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AGDG - Amateur Game Development General

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Thread replies: 788
Thread images: 129

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>GENERAL INFORMATION
Helpful Links for Newfags: https://gist.github.com/Alloyed/6c0d2f1fa476fc3ba61f
Recap: http://www.homph.com/recap/
Archived Threads: http://archive.foolz.us/vg/search/text/AGDG/type/op/
New Threads: >>>/vg/agdg

>HANDY TOOLS
Open Broadcaster Software: https://obsproject.com/
WebMConverter: https://github.com/WebMBro/WebMConverter
LICEcap: http://www.cockos.com/licecap/

>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
>>
>>69477975

Active thread

>>69477975
>>
This thread is much better I'll be posting my progress here
>>
Speaking of the thread image, has there been a Crystal Gun Girl demo that I've missed?
>>
>>69478501
And where is it?
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>>69491452
On my computer.
You don't honestly expect me to post it so that you can rip it, do you?
>>
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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:

*****
ALLEGRO_AUDIO_STREAM *stream1;
al_install_audio();
al_reserve_samples(2);
al_init_acodec_addon();

stream1 = al_load_audio_stream("audio/music"+1|2+".mod", 4, 2048);
al_attach_audio_stream_to_mixer(stream1, al_get_default_mixer());
*****

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?
>>
Any of you guys think of making short games/projects focused on certain experiences and atmospheres?
>>
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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
>>
>>69514162
Sounds like the idea behind game jams.
>>
>>69514648
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
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Oh look some sprites for my game.
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>>69515758
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?
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>>69515758
These are too cute. also, boobs
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>>69515952
And some programming progress as well.
>>
is there any difference between C# and Unity-C#?
>>
>>69515758
Those don't look terrible against that incredibly light backdrop. Not enough contrast on the girl on the right.
>>
>>69516207
hitbox animation data in order of appearance
>3-fast combo
>2-heavy combo
>aerial heavy
>aerial side heavy
>aerial light
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>>69516215
Unity uses Mono I believe.

Not much a difference to .NET C#.
>>
>>69516286
*look terrible

I can't type.
>>
>>69516207
>>69516351
>website in the name field

you should learn from googlum
>>
>>69515758
>>69515952
I gotta say compared to the art you posted earlier the sprites aren't as impressive
>>
>2d
>can use for commercial games
>similar to Game Maker's drag-and-drop items plus scripting for behavior
>isn't Game Maker
Anything like this?
>>
>>69517368
construct2
>>
>>69517368
>liking D&D in Game Maker
I've heard Godot is good but I haven't tried it.
>>
>>69517547
Cool.
>>69517552
I like scripting for behavior, but it's convenient to be able to drag an object onto the level and know where it will be.
>>
>>69516536
>>69517172
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.
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I added the "Bang!" just for testing but I actually sort of like it.
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>>69517806
>bangin'
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Should I try to make a street fighter clone or a smash clone /agdg/
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>>69517969
Smash clone
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>>69517969
have you ever played "the outfoxies"?
smash was a clone of this game. so you you want to make a clone of a clone.
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>>69514210
welcome
>>
>>69518376
I've played the game before and imo Smash is more inspired by outfoxies than an outright clone.
>>
>>69519064
not that anyone answered, but i think i'll try my hand at sfml anyways
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>>69519195
why not both?
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>>69519227
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
>>
>>69514210
>>69519195
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
>>
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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?
>>
>>69519368
i had a hard time finding what exactly sdl2 was packing. sdl was never known for documentation you know?
>>
>>69514210

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)
>>
>>69519473
Metroidvania?
>>
>>69519524
ive never played metroid so i dont know
>>
>>69519319
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.
>>
>>69519691
A platformer where you collect permanent power-ups that let you explore further, and reach new areas that you had to bypass earlier due to lack of said powerups.
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>>69519521
>>69519801
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?
>>
>>69519814
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
>>
>>69519473
didnt you add a minimap a while ago ?
>>
>>69520042

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.
>>
>>69520204
yea but it was temp drawings
trying to figure out how to make it look better now
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>>69520354
thanks SO much for the help, you really pointed me in a clear direction
>>
>>69520042
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
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>>69520415
I guess I pointed you in the unclear direction then?
>>
>>69520461
>>69520556
nono, thanks to you too, man. I just really needed some perspective from people already doing what i was trying to get into is all.
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>>69520609
ok, whatever you do, just don't blindly follow what anyone tells you, and make your own decisions in the end.
I think you will be ok, good luck
>>
How do I make a video game so dumb that PewDiePie gets obsessed with it and generates a billion sales?
>>
>>69520461
>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.
>>
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>reminder
>>
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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.
>>
>>69521031
Put a barrel into it. Throw a graphical error or two into it. Have a horror element to it. Wait patiently. Probably should make it in Unity as well.
>>
>>69521223
how are you doing those trails exactly?
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>>69521223
Missiles look really cool, but kinda like they just materialize out of nowhere instead of being dropped or launched.
>>
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?
>>
>>69521479
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.

>>69521475
Trail Renderer in Unity. Slap it on an object, move it around, trail follows. You can configure a bunch of neat shit on them.
>>
>Feeling depressed
>Kinda devan on gaem in living room
>Roomate walks in
>Whats that dude? Your game?
>Yeah
>Show him some stuff
>Woah thats cool, like really cool
>Hes impressed,my crotch swells
>Suddenly feel superior
>He leaves
>I make post on /agdg/

Fucking normal fags amirite? Impressed by a simple gml platformer, top kek
>>
>>69521652
fuck off
>>
What is your dev drink of choice?

No body told me angry orchard makes your pee smell like apples. I actually giggled out loud.
>>
>>69521787
oceanspray cran+rasp
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>>69521787
I'm drinking Captain Morgan 100. I'm also not devving right now, so... make whatever you want of that.
>>
>>69521787
Busch
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>>69521787
lemonade
>>
>>69521787

If I'm trying to reach the Ballmer Peak I'm a fan of rum & coke, otherwise iced tea for me.
>>
>>69521942
>rum & coke
add a slice of lemon to make it better
>>
What does one actually have to do to create a jam? Just set up rules and dates?
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>>69521787

COFFEE. any other answer = faggot

coffee in, code out
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>>69521787
>Drinking entry level tier cider

Literally supermarket tier kek
>>
>>69521985
and a place so people can see info about the jam, upload their games and other people can download them
>>
If I have been using this system til now:
http://wiki.allegro.cc/index.php?title=Timers
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
>>
>>69522051
http://gafferongames.com/game-physics/fix-your-timestep/
>>
>>69521787
milk shakes for energy boosts
sparkling mineral water for hydration
>>
>>69522032
Cool. Can people just upload to Dropbox and I link to them from a shared page?

I'd like to do that jam based around the random game title generator.
>>
>>69522281
don't half do it
do it properly
>>
>>69521787
Coffee
with bourbon on especially bad nights
>>
>>69521787
How about anything NOT beer, cider, or anything non-hard liquer? And coffee, always coffee.
>>
>>69522341
So, what? I have to pay for hosting?
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>>69522405
i dont know im not a web developer. the last guy used pomf.se
>>
>>69522405
I've heard great things about amazon hosting
>>
>>69521985
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.
>>
>>69522405
If you're too cheap, Digital Ocean is like $5 a month. Or go the extra shit mile and just use GoDaddy, or a blog, or whatever.
>>
>>69522178
that doesnt help, it would be easier to see the Allegro tutorial converted
>>
>>69512139
Right there you are trying to combine a string and an integer.
>>
Random Game Name Jam:

1. Go to http://videogamena.me/
2. Generate 10 titles.
3. Pick the one that makes you laugh hardest.
4. Just like make game.

Y/N?
>>
>>69522479
>>69522281
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
]
>>
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dat dither
>>
>>69522615
Woo, I was right. Sorta.
>>
>>69522615
>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
>>
>>69522615
>Fantastic Manlove Palace

Okay, I'm not even generating any further. This is my game.
>>
>>69522615
>Y
I didn't participate in the first one.
>>
>>69522615
Y
>>
>>69522615
Deadline?
>>
>>69522615
>Furry Rugby Interactive

I'm in
>>
>>69522739
>>69522773
>>69522802
>>69522826
>>69522857
Alright. I'll make a web page in the morning and the jam itself will probably go from June 1-14. That sound okay to everyone?
>>
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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
>>
>>69522974
y
>>
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.
http://en.wikipedia.org/wiki/Planning_fallacy

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.
>>
>>69522934
June 14.
>>
>>69522954
That sounds possible, actually. Make it a sports game AND a love sim, with steamy homosexual shower scenes.
>>
>>69522974
no
>>
>>69522974
Not sure what I'll be able to get done in two weeks, but all of my generated titles were pretty funny.

So, Yes.
>>
>>69523009
Got dang, this looks slick. All the effects and animation are juicy as hell.
>>
>>69523061
http://youtu.be/lOOByLUMjNQ?t=1m15s

Sounds mouthwatering
>>
>>69523061
>Make it a sports game AND a love sim, with steamy homosexual shower scenes.
Shit, dude, I think you're on to something.
>>
>>69522974
Don't forget, List it here for maximum AGDG buthurt:
http://compohub.net/
>>
>>69522596

that tutorial teaches a way to make your game run at the same speed independently of the frame rate. That's what I understood you were looking for, judging by your post.
>>
>>69523009
Cool.

What did you ever decide for the gib counter?
>>
>>69522974
There seriously DOESN'T need to be a webpage. The thread OP with a certain image is more than enough. It's worked fine in the past.
>>
>>69522615
>The Castle of the Spider Panic
>Retarded Frog Inspector
>Exciting Vampire Bandit

Oh, damn. I may need help picking a thing.
>>
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>>
>>69522974
That's good.
What's the theme?
>>
>>69523423
>>>/v/
>>
>>69523324
I agree, but /agdg/ is insisting on one for some reason.
>>69523502
see >>69522615
>>
: )
>>
>>69523323
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
>>
: |
>>
>>69523139
I could make it longer, but all the other jams I see around here are like a week. I'd love for it to be a month long, but I don't want /agdg/ to lose interest.
>>
>>69521787
Jack
>>
:^)
>>
>>69523009
FUCKING GENOCIDE ENABLER
>>
>>69522664
Can you share that shader with us?
>>
>>69523667
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
>>
>>69523819
>I'm game
Just like make self.
>>
>tfw too scared to post my anime style game because apparently anime is banned now
>>
>>69524052
Just post it you goddamn WEEABOO
>>
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rate my shitty sprites
>>
>>69524052
No, anime OP's every thread, entirely unrelated to anything gamedev or AGDG are banned.

Post game.
>>
>>69524052
good don't ever post it
>>
>>69524052
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.
>>
>>69524052
>There are fagmasters in this very thread who actually report people for anything other than sea pee

I fucking hate four chain now
>>
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>>69524052
DO IT FAGGOT
>>
>>69524157
epig mimis dude
>>
Anybody here have tips for platformer level design?
>>
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>>69524361
Just terrible that the level of discussion is so low.
>>
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>>69524361
>steamgroup 'banter'
>>
>>69524330
Knockback, precision jumps, sin wave enemies spawning infinitely
>>
whathefuckamilooking at/10
>>
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>>69524258
>>69524157
>>69524136
>>
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See what happens when the weeb is not purged?
>>
>>69524293
Reported, enjoy your 3 day vacation.
>>
>>69524504
shit that was towards >>69524114
>>
>>69524470
>>69524489
like a minute before this we were discussing aseprite/graphics gale

it ain't all shit
>>
>>69524538
That's pretty fucking kawaii, nigga. But, why doesn't her skirt flutter when she's falling? Is it made of cardboard?
>>
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>>69524648
Lots of starch.
>>
>>69523667
Yeah, do it.

And post it here:
>>69523224
Ignore "butthurt", it'll be fine.

Can make a website, or just include this in json on the doc:
>>>/vg/agdg

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.
>>
SOMEONE IS TRYING TO DERAIL THE THREAD.
DO NOT RESPOND.
REPORT, POST PROGRESS, AND MOVE ON.
>>
is it true? anime avatarfagging is actually banned now? can I go back to /g/ then? awwww yisss nigga
>>
>>69523797
http://wiki.unity3d.com/index.php/Dithering_Shader
>>
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>>69524594
>>
>>69524659
someone put an awful lot of effort into this

people just love drama when their lives are boring huh
>>
>>69524659
Hmm the steam chat looks kinda fun.

Too bad I'm too scared to participate because of the already established hierarchy and that I really only know GML and not even that well.
>>
>>69524801
If you go in there knowing only GML they will eat you alive. Especially hopoo.
>>
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$700 worth of lamb.
>>
>>69524597
I was just teasing you guys, baka.
>>
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>>69524801
I'd go in just to see what it's like but I'm 2shy
>>
>>69524575
:-)
>>
>>69524896
I'd go into your room, but im too shy.

; _;

oh god I'm getting buzzed, my urges are leaking out
>>
>>69524845
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.
>>
>>69524981
Or it died of some medical condition. Cancer, heart defect, etc.
>>
>>69525025
Probably anime exposure.
>>
>>69524940
REKT
>>
>>69524648
It's not his game, it's Coropata
>>
>>69524845
What a fucking piece.

Goddamn I want that for my bathroom.
>>
>>69524330
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.
>>
>>69524759
ah i see
>>
>>69525157
Ah, my mistake. I actually remember seeing someone stream that game one time. Question still stands, though.
>>
Sometimes when I dev really hard my bum hole sweats really badly.

this is normal correct?
>>
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>>69524750
Thanks, man
>>
>>69525373
l-lewd
>>
>>69525254
He doesn't have a game, just shiposting.
>>
>>69525469
How do you know?
>>
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>>69525324
Yes, that's normal. No, you do not have to accept this.

We have the technology.
>>
>>69525556
idk man

it kinda smells nice
>>
How do you feel about games that use older looking graphics but use them well?
>>
>>69525685
>but use them well?
They're fine.
>>
Guys I'm drinking pretty hard, listening to emo music, and thinking about all those cute games I never got to make in High School.

Man I really fucked up.

: _;
>>
>>69525618
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.
>>
>>69525685
gameplay>graphics
>>
>>69525798
>wet shart, the shit can hit the fan.

Er n-no thanks
>>
>>69525773
> : _;

Quasimodo, it's OK. You have genetic disease and will die alone rotting in the clock tower anyway.
>>
>>69525685
>use them well

obviously good
>>
>>69525773
You should make a game about making games in high school.
>>
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>>69525773
Make those cute games now instead of feeling bad, anon
>>
>>69525773
I'm drinking casually and playing video games
get on my level kiddo
>>
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
>>
>>69525892
; _;
>>
>>69525685
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.
>>
>>69526013
Why do I need to know to know this shit when I can just download scripts and use them?
>>
>>69526013
But anon, I do know calculus
>>
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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.
>>
>>69525941
>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
>>
>>69525324
>>69525556
>dev'ing sitting down
>not dev'ing at a standup workstation
you'll be surprised how fit you can become by standing most of your day instead of sitting
>>
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>>69525685
Take: You Have to Win the Game. (CGA)
>>
>>69526102
How do feel about mechwarrior 4/older pre 2007 pc graphics
>>
>>69526142

don't you have curiosity, anon? aren't you interested in how things work? don't you want to know more?

>>69526157

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)?
>>
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>>69526102
> EGA
>>
>>69526272
I do want to learn sempai ;_;

But I'm so alone

>tfw no dev sempai whoknows the maths to hug me and teach me and cuddle with

Why live man, my feelings are extra heavy tonight.
>>
>>69526272
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.
>>
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>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

Mamma Mia.
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.
>>
>>69526470
>decent artist willing to do it for free and friendly
The only way this can possibly happen is if you're really good friends with an artist.
>>
>>69526470
>not being 1MA

Get gud faggot, it might take you 10x as long to make game but you did it all by yourself.
>>
>>69526272
>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)
>>
>>69526552
Loners are faggots.
>>
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>>69526470
I want to remind you that not only is ascii an acceptable form of video game artwork, it can even look pretty good.
>>
>>69526632
Well I am pretty faggy
>>
>>69526404

then think less about senpai and more about sin(?)

>>69526463

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.

>>69526608

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.
>>
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>>69526271
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.
>>
>>69526634
What about fucking 3D ascii, wrap your tiny brain around that .
>>
>>69526737
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.
>>
>>69526801
Yeah, I was thinking it'd be interesting to visit something like that and add something more to it. What were some of your favorite stylistic graphics from then?
>>
>>69526552
>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.
>>
>>69526894
It can be done.
>>
>>69520367
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.
>>
>>69526470
What are the prices you found? and what is your definition of acceptable
>>
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>>69527162
>>
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>>69527076
The PS1 era graphics are neat. I kind of have a soft spot for perspective incorrect texturing.
>>
>>69526013
>tfw my game has engineering level math
>>
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>>69526894
And now in 4D.
>>
>>69527413
That's just a dumb shader over a normal 3D animation, tho
>>
>>69527413
I only see 2 Dimensions

BTFO
T
F
O
>>
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>>69527495
But it was so cool.
>>
>>69527382
post your game
>>
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>>69527641
Maybe I will one day.
>>
>>69522615
Is using the randomly generated name as the title required? Or are we just using it as a theme and can title it whatever?
>>
>>69526908

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.
>>
>>69527776
post your what you have then
>>
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>>69527301
(continued)

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).
>>
>>69527903
Tfw you never beat silent line
>>
>>69527495
It's probably not a shader.
>>
>>69527808
>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.
>>
Reminder that if your game cant run at 30 fps minimum on a Ti-83 you don't know shit about programming.
>>
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>>69527985
What is it, then?
>>
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Got transition thing working. Probably gonna need to finetune it later.
>>
>>69528234
>it flips the background

Also why even have them talking apart when you could shove them on the same screen.
>>
>>69528234
That will get really annoying very fast.
>>
>>69528234
This makes me hype for some intense arguing, you better deliver
>>
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>>69527903
>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.
>>
>>69528234
>>69528340

reminds me of phoenix wright
>>
>>69522615
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!
>>
>>69528302
>>69528337
Ever played Ace Attorney?
>>
>>69528482
I just hope you only keep it for specific scenes
>>
>>69526608
>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.
>>
So did someone really spend $700 on a sprite?
>>
>>69528512
Yeah, this. It should only be used during climactic encounters and such
>>
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>>69527903
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.
>>
>>69528115
I have one in TI-BASIC where you stack falling boxes that runs at about 5 fps. It is a lot faster on the 84 though.

How to know shit about programming only using BASIC?
>>
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added persistence between maps
yahooo!!
>>
>>69528302
I even left the P there to show it's not flipped

>>69528337
Probably has to do with the speed.

>>69528340
i-i'll try my best
>>
>>69528205
ffmpeg. Seriously, start up your VLC player with web interface and connect to it over SSH terminal interface and it will render you a movie in ascii / ansi
>>
>>69528525
>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".
>>
>>69528205
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.
/nitpicking
>>
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>>69528648
(more)
>>
>>69528205
see:
>>69528827

Watch:
https://www.youtube.com/watch?v=F1-glc16PHg
> dat matrix letters rendered to ASCII

Get the movie:
http://onyx.chattanoogastate.edu/~jack/matrix/
>>
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In the drug/dream world, things will start getting glitchier as the boss takes more damage.
>>
>>69529484
nice idea and nicely implemented
>>
>>69529484
That looks pretty cool. Slowdown is also intended or just a recording fuck up?
>>
>>69529612
Slowdown because shit-ass laptop that struggles to record and play at the same time.
>>69529581
ty
>>
>>69529484

I really love your game ;_; it's my favorite project on agdg, please finish it.
>>
>>69529689
There's no chance of it not being finished, but it may take a while.

Living in a hotel with no job isn't stopping me, but it does make it harder.
>>
If you're not an artist you will never be able to finish (or get a decent following) on your game unless you're rich enough to pay an artist $700 a sprite.
>>
>>69529950

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).
>>
>>69530036
One of my closest friends is an artist. What now?
>>
>>69529116
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?
>>
absolutely terrifying
>>
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>>69527076
https://www.youtube.com/watch?v=pARffij0KaA

This is also one of my favorite stylistically and thematically.
>>
>>69522615
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
>>
>>69530076
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.
>>
>>69530593
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
>>
>>69530593

umm, just so you know the identity of your biggest fan, I'm ansdor aka catdev. we follow each other on tumblr (at least I think you follow me). Best luck on your project m8.
>>
>>69530751
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 mostly finished 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.

>>69530796
I once tried reworking your cat sprite.
>>
>>69529002
>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.
>>
>>69478230
How do you guys keep yourself focused on game work? I've always had focus problems but game work is particularly tough for me to work on and to keep chugging away.
>>
Hello /agdg/

I created a game in Unity. Please have a look at it

http://maximumautism.web.fc2.com/puzz13.html

It's going to be a phone game
>>
>>69530152
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.
>>
>>69531153

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.
>>
>>69531231
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.
>>
>>69531231
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.
>>
>>69531257
get ready for shitstorm
>>
>>69531395
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.
>>
>>69531257
it doesn't work
>>
>>69531231

I need help focusing on other things. If I was left by myself, without university and household chores, I'd dev 10+ hours a day.
>>
>>69531681
What happens?
>>
>>69531645
>>69531429
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.
>>
>>69531761
input doesn't work
>>
>>69531765
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.
>>
>>69531787
Not him, had this problem on my game too. Switch tabs, go back, and it should work.
>>
>>69531787
You're using the arrow or wasd keys to move right?
You're also not able to move against opposing half circles facing your circle.
>>
>>69530569

People reuse code from before the start date. Just build generic games ahead of time and theme them after jams when they start and you'll be the next big thing.
>>
>>69532009
Because I don't even have $700 :(
>>
>>69532013
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
>>
>>69532024
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.
>>
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>>69527076
Ah, found a better quality dragoon pic, but the stills don't do the game justice.
>>
>>69532357
Because then you WIN THE JAM
>>
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."
>>
>>69532508
Meh.
>>
>>69532562
That is some progress, anon.

I did nothing. I am a failure. I "painted" a simple doofy skything that may or may not be used in my game
>>
>>69532690
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
>>
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>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
>>
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>>69527076
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.
>>
I lost all of my motivation.
>>
>>69533113
get it back
>>
>>69501872
Is SICP really that thin?
>>
>>69533113
Show us how far you got.
>>
>>69532562
Fuck, I just found a bug and it might be an np-complete problem to solve
>>
>>69532792
OpenGL ES is a subset of OpenGL. You don't rewrite the entire thing, you remove whatever isn't part of the subset.
>>
>>69533113
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.

>>69533151
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...
>>
>>69533270
Fuck it, I'm changing how it works
>>
>>69532792
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.
>>
>>69532792

>writing things DIRECTLY on openGL
>not abstracting everything so it's easy to change later

you brought this on yourself, anon
>>
>tfw u want to go buy alcohol but your covered in you're own 6 day old sweat and jizz and don't want to be "that" guy
>>
>>69533519
Take a shower, you scuzz.
>>
>>69533519
A shower seriously takes like 5 minutes. Shower all the jizz off and go get booze.

Alternatively, don't buy booze and MAKE GAME
>>
>>69533519
>tfw, just wet hair and face in sink then scrub it with a towel, put sweatpants on inside out, and heading to the booze shop.
>>
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>>69533515
I wanted to see how far baremetal I could go.

>>69533479
You're missing the point /g/, don't try so hard.
>>
>>69533634

when it comes to programming, /g/ is always right.

FREE SOFTWARE = BEST SOFTWARE
>>
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>>69533714
>/g/ is always right.
>>
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.
>>
Which is better, movement based on momentum and force, or "tight" movement that is an instantaneous velocity in the input direction?
>>
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>>69533051
> 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?
>>
>>69533824
depends on the game
>>
>>69533778

what the fuck did you just say about me you little bitch?

>>69533824

depends on what gameplay you want, faget
>>
>>69533568
>5 minutes
my showers usually take 40-50 minutes
>>
>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
>>
>>69533952
I shower in 5-20 minutes depending on how much I have to hurry
My girlfriend takes 1 hour...
>>
>>69534029
>>69533859
>>69533780
take off that name
dont be like me
>>
>>69533859
>>69533945
It's an open question. Elaborate your opinion on what each lends itself to.
>>
>>69534195
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.
>>
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SEVEN
HUNDRED
AND
FIFTY
DOLLARS
>>
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Is it bearable to read text like this?
>>
>>69534248
stop being a cumfaggot
>>
>>69534304
I think so.
>>
>>69534248
750 confirmed for the NEW MAYMAY
>>
What do you think is easier to do for a 1MA. Really low poly 3d (with flat cartoony colors) or pixel art?
>>
>>69533634
>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.

That, or you could just use something from someone that has already done that. Myself, I'm going the VM lang route, where everything is in a scripting language that I can implement the host for in C, Java, Javascript (asm.js). Protip: For Shaders, break them up and concatenate them in "pre processing" pass to insert your vars and what not at the right places in the shaders and your engine code binds vars from the VM into the shaders. That way you can mix some 3D code with the script language.

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."
- Voltaire.
>>
>>69534304
Line breaks mid-word are a little rough, I might set a length limit (only 6+ letter words get split) to make it less awkward.
>>
Good morning, AGDG! I hope you made lots of progress while I was gone!

Whoa wait hold the phone, are we having a jam now? Someone fill me in, I think I missed something here
>>
>>69534235
I'm not asking for an absolute best. Can you read?
>>
>>69523009
You are using GML right?
How do you do particles that interact with the floor? Like the bouncing bones and meat?
>>
>>69534462
Fuck off.
>>
Tonight's progress:

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.
>>
>>69522615
Rad as names like Team Programmer Deathmatch sound, it doesn't give me neat gameplay ideas.
>>
>>69534461
But Anon that's so much more code to fumble around with... I hate coding this text box shit and there's a lot more I want to do with it.
>>
>>69534195

instant movement = retro, arcadey, cartoonish, weightless, fast

"weighted" movement = "realistic", more serious, slower, requires more animation frames
>>
>>69523009
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.
>>
>>69534641
I know, but having to split a word as short as 'star' seems peculiar.
>>
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.
>>
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>>69534909
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.
>>
>>69534461
I actually thin-
k it's not so b-
ad. Mid sent-
ence interrupt-
ions only suck
when they for-
m whole word-
s across the div-
ide.
>>
>>69535256
Reading this was legitimately frustrating for me. I'm gonna drink and watch more Louis CK and forget this happened.
>>
>>69535352
calm your autism anon :^)
>>
>>69534641
No it isnt. Just replace a space with a newline unless the next word and remaining space in the current line are greater than certain respective lengths. That's hardly any code.
>>
>>69535571
I can't be an autist, because if I were, I would write Sonic fanfics instead of drinking.
>>
>>69534556
Nice.

That Borg Cube is scary as shit. They must have assimilated Steve Jobs and gone all minimalistic and smooth. Fuck!
>>
Even: go get food, pretend to code
odd: sleep
>>
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?
>>
>>69535773

good night anon

same roll
>>
>>69535779
Unity's own tutorials are a good start, just make a day of those.
>>
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8*12

2 idle
8 run frames
8 air frames

$700
>>
>>69535779
MSDN and Unity's documentation are all you need.
>>
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>>69535769
N-No?
>>
>>69535779
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.
>>
>>69535870
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.
>>
>>69535818
Enjoy your noms. You should nap afterward though, blood be rushed to guts for digestion, makes thinking hard.
>>
>>69536297
fuck off nerd you're not my mom
>>
>>69536398
I'm thinking about her now...
>>
>>69536398
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
>>
>>69536297
>Armchair physiology
>>
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>that feel when playing sf4 instead of just like make game
>>
>>69536172
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
>>
>>69536525
Some folks AGDG as a hobby, while also knowing about cellular microbiology.
https://www.youtube.com/watch?v=GigxU1UXZXo

^- 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.
>>
>>69536823
reminder that while skeletons are pretty spooky this mushroom trip nightmare is literally what is keeping you alive
>>
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>>69536823
>>
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>>
>>69522615
>European Janitor Boxing
oi m8
>>
>>69537425
>university_of_warsaw_bachelor_of_janitorial_studies_>europe.png
>>
>>69537327
that fucking booty

i salute you everytym
>>
>>69537327
>camera pans up when entering right
>jerks down when leaving
looking good there anon
>>
I'm tired but don't want to sleep
help
>>
>>69537721
Caffeine
>>
>>69537721
plan ahead
>head over to your local college campus first thing tomorrow morning and score some adderall
>never have this problem again
>>
>>69537721
i don't want to sleep but i'm tired
>>
>>69537327
Cool. Should keep the view the same when going back across, or interpolate between the old / new cam pos across both sides. When you come back out it snaps down again.
>>
>>69537808
>not having a prescription
wow I bet you don't even have brain problems
fuck off normy
>>
>>69537787
This:

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++.
>>
>>69537863
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

>>69537950
>being able to fall asleep on cue
>>
>>69538128
>fall asleep on cue
I only do it when so tired I can't stay awake, otherwise caffeine hits first and can't rest.

This kills the dreams.
>>
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> 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.
>>
http://contest.rpgmakerweb.com/index/

>Game Dev competition
>$10,000 Prize
>Don't have to use RPG Maker
>Time limited

Let's jam boys.
>>
>>69522615
>Jewish Bazooka Polo
>>
>>69538446
>mfw recent submissions
>>
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>>69538446
>settling for $10k when you could get $30k on kickstarter
>>
>>69538442
what kind of valve is it?
>>
>>69534750
>requires more animation frames
You could also do it like Super Mario Bros. and speed up a super simple animation based on movement speed.
>>
>>69538446
Already have a jam, see:
>>69522615

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.
>>
>>69538446
Do you think I could get away with a 2deep4u Gone Home experience?
>>
>>69538750
I think it's HiB that's doing the jam not Jew Tool co.
>>
>>69538615
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.
>>
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>>69538446
Their resources page has better links and information than the AGDG OP

http://contest.rpgmakerweb.com/index/resources
>>
Who all will be participating in the jam?
>>
>>69538991
No, not really
>>
>>69538996
>Random Name Jam
>HiB Jam
>Fuck This Jam

Yes.
>>
>>69538991
> Game Engines: No Ogre3D or Cube2, ect. fully open source engines.

Fuck HiB.
>>
>>69538750
> > $10,000 prize
> > 15 sprites @ $700 each = $10,500

I snickered.
>>
>>69539069
Random Name Jam, obviously. I wanted to know who had plans to participate.
>>
>>69538446
What's to stop someone from just copypasting something they have already done? Or just changing art assets and suddenly new game. So dum.
>>
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>>69522615
>Tony Hawk's Big Game Hunter World Tour
>>
>>69539460
>affix blades 2 ur wheelz
>crack open a fresh bear by grinding on its face
>360 kickflip to a deer's dick
>>
>>69539460
>sick flips
>hunting rifle customization
>special moves (The 900 Noscope)
Fucking fund it
>>
>>69539282
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.
>>
what is HiB?
>>
>I want my game to succeed
put a smiling face on the main art piece
>>
>>69539942
Haha what? Nigga.
>>
>tell myself i'll be able to do the artwork for my shitty game that no one will play
>can't even get the standing pose right
>DEAD
>IN
>SIDE
>>
>>69539796
> anti-PC

I know, right?
> Micro WWE XXX
> African Dominatrix Dungeon Janitor

>>69539998
Humble indie Bundle
>>
>>69515758
>>69515952
disgaea/10
>>
>>69537327
dude, I just thought it looked like metroid
now I have no doubt that you are just blatantly copying
make it a bit less metroid or prepared to get sued
>>
>>69540346
>Giving that douche advice
Good luck.
>>
>>69540445
why is he a douche?
>>
>Irritating Leisure Suit Dudes
>>
>>69540480
Because he ignores all feedback.
>>
>>69540445
or is the advice itself a douche?
>>
>>69540541
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?
>>
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>>69522615
>Barbie's Booty - Hot Pursuit
>>
>>69540639
>I agree with that type of thinking.
>Specially when making games, many users think they know how a game should be
Yep. And he knows full well what his game should be: Meteoroid.
>>
>>69540681
>Maximum Dance Train
>>
>>69540034
Rectangular box selection after moving becomes a selection with magic wand, this is frustrating.
>>
>>69540738
if he keeps making it 100% similar, he will get sued
>>
>>69540773
yep, just ask the several pokemon online MMOs that been sued by nintendon't.
>>
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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...
>>
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>>69540445
>>69540541
>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.
>>
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>>69540765
Dawww. Shouldn't have paid for software then.
>>
>>69540813
yeah I guess you're right.
>>
>>69540889
Why even post here if you don't want feedback?
>>
>>69540907
lol enjoy gimping yourself
>>
>>69540907
>Paid
I could count the software I paid for on my fingers, and I think even those would be games.
>>
>>69528720

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.
>>
>>69540907
> tfw, you find out gimp runs Photoshop plugins.

>>69540958
Sure do!
>>
>Political Zombie Summoner
Literally sitting on a goldmine, here
>>
>>69540949
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

also
>why post here
because we want to be amongst others like us
>>
>>69540889
>muh hugbox
go to bed stella
>>
>>69541043
amazing idea, specially in the US
> chose your side!
> great choice!!! the enemy zombies are [republicans/democrats], go kill them all!!!
> literally no difference between them
>>
>>69540949
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.
>>
>>69541026
> tfw, you find out gimp runs Photoshop plugins.
Wiat, what.
Seriously??
>>
>>69541082
>muh epic bully edge factory
>>
>>69541071
>Hey maybe change X
>I like X how it is
>Oh okay
That sure was gruelling.
>>
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>>69540541
Do I?
>>
>>69541150
>giving feedback is bullying
not every dev is a whiny cunt like you stella

some of us can actually handle constructive feedback :^)
>>
>>69541071
>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.
>>
>>69541173
>Basic bug fixes are dependant on feedback
>>
>>69541157
the following was what i had a problem with friend
>>69540445
>douche

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"
>>
>>69541216
I was trying to google some cases but I didn't find anything :(
my google-fu sucks
>>
>We're suddenly having a jam
What? Is it some super secret shit for tumblr devs or what?
>>
>>69541216
>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?

>>69541215
no calling them a "douche" for simply not accepting or acknowledging feedback is bullying
>>
>>69541361
>no calling them a "douche" for simply not [...] acknowledging feedback is bullying
if you don't acknowledge feedback, people will stop giving it
>>
>>69541361
i have alzheimer's
>>
>>69541216
holy fuck industry shills please
we get that you lurk these threads but please refrain from posting in them
>>
>>69528234
Add a small amount of parallaxing to give those transitions that extra multidimensional vibe
>>
>>69541429
>warning someone they might get sued = shill
u wot
>>
>>69541469
>you can't do what you like just because a big company decided to do it first
this is basically rape. fuck corporatocracy
>>
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I hate gamemaker so much
>>
>>69541469
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
>>
>>69541425
>i have alzheimer's
i'm sorry for you

>>69541420
>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
:^)
>>
>>69541534
why? that seems to be working as intended
>>
>>69541551
do you even know what 'acknowledge' means? it doesn't mean you have to do it, dipshit
>>
>>69540665
Because piracy. Start up a kickstarter for 2000$ when you're done and buy the real thing.
>>
>>69541569
Because the way I had to do it was so hacky and was the last thing I wanted to resort to.
>>
>>69541361
Fuck you.
>>
>>69541696
well, it seems to work, congratulations
>>
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>>69541216
>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 guy...
this...
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.
>>
>>69541742
>he doesn't know Nintendo trademarked asses in space
Stay clueless.
>>
>>69541696
Looks good though. Congrats.
>>
my dad works for nintendo and he just told me this guy's game is fine

checkMATE, atheists
>>
Ok so I want to start making games. I read the OP and thought about using Gamemaker.
What are the differences between 8.1 and studio and which one should I take?
>>
>>69541918
You should take the latest studio version you can find on piratebay.
>>
>>69541604
[feedback]
hey buddy your game looks like shit to me subjectively
here's some advice: [advice]make it less shit to me subjectively[/advice]
[/feedback]
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...
>>
>>69541905
My dad is nintendo and he says hes gonna sue him
>>
>>69541945
>strawman.txt
>>
>>69541918
your own life
>>
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.
>>
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>>69541945
>>
>>69541945
>Sperging this hard over not knowing what acknowledge means
>>
>>69541992
that's cute
>>69541941
Okay thanks
>>
hey guys, do you like video tutorials better, or just old regular tutorials with screenshots and red arrows pointing you where the menu is and such?
>>
>>69541975
>>69541992
>>69542087
Acknowledgement:
1.acceptance of the truth or existence of something.
2.recognition of the importance or quality of something.

>implying most feedback on here is even worth acknowledging
It's what the Hide post button is for.
>>
>>69542261
why are you quoting me tho
>>
>>69542280
he quoted 3 people, he doesn't know which one you are
>>
>>69542261
3 [ with obj. ] show that one has noticed or recognized (someone) by making a gesture or greeting

>If I remove one of the meanings no-one will notice!
>>
I want to start working on art and music so I can become more than an ideas guy[/spoilers].

Got any good resources for either? I'm already pretty musically inclined having played for quite awhile so mostly programs. as for art I could use tutorials and programs

thanks agdg
>>
>>69542370
stop being an art guy and pull out 750 dollarydoos
>>
>>69542370
it's easy:
1. start with a circle
2. make an owl

I'm actually going to start making tutorials :D
do you like the way I explain things? top notch!

now seriously, there is a nice blender tutorial on how to make a ninja without fingers, that one is nice, google it
>>
>>69542370
http://pastebin.com/8nSYsL7R
>>
>>69542370
Ctrl+S is superior.
>>
>>69542445
but I don't have 750 doll hairs. besides, I'd rather control the tone and aesthetic of the game myself anyways
>>
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>>69542324
so if someones being a shitter like
>>69541945
you should give them notice and recognition in the form of a gesture or greeting because they deserve it?
and not doing so makes you a douche?

because that's literally what we're talking about here

>>69540445
calls >>69537327
a douche because he didn't acknowledge the ass-on-head feedback to change his excellent looking sprites because if he didn't he would
>>69541216
>get sued

some feedback is just not worth acknowledging because it's fucking retarded
ignoring the retarded feedback completely is 100% within a gamedev's rights and this is my entire point.
>>
>>69542579
>crt filtered running cycle
Did I actually post that at one point?
>>
>>69542579
confirmed for whiny bitch
>>
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>>69542579
>Still crying like a fucking faggot because someone called metroid ripoff guy a douche
>>
can I ask you why you guys use tumblr?
isn't there something better?
>>
>>69542834
Because it's easy and functional.
People only cry about it because there are shitfags on tumblr. No reason to not use it because of that.
>>
>>69542834
I use it because everyone else uses it. So I guess you can blame the first guy who used it.
>>
>>69542834
why do you namefag?
>>
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>>69542735
>>69542748
oh wow wrekt nodevs with about as much argument as they have games fukken none
>>
>>69542893
because that way I moderate myself and try to not be rude.
without a name I become very rude to people.
>>
Are we having a bootcamp or what?
>>
>>69542879
>No reason to not use it because of that.
I don't care about that, it's just the customizing options seemed very lackluster

I was just wondering if there was something better that's all


anyways I think I will go with wordpress.com and get a domain name too
>>
>>69542923
>If I say I win, I win xD
>rekt feg lol
gb2makingripoffsfag
>>
>>69543015
Do that once you actually have something. Most people aren't going to go out of their way to read two sentences of dev log.
>>
>>69543061
Just ignore stella, he's always living through other devs.
>>
>>69543061
>it's ok for me to bully as long as i don't get bullied in return for my bullying
wow it's like bullies are just projecting little faggots filled with insecurities
>>
>>69543071
they don't have to go out of their way, sorry for not explaining.
So people will find me if they search for a specific tutorial and my page is up there, if not, well, then I only lost a few dollars.
Mainly it will contain the tutorials for unreal engine 4 that I want to make.
But of course it will also have a section for my game, or even a subdomain.

Getting a domain name is not so expensive, really.
>>
>>69543174
>Only cares about ad revenue
Then just fuck off
>>
>>69543236
what? where did I say that?
please don't put in my mouth things I never said
who said I would get revenue for ads? who said I would use ads?
and even then, if I wanted to get ad revenue for making tutorials then it's my own damn business, fuck you.
>>
>>69543161
>I win xD ur more faget than i am
>>
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>100 reply shitstorm over my progress
Never change, AGDG.

Also, palettes. I fucking love palettes.
>>
>>69543271
>who said I would get revenue for ads? who said I would use ads?
>if not, well, then I only lost a few dollars.
inb4 backpeddling
>>
>>69543317
yes, if nobody fucking sees my videos then what's the point? don't you consider that throwing away money?
if people see them, then it's not a waste of money.
I think you are the one thinking only about money here.
Do you really think a site with tutorials for unreal engine 4 is going to have enough visits to make any sort of revenue out of ads?
>>
>>69543306
>Letting Stelladev give you a bad reputation by proxy
>>
>>69543379
It's not like I can do anything about that.
>>
>>69533191
655 pages
>>
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>tfw no progress or motivation
>>
>>69543416
True, it's a shame you have to take shit for him being a gigantic weeping vagina.
>>
>>69543379
the only person that will give them a bad reputation is you character assassinating them every time they post progress like the faggot you are
>>
>>69543416
ayyyy lmao
>>
>>69543465
only weeping vagina's i see are you faggots crying about your precious bully culture coming under fire
>>
>tfw no ideas for games
What do people play on smartphones?
>>
Do sprites really go for $700? I was thinking of paying an artist for some art but I would have to take out a personal loan to pay enough for an entire game.
>>
>>69543468
Give it a rest already Stella, for christ sake. How about you post progress instead of fueling shitposts.
>>
>>69543576
You could ask them to do the same.
Isn't it a pity I'm the one more likely to deliver.
>>
>>69543545
>>69543468
>even metroiddev doesn't want his dicksucking
must hurt
>>
Apparantly all of my humans needed a chiropractor, so I'm respriting them with a little less detail, so no one can see I cannot into humans.
>>
>>69543640
>No u
>I'm better look at me not shitposting with this shitpost
>>
>>69543561
Puzzles and shit
>>
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>>69543663
it doesn't
im gonna keep doing this everytime a dev gets bullied until im the only one getting bullied
>>
>>69542982
>>69541357
>everyone too busy shitposting to answer
>>
>>69543562

You could make a bunch of shitty sprites yourself for free.

No one's stopping you.
>>
> people working on their games when there's a month-long jam with a $10,000 grand prize

GET ON THIS SHIT GUYS
>>
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>>69543848
Bejelewed type.

also, I suggest you virtual pets like Pou. That thing is very famous and addictive between teenagers.

My english is shit
>>
>>69543562
>A single sprite?
no

>A sprite sheet with dozens of animations totaling hundreds of frames
yes
>>
>>69544019
how do they check that you actually didn't use anything from before june?
>>
>>69544019
>implying it isn't rigged from the start
>>
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Why are so many people so adamant about getting more people to make games? I see it all over the web, that we "want to introduce game making to more kids" etc. We already have way too many people who want to make games, don't they realise even more people will mean even worse working conditions, even more shovelware, and nothing but a saturation of shit in the market?
>>
>>69544210
>hundreds of frames
wasn't it like 26 frames in total?
>>
I'm trying to save some procedurally generated dungeons and creatures and stuff in my javascript game.
It'd be easy if JSON could be used to save functions but it can't so how do I go about this.
>>
File: leg.png (367B, 17x53px)
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how much to get this leg turned into an 8-frame walk cycle? $350?
>>
>>69544563
There's supposed to be a difference in these threads. Sure, if you make a good game then you deserve to profit off of it, but amateurs are supposed to do it out of love for the hobby well before that. To that end, people knowing how make games is a good thing.

Unfortunately, people are greedy, so with all the resources available people are gonna abuse them to cash in and run.
>>
>>69544563
Anyone who worries about market saturation isn't worried about gittin gud.

If a bunch of kids and pakis with Game Maker steal the attention for your game, it wasn't a great game to begin with. Step up, you little bitch.
>>
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>>69544693
that will be $700
>>
>>69544563
I also wonder why it's such a common goal.
In the olden days, making games was a good way to introduce kids to programming. Easier to keep their attention when making their own Asteroids clone than making a calculator app. But now "making your own game" as promoted by these people is Game Maker and Twine. Although they give some transferable skills, it's a far cry from the stuff you'd learn making a game in BASIC.

Do they really believe that games are such a great medium for young artists to express themselves in? There's extraordinarily few games that are successful at conveying anything like a coherent message or even feeling.

Teach children to write awful poetry about how hard it is to be a teenager instead, at least then they're under no illusion as to the marketability of their skill.
>>
>>69544978
i haven't got it, i guess you'll have to break one of my legs
>>
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quick

someone ideaguy up an RPG idea that I can make within a month
>>
>>69545076
So make a wow killer
>>
>>69545076
You are a demon out to kill people to make more demons.
>>
File: ITWORKS.webm (288KB, 640x480px)
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IT WORKS.

Your going to have to take my word for it but I didn't touch the keyboard during that recording.

It clearly has some quirks. But its functioning pathfinding in a platformer.
>>
>>69545076
The player is a strong (but not physically as xe is differently abled, also not young because that's an ageist cliché) womyn-identified-person out to face the world.
You battle the forces of patriarchy through a turnbased system that involves navigating the block mechanisms for a variety of social media platforms.

If you don't win the contest, it's because the judges are misyognist scum that probably hang out on the PUAhate forums. Feel free to directly state that on the opening screen of the game.
>>
>>69545213
Neato. It still seems a little bit too jump-happy on those tiny platforms though.
>>
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More music for my game https://soundcloud.com/kalium/cards-intro

It's the menu / intro music, it took quite a while finding something I was happy with. Think this'll grab people's attention?
>>
>>69545213
That's really nice. You should try running it with movement speed turned way up. That'll make it more apparent that a magical robot is controlling it, and generally make it look cool.
>>
>>69545119
>>69545153
>>69545325
a-actually I was looking for gameplay ideas
>>
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>>69545359
>80's porno music mixed with some heavy dissonances
>>
>>69545153
replace demon with skeletons and hopoo will sue somebody
>>
>>69542834
>can I ask you why you guys use tumblr?
HugboxXx
Drama group
SWJ
etc.

Basically, it's a place where they think they can pretend to be politically correct while being actual hypocrites. A perfect place for artists.
>>
I'm designing a game and I'd like your opinions on what makes a good game. I've been asking my friends IRL and so far I've come up with:
>Tribal Wars
>Zombies
>Sexy women
Any more suggestions, /agdg/?
>>
Can somebody post a reference for animating running that loops well? I'm having problems with animating running.
>>
>>69545686
you must really hate tumblr since you are quoting a post from one hour ago
>>
>>69545374
Combat is based on writing a string of moves to execute.
>>
>>69545762
I'm just catching up with the thread.
>>
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>>69545758
Animator's Survival Kit run cycle.
>>
>>69545816
ok
I ended up using wordpress in the end anyways
>>
>>69545076
A game where you control gravity.
>>
>>69545708
Nah your friends nailed it

make it fun
>>
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>>69545835
I animated it with that one, but it doesn't loop well...

If I wanted it to loop I'd have to redraw a 6 more frames

I'm retarded with animating
>>
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>>69545915
>>
>>69544563
>>69544997

To be honest with you guys?

I stopped giving a shit in university when I realized just how off things seemed to be about life. Everyone likes to thumb their noses at an existential crisis, but everyone goes through one. It's a troubling thing that never goes away.

Think about all the middle-aged men you've heard of pathetically trying to woo girls half their ages. They fail to find any sense of greater purpose.

Honestly, I couldn't find anything worth giving a shit about. It's why I dropped out of university and started living like a hermit through savings. I couldn't find any point in serving a military, getting into tremendous debt pursuing a medical degree when nursing schools are over-booked, or getting an engineering degree when security and political concerns create far more problems in the world.

I thought I was just depressed until I realized there's no logical way to reconcile how completely off life is. This species probably won't last for more than a few million years longer, if another world war doesn't happen within our lifetimes.

Might as well spend our lives doing something we perceive as enjoyable that doesn't hurt anyone. Even if that's just making and playing video games.

Sorry for the vent, but I'm worried that my devving is going to be in a rut. When you think about how transitory everything is, it can sometimes be hard to care.
>>
>>69545708
>3 answers
>not 1 answer being "good gameplay"
be honest are you here only because you heard making video games makes you rich?
>>
>>69545708
That depends on what kind of game you're making
>>
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>>69545708
>>
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Decided to start working on this old project again. I wonder if anyone even remembers it.
>>
>>69545989
>Hurr durr you didn't list "bug free" so enjoy your buggy game
>>
>>69545989
No, these are all things I'm implementing. They're not choices.
>>
An mmo(stay with me)dark hallway survival horror game.

-no combat so bandwidth can be kept at minimum dont need to update everyone's position as often.
-infinite(as needed) procedurally generated hallway maze, can be generated from a seed, seed can be given to all clients so its generated on their end as needed, each subsection can be hashed and compared to the master, instead of having to stream the actual map to everyone.

The purpose of the game is to be in dark (pitch black) and spooky environment, with other people running around, you are basically your flashlight 90% of the time. Textures and other graphical stuff can be kept down since its too dark to see shit most of the time anyway.

The gameplay is simple. There are safe areas, if you go out of the safe area, you have a meeter that when full you ded (never know what kill you only scary sound effect from behind) it fills up faster or slower based on the spookyness. Safe areas are created by crafting comforting things like oil-drum bonfires or small baricades, getting generators running so you can refrigerator or electric grill. Basically the players inside the maze find some rooms and may choose to fix them up with comforts of home. These become temporary player 'cities'. The more stuff added to each city, the stronger its safety aura becomes, extending out into the surrounding hallway maze. Players can then build new safe outposts at the edges of this with the stuff they find and scavenge for materials as they explore the maze.

Through this mechanism players will create sort of blobs of safety that slowly creep around the environment, and some groups of players can be effectively cut off from the rest unless they work to join up their safety. All the things you create are temporary so they must be maintained, so its not like you can make the entire area safe.

The point of the game is basically atmosphere and being in a spooky place with other people while crafting stuff to keep you safe.
>>
>>69546152
>Slender Online
No thanks.
>>
>>69546081
is this the one with the sprites with juiced as hell firing animations?
>>
>>69545979
>middle-aged men you've heard of pathetically trying to woo girls half their ages
Because middle-aged women are insufferable feminists. But /r9k/ would probably explain this better than me.

>Might as well spend our lives doing something we perceive as enjoyable
This.

>When you think about how transitory everything is
Depends. I've been making shitty games since a long time ago and even though I currently don't have any idea, I still enjoy coding and learning new things related to it.
>>
>>69546064
Who wrote this? It is just ramblings.
>>
>>69546152
people who want to play that : 0.000000000000000
>>
1-3 Do a jam game
4-6 Work on main game
7-9 Vidya
0 End the suffering
>>
>>69545359
>>69545495
my thoughts exactly
https://www.youtube.com/watch?v=SbBi2j_HLTc
>>
>>69546231

The wooing problem is completely independent of gender. The issue isn't women, but this lack of purpose or direction in our lives. I suspect that's part of why the NEET culture is so common in Japan while reproduction rates are at record lows.

I think we should just enjoy life from the day to day. Tao-like, you know?

We don't need massive wealth, a harem of sexual partners, or even a reason for anyone to remember us after we die. We should just live good lives, continuously, instead of waiting for a brighter future that's never going to arrive.

None of us are going to be more memorable than Ozymandias. I think that's how things should be.
>>
>>69546215
But close your eyes and imagine what it would look like, on the screen. Its dark except for the moving around light projected onto the ground/walls by the other people in your group, you are paranoid that if you dont keep an eye on them you may get seperated.

Then you go back to safe area and fish while talking about your waifus or something.

Fishing and waifus, so its shitty free to play korean animu mmo slender online. It would be fabulously successful!

Also film grain effect, which cannot be disabled, because fascism.
>>
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>>69546220
I deleted a ton of old gifs but Im pretty sure I made a joke having it over juiced.

Also pic was the first ever fan art I got for it.
>>
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>>69545325
Like I said, quirks. The important thing is it gets from A to B.

>>69545325
Ignore the fact that it can now make jumps it couldn't before. This makes it considerably more retarded.
>>
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I completely reworked the style of my unit cards.
I-it's an improvement, is it?
>>
>>69546573
hey, that's the knight that is always depressed because he can't find an art guy
>>
>>69546550
Dammit

meant to quote
>>69545372
>>
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>>69545962
>>
I need help. I integrated bullet physics.. that all seems sort of okay. It has an internal timestep of 60 updates a second. Now, what I am making is sort of a city builder with your dudes running around. They generally use physics unless something interacts with them.

Given that background, my question is, how do I set how often I update my logic away from the physics? I read that you might think to do a fixed update step (like at 10 updates a second), which would allow for some level of determinism, but is that what I want? Otherwise I might just update something with delta time as fast as possible? Or delta time and skip if you are updating needlessly fast?

Any hints on all this?
>>
>>69546689
Looks okayish. You seem to hang for a frame when the leg is extended. If both legs are just the same, flat colour in the final version, then you don't need to draw the other frames, otherwise you do.
>>
>>69546707
http://gafferongames.com/game-physics/fix-your-timestep/
>>
>>69546275
>people dont want community, atmosphere, and the sense of a persistant world, they want questgrinding!

Believing this is why the genre is dead. The tragedy is it wouldnt even be that hard to make something like what i described, but i guess your video game development design school professor thinks its a bad idea. Best get back to tightening up dem graphics on level 3.

But oh well. Every time i drop an idea on 4chan i see someone has made it 3 or 4 years later. So i await my slender online experience.
>>
>>69546573
Holy shit dude you're still alive? Keep up the good work.

>>69546401
I'll disagree with the first past of your post since I know by experience that they are insufferable and part of the problem like I said, but pressing the point in that thread is useless.
For the second part, this is just how society works nowadays. A successful man is one that should strive for everything you stated, and if you fail at one or more then you're just either a common, aka boring, man or a loser they say.

Times have changed, we just have to deal with it.
>>
>>69546420
I think the "danger" being so easily predictable would lessen the scariness quite considerably. Rather than worrying about the unseen terrors of the dark, the players are just worried about their little life meter running out. Quite quickly they'll learn exactly how far they can go before needing to head back to base, and it'll just become a series of routine trips out to click on randomly spawning items.

To improve: Have real enemies. Unkillable, but can be scared off maybe by using flares or some other resource that you find/craft. Some enemies will pounce on the player soon after getting close, making them very hard to survive when out alone. As in Left 4 Dead, that will make staying in a group much more important.

While we're here, don't have the whole place procedurally generated. Or rather, have hand designed areas appearing within that procedural maze. So occasionally you'll stumble on something architecturally interesting. Think of the Monolith in STALKER. Finding unusual and interesting rooms will keep people wanting to explore for more than just picking up more junk.
>>
>>69546890
you may have autism
>>
>>69546152
would play if it was not shit
>>
>>69546896

> Times have changed

Not really. Things have always been like this.

It doesn't matter what society says. It matters whether we're satisfied with our own lives, no matter what anyone else has to say. Whether we're secure about ourselves.

People have always questioned whether anything we're doing matters at all. I can guarantee you that others in this thread have grappled with the same question, wondering whether it's worth it to dedicate so much of your time to video games.

Perhaps even you.

I just think there's value in living life according to eudaimonia. A life dedicated to excellence in a certain area, even if it's an area that has no market value.

Like video games.

I suppose that's all I have to say. I'm getting back into the groove in terms of devving now.
>>
Let's say you want your character to have WASD movement, with different speeds for forward, left/right and reverse. If course, you need an equation for the speed in-between.
There are a few different ways to do this, I'm just wondering which you would choose.
>>
>>69546856
Yes, so if I read this right this is a fixed update step. I do not have to worry about my physics simulations timestep as bullet handles that... so same question basically! orz
>>
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>>69546821
you were right, it looks much smoother now that I removed the last frame

still need to figure out the looping
>>
>>69547152
Apply forces as a physical simulation would be the least fiddly. Otherwise use some trig as it is easy to do.
>>
>>69547275
I don't like the one frame movement up. It is jarring. Either use something smooth over a couple of pixels or get rid of it.
>>
>>69545835
Number 1 and 7 are retarded. Nobody fucking runs like that.
>>
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They seem to look OK in fights too.
>>
>>69546982
Well the meter drains 'based on the spookyness'. I guess the 'meter' doesnt have to actually be visible to the players, but only some vague clues to tell you you are in deep shit soon.

I thought about just having a random % chance to die, but id preffer to make getting killed not something thats common. The problem with having 'real enemies' is that these sorts of games are always best before you actually encounter anything, once you do it just becames a sort of mechanics fucking around not scary at all sort of thing. The tense paranoia is never the same after you have first encountered an enemy.

Ive thought a bit about this kind of thing and had all sorts of ideas, but the key to design is being as simple as you possibly can.

Other ideas include
:multiple enviornments, basically different textures on muh hallways, even strange 'outdoor but still indoor because fuck you' green-colored foggy areas
:instanced pre-set areas that randomly appear through portals on walls, inside of which you find out more about the place you are trapped
:an actual storyline but honestly anything that progressess defeats the purpose of having a persistant environment based on the gameplay and atmosphere.

:i even toyed with the idea of when you die your corpse comes back as a zombie and tries to kill you again, and you end up basically just running away from yourself. But then i realized that actual combat and conflict in a videogame always remove something from the tense atmosphere, because monsters and fighting are never as scary as anticipating them.

I felt like finding scavenged materials should be more based on the type of room/area you are in rather than directly scavenging a certain item, because this would help keep things from getting weird like someone 'scavenging' on a thing that is not even visible on someone elses screen.
>>
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>>69547581
>Animator's Survival Kit
>retarded
>>
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>>
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>>69547409
looking much smoother
>>
>>69547794
>Thinks anybody stretches their legs fully and touches the heels to the ground while running
>Posts AutismRaptor
>Not the retarded one
>>
>watch a youtube video
>mid-20s man putting on his best ron burgundy impression
>young girl speaking as fast as possible in a fake valley girl accent being omg lol so randum xD
>these people are the future

fuck let's plays
i just want gameplay with no commentary
>>
>>69547854
It looks retarded because you only have half the frames.
>>
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>>69547849
>>
>>69547934
So do you just watch people play games?
>>
>>69547876
>telling someone to go back to /b/ while using epic /b/ meme ironic reply
You're as faulty as him.
No, you're actually worse than him.

>>69547934
PewDiePie let's play is the future. You should abandon the boat right now for your own sanity.
>>
>>69547934
>can choose to not watch them
>watches them anyway
>complains
How can you not understand that this is your own fault?
>>
>>69547885

Not him, but the run cycle is a general guideline depending on the sort of style that you'd like. The general momentum is the same.

Read the small bits of text over each frame to figure out the actual lesson behind it.
>>
>>69547934
>i just want gameplay with no commentary
shut the fuck up and play your games then. >>>/v/
>>
>>69547992
theres always zemalf. I love zemalf, his videos are so ponderously slow and boring. After a while they grow on you though.
>>
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>>69547975
>>
>>69547961

I was just about to say this. It looks like he only animated half the run cycle, as if he forgot that humans have two legs.
>>
>>69547934
The only thing I've ever watch be played was Grim Fandango

it was a good choice because I would have killed myself before getting through it.
>>
>>69547710
I should add that the majority of time is meant to be spent inside the safe areas, the surrounding areas are runs you make to find supplies. the 'bar' was sort of a way to ensure people had to stand around next to the lighting and converse.

This is how the paranoia gets reinforced. Back when minecraft was still like, $10 or something, back when you could play on that 'lava island' game start. I remember it was still spooky even with creatures turned off, because you just always felt like maybe there was still something there. The game is only meant to provide atmosphere for your mind to fuck with you. Its like walking around outside at night, even if you know theres nothing dangerous, you still feel like maybe there is.

So the story is the rumors and ghost stories that the players make up and tell themselves around the oil drum fire while waiting for their bars to get down enough to go back out into the less safe areas for more materials to keep that fire burning.
>>
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>>69547961
>>69548139
problem solved, I'm so ghetto
>>
>>69548365
Why does he have noodles for arms
>>
>>69548365

Add the colours back in and prove it, scrub.
>>
>>69548365
no wait, it's still shit
>>
>>69548365

damn, dude, stop being so lazy
>>
>>69548365
Add in 4 frames
>>
>>69548386
that's his super power

>>69548392
>>69548492
>>69548495
o-ok
>>
Anyone knows what hours cgpeers opens for registrations tomorrow? Is it 24 hours, or a specific time?
>>
>>69548578
What's that? - Oh I have an account lol, what do you get from that site?
>>
>>69548645
>what do you get from that site
This.
>>
>>69548737
What exactly is that?
>>
>a strategy set on a big train
>it travels around the world
>it transports people and cargo
>people need food and water which can be bought from train stations (expensive) or made yourself (from roaches and shit like that)
>if passengers don't like that they are being fed roaches they will riot and attempt to kill the machinist (which is required to keep the train moving)
>you can create a militia which will keep passengers under control, equipment for them can be bought from stations (expensive) or stolen from cargo
>if you steal from cargo too much then its owners will send an army to invade the train on the next station
>you can buy more train cars to get more space for passengers and shit
>dead bodies spread miasma and infections and have to be disposed of
>everybody needs to sleep and to have good morale to keep themselves from going crazy
>furniture can be bought from stations (expensive) or crafted yourself from dead bodies' bones and animal fur

basically dwarf fortress on a train
or snowpiercer but without the snow and the apocalypse
rate my idea
>>
>>69548769

Sounds like an idea.

Make it.
>>
>>69548645
CG programs, material, all that stuff. Me? I want the tutorials, which otherwise would easily run me 300$ in total.
>>
>>69548767
A cute low-poly little grill model to make games with.

and nothing else you hentai.
>>
>>69548767
Cancer.
>>
>>69547854
Make every limb the same shade and it will loop smoothly. If you want it to work with what you have you will need to animate more frames.
>>
>>69548737
>A-anon-kun! M-my progress is moving on its own!
>>
>>69548813
already on it
>>
>>69548578
Also interested.
>>
>>69548578
It's 24hours and has a threshold so it can be less than 24hours (sometimes it's just like 4 hours).
If you miss it it's every 2 weeks
>>
>>69549082
Any game jams on at the moment? I want to do something in the next week
>>
>>69549213
>already on it
Why do you need a jam to make games? How about fucking working on your motherfucking game?
>>
>>69549213
Yes
>>
>>69549254
I quit my main game.
>>
>>69549254
How about suck my dick. Yeah where's your game nodev? That's right, thought not. Where as I'm making twelve games a month for all these jams. You just can't handle it, step the fuck back.
>>
>>69549340
>How about suck my dick. Yeah where's your game nodev? That's right, thought not. Where as I'm making a real fucking game instead of all of these bullshit nogames for jams. You just can't handle it, step the fuck back.
>>
>>69549340
>twelve games a month
Let's see them.
>>
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>>69549213
dude there is a fucking month-long TEN THOUSAND DOLLAR JAM

and get this anon
IT
JUST
STARTED
YESTERDAY
>>
>>69542579
>some feedback is just not worth acknowledging
I'm not saying anyone has to acknowledge anyone, but sticking up for a douche is just douchey.

I don't need a reason to level expletives at anyone, faggot. Do you even know where you are?

I'm not even saying the douches have to acknowledge the fact that they're needlessly increasing their chances to get sued -- if you haven't noticed Nindendo is even taking down let's play vids and shit.

All I'm saying is I'm going to keep calling out morons for being moronic whether they want to hear it or not, whether they listen or not. In an open forum you're not the only member of the audience. Shit said isn't just for your benefit, but for the sake of argument itself in the community at large.

Instead of being a moron, why don't you take the conversation in a direction that addresses the concerns you have? Eg: the fact that copyright and patents should be repealed because there is zero evidence that these laws are beneficial for society.

In fact, Mathematics advances even though it isn't copyrightable or patentable. Did you know both the Automotive and Fashion industries market heavily on design and yet they are not allowed design patents or copyrights? So, there's three examples right there that IP laws aren't needed for innovation.

Look at Walt Disney ripping off Mother Goose who ripped off The Brother's Grimm who collected folk tales told for generations, and now they're running around getting copyright extended to beyond 3 generations of humans just to protect a fucking mouse. The sad shit? They figured out Trademark is Eternal so the didn't need copyright.

We all have to exist in the environment that exists. Maybe the douche is being purposefully similar to call attention to themselves as a douchey way to point out ridiculousness of copyright?

Tetris Holdings won a case against a clone & Tetris was under Soviet Russian law so it's public domain.

Make an actual argument or be a douche, it's up to you.
>>
>>69549448
name any game from these threads
i made them all
>>
>>69549497
what jam is it
>>
>>69549510
what the fuck is this copy pasta?
>>
>>69549448
Think of a game. I made it.
>>
>>69549571
kissy-boy jam
u gotta make a game about kissing ur mommy sos he knows u lover her...
>>
>>69549198

Alright thanks. I'm assuming open time depends on how many register (too many register, it closes sooner). What timezone are they anyway? Would be a pain in the ass if it opens at 3:00 here and closes at 5:00.
>>
>>69549592
>oh no someone typed out a real argument
>i'd better disregard it all
>>
>>69549593
>>69549514
>>69549340
QTBear pls
>>
>>69549571
contest.rpgmakerweb.com

don't be fooled by the name, there are both RPG and non-RPG categories; any engine is allowed.
>>
>>69549634
>kissy-boy jam
>not about kissing boys
Fucking dropped.

>>69549687
>Stelladev finishing anything except shitposts
>>
>>69549672
i'm not even him
i'm just having a hard time following a random wall of text
what are you even saying with all of this?
>>
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it is pretty nice except for the over extension on the full stride.
>>
>>69549761 (You)
>I'm not even him
>>
>>69546707
pls halp
>>
>>69549880
now wait just a damn minute
>>
>>69549880 (You)
>(You) (You)
(You)
>>
>>69549652
Not sure but I think it's GMT or GMT+1, since there is global freeleech people aren't making much alt accounts so you will probably find it open for the whole 24h
there is also a thread on the forum, you might get an invite if you have a seedbox
>>
>>69549761
>i'm just having a hard time following a random wall of text
That's the kind of thing you don't admit.
>>
How does GMS handle game logic updates during frame drops? Since each step is checked every frame, does that mean it will miss checking dropped frames or does it simply not update the graphical output every frame when it drops.
>>
>>69550019
I had trouble following too. Is there an argument imbedded in that?
>>
>>69550046
I thought it just updated each step every frame, meaning that if the framerate dropped to 10FPS, it would calculate 10 steps that second.

tl;dr use deltatime
>>
>>69548737
I wonder just how complex would it be to make low poly models like that. Also, do you have to follow that whole "sculpt in high poly, then paste it on low poly etc etc" for these kind of models?
>>
>>69549510
>literally 2 fucking hours later
>come up with the biggest sperg post i've seen in this thread
are you the idiot that thought he would get sued by nintendo?
>>
>>69550161
i think the argument is in cryptic and we have to decipher it using clues in both that post and other posts throughout the thread
>>
>>69550046
By default it simply skips the frame, both logic and drawing. You can, while coding your game logic, use the built-in delta_time read only variable, compare it to the delta from the last step, and multiply movement or other internal logic by that.

tl:dr use delta_time
>>
>>69550205
Doubt anyone would be able to give you a good and acceptable reply considering the shit quality of agdg's models.

Just try asking at polycount.com or tigsource.
>>
>>69550178
http://gmc.yoyogames.com/index.php?showtopic=556480
I guess it's possible in GMS too. Good to know. I was sort of worried about that, but not worried enough to google about it before I asked here even though google would solve it faster than you fags.
>>
Is there any reason to use GMS over Unity for 2d?
>>
>>69550421
You don't have to learn C#.
>>
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Last bit of progress for tonight, I'm sick of cleaning up code.

Gonna have to re-work all these sprites too.
>>
>>69550465
But it's kinda easy. Sure GML is a cake walk, can learn it in a couple days and C#-unity can take some time, but besides that. Any reason to stick to GMS to do all the 2d?
>>
>>69550321
>inb4 fix ur timestep
>>
>>69550310
Oh! I love games! I'll be the vampire.
>>
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TpAIN SIMULATOR UPDATE:
-Grass under train is moving
-Added guys who stand around doing jack shit

NOW GOING TO WORK ON:
-Train machinist and his room
-Simple AI for the useless guys so that they will want to eat drink and shit
-Furniture and food for the useless goys
>>
>>69550421
Idk but latest GMS is pretty optimized for 2D, not sure if you can get the same perf from unity
I would use GMS for 2d and unity for 2.5d
>>
>>69550543
It's easier and faster than unity for 2D, but if you want to learn a proper language Unity will get you acquainted more quickly.

I use GMS simply because I don't need anything more elaborate.
>>
>>69549690
but only the one made with rpg maker will win. mark my words.
>>
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fluidity achieved, eventhough the legs look like they're spaghetti

I should probably add some torso and head movement
>>
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NPCs can now chase you when you move within a specified range of a specified point.

I thought about putting Gary Oak in and having him challenge you to a battle.
>>
>>69550421
Unity2D user here. If you can use GMS, use it. You can do more fancy stuff in Unity but GMS is far easier to manage.
I'd seriously be using GMS right now but I don't want to spend $$$ on that when I already know how to code.
>>
You can't put a smaller speed in GML than 0.1. You can't do 0.05 for example. You can do it by doing 0.1/2 though. Or 0.1/32, etc.
Why?
Why can't I just type 0.05 or 0.001, or 0.08, etc?
>>
>>69550672
What's a good example of a 2.5d game? Diablo 2?
>>
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>>69550669
>TpAIN SIMULATOR
>>
>>69550763
what you need is for the torso to go up one pixel in the middle of each step so it looks like he's actually straightening out.
>>
>>69550791
stop shitting the thread and go back to steamchat and leto pls
>>
>>69550825
Ye, or all those platformers with 3d in the background.
They look nice as fuck and it's not as hard to make
>>
>>69545962
Why not have it loop the other way once it reaches the end?
>>
>>69550943
Is that guy a shitposter? Do you have any evidence? If you do I'm dropping support for him and his next games
>>
>>69551073
I wouldn't call him a shitposter, he's smart.
He's just constantly shitting on AGDG in the steamchat telling that this place is beyond any kind of salvation and that all the devs are shit but then comes here and post his progress when there are no people in the steamchat to talk with.
>>
>>69550791
Gross.
>>
is there a web developer here? I have an important question
>>
>>69551369
Webdev here. Ask away.
>>
>>69546550
fuck off that's amazing
>>
>>69551209
All right thanks, I will remember he is an hypocrite then.
Also thanks for the information.
>>69551369
I'm a spaghetti-code tier webdev but I'll try to help if I can
>>
>>69533841
Because he's bullshitting you, sanic sprites were prerendered 3D only in Sonic 3D Blast.
>>
>>69550943
>I haven't been in the steamchat all morning

>>69551209
>What is a joke?

Actions > Words. I'm also the guy who posted all those pictures from yatagarasu for study trying to put an otherwise off-topic shithole back into dev mode. If I seriously thought this place was "beyond salvation" or whatever dramatic persona you attribute me with based on some screencap out of context then why indeed would I bother?

With all the bullshitting we do in these threads you'd think we'd stop assuming everybody's dead serious about their criticisms of /a/gdg "culture" at least some of the time.
>>
>>69527495
that's a 4d object in multiple 3d perspectives tho
>>
File: 5-braid-in-the-making1.jpg (407KB, 1675x745px) Image search: [Google]
5-braid-in-the-making1.jpg
407KB, 1675x745px
>>
File: ss (2014-05-31 at 12.08.41).png (140KB, 1159x723px) Image search: [Google]
ss (2014-05-31 at 12.08.41).png
140KB, 1159x723px
>>69551485
>>69551426
i'm trying to think of a project to learn some js and i wanna know how feasible this is:

something like the pic, except each node is a link + thread for discussion about said link. connections between nodes are also threads and are about how related both nodes are.

so if you have a node with something like "X, Y, Z does A" and another node with something like "A leads to B", the thread in the connection between those things would talk about the relations between X Y Z A B.

threads would also work in a similar manner. comments = node, connections = replies connecting to that node. Instead of displaying things in a linear fashion, display them in that branching manner based on their relevance

my question is, how feasible is it to do this? the website from the pic does all this in js, how feasible is it to do this whole threading/commenting system all in js, since you can't really do it with html/css only?
>>
>>69551667
>What is a joke?
shitting on agdg in the steamchat as a joke is fine? ok
>>
Sup aggydaggy. Can you remind me of a game that came out/was teased here a while ago? I remember a video with some really surreal and trippy 3d environments and some kind of equally weird characters. I can't find it anywhere, and vidyadev.com is dead, apparently. Help me out!
>>
>>69551885
>thread shits itself
>"Man the thread is shitty right now."

I don't see the issue. Are you implying the threads are of consistent quality? Is shitting on the bad ones in a place where it doesn't matter somehow harming said quality?

Just what is the problem, exactly?
>>
>>69546486
yeah that game where you're on top of a train, I remember it, seemed cool

what happened to that game where you were in some kind of tomb and you were a little black bug thing that broke vases and collected keys I took a break from here and haven't seen it since
>>
>>69551721
Never watch the videos by the guy who made braid, unless you want to become depressed. He is a energy vampire.
>>
>>69551823
I have no idea what you're trying to do.
>>
>>69551823
what application would that have? what kind of threads, forum threads?
like, a /g/ thread on graphics programing would be linked with a /3/ thread on lowpoly models by AGDG?

Can you give an actual example?
>>
>>69552040
>>69551885
How come every time this guy posts progress you faggots bring steamchat drama bullshit here? How the fuck is it related? Eat a dick.
>>
>>69551450
Uhhh thanks?
>>
the jam begins tomorrow
get hype
>>
>>69551894
Anons pls.
>>
>>69552325
blockhead?
>>
>>69552325
Blockhead's Blunder? I can't think of any other "trippy" 3D game from here
>>
>>69552230
it's just an experiment to see if different ways of thinking about things work. we don't really think linearly all the time, and a lot of the time on news discussions for example, you wanna connect things together to create a better map of the whole situation.

i.e. these articles are all highly related, yet this relation is not really "seen" anywhere on the internet: http://www.lettersofnote.com/2012/10/people-simply-empty-out.html, http://www.antipope.org/charlie/blog-static/2014/04/a-nation-of-slaves.html, http://www.strikemag.org/bullshit-jobs/
>>
>>69551894
Blockhead?
>>
>>69552374
>>69552408
>>69552464
Nah, not it. It was a while ago though, might have been something small. I remembered another thing, it was almost positively a teaser trailer, with some drone electronic music.
>>
I give up.
>>
https://soundcloud.com/amoksyndrome/quiet-sober-2-draft

This is so awkward. I have something of a beginning for an alternate theme, but I don't know how to develop it. In theory there should be four types for each track (quiet, sober/quiet, intoxicated/action, sober/action, intoxicated).

How do you take it further?
>>
>>69552442
It's not a 1 man scale project, and even then you will just end up with a sloppy search engine algorithm (good luck).
Not sure if you are trolling, but this is definitely not a "hey I want to learn javascript, let's make a search engine!".
Also the relation is probably seen on google for people that search the relevant keywords
>>
>>69552709
I hope you're Eonhite then.

If not, then don't give up!
>>
>>69552120
No idea what happened to that guy, i saw them post some updates ages ago but not anything lately. But then again I havent been on here much lately because I have been doing other stuff.
>>
>>69552810
>How do you take it further?
How about make a melody?
>>
New thread when
>>
>>69552820
... how is this a search engine? it'd be exactly like a forum/imageboard/reddit just displayed differently.
>>
>>69552950
Yeah. I'm not sure how to go about that though. I don't want to drag /agdg/ into another music discussion, we've had plenty of those recently.
>>
File: 1376881633430.jpg (101KB, 1200x1000px) Image search: [Google]
1376881633430.jpg
101KB, 1200x1000px
>>69552959
Whenever you're ready.
>>
>>69553017
so far you've got a beat and a single instrument. Put in more instruments and voices, make it interesting dynamically.
>>
>>69552959
Whoever makes the new thread, use the smug AGDGs that our artfriends drew!
>>
>>69552810
try not using an unbroken arpeggiations for all of your bass chords

try to have some direction in your bass voicing instead of static on each chord

your texture lacks any long sustained features, which could be used for ambiance or melody

counterpoint that bitch up
>>
>>69552821
>bashing Eonhite
Nice passive aggressiveness Clefdev. Still mad about that Letodev incident?
>>
>>69553009
>>69552820
i guess i explained poorly, but yes, something like
>like, a /g/ thread on graphics programing would be linked with a /3/ thread on lowpoly models by AGDG?
would be possible provided users create those nodes on the website and connect them.

creating a node = creating a thread
creating a connection = linking threads together

comments system, creating a post/reply = creating a node, replying to someone = creating a connection of your new node to the one you just replied to
>>
>>69553284
He shouldn't have said those outrageous things
>>
>>69553428
OUTRAAAAGEOUS.
>>
>>69553428
UGG
>>
mom get the camera i just pulled off another epik bait on agdg
>>
File: destruction_worker.png (53KB, 1482x685px) Image search: [Google]
destruction_worker.png
53KB, 1482x685px
Fishing for opinions.
I hope megaman publishers won't sue me for the hand cannon.
>>
What's this whole jam business about?
>>
NEW THREAD >>69553749
>>69553749
>>69553749
>>69553749
>>69553749
>>69553749
>>
>>69546401
Society values random, pointless shit like wealth, how much you fuck, and how expensive your car is. Nothing new about that, I stopped giving a fuck about such feeble things and focus on enjoying myself and on learning more and more.
>>
>>69553284
>>69552821
This has to be a samefag trying to shit up the thread with steam drama.

IGNORE STEAM DRAMA
>>
>>69546152
So basically a "walking forever" simulator?

Here's an idea for free: if you remove all the lighting you don't even need to generate the hallways.
>>
Got some questions about opengl and multithreading. I don't know if these are a bit too "general" to fit the context of AGDG but if they are please forgive me.

1. I know that opengl contexts only work in the thread they are
created, but why? I tought threads shared all data between them.

2. If I want to load textures asynchronously I have to create a shared
context to use with the loading thread, but I keep seeing this
practice discouraged. How is it normaly done them? Should I be loading
the images from their files asynchronously and them passing the pixel
data to opengl inside the main thread?

Thank you for the attention.
>>
>>69534304

annoying
>>
>>69547854
>>69548365
>>69547275

yo add in some up/down movement
>>
>>69534304
>>69535083

You can't jus-
t cut off word-
s just anywh-
ere .

It always has to be be-
tween syllables. Other-
wise it will look like shit
and read like shit in your
head.

Protip: Don't be lazy and just make your own linebreaks man. If anything, check if the word is too long to fit on that line and just display it on the next line if it is.
>>
>>69550205

you could sculpt. but it's far from needed. the modelling isn't very complex at all, could be picked up rather quickly. the texturing part is a lot trickier though, but if you're good at drawing already, then I doubt it will be much of an issue
>>
Do you design riddles?
>>
>>69556721
I don't know if you're in a stage wher eyou can gather feedback, but 3 things
1. congratulations
2. the white area is waaay too white
3. the units could end up looking the same way they arrived there, instead of defaulting to original orientation (they look right instead of remaining to look left)
>>
>>69556878
Moved to the new thread but cheers for the feedback, always useful
>>
File: adventuretime.png (723KB, 428x847px) Image search: [Google]
adventuretime.png
723KB, 428x847px
>>69549497
Fucking love this illustration.
>>
>>69549497
where
>>
>>69550763
>no head bob
Thread posts: 788
Thread images: 129


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