build the most foundation for my budding skills at programming and whatever has in depth tutorials.
im a guy willing to start out on c++, take that as me not wanting to trade time and simplicity for future functionality down the line
pls and thanks devbros
Stuff like that sounds fun to, what I was thinking of was more of something like a music or sound producers comes up with a soundtrack or music in general and then people develop a short game based on that
This one's older but still relevant.
Making a text based rpg in python, what's the easiest way to record movement on tiles in a maze represented by indices in a list? My options that I can see are creating a secondary list that players, monsters, items in the maze are put on only if they have a legal space in the maze, or by saving the value of the tile when they move on the space then replacing it as they move off the space
Anything obvious im missing?
And some programming progress as well.
Idk like generally this is much more efficient financially and I think I can still pull off the gameplay with this NGP-style.
>NGP only used three colors.
NGP could only render 146 colors at a time. Sprites didn't necessarily have to be 3 colors, SNK just wanted really really good backgrounds.
I added the "Bang!" just for testing but I actually sort of like it.
Should I try to make a street fighter clone or a smash clone /agdg/
i've already dabbled a bit at some of lazyfoo's sdl stuff, and i figured since no one was answering i'd just also dabble in sfml and get a feel for it myself.
so in a way, i kinda am trying both
SDL was what I got started on, but SFML is a lot higher level and therefore a lot less tedious to use
However I hear SDL 2.0 (which just came out last year I think) is some crazy shit, haven't got a chance to test it yet
added a minimap.. i have a question about ui in general. the main focus on choosing the ui's color should be that its neutral enough that it never gets confused with whatever's going on in the game, right?
so in this case the minimap has a kinda bad color because its brown/orange, while the rest of the game is pretty brown/orange as well. is that right?
if you want to build up your foundation, then I suggest you start with unity and make a promise to yourself never to use anything from the asset store, free or paid.
Learn C# and learn how to use scripting and all the basic code design (classes, functions, containers etc.)
Also quite important, learn the basics of game development such as keeping a task lists, having a game design document, version controls, online backups and good understandable-at-first-glance assets naming for all things (code, art, music)
I recommend you use Unity:
- You have to pay for the full features, but for starting the free version is more than enough.
- It implements FMOD, that's a very advanced tool for scripting interactive and dynamic audio.
- You are still required to program, so no drag and drop, that's a plus.
- Easy to export to several platforms.
thanks a lot guys, i assume my couple of months of C++ will translate to C# well?
also what's beyond unity, theoretically i build foundation on unity and then what's the next step in my programming future?
not entirely i guess
you collect power ups/items that make you more powerful through their various combinations
you can explore an entire floor/area and you move to the next floor/area after you beat a boss
there will be some locked collections of rooms sometimes and you'll need to get some special item to be able to explore that collection of rooms, but its not the focus of the game
If you can utilize unity well, you will find that all other advanced game engine such as unreal or cryengine easy to use.
More important, your programming experience with unity make you very very high in demand in the video game industry since it imply you can code and design well, something that is desperately required by a lot of both companies and indies.
Other than that, just like make games
How shit am I if I can't wrap my hear around K&R's Exercise 1-23 and 1-24?
I've not started, but I can sort of guess how to do from 1-20 to 1-22. But 23 and 24? WTF? Am I supposed to just look for better ways to do shit on the Internet, or is the current knowledge provided enough to do that? I'm not even sure if doing those is worth my time for dev.
there is no next step after unity, this is the worst part for me.
Anything you learn from unity, will probably stay in unity
So I would recommend UE4, you can use c++ for everything, or use blueprints (I would use blueprints for content-related stuff though, like things that an artist would chance)
and then you have improved your c++
and with access to the source code you will learn a lot of good practices and learn how and why things work the way they do.
If your purpose is to make a quick simple game, Unity is easier to use, so unity still has some uses for me. But if you want to learn, UE4 will teach you much more. As long as you don't just stick to blueprints of course
>Anything you learn from unity, will probably stay in unity
I don't know about that, man. Programming concept are programming concepts. He can just as easily pass the knowledge of game logic he gains from doing Unity projects to other areas. Completing a Unity project without the aid of the asset store is useful for your portfolio especially if you put your code up. No one's going to scoff at you using Unity over UE4. In fact, many developerrs these days ask for experience with ANY kind of engine, especially UE4, Unity, or CryEngine.
Making a weapon for the boss. He'll have turret hardpoints, but also have the itano circus to use. Been trying to set up a good looking one for it, then I'll add some chaff or something for the player to use so they can survive other than just dodging.
So, Fuck It Jam starts today, right?
>pick your least favorite genre
>make a game in that genre
I guess I'm off to make a shitty monetized phone RTS? Or can I pretend that's just part of the RTS genre and pick something less awful?
They drop out from under the ship right now. The boss will have some missile hardpoints that I'll launch them from so they'll make more sense. Hopefully.
Trail Renderer in Unity. Slap it on an object, move it around, trail follows. You can configure a bunch of neat shit on them.
>Kinda devan on gaem in living room
>Roomate walks in
>Whats that dude? Your game?
>Show him some stuff
>Woah thats cool, like really cool
>Hes impressed,my crotch swells
>Suddenly feel superior
>I make post on /agdg/
Fucking normal fags amirite? Impressed by a simple gml platformer, top kek
If I have been using this system til now:
How do I go about making it so that the game is now frame-independant, all while showing frames per second? Half-Life 2 normally runs at 300fps for me, but I could limit it to 30fps or 60fps and it would still play at the same speed. Thanks
An AGDG jam? You should make sure people are interested at first. Waifu jam was a success, over a dozen games made. But we've also had some duds. Interest for an AGDG jam has to be very high for it to even have a chance. And enough anons have to like the theme.
Probably means the theme would be from the random generator. So you click the thing, and make a game based on the theme you get.
probably require screencap with timestamps to prevent cheatings[/spoiler
>Pagan Pachinko Summoner
>Luigi's Basketball in the Desert
>Battle Handgun Dudes
>My Very Own Wedding at the Olympics
>Fisher Price Rainbow Paratroopers
Oh my god I want to make all of these games
Villagers give up running and start cowering in fear when stuck/run too far so you don't have to chase them around the map
Is fucking up the captcha moots way of trying to make me buy 4chan pass
Repostan how to dev
First I write down the idea in a text file.
Then I write a bunch of "Wouldn't it be cool if ______" things about the idea.
Then brainstorm how the core features should work and throw those together. No comments, and shitty / fast code style for everything.
Once it actually works (because can't tell how exactly shit will need to be made until after it's been made) THEN I throw away that code. I re-implement it nicely the way it should be without the hacks and kludges. Then I go back to the "Wouldn't it be cool if" list and try one out, fast and dirty as hell. If it works, I might keep it. I make that a branch in my repo, and then revert and try something else (unless things depend on each other). Then I pick the most interesting ideas from those and merge them together. Once they work, I throw away those branches and make the nice beautiful commented and clean implementations.
All the while I'll be adding the odd "WIBCI ___?" ideas in that list and checking off ones that were shit. Very fucking important: Write down what was and wasn't cool as rationale under each idea so you don't fuck up and forget why and try to re-do some stupid shit that sounded good (again).
Get a prototype working with colored boxes. Then placeholder art. Iterate. Refine. Keep doing it.
Each dev day make a reasonable ToDo list of things you want to get done that day -- Then tear that shit in half, because everything takes longer than expected.
Do that half of the list. SLEEP. I've logged SLOC and checklist progress. Crunch is actually slower than resting well and working hard with the time you have.
If anyone ever tries to set a deadline: Laugh in their face (this is very important), then point them to the wiki link above (not as important, they're morons).
Note: The daily plan is a far more important than the weekly, monthly or game plan. If you don't have a good plan for the day, you'll piss it away on AGDG.
Still undecided; not sure if the original system for raising special skeletons was that great.
Considering having just certain areas of the map (weapon cache) where you can put up to 10 skeletons in and they just pop out as archer guys
No, no. Two weeks is great. I am just stupid slow about everything so I will personally have issue. Might make me learn to work faster though, so I'm game.
never participated in a jam before either
It's not anime art style that's banned, as far as I know. It's people posting stupid anime reaction images constantly, or worse, avatarfagging with the same anime character over and over again.
Yeah, do it.
And post it here:
Ignore "butthurt", it'll be fine.
Can make a website, or just include this in json on the doc:
I like that gives anyone outside of AGDG no time to be aware of the jam before it gets listed, we have unfair advantage. Very fitting.
Not sure what to do about just listing jam in OP, hard to trust trolls pre-making new threads w/o jam info. Maybe first for jam. posts fix that.
> so random, even everything.
I'd go in just to see what it's like but I'm 2shy
So, who killed the lamb? Internal bleeding and lack of cuts implies the ravens had little to do with it.
There are no other animals in the image except for hoofmarks in the snow, so it's clear that the other sheep killed the lamb.
The area around the player is the player's mind.
Anything you want the player to react to must be within their mind.
Eg: If you make a ledge too far away, it will be out of sight and out of mind.
From wherever player is, consider the next place they can think about. If you have a ground path then a large chasm, then they go back to in-air platform path to get over the chasm -- If that in-air platform path was open to them they could have taken it first and thought that falling off will not kill them because everything was ground before they left the ground.
That is: Whatever the last thing in their "mind" will be what their mind remembers. I'm not saying not to use the forked high / low path, but if you make their decisions based on things their minds don't know too much then it will be more of a frustrating game of trial and error and less of a fun platformer based on skill. Gamedev can use any tool at their disposal, even ignorance, just remember to use "the unknown" wisely.
Yes, that's normal. No, you do not have to accept this.
We have the technology.
Oh, your sewerpants will still form, but it will be atomized into the air by evaporation so that you can smell it better. Consider wiring a 12v PC fan to blow directly up your bum for maximum aromatics and instant fart spreading.
Bonus, if you dev nekked and have a wet shart, the shit can hit the fan.
Make those cute games now instead of feeling bad, anon
Friendly reminder that some knowledge of calculus, elementary functions & their curves, derivatives and basic integration is essential to game development. Each time you multiply something by dt, you're actually doing integration. function curves are also the magic behind tweening.
Even you NEETs should invest some time in learning it.
You can do this for free on khanacademy.org
I like them, but am sort of getting tired 8bit / 16bit of pixel arts.
CGA is cool. There's EGA. Don't forget the old school vector graphics or low res 80's 3D wire and flat shaded.
It'll be fine even if over done, but just saying everything's starting to blend together and kind of samey.
Progress took longer than usual because I decided to mess with scripts today. Made a wall sconce, meant to hold a ball of fuel of some sort.
>tfw want to make a game set in high school
>japs ran the setting into the ground already
>if I ever make it everyone will compare my game to Persona and shitty galge and dismiss it
don't you have curiosity, anon? aren't you interested in how things work? don't you want to know more?
that's great, but don't you feel bad when you think probably 90% of agdg doesn't know, say, the derivative of ln(x)?
Not him, but I'm currently in Uni. I'm infinitely more concerned about people not knowing basic physics. I hear them ask each other, "Why do I need to know Newton's Laws/Torque/Linear Motion/etc.?" - and these people are civil and mechanical engineering majors.
I am very concerned for the future.
>don't want to spend money to commission an artist
>all the artists I find willing to do it for free are okay but nowhere near as good as I think would be acceptable for video game artwork
>cave in and decide to look for a decent artist
>these commission prices
Do you people do your artwork yourself or do you pay someone to do it for you?
I think finding a decent artist willing to do it for free and friendly would be the luckiest event to have.
>just learned calculus
>needs to show off his knowledge
as someone who knows calculus, i havent used it so far in any way whatsoever working on my game. you only need it if you're doing physics based stuff, and even then only if you're deriving your own formulas, which is hardly ever.
so yea, calculus is useless for game dev. there's no value to knowing the derivative of ln(x)
I want to remind you that not only is ascii an acceptable form of video game artwork, it can even look pretty good.
then think less about senpai and more about
well, I don't know about engineers, but game developers can be well served by basic physics. There isn't much need for, say, thermodynamics on a game.
I'm not showing off, I'm just saying it is useful. Any kind of oscillation can be done with sine/cosine, all kinds of tweening need function curves to work, integration is a big part of any game loop, etc. It's nice to know what's going on in your code.
I like that era, but they should be stylistic.
One of the things that we ran into back then was CPU / Ram limits. Revisiting the old ways with new hardware opens up new possibilites. Less textures / lower res = WAY more polygons can be rendered. Esp. if flat shaded or simple direct lighting.
Kind of burned out on the "fixed function" look of the original Unreal and Quake2. But if you go back and use fixed function without textures, maybe use some wireframes atop them for details, etc. then you can revive interesting looks that are rarely seen.
Basically, I think of the hardware / graphics features as the "canvas" for the game. Using these elements, what can I make? People appreciate creating amazing things in limited mediums. Folks also like to see what games would have been like if they had the same tech level, but much faster computers. Like all the 2D pixel platformers with tons of sprites and particles and etc.
you don't need derivation nor integration to understand how sine/cosine, tweens or your game loop works. you're trying to apply some knowledge you just learned, great, but it's not useful for everyone else because it actually doesn't give you that much of an advantage when coding whatever.
>it might take you 10x as long to make game but you did it all by yourself.
And nobody would care. If you need to make difficult things even harder on yourself to feel any satisfaction, you need to reevaluate your priorities. I guarantee you finishing a game as part of a small team and having a few people enjoy it feels better than never getting anything done on your own and calling yourself a 'gamedev' even though you haven't even developed anything.
It can be done.
Some of the K&R problems are hard to do right even for experienced people.
What matters is that if you try to do them, you spend a lot of time thinking about it and getting it done right.
Take baby steps.
Start with a basic parser that can tell if a line has a comment, then multiline comments, inline comments, etc.
You'll get it in time.
The PS1 era graphics are neat. I kind of have a soft spot for perspective incorrect texturing.
you don't NEED anything, but any knowledge helps. You can actually make a functional game without know shit about OOP, but knowing OOP will help you make the code cleaner, more readable, extensible, etc.
Armored core is a great game from that era. Mechwarior surpassed it because more RAM on PC, but the mechanics were better / more arcade-like: movement / flying around was a core component, shared some mechanics with virtual-on. Mechwarrior was a bit slow and convoluted, we had two people manning the damn controls (I was only 13 at the time), but the graphics were neat.
The thing to notice about these is that the backgrounds have detail but aren't so noisy to make the actors / bots disappear. Mechwarrior failed in that regard on purpose. Stealth was a mechanic and radar / heat signatures were heavily used. Mechwarrior's HUD was actually it's prime gameplay interface. Not the game world. It's backdrop could be more muted because the real rendered world was just a stage / backdrop. It was all those wireframes and displays made and detailed cockpit graphics that were the real focus and interface, so they had to pop, and be active and useful. That type of style is largely missing from the games today -- You really felt like you were manning a machine of war. There are a lot of UI things we learned today that could make such games far less frustrating, see: radial context menus -- click and hold something, circle / hex menu pops out, flick mouse in the direction of the option and release (much better than select, then find keys and press it while your hand is trying to control torso twist and everything else).
>You can actually make a functional game without know shit about OOP, but knowing OOP will help you make the code cleaner, more readable, extensible, etc.
That's very debatable. You can achieve similar levels of cleanness, readability, extensibility with or without OOP. It's just that with doing it in a purely functional manner it's way harder and requires a lot more thought compared to OOP.
And yes, any knowledge helps. But trying to convince anons that they should learn X and waste a lot of their time on it for a very minimal gain is kinda bad.
Got transition thing working. Probably gonna need to finetune it later.
>we had two people manning the damn controls
That actually sounds kinda fun, I'd like to see a multiplayer game with multiple people controlling a single mecha after gattai
>Spend all night getting drunk, crying, and layering scripts in a way that makes it look like I was working hard so my normal bros will see it in the morning on my laptop and they wont be on my back about not having a job.
Sorry had to get that off my chest.
Johnny Turbo's Lawnmower Crime Scene Investigation,
Ingenious Whale in the Magic Kingdom,
Small-Time Ninja Jihad,
and for the NSFW crowd...
Curse of the Nudist of Love.
... please tell me someone snagged a similar theme so we can double team one!
>so yea, calculus is useless for game dev.
So you made a shitty platformer and assumed calculus wasn't necessary while making a game. Sure.
Integrating a function to get deterministic behavior with variable timestep is useless.
Using derivatives to write a ripple/warp shader is useless.
Writing any shader at all is useless.
Derivating a function you engineered so you can render a picture you can use during the above shader is useless.
Making your own noise implementation with your own twist is useless.
Math is one of the most important skill in game programming, anyone who disagree is just trying to make themselves feel better about their lack of skill.
The more recent Armored Core games went in a direction I didn't like. The older arcade style flying around dogging missiles and etc. were great. In AC1 I there was that city scape you could get on the buildings and have aerial "dogfights" (linked 2 systems / TVs in the living room) -- The missiles had enough homing turning radius that they'd circle back around, so I could dodge the volley and time it right then fire my own missiles while charging in behind them (using them as a guide), hit the other player with a melee weapon and we'd get enveloped in their own missiles, an unexpected finishing move that would do a large bar of damage.
I also liked the art style of Legend of Dragoon. However, pre-rendered backdrops + depth buffer ala FF7 era JRPGs is not my cup of tea (jarring to see low res models on that), I'm talking about the in-fight sequences.
>Integrating a function to get deterministic behavior with variable timestep is useless.
Could you explain this further?
>Using derivatives to write a ripple/warp shader is useless. Writing any shader at all is useless.
Could you explain this further as well. I've written many shaders (although only fragment shaders) and I don't see where I could have used derivatives. I mean, I can see how when you're using convolution to do something like blurring or edge detection understanding the concept of a derivative helps understand what's going on, but it's definitely not needed...
>Derivating a function you engineered so you can render a picture you can use during the above shader is useless.
Explain this further please I don't understand
>Math is one of the most important skill in game programming, anyone who disagree is just trying to make themselves feel better about their lack of skill.
You can go as complicated as you want with math or you can get stuff that's good enough that doesn't need a lot of it to be understood. It totally depends on who you are as a person and not on "it's the most important skill in game programming".
It's probably just a CPU script to transform an animated gif into ascii art. Making it on a shader is impractical, but still doable (you'd need a texture alphabet). And what's the point of using a really detailed gif if you're erasing almost everything on post-processing afterwards? Shit isn't smart.
In the drug/dream world, things will start getting glitchier as the boss takes more damage.
how much is a while? 6 months? a year?
well, it doesn't matter as long as it gets done. you have good graphics, apparently good gameplay, and I'm very interested on how you intend to take on the themes you chose (transexual protagonist, feminist themes, etc).
I like your thoughts, how much harder was it to add in minor touches to stuff (as in like when you notice things in games and go TECHNOLOGY)? Do you think it was hard to implement effects and other stuff that could effect gameplay in some form?
This is also one of my favorite stylistically and thematically.
I've never participated in a jam before, is brainstorming ideas before the startdate alright?
I managed to get more than one fun one and instead of picking one I'm thinking of ideas for all of them and figuring out which one I could actually do with the time alloted
I'm expecting at least another year. I feel like I'm constantly revising old graphics so that's one reason for the delay, but the biggest chunk of time will be devoted to trying to make interesting missions with shit that hasn't really been done in games that I know of before.
Then I might buy it full price
it's nice seeing developers not going for the "just ship it"
although I think you should still get a goal for yourself, as in... what is "good enough"
what you think "good enough" is now though, or you will end up expanding the game forever.
You also have the possibility of shipping earlier, and then work on the second part
I mean, I've finished games before. I dragged my last major project out to two years. I've grown a lot since then and my current game accrued more content within a couple months than that game did in two years. The biggest thing is keeping organized, and since I'm working on missions now and recently
mostlyfinished one, I think it's turning out fairly well. I'm working towards building things as I need them instead of making 091283109 things and trying to find a place for them later, which is what I did before.
I once tried reworking your cat sprite.
>deterministic behavior with variable timestep
Depending on the type of numerical integration you're using, you can get framerate dependant behavior.
The rectangle rule is easy and work perfectly fine if your timestep is fixed. The trapezoidal rule works great if your acceleration is constant (it is in most games).
But the best answer is just to integrate your acceleration function twice so you get the exact time to position formula. If you do that you don't need to update your position with deltaTime constantly, you just have to provide two date (start of simulation and current date) and that's it.
Great for particles and FX, anything which doesn't need to be rendered unless they're on screen. You could even compute the particle bounding box.
This guy explain better http://www.niksula.hut.fi/~hkankaan/Homepages/gravity.html
>Using derivatives to write a ripple/warp
Let's say you're trying to make a distort shader for your water/forcefield. You could use a 3D perlin noise (simplex is best in this case) to make the wavelike effect, or use a few sine function, or even a polar function like sin(radius+time) to make something like a water drip. In either case, you're going to need that function derivative so you can distort the scene behind. You could use a numerical derivative, but it's very slow. Or you could just use the actual derivative, which is probably isn't that hard to work out.
>Derivating a function you engineered
Instead of using a shader with a perlin noise written in it (which is really dumb BTW, don't ever do that) to distort something, you should just pre-render the distortion effect on an animated texture and just use that texture as a distortion map (even better if you're using decals so it react to bullets and shit). You still need basic calculus skills to pre-render that texture.
I'm kinda tired and english isn't my native language, sorry if i'm not making any sense.
Actually that's the great 700 dollar Gorilla in the Room -- the huge gamedev dirty fucking secret.
It was SO MUCH EASIER. You see, when everything was software rendering (PS1 is basically software render w/ a little help) not only did the games look a lot different and more distinct from each other, but there was no GPU bottleneck between a graphical element and a gameplay / physics element.
So, lets say I added a fire particle. It was right there in main RAM. I didn't have to push it to the GPU and worry about bandwidth across the bus. I could have that fire particle update its position and just render the damn thing in the render pass without worry over sync. I could have EVERY particle interact with geometry that was in main memory -- No need to shove the geometry into a special buffer and hand it off to the GPU black box. In GPU land we can now have particle systems render fully on the GPU -- But since read-back is such a limiting factor only select "tracer round" particles can interact with gameplay. That's why your damn fire particles are going through the walls in 3D HW accelerated games. That's why every fire particle can't also be an emitter that catches fire to materials it touches (if that material is flagged as flammable) like we could so simply on software renders. These gameplay changing states in the GPU have to find their way to the CPU and then they have to synch over the network in case of network games. That's two bottle necks, but the real issue is when a game snapshot comes down because you lagged a bit and need to catch up: All those game changing particles will have to be shoved down the tiny little GPU bus bottleneck.
With pixel shaders we got back a little bit of freedom we scarified for performance. Geometry shaders gave us back a lot more. Compute shaders are giving us back even more freedom; See the trend? Shared memory architectures and heterogeneous compute is just getting us back to the glory days of software rendering.
I've also delayed my game a lot so I could work more on the graphics, but I think it's good enough now. I'll release it as soon as my finals end and I can add the final touches, and then I'm moving on to a more serious project too.
Switch up what you work on. Art one day, code next day, just plain idea-guy somedays. A side-project helps keep you focused on gamestuff while preventing burnout with the main project.
Take breaks to actually play some games.
Scheduling helps. If game dev is something you just do 'whenever', it's easier to put off, but when it's something you've specifically set aside time for, you can sit down and focus.
Also, set small daily goals. "Today I am going to do X, Y, and Z." Be realistic about what you're capable of but also try to push the limits of what you can make in a day. Even if you don't make it, the tangible goal might help you get farther than you would have otherwise.
Well, I think my problem is playing too many games. I think all day and night about game concepts, I just feel like I drag my feet too much on implementing them. Sometimes it's not wanting to learn stuff (I'm learning unity to work on prototypes and such) and part of it is getting distracted by life. I don't know if I can really do much with the last one, but the previous problems I feel are something I can solve. I'm just not sure how to do it.
Then this might help.
Set schedules. Get dressed as if you're leaving the house. Make it a big deal that you are doing something. Make it important and maybe you'll start treating it that way.
This is on-target. Treat it like you're going to a job. Don't take hour-long breaks to play games or whatever, stay diligent. It's not as fun, but difficult things are rarely ever fun.
One thing that can help is having someone else hold you accountable. Ask someone - a parent, a close friend, a significant other - to call you once a day and ask you what you did that day. It helps if they're someone who knows games so that you can grill you about the things you've done and help you reflect on the day's work.
the main menu at the start didn't work, but I did what the other guy said and it worked.
I don't really get the fun part of the game sorry.
you can kind of just mash the keys until you can't move, then move around a bit and keep going
I would only participate in a jam for the learning experience and to see what I could actually accomplish when pressed for time.
That defeats the purpose entirely.
do people really do that? What's the point of joining if you're not going to keep to the spirit of the thing.
Ah, found a better quality dragoon pic, but the stills don't do the game justice.
Progress time, post what you've done today/yesterday
-Created the first part of a class which will control stat modifiers for my dungeon crawler
-Can add positive/negative percentages, as well as flat values
-Can calculate what a stat should be at given what stat it is and a base value
Basically, spells that affect stats, or gear and stuff will put these stat modifiers into this class, then whenever a stat has a mod added or removed, it'll tell it's listener to update the value it has saved.
Still a bit more planning to do, but this is a much smaller part of a bigger plan to make every spell in the game into a series of easily set modifiers and other stuff for things like damage.
Basically I want to make a spell by defining it as
"When added to a target, put these modifiers on it and do this much damage" and "When removed, remove those modifiers."
Don't feel bad, I've spent the last 3-5 days doing nothing but reading manga, watching anime, and masturbating
I've got 10 days until my internship starts, so it's time to make it count
and by that I mean more masturbation and manga
>Write prototype in OpenGL
>Find out It doesn't work on everything that Isn't Linux or Windows
>Effectively gotta rewrite the entire thing in OpenGL ES and then I'd only really get Android
>Standard DirectX works on Xbox, Windows, Windows Phone
Also: One must Fall was a great little robot fighting game from back when Epic still made "Megagames". Its sprites were pre-rendered 3D graphics (w/ touch-ups). Sonic's graphics looked "futuristic" to us because they were done the same way. Even Ultima..7? Can't remember the version, but it was around Ultima3D, they used 3D models to pre-render their sprites. This is WAY faster than doing sprites of each frame, and a trick that AGDG folks should probably pick up. You make your low res 3D model based on a concept sprite, and it forces you to use contrasting colors. Ortho projection to pre-render them. If you need more frames, or a different rotation or pose or size, you you can render them out at will.
Render to small 32x32, etc target size, then upscaled via nearest in game for pixel goodness -- You can also render out 2D normal maps this way (place your red light up, and green left, and blue on Z, render to the white model w/ no ambient = normal map texture) Once you've got the sprites made and animating the way you want with rough colors, you can go in and pixel art them up adding detail to the roughed in models -- use the overlay and burn, etc. tools in your editor.
That's how lots of great sprite based games were made: Rendered from 3D. It's starting to make a comeback, but it's a technique that's rare. I see most indie folks laboring over "old school" pixel art by hand, and not leveraging old school techniques that was used to make much of the retro art... Not that there's anything wrong with that, but look at Prince of Persia. Those sprites came from a recording of the dev's brother, it's a form of rotoscope.
For another example: There was a fighting game being posted here yesterday that looked like it was 3D rendered sprites: I could tell from the amazing sword sweeps and solid color areas with perfect proportions and smoothness.
A mech game like that could be pretty sweet.
some day, somewhere some dev will stoop to pick up a penny shining in an alleyway.
They'll have stumbled upon the place where all the lost motivation is drawn. And they'll have limitlessness motivation at their fingertips -- But the void will suck away their motivation before they can take it for themselves, as it has all other devs at one point or another.
You can not get back the lost motivation. It is gone. You must use inspiration to generate the motivation. That is the cycle. This is why a muse is drained by the admiring artist for inspiration... Because the void never gives back lost motivation. It can be quite inspiring, however...
LibGDX and other frameworks give GL support and transport between Android, Win, Linux, Mac. Some even do both iOS and Android and WebGL.
Nice try Microsoft. Your Win8 store sucks. It's just charging end users a fee for each piece of software -- money MS never needed before. Us Devs pass the buck onto the users: We raise our price 30% so that MS can take it from the idiots that use their platforms.
I wanted to see how far baremetal I could go.
You're missing the point /g/, don't try so hard.
I haven't done anything all day here (6 pm)
but I will go to the gym and go to swim now, they close at 8 on saturdays.
then I will have more motivation.
I'm actually just waiting until epic releases 4.2 of unreal engine, because they have a lot of improvements to car physics, and that's what I'm trying to get done now. I will try and actually make items or weapons tonight.
I propose that also besides posting progress, we post what we plan to make this day, and at the end of the day (your day) you post saying what you actually accomplished.
today's goal: make some sort of projectile that bounces off walls
today's extra goal: destroy the projectile after a certain number of wall hits.
> sprites were pre-rendered 3D graphics (w/ touch-ups). Sonic's graphics looked "futuristic"
Horry shet! Why the fuck didn't I noticed that before?
>working on a game
>i don't really feel like working on this right now, but i got a really neat idea that i want to prototype so ill just start a new project and come back to this later
is this a bad idea
no, there is no best, one is better for some things, other is better for others.
if you understand the question you made, you must be able to figure out why one would work best with certain types of games. I mean, seriously.
>I wanted to see how far baremetal I could go.
I'm with you mate. Thing is, you need to make a platform abstraction layer for your baremetal scratch codebase. That way the game logic and asset loading, etc. can be cross platform. Eventually you'll end up building your own "meta language" that compiles down to C, Java, etc. and the platform abstraction layer will be part of the "runtime" that's linked for the output platform.
You're right though. I wish all the platforms just supported a damn C99 compiler. We can implement anything on top of that from lua to Python, etc. OSs are irrelevant, they're just API to talk to hardware, and the hardware is all the fucking same now: Provides the same basic access. GL vs DX? Those are just Drivers man. Don't interact with hardware directly, don't interact with drivers directly. That way you can make a DX or GL implementation and run all your game stuff on either one if you really want too.
"Every problem in computer science can be solved by adding another layer of abstraction."
I restructured the way the ship components communicate with each other to eliminate a lot of unnecessary GetComponent calls. This new way, all components can find out any relevant information instantly by going through the Ship component.
I implemented 90% of turrets. Turrets always end up being a little more complex than I think they'll be. This time, because turrets are meant to be able to target and engage independent of what the ship is doing, turrets are practically tiny and simplified ships. They can target ships on their own, have their own weapons, and can track targets by themselves. There's a lot of little bits and pieces of code from the various ship components that get used in a turret.
In not wanting to have to copy/paste a crap ton of code for targeting, I moved the targeting logic to the global ship list instead of each ship's FCS. Now, each ship (and turret) simply asks for a target from the global ship list based on specific parameters rather than the ship (or turret) having to do a lot of the targeting logic itself. This unifies the targeting interface and significantly simplified its code.
Tomorrow I want to finish up the turret code. It's still missing the ability to be commanded by the parent ship and the ability to correctly instantiate its own weapons. After that, the rest of this weekend is probably going to be a pretty polish graphics pass.
What's your process of doing this kind of pixel art/animations? How do you design characters in general? Could you give some basic details/insight? Any tips or things to watch out for?
Really loving your pixel work. The animations are amazing.
I'm turning my TC mod into a well-documented framework for the type of game I'm making instead. Or well first at least. It seems a good way to practice writing clean and easily understandable code.
It doesn't seem odd if there's a lot more text showing. But now there's no room for the mugshots! I guess I'll have to mess with it after all.
I've been wanting to get going on the devtrain for a long time now, now i all summer to get started.
What is the best way to get into C#/Unity?
Do I learn it together or just C# first?
Do you guys have any good books/tutorials/sites/whatever to get started?
Pick your platform: Mobile, PC, Crossplatform, Web.
Then use a tutorial to get the basics in: A moving box you control makes sound when it touches another box.
From there you can make Pong, Tetris, space invaders, etc.
Those tilted pixels.
Have you tried rendering everything at 1:1 scale, low res, then upscaling the end result to be big and blocky? It gives a different effect, where the pixels don't tilt. Just a thought.
he's telling the truth. try eating one meal at night per day for a few days. the difference is huge
THE FUKIN JEWS WANT U EATING 3 SQUARE MEALS A DAY 2 KEEP U IN A CONSTANT STATE OF LETHARGY FUK THE SYSTEMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
>that feel when playing sf4 instead of just like make game
yeah, at such low res shit becomes unrecognizable though..
it took me too long to realize that abiding to retro limitations is just not worth losing the modern smoothness, that physicsy gameplay benefits from
pixel sizes are actually still consistent though
Some folks AGDG as a hobby, while also knowing about cellular microbiology.
^- Writing my thesis on this.
Protip: Presence of fresh food for digestion ties up the cells that would otherwise be available for oxygenating your cognition center, human.
So, you might as well sleep and kill two birds with one stone.
What I do is put on a pot of strong coffee. I drink a big cup or two quickly. Then set my alarm clock for 90min or so (increments of that amount are good due to sleep cycles). Next I sleep before the caffeine hits me.
Then when you wake up you'll be a little bit rested and all that caffeine will hit you full force. Spring up, make another cup of coffee, get back to work.
I call it Nap++.
oh i got brian problems like you wouldn't believe, they just don't give it out to adults here and my stupid bitch mum never used chemicals to control me as a kid
>being able to fall asleep on cue
> TFW, game's particle system gives you an idea for a new type of fluid valve based on hydrodynamics, with no moving parts.
> TFW, you find out Nicola Tesla already beat you to it.
Fucking hell, that guy was smart.
>settling for $10k when you could get $30k on kickstarter
Already have a jam, see:
Also: "Fuck This Jam" going on: http://compohub.net/
> $10,000 prize
> 15 sprites @ $700 each = $10,500
Not to mention chance of prize is shit, they're making so much money from this publicity stunt for jewtools.
Meh. Rather iron my ballsack than do a HiB jam.
It's in the pic. The fluid enters one way with minimal resistance and flows out. The fluid enters the other way and gets caught in those U turns, it pushes the other fluid atoms down into the next U turn, which loop back around. Hardly anything comes out when flowing one way, but easy to flow the other way.
Imagine those old cast-iron hand pumps for water. They still move up and down, but have rubber valves and moving valve parts which rotted. Instead you could put one of those valves with no moving parts in it, and as long as the piston goes up and down it would move water.
Their resources page has better links and information than the AGDG OP
That's why prises are for suckers. They don't care about the games, it's just HiB middle-men marketing to mediocre moronic manchildren.
> Asian Computer Conspiracy
> Silent Bimbo Adventure
Wow, this random name thing is the antithesis of politically correct.
In photoshop is there a way to copy selection from one place to another with the slection box?
I am trying to move sprites in between images and the negative space is ignored after the copy.
feedback is there to listen to, and then analyze, and then make your own choices.
He probably reads it, then he figures out that he doesn't like it, and does what he wants.
I agree with that type of thinking.
Specially when making games, many users think they know how a game should be
Wait wait. You need to pay 299$ for the YoYo compiler? I mean. What the hell. I could understand paying for anything else, but why would they make people pay for something so important.
And the difference between the 2 compilers is fucking huge. Why? Why even use GM then?
Drew a first draft of the first dungeon. What should I put in there?
10 points for goblins.
>Black Karate Shootout
I don't know whether to make it really racist, or just kinda racist...
>m-muh fingerpointers r-rights
You have no entitlements here nodev.
It's his game, not yours, he doesn't owe you anything just because you can point out how a game in development is in development.
Dawww. Shouldn't have paid for software then.
I deon't know why no one's rpelying to you, I like what I see. Sure, it's just a guy smashing a few blocks but the style is pretty nice.
I'll be keeping my eye on you and the too spooky skeleton genocide guy.
you can give feedback
but just because you gave feedback doesn't mean that you're right or that the person you're giving it to has to change their game at your suggestion they have just as much right to ignore the advice as you have to give it, just because they don't kiss your feet for it doesn't make them a douche
>why post here
because we want to be amongst others like us
Look, I think he wanted feedback but he has no obligation to add those changes. He might have very good reasons to disagree wit the feedback. That is not ignoring feedback, it's taking it into account and evaluating it.
>just because you gave feedback doesn't mean that you're right or that the person you're giving it to has to change their game at your suggestion
It also doesn't mean we can't shit talk ignorant bints like you or anyone else. Some of us are just saying from experience (hell, do a damn google search) that Nintendo will sue that shit, better not make it too similar. And that's a fact, it's not wrong. If some idiot wants to get sued and have to turn over their work to rot in a AAA lawyer's vault and never speak on it, possibly never make a game in that genre again per settlement agreement. Hey, that's fine, but I'm not going to stop calling them a dumbass.
the following was what i had a problem with friend
i agree with what you are implying
but i've seen it happen many times before to other dev's when they get bullied on for not immediately changing their game to anon's "advice"
>he's making this game to sell for the big bux
>he's gonna try and topple the Samus Aran juggernaught with a 16x16 pixel version for pc
do you know where you are m8?
no calling them a "douche" for simply not accepting or acknowledging feedback is bullying
Shut the fuck up punk industry bitch. Keep going mainstream you brainwashed cunt. Eventually you'll see what the big companies have done to you and then it will be too late. Fucking normie
>i have alzheimer's
i'm sorry for you
>all feedback is 100% right and the dev is always wrong
>you should acknowledge all feedback especially when it's from an anonymous post in the epic bully edge factory thread
>he really thinks that guys going to get sued by nintendo
out of all the games out there that use nintendo intellectual property unlawfully on the internet...
this is gonna be the one that gets sued
only thing about it that ties it to the metroid series is the doors. Nintendo can't sue them over the character sprites even if they intended to and they don't.
hey buddy your game looks like shit to me subjectively
here's some advice: [advice]make it less shit to me subjectively[/advice]
make sure you acknowledge this feedback or you are a faggot and i'll tell everyone that interacts with you that you are one
your acknowledgement of this feedback better be nice too i mean all the shit i do for you with my fingerpointing and such...
Is there any reason at all to use GMS over unity for 2d games?
You have more control in unity. Stable. More optimization. Better community. Can do everything for free (o you really need all that lighting and shadows for a 2d game? No? Then fuck Unity pro).
The only upside of GM, is that you can make a game slightly faster, if you're a beginner. If you spend some time with Unity, you can make games equally as fast.