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Amateur AGDG General

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Thread replies: 890
Thread images: 172

File: she wants the P.png (288KB, 1468x1076px) Image search: [Google]
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I'm too damn tired to come up with a clever name edition

>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
Sword & Scroll [May 31]:
https://dl.dropboxusercontent.com/u/34678494/SwordScrollAll090.zip
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
>>
bears
>>
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/AGDG/ GETTING BTFO BY THE MASTER
>>
>>69692914
>riding a high horse
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third for waifus
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>>69692146
Better.
>>
>>69692914
Oh my.
>>
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reminder that working code is the most rewarding thing in the world
>>
>>69692914
>I HAD TO GAMBLE 30 YEARS BEFORE I WON THE LOTTERY
>>
>>69693089
working clean non-spaghetti*
>>
>>69692914
What's Braid? Never heard of it.
>>
>>69692914
What an asshole
>>
>>69692914
FuriousGamer87 is the Steamchat leaker.
>renames pictures with just a few characters
That's what the Steamchat leaker does all the time. You've been found out FuriousGamer87. Your shitposting days are over.

Slow, please ban this man.
>>
>>69692724
Duly noted.

Do you think the problem is he doesn't ease into it smoothly enough, or the crouch at the very start of the swing itself needs to be in farther (i.e. exaggerate the whole thing)?

Both are simple fixes, just curious what looks off to your eye.

>>69692673
Would that be a challenge to code? I figure enemies will already have to have part-specific hitboxes for things like headshots so I imagine the damage detection stuff would all be there, but I don't know how hard dismemberment would be to program from an animation standpoint (do you have to swap out the normal model for the dismembered one on the fly and spawn a physics-affected limb?) and what kind of effect it would have on performance.

It might be the kind of thing I look at doing for larger enemies, probably not for grunts.

And anyway the attack you're seeing wouldn't dismember. It's meant to put the enemy into a ragdoll state and launch them like a projectile (which will cause secondary damage to other enemies).

[repost from dead thread]
>>
Finally we get to use this OP.
>>
>>69692914
https://www.youtube.com/watch?v=xSXofLK5hFQ
>>
>>69693164
Take your stem faggotry away from AGDG, If its not on 4ch its not AGDG
>>
>>69693198
I think it's the exaggeration; it's always better to exaggerate a little when you're animating to really sell the movement.
>>
>>69692914
Who gives a fuck how much "experience" he has when all he was able to make was Braid, a.k.a. a piece of total garbage?
>>
>>69692914
Taking 12 years to make something that average is...well...not something to brag about.

Braid's not a bad game, but the game should be easily made by anyone with around 2 years of game dev experience. He didn't even make the art, so his accomplishment is even less impressive.
>>
>>69693038
>Ripping off Castlevania sprites

Nice job
>>
>>69693507
>Ripping off
Those aren't rip-offs, those are the sprites themselves
>>
>>69693507
Sprites from Castlevania and those are tiles from Diablo II.

They're just placeholders anyway.
>>
itt: nodevs bich about videogames but cant make there own.
>>
>>69693106
but the spaghetti gives you something to refactor and work off of
You can't build a flying castle without starting on the ground
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>>69693507
Those... are the sprites. They're placeholders.
>>
>>69693760
Except I planned my component system far enough to where I need to write it once.
>>
>>69693703
>>69693774
>there just place holders

Im just messing with you nerds, I thought it was tradition?
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>>69693846
You motherfucker, you're fucking dead if you ever try that shit in /agdg/ ever again.
>>
>>69693846
Being a cunt? Yeah, it's a tradition alright.
>>
>>69693929
lol
>>
>>69692914
Who is Blow even talking about? It sounds like he's ranting to all indie devs, but why does he feel the need to just randomly bring up his dev 'street cred'? Is he just perpetually butthurt or did somebody say something to him?

>>69693164

Anon, even I've named pictures btfo.jpg. That doesn't mean anything. Besides that, who cares? If you've got a steamchat issue and you want slow to ban someone from steamchat, why not bring it up in... oh, I don't know... steamchat?
>>
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Deeply dull progress is still progress.
Inspection windows generated for any entity by examining its constituent components and asking them for some text. If it finds a component giving world-position it draws an arrow pointing to that position.
If you click "inspect" near several entities it pops up a list of all their identifiers and you pick which one to inspect.
Also a bunch of behind the scenes stuff tidying up the entity system, model loading and stuff.

>>69692914
I know it's fun times to be angry at successful people, but I don't think his point was meant to be "fuk u scrubs git gud."
Rather he's highlighting how the perception of an indie success is often very far from the reality. No one had heard of him before Braid, so to the general public this guy just appeared with a game, released it and bought a Tesla Roadster. Which gives the impression that success comes rapidly. Similarly, Notch had been making shit games in Java for ages before Minecraft, but all that the world sees is this game and its creator appearing from nothing.

It's a message of hope for those that have been making games and are not multimillionaires: It usually takes time, and it taking a while for you doesn't mean that you suck and it doesn't mean that you can never get success.

It's also a message of patience. Lot of people throwing out their first GameMaker shit, expecting it to be the next Spelunky, then complaining on the internet about it getting no media attention.
>>
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Do these backgrounds look OK?
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>>69694360
NO

Darken them, make the foreground sprites pop out.
>>
>>69694360

red tactics got turned into a tower defense?
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>>69693840
Did you start your project with the component system?
>>
>>69694360
I think the bottom two could use more color variety; like maybe have some torches/candles/windows on the dungeon walls and have some bushes with flowers in the forest background
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>>69694291
Wow those look awesome. Are they going to make gameplay?
>>
>>69693378
>>69693505
Braid is only known because it came out at the right time. It was a time before the average normalfag knew that indie devs could make gimmicky platformers for Xbox. Braid would be rotting in greenlight hell if it was released in 2014.
>>
>>69694428
Yes. I made sure I had it added so I won't have to deal with implementing it in the middle of working with entities.
>>
>>69694117
He's talking about people who have put in 2-4 years of work on their overall experience as game developers, want their games to make money and then complain when they don't.
>>
>>69694360
Topright and bottomleft could use different colors. Something to differentiate from the foreground more. I think the other two are fine. Bottom right is the best.
>>
Do you guys think I could make a lot of money easily by making a ridiculous simulation game with awkward control and having Pewdiepie's fanbase as my target audience?
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~*Recap Monday Automated Recap Image Standard*~
Image must be 280x160
---------------
name:
dev:
tools:
website:
progress:
------------------
namechange: [previous name here]
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>>69694714
People still care about his? With shitposters on it and fucking loli rape game? top kek.
>>
>>69694783
>top kek
Invalidated
>>
>>69694809
>Invalidated
Invalidated
(that's how dumb you are)
>>
>>69694606
I hate it when devs bitch that their shitty soulless games don't make any money.

>Postmortem: Zombie Jumpman didn't make money ;_; This is everyone's fault but mine!

Fuck those devs. They never want to own up to the likelihood that their game is boring and shit.
>>
>>69694534
Seems like it'd be kinda hard to create a complete component system if you don't have anything to use it with
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>>69694405
>>69694649
>>69694469

Thanks, I'll iterate on them. You guys are the best.

>>69694427
Nah. It's a card game. Lots of defense levels in it though. Also I'm not redtactics dev. Whatever happened to them?
>>
>>69694783
>shitposting while complaining about shitposters
People never particularly cared anyhow, it's just another dumb thing to do in AGDG between shitposting and posting progress.
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>>69694919
Not when you allow components to represent pretty much anything.
>>
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>>69693376
Good advice, taken to heart.

Feedback?
>>
>19:26 - hopoo entered chat.
>>
>>69694498
It's probably true that at that time being an "indie developer" (the name didn't really exist then) was more unusual and so drew more media attention.
But please keep in mind that the whole platformer-with-a-gimmick trend was started largely by people imitating Braid, so it's more than a little unfair to say that it would be lost in a sea of clones of itself. Like saying that if Doom came out after Hexen it wouldn't have been as popular.

>>69694705
Probably not a lot. Since Surgeon and especially Goat Simulator, you'd be competing with surprisingly high budget titles (which is to say, titles with any budget at all.) Games like the recent Air Control try to do the whole so-bad-it's-funny thing, but veer too far into just being shit.
Also you will actually go to actual hell.
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>>69695026
Steam is not /agdg/
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>>69694996
It's not shitpostig because you disagree with me, the new recap is shit and I wouldn't want my game in a picture with loli rape game, wow so shitposting right...
Fucking retard
>>
>>69694783
I agree. Who of sound mind wants their game plastered all over the internet alongside detailed descriptions of lolidev making his child abuse simulator more realistic, with gems like 'fapped to lots of lolis'?

It's no wonder there are way less games are on the recap these days.
>>
>>69695012
Yeah, that looks better! Him easing into it like that's a nice touch too
>>
>>69695238
There's also a nice little 25-frame loopable at the end (which thankfully isn't super noticeable) so the charge-up can be held indefinitely.
>>
>>69694920
>Also I'm not redtactics dev. Whatever happened to them?

All AGDG srpg devs are hunted by assassins hired by 2d waifuplatformer devs with their autism bucks.
>>
>>69695238
>>69695319
Though I wonder if the crouch is too much. A charge attack doesn't always get released from the final state, hopefully the crouch in isn't so exaggerated that the swing looks shitty if it isn't fully wound up.

Maybe it'll be fast enough that you won't notice. Otherwise I'll need to implement some sort of dynamic tweening for the step-in of the swing.
>>
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>Neither me nor my friend can make the player sprite look good
>NES sprites that are good are few and far in between
great
>>
>>69694291
This is like Lego Rock Raider r-right?
>>
>>69695480
Just stop, you are not an artist so just deal with the programmer art or ditch your "friend" and get a real artist
Remember that shit games with good art sell!
>>
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>>69694714
name: Charlotte's Dream
dev: CharlotteDev
tools: AS3 with Flixel
website: onetenthoddity.tumblr.com
progress: Powerups disappear after a while/make UI flash upon pickup
progress: Designed/animated a new enemy
progress: Changed the way the booty bump works
progress: Finally fixed all the collision code
progress: Screwed around with music
>>
>>69695480
But those are pretty good, anon. I like right one a little more. The hat on the left is a cool touch, though.
>>
>>69695547
Your conclusion seems to be going all over the place
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>>69695586
>same picture
Look like the loli pedos couldn't make any progress, gee I wonder why (it's because you were shitposting fulltime here)
>>
>>69695328
Waifu Platformer Assassin Tactics when?
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>>69695658
>Look like the loli pedos couldn't make any progress

After he posts five lines of progress.
>>
>>69695480
The one on the left looks good except it needs a chin.

Give him a chin and move the nose and eyes down a smidge and it'd look good.
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>>69695547
>hot a what baabhabhiat
>>
>>69695658
Please don't bully. Besides, are those even lolis? They have boobs.
>>
>>69695008
gj m8, you knew what you wanted to do and you did it
Most of the time I'm just running with an idea until it works or I realize it's fucking retarded
you're probably a more efficient programmer than I
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>>69695658
I'm too lazy to stick the manta ray in a mockup and none of my other progress was really visual.
This is some hardcore laziness too cause it'd take like 30 seconds at best
>>
>>69694479
Thanks! Strict no-gameplay policy. We're in the business of spending forever making engines, not games. (There will be game stuff eventually, the things you see there are the people in a kind of building/management game.)

>>69695515
I'm so sorry. They do both have rocks, and digging.
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>>69695747
what you mean?
>>
>>69695658
Your subtlety is slipping again
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Holy shit, I am still working on the fucking pc port of this fucker. Oooooooohhhhh fuck, this is so painful. I'm literally retyping most of it since the LibGDX components vary enough from android and I felt like trying to clean up the spaghetti code as I came across it in the refactoring. This is so fucking painful.
But, progress? Is it really progress if I'm taking steps backwards in the eyes of the end user?
>>
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>>69694405
Tried darkening the top two and couldn't find the right ballance to make sprites "pop". I darkened the bottom two and added torches. Are they OK?
>>
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>>69695994
I can't fool an honorable horriblesubs reader such as you'reself
>>
>>69696095
These look good, my only issue is the bring colors in the top right take away attention from the rest of the game.
>>
>>69696089
Unfucking up code is always progress.
>>
Oberyn RIP
>>
>>69696260
what game is that, what happened to the dev
>>
>>69696260
>watching game of plebs

Please stop posting.
>>
>>69696095
Same complaint as >>69696234, you should desaturate/darken the background sprites in the top right since they're competing with the important ones
>>
>>69696326
>what game is that
Game of Thrones
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>>69696245
That's good. I still really fucking hate remaking this shit.

I haven't posted here in a pretty long time, but still gonna do the recap mondays because that shit is actually pretty encouraging. No hate pls?
>>
Googam's dark past unearthed
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>>69696345
>>69696234

Fixed that now. Thanks for your help.
>>
>still no demo from starfoxbro dev
>still no demo from lolivaniadev
>still no demo from charlotte
I'm totally in despair.
>>
>tfw your game reaches that critical mass where you find yourself playing it for fun
diaspora_oratorio.mp3
>>
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>>69696095
Look at the left example and try applying that to the rest of the sets.
>>
>>69696395
Your farther than me, man. Spent most of this weekend expanding my editors pipeline to work with some new asset types. Almost ready to show some stuff (things render it's just super dull currently).
>>
even: refactor
odd: nodev harder
>>
>>69696643
but that looks like shit
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>>69696641
are you making this game alone? how come star citizen is made by 50 people and they don't have as much progress as you do
>>
>>69696696
Get to it.
>>
>>69696641
Please, let me play this. Why do you do this to me?
>>
>>69696718
You're shit, faggot.
>>
>>69696740
Star shitizen is made by 50 idea guys
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>>69696643
Hmmm I'll give it a shot. I think it might work more in the spooky forrest. Cheers.
>>
>>69696662
expanding your editors pipeline?
Also, don't just randomly post a bunch of progress, or the other fuckers here will call you a viralfag.

>>69696696
don't clean up too much spaghetti code at once or you might wuss out halfway through. Unless you really know your shit, the design principles (in my opinion) are only there to explain why the fuck certain things were so damn hard to program.
>>
>>69696643
This anon is right, and was nice enough to make an example that I think more of us could use. Don't listen to:
>>69696718
>>
>>69696641
dat random cube
>>
>>69696718
Fuck you, are you a nodev from the steam group going trying to start a flamewar again? lelelelelelel fucking developers
>>
>>69696805
> you will never have an idea guy on Peter Molyneux's or Chris Robert's level making promises you can never hope to keep.

Sometimes I don't even know why I try.
>>
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>>69696783
>>69696913
>>69696942
stop samefagging, your advice is just bad

making the background 10x darker doesn't make anything "pop", it just pollutes the palette and makes everything look more complicated than it should
>>
>>69696853
I can't achieve what I want without refactoring
Most of it isn't even spaghetti, it's just in the wrong place
>>
>>69697087
THE NODEV IS REAL
>>
>>69697008
>You will never have Peter Molyneux on your team.
The saddest thing an indie dev has to face.
>>
>>69696641
>you like your own game enough to have fun playing it

Literally my dream
>>
hey you guys better behave or i'll start saying how its harder to be an artist than a programmer again
>>
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>>69694714
name: Hexagonal Game
dev: ViralDev
tools: Java, LibGDX
website: https://github.com/abbott221/WebsiteAndApp/
progress: taking a stab at pc port
progress: converting from android components to LibGDX components
progress: refactoring as well
progress: kind of rewriting this whole fucker
>>
>>69697145
>i put a shitty filter on an image someone else made
>HURR IM DEV UR NOT
>>
>>69697202
you stolen these spriite????
>>
>>69697257
What fucking filter? Are you literally retarded?

Do you understand what depth is?
>>
>>69696853
Yea adding new object import options (I.e. Rigid bodies from Maya). Creates them as proper RB shapes in the physics library I'm using (Bullet).

Considering /agdg/ was 90% shit posts this weekend - I'm not too worried about being called out as some viral, but point noted anyway.
>>
>>69696260
i really hope that isnt true, if it is im going to find you and im going to kill you. i know who you are
>>
what is that word for not drawing things that are being blocked wholly by another object
>>
>>69697379
Culling?
>>
>>69697379
occlusion culling
>>
>>69697308
gitgud
>>
>>69697431
>>69697438
thank
>>
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>>69696740
There's a lot of reasons. Here's just a few.

>Not making the models
>Not having to force an engine to do something it was never designed for
>Not having to wonder if this will work on 100k computers
>Not having to mesh this with a server backend
>Not having to worry about netcode
>Not taking 3 months to build and implement ships
>Not needing cutting edge graphics
>Not having to incorporate a first person walking mode
>Not needed to make ships vehicles you can enter/exit

The list goes on and on. Star Citizen is stupidly and their work is extremely heavily front-loaded towards getting all their lunacy running in the first place.

>>69696930
It's comforting.
>>
>>69697129
ignore that shit. refactoring can be good in small doses, but if it's the main thing you do, progress will be very slow. I had at least 10,000 lines prior to my refactor.

>>69697087
only the last referenced post was mine. But, I'm not up for encouraging the edgy flamewars that this thread is so prone to today.

>>69697261
The source of the sprites is referenced on my website. They are public domain.
>>
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>>69697308
You guys know how in real life, things that are farther away inexplicably look darker regardless of lighting?

...No?
>>
>>69697573
if you sell your game without your own sprite you will get removed of google appstore thats what i read bro.
>>
>>69697129
Refactor one little piece at a time. What I tend to do is start my day refactoring a small piece of a larger puzzle and then continue working on something else. I try to avoid refactoring whole components and mechanics all at once if I can avoid it. There's too much that can go wrong when you do that.
>>
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>>69697607
>things that are farther away inexplicably look darker

You're a shitposter from Sweden so it should be the reverse.
>>
>>69697607
You're hopeless AGDG, no wonder nodevs are fucking everywhere these days.
>>
>>69697692
>>69697712
>I HAVE NO COUNTER TO THIS ON-TOPIC POST SO I'LL GET MAD AND WHINE ABOUT NOTHING
>>
The romance elements of Bioware games are by far the most popular and the focus of most of the fandom, correct?

Well, what if I made a game that was just that?

Basically a fully VA'd 3D dating simulator in a fantasy/scifi environment. Just Mass Effect with all the pretense of RPG elements being removed and just giving the fans what they really want: superficially interesting characters that they can talk to a dozen times and then have an awkward sex scene with.
>>
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>>69697607
You know how, in art, people exaggerate certain visual phenomenon, value structure, and color to emphasize focal points?

...No?
>>
will these threads ever be good again
or are they dead like oberyn
>>
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>>69697328
ooooohhh, you have 3D models, yeah buddy, I haven't tried 3D action yet lol I'm doing a turn-based strategy game as a summer project.
I got called out as a viral for posting pic related with some links, and looking back at it, I guess when you really really prepare your presentation and have that officially releasing feel to it (I did also mention that it was published to the google play store the night before), it looks a lot like viralfagging

>>69697652
woooooowwww... shit, what? noooo... I need some sauce on that.
>>
>>69697835
I believe you just described a VN.
>>
>>69697835
>Well, what if I made a game that was just that?

visual novel dating sims have existed for millennia
>>
>>69697835
You mean like people have been doing for years before Bioware was even a thing?
>>
>>69697652
I'm not "selling" it btw. It's free. And the public domain license said that he didn't mind not getting credit although it would be nice.
>>
>>69697835
Then you would be Japan.

Do you want to be Japan, anon?
>>
>>69698020
>>69697914
ok just not want your game to be deleted i would modify it if you have source vector files but its just me
>>
>need to debug
>valgrind is too slow
>gdb is vague
Fuck
>>
How do I revert Unity Pro to regular Unity?

My trial ran out and the whole thing just closes when I try to open it.
>>
So I create a class for my bullet. The class is created when you fire and can only be fired again until the class is deleted (exploding on an enemy or deleted when offscreen)
Using an arraylist how the fuck do I manage to create multiple classes allowing me to fire more than once?
>>
>>69697967
> didn't read ASOIAF wiki
>>
>>69698094
>source vector files
what? the sprites are png files that were downloaded and unmodified
>>
>>69698097
The hell are you coding with? Eclipse has a good wrapper around GDB that looks like visual studios debugger.
>>
>>69698134
>being spoiled by a WIKI of all things
what the actual fuck?
>>
>>69698195
>Eclipse
>>
>>69698134
>didn't read the fucking book instead
>>
>>69697859
Too bad your suggested changes look like shit.
>>
>>69698114
I recall my Unity just turning back into vanilla when my trial ran out. I don't think I did anything special.
>>
>>69698121
Google "factory design pattern". Sounds exactly like what you want.
>>
I know this will tickle people's autism bone but I wanted to know from the perspective of /agdg/ whether or not it is "worth" the time investment to learn C before C++ if one is assuredly going to eventually learn C++.

http://strawpoll.me/1804458
>>
sketching the town layout with placeholders.

>>69697261
This is not me.
Why are you using my name?
>>
>>69697863
>>69697967
>>69698134
>>69698205
>>69698225
Can go guys please go back to Reddit or wherever?
>>
>>69698216
Eclipse is the shit, man. Or are you one of those .NET or Emacs developers?
>>
>>69698342
Oh boy
>>
>>69698342
>Captura de pantalla
We got the real deal
>>
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W-Woah ! What game am I supposed to do with her?
>>
I just got an image from a poster in the agdg thread the title was "Captura de pantalla 2014-(...).png" I deleted it, blocked them on steam

Did I do the right thing?
>>
>>69698386
>using an IDE
>not vim and command line

Also the error involved marking a pointer null and not checking if it is null after the function call
>>
>>69698389
I won't be using the rtp in the end anon.
and I won't be using default rpg maker stuff.
>>
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>>69698342
This guy tho, he is something else
>>
>>69697675
>>69697573
Maybe refactor is the wrong word
I hardcoded some shit so I could test other shit, now I gotta make it generic
>progress will be slow
my progress will always be slow, I don't really mind
>>
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>>69694714
name: Unnamed Grimgram
dev: Anon
tools: C++ & OpenGL (SFML + GLEW)
website: http://uforzyx.tumblr.com/
progress: Bear
>>
>>69698334
C++ is a superset of C. Once your learn C++ if you need to learn C it's pretty simple since you'll just have to keep a few of C's restrictions in mind but the rest is the same. Also I can't tell you the last time I coded in a C only environment.
>>
>>69698425
muh dick, that's like three of my fetishes in one grill.
>>
>>69698342
>Captura de pantalla
Always gets me.

On a side note, if you switched to RpgMaker you'd better try the RpgMaker general. Doubt that agdg will tolerate your progress.
>>
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Bench revisited. UV unwrapped and shitty placeholder texture applied. I kind of like the cartoonish look to it but I think I'm going to try a lower res texture instead of having this smudged shit that I have going on.
>>
>>69698635
I always wondered if Cherry Tree High Comedy club will fit the rpg maker general instead of agdg.
https://www.youtube.com/watch?v=08pItQiNBv4

BTW rpg maker general is fucking dead.
1 post every 40min - 2 hours.
>>
>>69698121
What language are you using? I have no idea how this issue even arises?

>>69698334
this.
>>69698562
Learning C would just be learning a specific portion of C++. Learning C IS learning C++.

>>69698431
Confirmed for Church of Emacs extremist. I have learned C and C++ for a robotics course I took, and when it comes to large multi-file projects that involve a fuckton of code, text editors don't cut it for me.
>>
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Can someone give an example of a 2D game that uses a 3D world? Like, one where going upstairs is actually graphically placed over the downstairs- no map transition only fading away the top level and roof when on the bottom level, and fading away just the roof when on the top level. I don't want something where they have the two levels 'side-by-side', where the top level starts at the tile above the bottom level.
The only examples I can really think of are roguelikes, but even Stonesense has it to where you 'split' the world. I want everything between the player and the theoretical 'camera' to be cut, while any walls or structures behind him are visable.
>>
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>>69694714
name: Fox and a Burning Skeleton
dev: soi
tools: Love/lua
website: soidev.tumblr.com
progress: timers
progress: simple enemy ai
progress: autotiling
progress: map loading
>>
>>69698895
Zomboid...?
>>
>>69698275
That's not happening with me.

Please, AGDG.

Want to dev but can't.
Need to dev but can't.
>>
>>69698925
Excellent example, thanks!
>>
>>69698812
It is, but I'd rather someone learn good OOP straight out the gate. Once you know OOP and C++ then going to C is just changing classes to structs, function pointers instead of inheritance, and defining all local variables at the top of functions.
>>
>>69698995
Reinstall? Shouldn't wipe any save scenes or stuff.
>>
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>looking for cute low-poly characters
>mostly anime or comics like
>deviantart drama everything
>not free
>"OMG U ENTITLED BITCH"

>looking for Sci/Fi models
>awesome as fuck
>badass as fuck
>community bro as fuck
>"That one? Sure, go ahead and use it, make something fun !"

Welp. Time to switch genre and make me some space games.
>>
>>69698995
http://forum.unity3d.com/threads/148391-Unity-4-Pro-Beta-Can-t-open-Unity-4-Says-I-m-not-licensed/page4?p=1047860&viewfull=1#post1047860
According to Unity support forums:

WinXP/Vista: C:/Documents and Settings/All Users/Application Data/Pace Anti-Piracy/License Files
Win7: C:/ProgramData/PACE Anti-Piracy/License Files
Mac: HD/Library/Application Support/PACE Anti-Piracy/License Files

Delete that shit to reset your license.
>>
>>69699291

that's because weebs are the worst people
>>
>>69698925
is that the game where the dev claimed that some burglar broke into his apartment and stole only his laptop which contained the only copy of the game that he never backed up and also the burglar didnt steal or destroy anything else or commit any propert damage while breaking in somehow and he didn't call the cops just because and then he threatened to commit suicide when people accused him of trying to take his donations and run without seeming like scumbag
>>
>>69698543
progress is always slow, but I'm just checking you aren't fighting an uphill battle that involves rewriting the whole thing every week...
>refactor is the wrong word
but I guess you got the idea
>>
>>69699372
ye
>>
>>69697565
What are you going to call your game? spacecube?

Also, are you a fan of fs2.
>>
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>>69699343
maybe it's time for you to go to reddit :P
>>
>>69699343
This shit is unbelievable. I've been looking so much for cute low-polyâ„¢ that I've been completely blinded to all the HD detailed FREE Sci/Fi models available.

There's literally everything, from spaceships to fucking battle stations. I can't believe it.
>>
>>69699104
>function pointers instead of inheritance
and you are wondering which to learn first? It kind of sounds like you already know both.

>>69699291
lol yeah, I'm finding it much easier to find free alien and monster sprites than the shit is like more friendly to casual gamers that would play that Flappy Bird stuff, but veer away from anything to geeky looking
>and I wondered why people call me a viralfag
I guess I need to take a look in the mirror
>>
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Changed crafting system

Right now things cost both bone pieces and some rarer materials (don't know what its called yet, something like faith/bravery/spirit/whatever). Higher level summons need more faith to create, and higher level enemies drop more faith. You choose what you want to summon with the mouse wheel.

This fixes the problem that no matter how high level the enemy is, it just wouldn't make sense for it to drop more than a full skeleton of bones
>>
>>69699765
dont you fucking tell me what would and wouldn't make sense
>>
>>69699343
oh fuck this. /b/ once had a thread about what the worst board is. They kinda split between /v/ and /a/, but after sharing some horror stories /a/ seemed to be the consensus.
>>
>>69699468
what even happened after that

did he just "remember" that he had a back up and resumed work on the game and tried to sweep the whole thing under the rug

did he just leave the world of devving fivever

or did he admit he was full of shit
>>
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>>69699291
Do it. Space games are the best.
>>
>>69699758
I'm not the person who made the straw poll request. I was giving my opinion on which to learn first.
>>
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>>69699863
>/b/ once had a thread about what the worst board is
This is a joke, right? You should probably go back there
>>
>>69699765
>faith/bravery/spirit/whatever

just do 'souls' if you're going to rip everything off
>>
>>69699970
What am I ripping off with that
>>
>>69699626
>gameplay based entirely on physics and mechanics
>no character models
>no soft body animations
>no complex collision detection
>no pathfinding through terrain and buildings
>low poly environments mean no framerate issues
>models everywhere
>only faggots don't like spaceships
Space sims are literally easy mode. I honestly don't think I could dev anything else.
>>
>>69699765
so you just summon and run around huh? looks boring
>>
>>69700136
>>69699970
BULLY ALERT
>>
>>69699863
At least /v/ tries to be a community, just with a lot of tards running around. /a/ is just everyone shitting on everyone because they can't shit on people in real life.

>>69699372
Isn't it also the game that officially stopped development recently because the game 'wasn't selling as well as they'd projected' and ran off with over a hundred thousand?
There's a massive uphill battle for indies- the ones that actually wanna make a game aren't aggressive enough to actually get popular. It's like politics- if you're the kind of person who can claw your way to the top, you're the kind of person who shouldn't be there.
>>
>>69699880
Dude. Try modeling the ship in Event Horizon.
>>
>>69700106
Camera is a lot of work in space games, same with good movement controls.
>>
>>69700169
>/a/ is just everyone shitting on everyone because they can't shit on people in real life.

confirmed never been to /a/, probably also spouts bogeyman memes he picked up on /v/ like "spoonfeeding"
>>
>>69700161
>giving an honest opinion is bullying
the pixel art is fine but i dont think i will buy it, i bought ror because the gameplay was fun AND the art was cool too
>>69700267
not him but it's not a meme, /a/ is the most cancerous no fun allowed board ever, i wonder how many died of heart attack during the naruto shit
>>
>>69699945
Oh, k. Well you sound like you know your shit about this. Your opinion was to learn C++ first because of OOP, right?
I actually kind of get that. I had a roommate this year that just couldn't wrap his fucking head around structs, thank god he's not going into Computer Science.

>>69699957
Yeah, it was very ironic. But if the worst board is defined by shitposting, /s4s/ would've won. It was more defined by how abrasive the community was.
>>
>>69698812
>large multi-file projects
Makefiles
Or are you too much of a casual to not use GNU utilities
>>
>>69699873
He kept deving and pretended that he started from scratch.
>>
>>69700361
Everyone knows the worst boards are /b/, /soc/, and /pol/. Anyone who thinks otherwise is either a deluded idiot or a disgusting normalfag, in which case those three boards are the best fit for them and they should stay in them
>>
>>69700267
Sorry, I forgot about waifus. But, because lolis and waifus aren't content, if you go to any thread about an actual anime it's all people shitting on each other. The whole board is painful. It could turn all but the most hardcore of panty-loving anime fan away from anime forever.

>>69700464
Those boards don't count for obvious reasons. Those polls are usually constricted to non-containment boards.

>>69700215
In some space games, you can make movement controls so bad that they're their own novelty. It worked great in Descent!
>>
>>69700464
Nah to me all boards are shit except /tg/, /ic/, /gd/ and /jp/
The worst are probably /b/, /pol/, /a/ and /v/
>>
>>69700464
> /soc/

Literally a community fueled by narcissism.
>>
>>69700575
>/pol/ is bad

libtard detected.
>>
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Btw, what happened to that project after the drama?
I figured that someone would be using his cars by now so where's the game? Or do I have to fucking make it?
>>
>>69700792
>touching used goods
>>
>>69700784
It's not even about politics.
Their retarded delusions are bad enough, but they're just some of the most cancerous people ever. They constantly shit up/derail threads and throw their memes everywhere. Everyone hates /pol/ except the faggots who go on /pol/.
I'd take furries and ponyfuckers over /pol/ any day of the week
>>
>>69700784
Nah /pol/ is bad because of /x/ shitposting leaking, but I bet you don't know shit about the board history and think it's just "nazis" posting there, typical /b/iece of shit
>>69700792
Not this again
>>
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>>69700361
>/s4s/

I've never been, so out of curiosity I poked my head in. It's a lot like AGDG, pic related. Tell me that doesn't read like an AGDG 'conversation'.
>>
>>69700374
>lol are you GNU here?
I'm running on Ubuntu, but my neckbeard isn't long enough to warrant a full 10 hour installation of gentoo yet
On multi-file projects, I wasn't talking about the compilation process, I haven't seen any auto-completion stuff in the text editors I tried out, only fancy linter customization. I have enough methods made that it really really helps to type "." and have a list of them pop up.

>>69700464
>not including /v/ or /a/
>not including /s4s/
I know I'm fueling a flamewar here, but you only pointed out the shitposting boards. And at that, you didn't even point out the board that was created to be the new retard bin.
>>
>>69700169
what
did people SERIOUSLY continue giving them money after they blatantly tried to duck out once
why

>>69700429
worse than anything i imagined
>>
>>69701085
>warrant a full 10 hour installation of gentoo yet
GNU / Linux has GNU utilities you retard, meaning Ubuntu has it.
>>
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>>69701085
It's because /a/ and /v/ aren't nearly as bad as /b/, /pol/, and /soc/. I honestly don't get why people shit on /a/ so much; sure they're elitist faggots but at least they're on topic most of the time. And it's nice having a board completely free of normalfags. And I wouldn't really consider /s4s/ a bad board because it's inoffensive; it doesn't really leak and it doesn't attract obnoxious people. The most you get is people saying top kek here and there when people are laughing at you.
But yeah, we should probably stop this. This isn't progress at all. Not like anyone's posting much today but this sure isn't helping. Post more progress
>>
>>69697186
Why even release something you don't like?
>>
>>69700938
>Tell me that doesn't read like an AGDG 'conversation'.

2013-2014 AGDG conversation, yes

2011-2012 AGDG, once upon a time, wasn't shit and full of waifu shitposters.
>>
>>69700938
lol how much digging did you do to find that one that was at least coherent?

>>69700169
That part about the indie games and politics. You are a smart man.

>>69701219
I was establishing that I am familiar with g++ and gcc, but I don't get the whole Emacs and text editor thing
>>
>>69701547
Le oldfag xD

quit autistic, AGDG as always been shit.
>>
>>69701651

Go look at the archive, you illiterate shitposter.
>>
>>69701581
Front page, anon. It was like the third or so thread.

>>69701547
It's a shame.
>>
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I live
>>
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If someone's trying to try a 2D 'block' style game, they're pretty much forced to go isometric, right? The top-down camera from a non-isometric view simply can't show proper depth.
I found this image, and it looks like it does a really good job, but without the minor shadow and knowledge we can acquire from the edge of the screen being cut off, it would be very difficult to tell differences in height for side-by-side blocks, and impossible if there was a cliff where you'd need to see behind it.
I'm a bit at a loss. I'm just trying to wrap my head around how I want to do this weeks tinker project but I'm having trouble. I feel like isometric graphics wouldn't work well with what I'm trying to do.
I know some games, like RMXP, settle this by having a 'cliff' tile specifically to show that you're at the edge and if you keep going back (up?) you'll hit the edge of that particular structure. It's not a very good system.
>>
>>69701651
>Le oldfag xD
Thanks for proving his point.
>>
>>69701749
who are you and why should we care?
>>
>>69701676
I'm not him, but I can confirm that it was always shit here. We were just shitty in a different way.
>>
>>69701749

Are you going to leak your mangina everywhere again?
>>
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>>69701787
scrub alort
>>
>>69701787
>being this new
I mean, you shouldn't care, but still.
>>
>>69701756
I keep seeing this picture but is that an actual game?

Also, -block- games aren't restricted to isometrics, minecraft or cubeworld being prime example.
That being said, you -must- have some sort of shadows or at least clear indicators for heights. I don't really know how you would put it without shadow, but the RMX cliff example is a good one.
>>
>>69701883
>scrub alort
If that's the name of your game I've never heard of it.

I'll just assume that you're someone like googum who needs two years to make a rock paper scissor game and is still nowhere near finishing.
>>
>>69701452
some people, particularly those on /b/, would take an inability to stay on topic and normalfaggotry over that elitism. But from that part about normalfags and staying on-topic, I can understand your opinion as well.

>>69701756
Have you considered being able to kind of turn the view 90 degrees?
>>
>>69701756
2D isometric is more trouble than it's worth. I'd highly suggest just using 3D and Unity or UE4 or something.

>>69701749
Why the style change? It was more comicbook like last time I saw it.
>>
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welp
>>
>>69702180
welcome to agdg, I hope you enjoy your stay
>>
>>69702321
Disgusting

nice work for your first body though
>>
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>>69701749
>>69701883

why are you such a sexy motherfucker.
>>
>>69702321
Delko, what's your current stand for >>69700792 assuming that I'm making a game just for fun and thus non commercial purpose?
>>
>>69702372

Not him but why is it disgusting?

I'd rather learn from other people's mistakes
>>
>>69702010
It's from this guy, but I can't find the game he made. I keep seeing it just referenced as 'tiles', so maybe the game was never finished.
lostgarden.com

>>69702189
I have, and with how I'm currently building my 7D it would actually work, but I'm scared it will have some sort of gameplay implication I'm not realizing yet. Things like always-facing trees (which would look the same from the front and side, but if you're rotating and they stay the exact same it's disorienting). I'll probably just throw it together and see how it looks in the game.

>>69702285
I believe it! It can look pretty good, but it's probably a nightmare to work with. I can't even control isometric games, so programming one to look right would be a pain.
>>
>>69702457
Haha is that fucking Len Kagamine

Wtf lololol
>>
>>69702486
>lostgarden.com
Huho. He probably never finished it them. This guy has been making tons of assets for tons of games but always end up dropping the stuff without even starting.
>>
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>>69694714
name: Aerannis
dev: f
tools: Lua/Love
website: fffbbb.tumblr.com
progress: started work on yet another goddamn boss
progress: finished drawing and animating it
progress: finished a mission
progress: distortion element during drug realm bosses
>>
>>69702578
>This guy has been making tons of assets for tons of games but always end up dropping the stuff without even starting.

Sounds like he'd fit in here nicely.
>>
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>>69702459
If you get to a point where its actually a fun playable game I'll literally start making new assets for you. But honestly racing games are a lot harder then they look, so good luck.
>>
>>69702457
Quality UNITY3d mmorpg
>>
>>69702486
I think if you keep the maps small and simple or load only a square chunk of the large map at a time, it'll work pretty well.
Towers like this: http://opengameart.org/content/hexagon-tiles-buildings
or a more sloping and mountain filled landscape could be an issue
>>
>>69702647
Not making any promises but since I still think that it's a shame for those to not being used.
I remember your old screens, you were trying to make the gameplay like the Rad Racer game on the NES, right? Or something more advanced?
>>
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>>69702372
You have no idea how hard it is getting ass/tits to look right.
>>
>>69702610
Woah that Subania game looks like a complete rip off of Hero Core

nice job
>>
>>69702814
Don't believe his lies, he won't do shit
>>
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>>69702562
placeholder models until artist pulls his head out of his ass

>>69702656
phone toilet game. Dungeon crawler. Procedurally generated terrain/dungeons/items/enemy stats/etc
>>
>>69702814
>you were trying to make the gameplay

>Delko
>gameplay

lel
>>
>>69702854
I was a few months into Subbania before I discovered Hero Core.

Hero Core is a fantastic game.
>>
>>69702814
Just a fun racing game with semi-real handling. Like you actually had to downshift and slow down into corners, but not gran tourism bullshit wall crashing real. There'd be drifting and shit too.

But hey, youre the one making it do what you want. Keep in mind like 5 people have tried this before you and they all gave up.
>>
>>69702808
This will be an experiment in procedural generation (bringing my ascii roguelikes to a more modern look) so keeping the maps either small or simple will be impossible.
Although I love those tiles! I'll have to tinker with mockups using them tonight to see how they fit together.
>>
>>69703010

>Subbania
no offense but that's a rather strange name

if I were you I'd name it like a high-testosterone film title

>Privilege Point
>The Last Maneecan
>Gone Home 2
>Trigger Hard
>>
>>69703163
>tfw i had a shitty prototype named trigger hard
>>
>>69703276
Post it
>>
>>69703058
>Keep in mind like 5 people have tried this before you and they all gave up.
Yup, I remember that too.
I was just fleshing out some ideas I got from the Micromachines - HotWheels games talk some of us had here and I thought that your models would actually fit perfectly in a chilling game like that.

While going through your assets one more time I noticed that everything is pretty much here for such a game already, at least when it comes to the graphics. I'll probably try this shit, sounds interesting.
>>
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>>69702875
You're right I wont, at least not until alpha. I already have enough assets done for an entire prototype.
>>
>>69703276

I uh...

I just re-watched Die Hard yesterday and it popped into my mind.

Am I you?
>>
How do you guys plan to combat piracy if you plan to sell assets/your game?

I was thinking about doing crowd funding. Similar to Kickstarter, You set a goal of 10k~20k, and don't release the full product until that goal is met. Once you reach the goal, it doesn't even matter if its pirated because the developer has already made their share.

This doesn't have to be a fixed rate either. The dev can allow for future 'donations' for any major upgrades/fixes that are planned.

Pros
-piracy doesnt impact sales
-the product is essential 'free' once goal is met

Cons
-If goal isnt met, you get $0.
-the money you make afterwards will be very little by comparison to the initial release

tl;dr
Don't price things at $5.
Follow kickstarters model

Thoughts?
>>
>>69703163
It was a game about nazis in a submarine and I wanted a title reminiscent of old monster movies.

although gone homo 0.1 would've been a suitable title since it's all about learning that the captain likes it up the bum
>>
>>69703276
>trigger hard
was it a SJW blog reading simulator?
>>
>>69703352
>if you plan to sell assets/your game?

This is AGDG, not PGDG.
>>
>>69703352
I plan to not give a fuck about piracy. That's probably the best way to deal with it tbh
>>
>>69703150
I keep hearing that "procedural generation" term and have no fucking idea what it means? Are you referring to the terrain not being planned out by the developer like in minecraft or that hardcoding will be involved?

Are you gonna tinker with the hexagonal blocks that I linked or those square ones? I feel the hexagonal ones would be really fucking interesting if they were rotated around... Oh fuck, now is NOT the time for me to get a new game idea.
>>
>>69703352
>10-20k

Good luck, your game has to look pretty good to get 20k funding these days. I like the idea, though. As someone that may have pirated a lot as a teenager, I find it amusing that developers are using crowdfunding as a way of DRM these days.

>X Customers must pay in advance or you fags won't even have a game to pirate.

It's brilliant.
>>
>>69703438
Then just make your game free in that case.

>>69703437
Im pretty sure most people here are aiming to release their games on steam, meaning this is very relevant.
>>
>>69703352
The best way to deal with piracy is hilarious anti-piracy measures.
Like making the entire game way harder and then deleting your save right before the final boss
>>
>>69703562
I prefer Serious Sam 3 DRM.
>>
>>69703548
>Im pretty sure most people here are aiming to release their games on steam

Who died and made you king? Take it to PGDG.
>>
>>69703352
>How do you guys plan to combat piracy
If a AAA game studio can't do it then neither can I.

I'll make a game as good as possible and then release it, or put it on some ad-support platform.
>>
>>69703492
Procedural generation is largely a buzzword that means 'Random but not random'.
Yea, Minecraft is a good example. Some of the mods for terrains show that very complex and interesting terrain can be built with it. My ascii demos experimented with things like terrain, city generation, metallurgy, and material-based blocks and crafting. I want to bring these into snippets of graphical code to see what they'd look like as a 'game'.
I'm planning on tinkering with all of them, now. Just get a basic system built for all of them to see what I can do and what I like.
Khas Awesome Lighting Script has taught me that because a lot of people draw their shadows, dynamic lighting in 2D is harder than it should be.
>>
>>69703352
>worrying about piracy
>my game is so great that everyone will want to pirate it !!!!
Who the hell do you think you are exactly?
>>
>>69703724

It's more like
>my game is so shit nobody will think it's worth paying for
>how do I make money without actually making a good product first
>>
>>69703625
AAA studios don't do anything out of the norm because they don't like taking risks or trying new methods. They also make too much money for piracy to be an issue.

This is where indie devs have an edge.
To try something different and be innovative.
>>
>>69703774
Gamedev Tycoon had a pretty funny one
>>
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>>69703548
I released my game already on the Google Play Store, the pc port is gonna be/is released via github download button
https://github.com/abbott221/WebsiteAndApp/

>>69703643
I really think that minecraft stuff was as random as it could get. I heard the terrain was generated with fractals, and the developers couldn't really just pick a seed and say "I KNOW that at the coordinate 1834, 5623, 142 there will be a block of cobblestone"
I'm definitely feeling that buzzword part of it, I just want to understand it more. It's more buzzword than term than the word "cloud computing" to me.
>>
>>69703774
>To try something different and be innovative.
Feel free to apply ultra draconian DRM to your indie title and watch it be broken in 20 minutes and or having your validation servers ddosed into oblivion.

Most indie devs just release a game that's worth buying and thus people buy it.
>>
>>69703562
>not releasing a fake torrent that has an embedded bitcoin miner attached so you're making money off pirates
>>
why do all of your games look like shit? just poking my head in.
>>
>>69704073
What do you expect from amateurs?
>>
>>69704073
Because we're mostly programmers and artists charge seven hundred dollars ($700.00) per sprite.
>>
>>69703912
I'm being totally honest here, that game looks pretty bland and boring.

Idk why you would port it when it looks like its not even finished.

I mean wheres the bloom? Wheres the cash shop? Wheres the appeal?
>>
>>69704073
My game doesn't look like anything
>>
>>69703912
>minecraft stuff was as random as it could get.
Nah, it follows pretty solid rules. If it was true random you'd get a white noise of cobblestones and totally impassable terrain.

The game can of course use non-rigid block placing which guarantees that identical seeds still don't have identical terrain but some variations in block minerals. and whatnot even if the surface is the same.

> I just want to understand it more.
You define an algorithm that generates playable content but with enough variation to increase replayability and diversity. that's really all there is to it. You could also be lazy and procedurally generate fixed content because you can't bother with map design.
>>
>>69703912
Random terrain would be unplayable. Remember, if it was 'random' then EVERY space would have an equal chance of having a block. That wouldn't make anything that looks like land- it would just be a cloud with no definable edges.
Procedural generation used random generation, but constricts it to make something playable.
The terrain generation with fractals is a new development where they've added fractals for smooth calculation of biome generation, it's not used so much in the actual heightmapping of it.
And with procedural generation, they DO know that (given a seed) the coordinate at 1834, 5623, 142 will be cobblestone. That's the point- given the same seed the same block will be the same every time! That's what makes it so valuable- they pump this single number (the seed) through a system that generates the world. Every block is a product of that seed being weighed against an algorithm (perlin noise then blotting then other shit) and giving every individual tile and what it should be.

Procedural generation has a lot of power. A lot of tards want to tap into that power without really understanding it.
Personally I just wanna tinker around and see if I can build something fun. I really like some of the shit I've been able to do so far, even if most of it doesn't have real game application.
>>
>>69704073
you fucking nodev fuccboi

I swear on me mum
>>
>>69703961
>just release a game that's worth buying

you mean every single indie dev does this, because its not like they can do anything about it.

>they make games worth buying
As opposed to purposely making shitty games? What's wrong with you?
>>
>>69704073
>why do all of your games look like shit?

The good developers either left or only come here sparingly anymore

AGDG went from one of the best generals on /vg/ to practically the worst. I don't feel like popping my head into /ksg/ or /scg/ to confirm the ranking.
>>
>>69704073
can you list what games here that look like shit to you? it would help me improve.
>>
Guys how much money is Pixel worth?

I mean he made some cash from the cave story HD right?
>>
>>69704326
>The good developers left
Even Leto isn't posting progress here anymore.
>>
>>69704450
yes she does.

its just like once or twice a week. That's how it is for most people.

I only post my progress in steamchat now. It doesnt help me or my game by posting it here anymore.
>>
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>>69704326
>The good developers either left or only come here sparingly anymore

Now's my time to shine!

I promise you /agdg/ I will become one of the best to make you all proud!
>>
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>>69704450
No stop what are you doing
>>
>>69704345
all of them.

every one.
>>
>>69704542

>I'll become the best by shitposting animu images!

You've already lost, goodbye.
>>
>>69704167
It's definitely not finished yet, this is /agdg/.

>>69704251
>>69704252
ok, but basically, the computer rather than the programmer is what defines the block in the end?

>>69704073
>amateur game developer general
>amateur
steamfag raid again?
>>
>>69704624
Oh I see why everyone left.

It's ok I'll stick to my guns!
>>
>>69704542
>>69704548
why purity and eonhite posting is so obvious
>>
>>69701749
where you been at nigga?
>>
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>>69704542
Can't wait to see your revolutionary game, anon!
>>
Xeno dev stopped posting 5 times a day
>the guy making the retro 3d game in GM(solaris something) stopped posting completely
>the furries has abandoned ship
>archer dev stopped posting
>shovel knight stopped posting
>cleft knight stopped posting
>even that shitty fencing fighting game dev stopped posting
>sugardev rarely posts
>chickendev rarely posts
>marty barely posts/doesnt ever say anything aside from just posting a gif
>>
>>69704732
i don't even know who those tripfags are.

I'm a pretty new poster to /agdg/
>>
>>69704073
Because nobody on here wants to work together.
>>
>>69704417
considering he released his game for free and hasnt made anything since, probably not much.

of course he gets royalties from any remakes, but I doubt its above 50k a year.
>>
>>69704875

so keep your /a/ habits in /a/

people lurk for progress images, the more anime shitposting you do, the more garbage there is to filter through to get to the content progress.
>>
>>69704794
Cleftknight still posts, he's just making another game. And chickendev's been posting a lot the past few days.
And wasn't watersauce banned?
>>
>>69704794
>marty barely posts/doesnt ever say anything aside from just posting a gif
He never said much to begin with. I've been here since 2012 and that much hasn't changed.
>>69704794
>archer dev stopped posting
He posted yesterday (or the day before that).
>>
>>69704794
Most of them are busy tumblr liking their progress ; which isn't a bad thing considering that all the feeback you get here is shitpost, bullying and angry bracket devs.
>>
What's the point of a game engine? Can someone give me a couple valid points or reasons?
>>
>>69704920
Pixel is literally my inspiration. Such a mysterious man and I bet he's plobably really cool.

>>69704782
Thanks anon. It probably won't be revolutionary but everyone has to start somewhere!

:D
>>
>>69704994
The point of a game engine is to make a game.
>>
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>>69704927
But this is /a/gdg, that's why our OP is an anime girl half the time
>>
>>69704994
to speed up game development.
>>
>>69704972
I'm considering a tumblr now. I post my progress occasionally on Facebook, and it sometimes gets a few likes.
Would followers just kinda show up or how does it work?
>>
>>69704927
It's pretty easy to make the thread insufferable for everyone (just look at artist vs programmer, guess who started that shit :^)) when people are posting obnoxious shit, doesn't have to be only anime
Don't bother telling them to stop postin x, just do your part.
>>
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>>69705062
>that's why our OP is an anime girl half the time

And AGDG has been shit ever since that became common.

Go figure. Here's something from when AGDG was good. You wouldn't recognise it.
>>
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>>69704927
>posting an anime face to accompany your post is now considered shitposting

Wow this place is like a pow camp
>>
>>69705094
>how does it work?
Don't know. I just saw when checking some of them that each time a guy is posting progress, all the agdg devs come and "___ liked this".
>>
>>69705094
If you're from aggydaggy you'll probably get a bunch of fellow aggydaggers following you. And you usually a get a random followers or two when you post stuff.
>>69705140
Are you familiar with jokes?
>>
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>>69704794
>tfw not mentioned
>>
>>69704994
LibGDX provides multiplatform support; develop for android and pc agnosticly of the one you aren't testing on

otherwise, it seems really helpful for 3D and physics stuff (OpenGL?)
>>
>>69704794
Should we compile a list of all the shit devs we have too?
>>
>>69704902
>implying two people working together doesn't mean a twice as shitty-looking game

>>69705094
You'll get AGDG followers and the occasional random person, but not much else. Tumblr really is the worst place to viral; I don't know why people suggest it as a serious alternative. As a devblog, though, it's pretty good.
>>
How to make comfy game like Harvest Moon?
>>
>>69705240

Go for it.
>>
>>69705212
>>69705214
that sounds much better than posting here
>>
>>69705094
You post something and we like it. Some people reblog things that they find exceptionally interesting, which means people who follow that person see what you posted.

It's probably the easiest way to get attention without actively marketing.
>>
>>69705094
You follow a bunch of devs, and they'll usually follow you back. Sometimes they'll post your progress in their tumblr, which in turn encourages their followers to follow you.

so you have this huge chain effect. Bonus points if your post on DeviantArt and Tigsource for max followers.

But ask yourself.
Do you REALLY need that many people following your project at this stage of development?
>>
>>69694498

And if Half Life was released now it wouldn't see the time of day.

Fuck you people are stupid as shit.

>inb4 old post
>>
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>>69705227
It's alright. As much as I like sharing my development progress with 4chan, I have zero desire to become a recognized character here.
>>
>>69705287

shit it up with korean MMO combat and half-assed farming and make rune factory
>>
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>>69694714
name: Commuter Fling!
dev: ThatBritInChina
tools: HTML5/JS/CocoonJS
website: N/A
progress: Converted all new into Vectors
progress: Prototype running on iPad2
progress: New sound engine (howler.js)
progress: New animated background
progress: New Intro Screen
>>
>>69705385
>I have zero desire to become a recognized character here.
This
>>
>>69705287
What I find comfy:

A game where you just fuck around, you can listen to some music or talk radio irl and it doesn't even matter, and you can have a few drinks without impairing your ability to play very much. Bonus points if you are building something (like Harvest Moon, Euro Truck Simulator, ect).

>>69705240
May as well get all the bullying out of the way at once if you're going to do it.
>>
>>69704929
>watersauce banned

Why did they get banned? Was he the one making that isometric wizard game in GM?
>>
>>69694498
So? If the last supper was painted today, it wouldn't get a single newspaper headline.
>>
>>69705287
Comfy? Comfy? What does comfy means for a videogame, do you mean enjoyable? stop using buzzwords you piece of shit
"i want to be hip and in so I use /v/ buzzwords"
seriously neo-/agdg/ is absolute garbage.
>>
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What happened?
>>
>>69705227
Don't sweat it.

I only mentioned people that have their names thrown around constantly, either from negative reputation or etc. It doesn't mean they are good devs or have good games.

>>69705385
>I have zero desire to become a recognized character here.

100% with you.
>>
>>69704994
To make current and future game projects easier and faster to develop/manage.

Basically an engine is the foundation of the whole game, with functions like physics, AI, game states, etc. already prepared to be used and reused by the devs. Modern engines are so complex that it's far too expensive and time consuming for the majority of developers to try and create their own in-house stuff. Commercial engines also make it easier to track the industry's technological progress.
>>
>>69705284
I don't really care for the viral part, I posted on Facebook today, realized how horrifically boring it looked, and deleted the post. I mainly want a place where I can go on about my progress every day or so without feeling obligated to participate in the ongoing shitstorm.
Here, people say that some just come in for the recap mondays, and I think I kind of do that because that shit's really motivating and summarizes everything from the last week without the shitstorm.
I just need a sufficient number of followers to have a little feedback and know someone is interested out there.
>>
>>69705357
>johnathon blow is so mad he responds to a ancient post

Jon, your example doesn't hold because indie games have had exactly zero tech and graphic jumps since 2008, while FPS has (visually) come a long way since Half Life.
>>
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>>69705235

LibGDX is pretty much as easy as it gets for 2D game development (Yes, even easier than Unity - whose 2D workflow is a complete afterthought).

But for 3D I'm finding it a little...bare. It'll handle model batching, and comes with a nice simple shader for lighting, but other than that it's pretty much pure OpenGL and DIY solutions.

WebM related - a simple rim lighting/pixel grafix scene made in LibGDX. It was fun to make but honestly I could've had the same result in Unity or Unreal in like half an hour.
>>
>>69705484
A-anon your scarey.

You would know what 'comfy' means if you played Harvest Moon, fucking newfag pleb
>>
>>69705284
If multiple people on here learned and worked together on a single project instead of doing several individual projects I think everyone would get more done. Good to get experience with a team anyway.
>>
>>69705628

That would be good advice - if everyone here were working on the same project individually.

But they're not. They're working on different projects individually, and who wants to give up their idea to follow someone else?
>>
dude, whoever said rip oberyn before, thanks a lot
the way that scene is structure makes it sure that you know he's fucking not gonna die, so here im thinking "fuck, those anons were just messing with me, he's totally gonna live, YES, JUSTICE, YEEEEEEEESSSSSS" and then FUUUUUUUUUUUUCKKKKKKKKKKKKKKKKKK im gonna be honest, i rarely cry and i never ever screamed watching anything, but this was too much. congratulations to everyone involved in mkaing that scene happen
>>
>>69694498
spelunky came out recently and it did just fine
>>
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>>69705484
Is something wrong, anon? You seem rather upset
>>
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i've made no progress.
>>
>>69705628
I would love to dev with fellow anons, I'm just scared that they will all be much more advanced as me.

I just want like 2 other people to dev with that are still on their first games.
>>
>>69705496
About what everyone expected, I think. For a time AGDG was small enough that we could post about game development unhindered by the occasional 4chan flavored joke, but as it grew in popularity the jokes slowly over took progress, leaving us with another general full of people desperate to make le funnay meme, and too few willing to wade through it all for the sake of a civil discussion about video game development.

But that's fine. There are better places to talk about video game development. 4chan is the only place we will ever get the 4chan atmosphere. AGDG fans will either accept what it's become or leave.
>>
>>69705326
Well shit, that sounds fun.

>>69705332
Why wouldn't I want people following me? I want a little feedback and I'm currently really going fishing and getting out to try to get any at all... which sounds a lot like trying to get feedback is a lot like trying to get laid right now.
>>
>>69705713
hair doesnt move like that
>>
>>69705749

>4chan atmosphere
>crab mentality
>tall poppy syndrome

more like reddit mentality
>>
>>69705628
>worked together
Always gets me. I mean, think about it for a moment.

We're in a place where all kind of amateur devs, coders and artists gathers ; and yet not a single one of them wants to work with another. Isn't that hilarious?
>>
>>69705697
Bookfag here, I'm glad you enjoyed it. It aint over yet either
>>
>>69705628
See >>69705694. No one would ever agree on a single project here, as an indie dev: they want to work on their own idea, and there's nothing wrong with that. I wouldn't expect you to drop everything and work on my shit unless you were getting paid. That, and the nature of the internet makes collaborative efforts extremely difficult. If you're looking for people to work with, AGDG is probably not the place to find them.
>>
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>>69694714

name: Sim Loli
tools: C++ / SFML
progress: Cleaned up some of the house sprites + got random paint colours for houses (and apartments)
progress: fixed some crash bugs for certain colour combinations in the palette swap code
progress: added in parks into residential neighborhoods
progress: random path generation inside the parks partially implemented
>>
>>69705713
Aw come one LoliVania, I gave you a crouch animation !

I've made no progress either
>>
>>69705806
Take it up with Konami 10 years ago
>>
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So, I need help. I'm starting to learn to texture, but it's fucking awful. The problem is that I don't know how to UV unwrap properly. I know I have to mark seams, but I can't figure out where, and all the tutorials I've found just tell me to "mark seams", but not where.

This is as far as I've gotten and the result is awful, the faces are stretched and it took me a good hour to get this to a workable state.
>>
>>69705749
I posted like 5 webms today am I cool yet?

I don't get why you guys are all bent out of shape. It's just late, there was tons of progress posted earlier this morning.
>>
>>69705823
Because a lot of people here are amateurs, meaning they aren't good/efficient at programming, art, or music.

I imagine they wouldnt feel comfortable working with someone knowing their skills are mediocre
>>
>>69705628
Here is the thing...

You don't need more than one or two programmers for most of the games I see in here (and other indie communities). Too many hands in the kitchen, you know what I mean?

Decent artists are few and far between. Most of them are either busy or unwilling to work for less than $100/hour, which few indie devs can afford.

Besides that, people are unreliable which puts people off online collaboration. So no matter what we do, it's going to be like this. It's pretty easy to find a reasonable and good musicbro, but good luck finding a decent artist or programmer that will want to work with you.
>>
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Even I made progress
Are you really ok with being more nodev than me?
>>
>>69705960
>It's just late

Timezones, nigga.

There is always someone awake, even when it's noontime over the two major longitudinal oceans.
>>
>>69705823
see
>>69705717


I think a lot of people on here are just like me.
>>
>>69706015
>It's pretty easy to find a reasonable and good musicbro, but good luck finding a decent artist or programmer that will want to work with you

because artist and programmers are the key players here. they ultimately represent the entire game.

music is something you do last, which most people here will never reach
>>
>>69706038
There was a lot more progress this morning/afternoon though.
Does this mean non-American devs are a bunch of nodevs?
>>
>>69706015
Well that's why if there were teams you could aim for a slightly more involved project and then split up the duties. It's good to get used to because in the development of an actual, full game, you would likely not be responsible for every inch of its design, just a specific aspect of it.
>>
>>69705717
>I'm just scared that they will all be much more advanced as me.

And I'm scared they'd be much more unskilled than me.I don't like hurting peoples feelings, but I also don't need dead weights

I did try to work with someone once. It was another programmer..but he was so useless that I had to end up ignoring/blocking him. Couldnt do anything on his own without my help
>>
>>69706189
Apart from NEET devs, I think most EU posters start posting six hours from now at the earliest.
>>
>>69706396
My point exactly lol, I wouldn't want to be that guy.

It would be nice if we had a way to connect with our own skill levels posted or something.
>>
>>69706401

It's 6pm ish right now in Australia/New Zealand though
>>
>>69706575
>It's Aussie time
Well that explains everything
>>
>>69706575
No it isn't, its 3:50 in Sydney
>>
>>69705938
Anon...
That game was made 20 years ago.
>>
>>69706575
I'd be more worried about the local wildlife than the quality of posting in AGDG if I were Australian.
>>
>>69706526
It's called a portfolio.

Teams are the best way to improve at any aspect in game development. Period. No one get's to debate this seriously.

The catch is teams rarely work out. You get personalities clashing, lazy fuckers, assholes, depressed guys, and all sorts of dumb shit thrown into the mix. Determining skill and experience doesn't have to be one of those hurdles though. That's why you build a portfolio and keep it updated. You have proof of what you're capable of, and you have an easy way to show other's that you're serious about game development.

The rest of that shit? You learn to put up with it, one shitty team at a time. You learn to overcome all sorts of annoying cunts so that you can improve, and make some dosh. Maybe even eventually make your own game.

The guys that start off doing everything on their own? They'll learn 10x slower. They'll struggle 10x harder. And they'll have a much smaller chance of ever seeing their game succeed.
>>
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>>69706667
Wow how did I screw that one up.
Now I feel old
>>
>made significant progress
>knocked out core code
>everything's going smooth
>I guess its time to get more art done..
>hate the art
>tedious and boring
>dont want to color shit in
>still cant decide on artstyle
>almost want to quit dev'ing

i hate doing art.
>>
How do you folks handle version control?
Always git?
>>
>>69706831
it's ok qt I 4giv u
>>
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Ok dev buddies, how should I go about making my test characters feet keep moving when he attacks while running?

The guy basically just switches sprites when hes in the attack state, should I split him into two objects, and have one parented to the other or somthing? I feel like this wold be the best solution but It seems kinda time consuming.

Sorry if this is confusing to read I'm pretty tired

all sprites are place holders, this game is just so I can learn FSM and other things
>>
>>69706990
time consuming would be to do a ton more sprites of running+attacking
>>
>>69706816
I second this.

I've only done one RL game project and it was a shitty prototype and even though I didn't really learn anything about making games I learned a ton about working with other people.
>>
>>69706973
I want to try github, but I don't feel comfortable having my entire project online, even if I made my git private.

Is there no software for offline version control? I might just make a program that periodically backups up my project folder every hour.
>>
>>69706990

if attacking && running
use attack&running sprites

It sounds like a pretty simple problem to me anon, yeah it'll take more art to solve but that's the price you pay for attention to detail.
>>
>>69705580

All of what you said is wrong.
>>
>>69707075
You could use git for offline projects too, that's how I do it for private projects. It also helps if you are working in different places because all you have to do is pull from your repository back at home.
>>
>>69707075

GitHub is not git, anon.

Git can be used on a local network, or offline, or however you please.
>>
>>69707059
>>69707165
I'm getting conflicting opinions here.

I think Imma sleep on it.

Night dev pals, I'll probably lurk for another 2 hours in bed
>>
>>69706575
it's only 4pm idiot
>>
>>69707285

The stupid way would be to slice your sprites in half progmatically and shit up your code when you could simply cut them in half using your favorite image editor and create running + attacking hybrid sprites in like 10 minutes.
>>
>>69707267
or on bitbucket :3
>>
>>69701749
>>69701883

>>69704752
wait what
i thought you were googum
i thought that was a game that googum was making
i thought xenon was the name of the game and googum was making it
>>
why are people posting anime outside of the anime board?

please keep it dev and keep it vidya
>>
Having an actual artist is pretty fantastic
I'm actually motivated
>>
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>>69707554
>>
>>69707554
That looks awful. I hope that's not from your artist.
>>
>>69707508
anime is literally game dev
>>
>>69707554
>actual artist
>shitty concept sketches

Come back when you have someone who can make real assets.
>>
>>69707667
no, it's "literally" not.
>>
>>69707554
concept art doesnt mean anything though

Anyone can make cool concept art. Doing game art is harder, because everything needs to be in the same scale, same style, same pallet, same perspective, so on.

again, concept art means NOTHING.
>>
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>>69707554
looking gr8 anon, totally worth that $700
>>
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>>69707745
>>69707780
>>69707804
>implying I paid anything
>implying I said this was more than a concept sketch
>>
>>69707554
Looks like warcraft shit. Fire him and find a better one
>>
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So how's your jam game going? You ARE making one, right?
>>
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>>69707409
AGDG pls, you think im half the posters and making half the games. do you even know what my art looks like anymore? or what my games play like anymore? you've conflated me with everything to the point where you have no idea of my identity anymore. i must be the true anonymous or you must be a newfag not even old enough to know xenon
>>
>>69707757
If you weren't a filthy nodev you'd understand
>>
>>69707914
I thought the current jam was RPG games
>>
>>69707889
>>implying I said this was more than a concept sketch

i know that. im saying why waste time oozing over concept art when the actual game art is going to be completely different...especially if its just another 8~16bit sprite
>>
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>>69707914
>>
>>69707554
I think it looks fine, though I think your artist needs a more confident hand when sketching. Interesting character designs, though.
>>
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I finally got around to hiring an artist. He charges 40 dollars an hour. All in all it came out to 400 dollars for the base sprite and an additional 500 for animations.
btw see pic

>tfw I can finally get to finishing game
aww yeah
>>
>>69707978
I think the RPG maker guys are hosting a gamejam, but our agdg jam was to make a game based on a random name generator
>>
>>69707982
It's actually going to be digitally painted, including battle sprites
>>
>>69708093
So we can expect your game to be done in 5 years?
>>
>>69707982
>why waste time oozing over concept art
Because concept art can still be pretty cool? I buy game artbooks all the time.

>>69708081
I'd rather go with the one that could potentially net you $10k, or at least some exposure.
>>
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>>69708145
>hand drawn
>not 7 years
>>
>>69708158
>not going for both
>>
>>69708145
End of the month
"digitally painted" doesn't equal "a shitload of time" unless it's being painted with a realist style.
>>
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>>69708213
I know this is probably bait but thanks fore the laughs
>>
Aren't off topic posts not allowed? Why do people keep avatarfagging and posting anime? Post progress instead, pls
>>
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>>69708158
Your game needs to look good first before people buy the game artbooks.

Hey guys this is the cover of my game. The actual in-game sprites are like >>69708074 though, but the concepts are really cool even if its useless to the game!
>>
>>69708282
Just report them.

Half probably belong to Purity. He's a shitty person that hasn't shown anything of value.
>>
>>69708251
Do you actually believe that games that aren't pixelshit take years to draw for
Maybe if the game was a AAA game but it's not
>>
>>69708391
The mods don't do anything. Worse, people avatar fag and still find a way to make it seem ontopic to janitors who don't actively follow the thread. Or rather, they're just really shit at their jobs
>>
>>69708310
>Your game needs to look good first before people buy the game artbooks.
Dude, your in-game art can be the worst kind of aux-8bitt pixel drivel, but people will eat it up like candy if it has great concept art. Concept art is probably one of the most important selling points of a Kickstarter campaign, in fact.
>>
>Anime avatarfag shitting on someone who's actually developing
This is tragic
>>
>>69708193
>>69708145

Why does everyone think hand drawn takes so long? A good artist can knock them out just as fast as a pixel artist can.
>>
SO MUCH GOLD

>Dinosaur Kabuki Studio
>In Your Face Beautician Madness
>Hindu Square Dancing Shack
>Satan's Skydiving Journey
>Dracula's Shaving Challenge
>Canadian Badminton Summoner
>Mickey's Chainsaw Conflict
>The Incredible Elevator in the Sky
>Hideous Jetpack Disaster
>Fisher Price Basketball Scandal
>>
>>69708508
Hand drawn animation definitely tends to take a longer time, especially if your sprites are hi-res and you're doing the roughs, clean-up, and color by yourself. Might not take five years if your scope is reasonably (that dev doing the game with the guy with the spear made a lot of progress in a short amount of time), but definitely longer than pixel art/animation.
>>
>>69708193
>people automatically equate hand drawn with shit drawn by AAA animation studios.

Stop that.
>>
>>69708558
Oh, meant to ask: Which one of these randomly generated game titles should I make?
>>
>>69708405
>>69708508
Are you people serious? Do you understand how long digital painting actually takes if you want it to look good? You'd probably spend a week exclusively on a single background if you're going to polish it up. And animated characters would take even longer, unless you animate with something like Spriter. But even then if you don't want it to look completely shitty you have to touch it up a lot.
>>
>>69708648
>You'd probably spend a week exclusively on a single background if you're going to polish it up
There's a difference between "painting" and "digital painted art for a videogame".
>>
>>69708637
Dinosaur, Elevator, Jetpack and Satan look good.
>>
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>>
>>69708725
2D Skeletal?
>>
>>69708725
Cool golem.
>>
>>69708704
What's the difference? If you want nice looking hand painted art in your game, you're doing the same thing
>>
>>69708434
Report the shit anyway.
>>
I don't know what kind of game I want to make. I want it to be 2d, though, just because I prefer 2d games.
>>
>>69708846
Then I'm afraid I'll be the one getting banned. 4chan has fostered this attitude that people who complain about the shit are worse than the shitposters themselves and the moderation does it the worst
>>
>>69708927
ive been dev'ing my game for 4months and i still dont know what the fuck i want to do

it sucks. im just going to rely on extreme juice to mask the fact its the same as other 2d games
>>
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>>69708845
The difference is that a painting is designed to be full of various intricacies and such that make it, as a standalone, something interesting to look at. It needs to be detailed, it needs to look fantastic.
A background needs to do none of those things other than look okay because it's not standing alone. It doesn't need to be the focal point. It doesn't need to stand alone. More than that, with stuff like painted tiles, you can re-use bits of stuff you've already made. Same thing goes for existing sprites.
Just look at braid. Braid's backgrounds are primarily just faded brushes and they're imprecise as fuck. you couldn't hang that in a gallery.
But it's still a good-looking game, because the stuff that actually has detail has a lot of detail, because those things can be reused.
>>
>>69708927
>I prefer 2d games
>>
>>69709032
Stop posting stupid shit like this. This is shitposting.
>>
>>69709072
Just report it, fuck.
>>
>>69709096
Fine. But last time I reported things, I got "warned"
>>
>>69708725
i have a question as im thinking of adding skeletal animations to my game. your main sprite isnt skeletal right? does having other characters being skeletal and the main character not somehow feel weird? does something look out of place in general when you do it that way?
>>
>>69708213
>"digitally painted" doesn't equal "a shitload of time"
If every character is a still image probably not, yeah.

>>69709027
Braid's art is pretty bad, though. Really bad example.

>>69708704
Not much, actually.
>>
>>69709072
2d game devs are the real shitposters
>>
>>69709027
Braid's art still took over a year to complete m8.
And honestly I never really Braid's art, I think it looks bad. I get what you're trying to say but it doesn't matter; if you want it to look good and you're hand-drawing it, it's gonna take a while. If you paint sloppily because your backgrounds are fine being "just okay" then guess what; you're game's not gonna look that good.
>>
>>69708725
That's pretty kawaii nigga.
>>
>>69709191
>dev is shitposting

no fuck you, go back to /v/
>>
>>69708613
So it's going to look bad? Why even bother, then
>>
>>69709164
bosses with lots of components = use skeletal

others = use animation

and his main character has a scarf that uses skeletal animation.
>>
>>69709191
>amateur game dev general
>people who post about making games are shitposters

Apply yourself.
>>
>>69709253
Yes, it's going to look bad because it's not a $1mil budget studio full of artists + animators doing it.

You're exactly right and there's no in between quality.

You're stupid.
>>
>>69709303
>>69709236
people who post about making shit games are literal shitposters
>>
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>>69709236
>>69709303
Stop enabling him you tremendous faggots.
>>
>>69707985
where do i go from here
>>
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Why is /agdg/ so shitty now? At least ~a year ago, all the "shitposting" was just devs arguing with each other about stupid stuff, and the thread would still be full of progress. Now most of the posts are just "wich femdev wud u fug" "stella pls" "why arent u making a 3d game" "muh animes" with maybe 20 posts of actual progress per thread.
>>
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>>69709467
heres image
>>
>>69709552
It takes a few hours of work to make one progress post
>>
>>69709552
You're posting anime avatarfagging and asking this question? Do you even have any awareness of your own damn self?
>>
>>69709334
Well, yeah, if it's animated by a small team it's either takes 7 years to make or full on skeletal tween bullshit.
Or ends up like looking like Tokitowa.
>>
>>69707348
except the run cycle will be jump some frames when the attack animation starts...

it's hardly shitting up your code.. pinning objects to others is bound to come up at some point anyway
>>
>>69709213
>>69709190
Yeah well this is a one month gamejam
Can't exactly shoot for venus here
>>
>>69709552
maybe if we kept pictures like the one you're posting in /a/ and not have them leak out to here, and instead post pictures of games in progress... you know, maybe we'd get somewhere?!
>>
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>>69709552
i would consider fugging letodev with my beard because her anime is animu,stella, but she isnt making a 3d game

my post is on topic and I like to make video games.
>>
>>69708405
Here's how a game using full HD sprites made by a small studio looks:
http://www.youtube.com/watch?v=dDhSzozI0jc
Look at it. LOOK
>>
>>69709758
I don't see anything wrong with that, anon
>>
>>69709758
Looks jerky, animation is like a slide show.
Also it's way easier to find artfags in Japan. They learn how to draw at a young age.
>>
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>>69709626
No it doesn't, you can progress post while you're working on something, you don't have to reserve your posts until you've completed a feature 100%

>>69709632
>>69709704
>muh anime
See this is what I was talking about
>>
>>69708282
>Post progress instead, pls
I remembered something I read a long time ago about how proper head tracking has the ingame camera offset by the distance that would be between your eyes and the base of your neck.

I decided to try that and see if I could tell the difference. It's extremely minor and the huge headache it caused me getting an offset camera to work like my old one makes me wish I didn't do it. I ended up also re-writing the camera to make it more "realistic" with the way it handles motion.

In the end, a lot of that realistic motion just made the cockpit feel confusing and somehow off. I couldn't put my finger on why so I went back to mimicking most of my old Camera code. Cameras are a very fickle thing and the code for mine has arbitrary looking numbers everywhere. It's hard to nail down what makes a camera good with numbers and science. This is definitely something that (begrudgingly) is programmed by feel.
>>
>>69709843
If you're posting you aren't deving, you'll never actually get anything done
>>
>>69709843
If you would read the rules, off topic posts are not allowed and that extends to the pictures you post here.

Just because people get away with it doesn't mean you should
>>
>>69709552
Look at /vg/
It's full of e-celeb worship and internet drama culture, most of the threads are about that.
That shit just finally got into AGDG
>>
>>69709758
so am I supposed to hate or love this?
>>
>>69709697
You're not gonna be able to do hand-drawn assets with one month man. They're going to look messy and terrible unless you go for some minimalism; and even then, if you want too many assets it's over. It's just unrealistic, especially with a single artist; and if an artist says they can pull it off they're probably not a very good artist.
If it wasn't for a jam and you had multiple artist then hey, go for it. But it's just gonna cause trouble
>>
>"Fuck lazy pixelshit"
>"God damn I'm tired of all these lazy indie artists drawing pixel art"
>Someone comes in with an artist
>"Hey guys my art isn't going to have pixles"
>AHUEHUEHUE HOPE YOU ENJOY TAKING FOUR YEARS AND STILL LOOKING LIKE SHIT
the fuck
>>
>>69709987
>"God damn I'm tired of all these lazy indie artists drawing pixel art"
>AHUEHUEHUE HOPE YOU ENJOY TAKING FOUR YEARS AND STILL LOOKING LIKE SHIT
You seem to be under the impression that these are the same people.
>>
>>69709987
anon, the people who have a problem with something speak out, the people who don't have a problem with something don't

the people who have a problem with pixel art speak out, the ones who don't stay silent
the people who have a problem with non-pixel art speak out, the ones who don't stay silent
>>
>>69709987
>nodevs shitposting about stuff they dont understand
>actual devs lament for the woes of traditional artists
Sounds about right
>>
>>69709950
Judging by the amount of negative down votes, hate it.

I personally dont think its bad. The game concept is bad. They should have made a platformer with that, not some weird RPG shit mixed with 3D

It looks horridly out of place.
>>
>>69709987
The only people who complain about indie games, especially amateur indie games, having pixel art are retards.
The people who say doing hand-drawn art will take forever are people who understand it is completely unrealistic unless you are willing to pump an insane amount of time in
>>
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>>69710063
This reads like a fucking kelly comic
>>
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>>69710116
>>69710116
>people who understand it is completely unrealistic unless you are willing to pump an insane amount of time in
There's was a guy doing it pretty decently in AGDG very recently. Also, what do you define "hand drawn"? It doesn't have to be high resolution or anything. You can make a game with hand-drawn assets in a decent amount of time. It just involves having a reasonable scope.

Me, I can understand getting tired of pixel art. Especially when devs are completely lazy with it.
>>
>https://www.kickstarter.com/projects/quickfix/magic-meisters-a-co-op-magical-action-rpg-for-pc-m

>50 backers
>$4,217 pledged of $22,000 goal
>7 days to go

LOL
>>
>>69710309
God damn that character design is horrible.

Is that a transexual?
>>
>>69710352
David only posts here to viral now. He doesn't give a shit about anyone's opinion here anymore.

Let it die already.
>>
>>69710309
That's true, I didn't think of low-res hand drawn stuff. It'd still probably take longer than the usual simple pixel art and you'd have to be pretty motivated if you want it to look nice, but that'd be manageable.
I think the problem is when you hear hand-drawn art nowadays you think of shit like Vanillaware or Skullgirls or the new Rayman games. Especially if someone says hand-painted, that's like a death sentence. At least, that's what my mind always goes towards.
>>
>>69710352
nobully
>>
>>69710171
>Kelly comic
DaCo pls go
>>
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>>69710352
If the game looked like this instead of the mobile faux-anime look it has right now they would be rolling in money
>>
>>69710524
Rayman uses tweens/skeletal animation though.

Skullgirls is probably the only modern game that was hand-drawn and looks good, and even that was done by a dozen or so artists.

In fact 80% of skullgirls dev team was artists.
>>
>>69710596
>daCo
who
>>
>>69710672
DaCo, better known as Dawmino, is a notorious furry artist who used to post about his game, Foxhole. He has since abandoned both that game, and the comic the game was based on, in favor of doing furry porn commissions.
>>
>>69710641
>chibi anime art would make the game more money

no, his game concept is just bad. he's trying to turn free to play korean mmo's into a 4-player co-op game.
>>
>>69710760
>desperatly character assasinating a dev that hasn't even been coming here for over half a year
seriously it's really autistic anon
are you projecting?
>>
>>69711028
I dont think they're projecting. Maybe they're just secretly in love with them, in a weird insulting kind of way.
>>
Post your progress! No matter how much or how little.

Today I've done
-Created more classes and structures for my dungeon crawler
-Working on getting it so I can give Players and NPC's abilities they can use
-Currently abilities work by first setting parameters for how you use the ability (range, cost, cast time, cooldown), then you add effects to the ability such as (deal X damage of type Y) or (heal X damage where X is 50% of weapon damage), then you add a series of auras you'd like to attach to the target if you want to such as (lasts 15 seconds, every 3 seconds heal target for X) or (modify stat [damage] to do 20% less)

Hopefully when it's done I'll be able to create all different types of abilities super easily by defining a few variables and adding any custom scripts into the bunch if I'd like.
>>
>>69710641
this
>>
>>69711136
It's true, I was a big fan of DaCo, up until he decided to embrace his furrydom. He will always have a spot in my heart, but I will forever hate him for his betrayal
>>
>>69711028
Not him, but I feel like that's a pretty accurate description. The guy was making a game, and now he's doing furry porn stuff. There's not much else to say about that.
>>
>>69694291
>their first GameMaker shit, expecting it to be the next Spelunky, then complaining

Yeah, I saw a eurotrash dev bitching about how facebook and other monetization strategies sucked and the got 10 sales for a game they worked on for a month, so indie games is not a good business. They were listing stats from kickstarter and implying there's some secret American cabal only letting popular devs have successful campaigns.

It was their first game, and it was a flappy birds clone with dogs in airplanes and branded dog sweaters were the kickstarter perks.

However, it's interesting you bring up Spelunky. Derek Yu has made successful game after successful game. Eternal Daughter, I'm OK (A muder sim was a troll game response to activist Jack Thompson's proposal to not put violence and sex in games, while not very profitable it was successful as the elegant "fuck you" response it was meant to be), Aquaria, Spelunky.

I remember seeing the rogulike stuff he was working on before he got the idea to flip from top-down in into a 2D platformer. That shit was prototyped in game maker then reimplemented. He understands gamedev is a process and changes his ideas until they work.

One hit wonders like J.Blow can go fuck themselves. They stumbled into a success, and get all metaphorical about design and shit, when that's not how art or gamedev works. He's an idiot praised by the same sycophantic morons that gave con artists like Anita Snarkeesian a fucking trophy for damseling herself.

You iterate until the game becomes fun. There's no way to know if a design will be fun until you playtest it; You may have to mutilate your baby. There is a process to gamedev of iteration and experimentation and discovery that can actually work reliably well, but top-down mental masturbation from J.Blow is reminiscent of J.Romero's "Design is Law" bullshit manifesto.

J.Blow was bitching, not dropping useful dev practices:
search "finishing a game" by Derek to see the difference.
>>
>>69711160

-made pendulum physics in c#
-made dynamic chain links in c#
-implemented perlin noise into water physics for c#
-reorganized project and refactored old code
-made foldout swirl mechanic in c#

of course none of this is 'progress' unless its plastured with art, which im not going to do yet
>>
>>69710524
What's wrong with Vanillaware? Their stuff looks amazing, but that's because the studio consists of crazy workaholics with lots of passion for art, not because of budgets.


>>69710309
Lower resolution = less probability to fuck up.
The pic you posted is all fucked up, for example, especially legs. Shit like that wouldn't be noticeable in 32x32, but here it looks fucking awful.
>>
>>69705946
I rarely ever mark seams to unwrap UVs unless it's a complicated or organic shape. For the most part, I select groups of faces at a time and project from view.
>>
>>69710352
That video is terrible
It's throws around a bunch of buzzwords like "experience" "energetic" and so on, but it doesn't do it in a way that'll get people
The music and the guys voice also make it unappealing
That water text "alpha" looks terrible

Should just do the AAA approach and make a super hype trailer and hide anything that might look bad (aka your combat where you slide around)

Also the video shows areas that look really empty. Most of them seem to be flat areas with 1 or 2 trees or a tiny house that looks like you can't go inside it.

Overall I bet that could get 5 times its goal in funding if it changed its approach and advertised itself better
>>
>>69711240
>One hit wonders like J.Blow can go fuck themselves. They stumbled into a success, and get all metaphorical about design and shit, when that's not how art or gamedev works. He's an idiot praised by the same sycophantic morons that gave con artists like Anita Snarkeesian a fucking trophy for damseling herself.
>
>You iterate until the game becomes fun. There's no way to know if a design will be fun until you playtest it; You may have to mutilate your baby. There is a process to gamedev of iteration and experimentation and discovery that can actually work reliably well, but top-down mental masturbation from J.Blow is reminiscent of J.Romero's "Design is Law" bullshit manifesto.
Anon, Jonathan Blow understands the process pretty well. Have you read anything about his new game? It seems like it's very consistently better than most games out there.

And optimizing for [fun] is not the only way to make a game. And Jonathan Blow often drops useful dev practices, like: https://www.youtube.com/watch?v=JjDsP5n2kSM
>>
>>69711380
If you did work, then it's progress. I haven't done anything that can be showed to anyone in like 2 weeks, but I've got a lot done.
>>
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>>69711240
>and implying there's some secret American cabal only letting popular devs have successful campaigns.

implying we don't have one
>>
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>my city has a huge game developers' group
>quite a few of the people in this group seem to be women and/or trans

I want to go and meet other game developers, but once I say that my protagonist is an assassin/terrorist, I can't imagine they'll be too happy.

Am I the only one who thinks it's fucking annoying that most indie games with LGBT protagonists seem to use the character's LGBT status as their primary characteristic instead of a secondary yet still relevant trait? Gone Home and all of Anna Anthropy's games are perfect examples of how to do it wrong.
>>
>>69711428
He didn't imply there was anything wrong with Vanillaware: he just said that people tend to think of that kind of stuff when they think of "hand-drawn", when in reality it doesn't need to be like that.

And just because you have "less of an opportunity to fuck up" doesn't mean you should just draw pixel shit instead. Pussying your way out of putting an effort into something won't make your game very interesting, dude.
>>
>>69711476
>The music and the guys voice also make it unappealing

I told him specifically that it sounded more like a documentary than an appealing game I'm hyped for when he asked for advice in here before the kickstarter was made.

Of course he didn't change anything at all and completely ignored everything anyone said. I wasn't even shitposting or masking my 'advice' in insults. It was an honest response.

Too bad for him.
>>
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>>69711240
>seeing the rogulike stuff he was working on before he got the idea to flip from top-down in into a 2D platformer.
>>
>>69711561
I don't think they'd be upset by your protag being an assassin/terrorist
>>
>>69711380
It's definitely progress, but if no one can see anything visual then I don't blame them for not caring.
>>
>>69711551
>If you did work, then it's progress

I'm just saying agdg doesnt care if you dont make it juicy.

I'm not stupid enough to focus on juice at this stage yet. This isn't my first game, so I know where my priorities go.
>>
>>69711635
Documentary is the perfect word

It reminded me of those videos that CoreCraft guy makes. I love the technicalness of it, but there's no way that can sell. The voice and trailer needs to make people shit themselves with hype and 'epic'ness for it to sell, as stupid as that sounds.

He can just make another kickstarter right? There are a lot of really simple changes he could make and it'd give it a huge improvement.

I really like the look of the game, though the combat seems a bit odd to me. Especially since I'm working on a dungeon crawler-esc game in Unity with the hopes of it being 1-6 or 8 player.
>>
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>>69694714
name: Harvest
dev: Yoshiyuka
tools: C#, Unity
website:
progress: Transitioned from LOVE/lua to Unity and C#
progress: A few models were made.
progress: Remembered to post image with update.
>>
>>69711561
If it's just a natural part of them and not really plot-relevant, people complain about you trying to "straight-ify" (or something) your character for the mainstream. It's annoying as fuck.

O wouldn't be worried about going to the develop meeting. In my experience, a lot of female devs are cool, especially the programmers. Just avoid the ones with crazy-eyes and you're good. Also, avoid the trans ones (if you can tell) just because a normal conversation with them would probably be full of landmines. If you don't like anyone, you don't have to go back.
>>
>>69711532
>And optimizing for [fun] is not the only way to make a game.
No shit. You can replace the word "fun" in my post with whatever element you are trying to invoke. It better be entertaining though if you want sales and not yet another equivalent to a shitty French art-house indie film.

30 years of gamedev, 1 success. Sorry, Blow can go fuck himself with his 3D puzzle portal envy.

Myst meets Portal, it'll be great!
>>
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why is game maker studio blurring my sprites?
i remember fixing it before with the view settings but im not sure exactly what causes this

anyone know?
>>
>>69712082
You sound pretty upset for no reason at all. You should try meditation, it will make your life better.
>>
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I'm gonna do it agdg!
I'm gonna make game!
>>
>>69711675
I've had quite a few people even here saying I should drop the theme. Quite a few people said they were interested in my project until they learned what it was about. Female antiheroes and female villains seem to equate to misogyny, I guess?

This isn't whining about people hating my game--that's not what I care about. I'm annoyed that people are bothered by game plots that make them uncomfortable, yet people often seek out books or movies that take a view contrary to theirs.

I really want games to be capable of telling interesting stories. I feel like whenever someone tries anything "too quirky" with game plots or ideas, there's a lot of resistance. It's strange to me how people only like games that agree with them 100%, but people will read shit like 120 Days of Sodom or watch shit like Saw just because it makes them uncomfortable.
>>
>>69711962
>Transitioned from LOVE/lua to Unity and C#
curious, why?

are you finding it easier/better?
>>
>>69694714
name: Gangster Tactics
dev: FuriousGamer87
tools: HTML5/JS/Construct2
website: http://ls-ensemble.tumblr.com/
progress: Coding Equipment UI
progress: Coding Inventory UI
progress: Creating Abilities Table
progress: Suspending all development on Gangster Tactics to focus on Super Nuclear Riders
>>
>>69712153
just like make game
>>
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>>69711561
Anna Anthropy is the worst. Most other trans-devs seem ok though, even if they are a bit sjw-influenced.

People are more likely to be offended about the idea that feminism and social justice are tools of some Illuminati-esque organisation than the protag being trans. Personally I don't care, but I'm the sort of person who posts on 4chan
>>
>>69712153

> not abusing sjw hate to promote your game

you lost absolutely nothing of value by doing that since they will still buy your game so they can blog their about their hurt feeling more
>>
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>>69694714
name: Sword Arena
dev: watersauce
tools: Construct 2
website: thereiswaterhere.tumblr
progress: fast falling / able to control jump height
progress: claw man character added in
progress: gamepad support xbox 360 controller
progress: few animations redone and retouched
progress: banned twice and got 700 dollars
>>
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>>69712134
You're right, reflecting on the time wasted considering J.Blow's nonsense has given me a Quantum Conundrum.

I just think its stupid to praise one-hit-wonders like Blow and Notch for getting lucky. Gives me Molyneux flashbacks.
>>
>>69711937
>He can just make another kickstarter right?

this is already his second failed kickstarter.5k out of 20k isnt even close.

You're right about the hype thing. You have to assume everyone has an attention span of 2 seconds. This means showing your best efforts off all within 30 seconds, while being witty and/or throwing a small joke at the end to make it memorable.
>>
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>>69711561

I hate SJW but Dys4ia was okay. However, it was a 10 minute game so she should only have 10 minutes of fame. Those minutes are long, long over.

Instead she's like a trans-trophy wife for the gaming "journalist" industry. Trophy husband? I don't even know.
>>
>>69712383
... most developers who are successful with "one-hit-wonders" aren't lucky, anon. Jonathan Blow has been making games for 30 years, as you said. Notch has also been making games for 10 years. Pretty much everyone who has made a successful game is experienced at it. Their "luck" was that it was that particular game and not the one before or the one after, but if they kept doing it eventually they would have gotten "lucky". Can you understand that idea?
>>
>>69712146
>squid girl shitposter wasnt making anything before this

Not even surprised.
>>
>>69712381

That is a fantastic logo but the units are shite.

just thought you'd appreciate the honesty
>>
>>69712381
>tools: Construct 2
Wait, I thought you were a programmer
>>
>>69712513
ye

>>69712536
im thinking about moving the game somewhere else except everything crashes
>>
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>>69712463
stop bullying me
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>>69712457

Not him but you didn't disprove him.

Someone who never releases a good game = a bad developer

Someone who releases one singular good game, even if he or she has released a string of bad games in the past = one hit wonder luckmongers

Someone who consistently releases good games, especially if those games are different genres or series (Miyamoto, for example) = someone you should listen to about design advice

Why should anyone listen to one-hit wonders? If they can't replicate their own success, why should you expect their advice to allow you to replicate it?

If you only read one part of my post, reread that last paragraph a couple times. It's like asking Hitler for painting advice.
>>
>>69712457
>, but if they kept doing it eventually they would have gotten "lucky". Can you understand that idea?
Yes I fully understand. However, listening to Blow is like listening to a bum that won the lottery explain how to win. There's folks that jump in and make successes without having spent decades making their games. My point is that so fucking what. You make more games you get more chances to win.

There are things you can do to increase chances of success beyond designing a bunch of games.

Saying indie devs have "No right to complain" is and dragging out his own greater period of toil as a bigger victim card is some SJW nonsense. Do you fucking understand, simpleton?
>>
>>69712457
>if they kept doing it eventually they would have gotten "lucky".
I'm pretty sure that's not the case. If it was, every amateur author, film maker, AND game developer would have eventually hit it big over the years.
>>
>>69712178
I ultimately decided that what I've really been wanting was a 3D solution and all I had been doing with an isometric view is doing some really shitty fake 3D. There were things like sorting/collision which don't require a ton of dicking around when you treat 3D as 3D.

On a related note, I also wanted to play with some perspective tricks with a camera which is easily possible with Unity.
>>
I've been making games since I started programming and only ever finished 1, which was recently and it was for a school project.

I guess I technically finished some GameMaker games, but those were way back in the day and were basically spinoffs of the tutorials they had.

All these people who have been making things for years, I'm more impressed they were able to actually release something. I usually move on once I've learned a bunch of stuff, but I've gotten to the point where there isn't much general stuff I need to learn anymore.
>>
>>69712647
I bet people wouldn't shit on Hitler's paintings this much if he didn't become a fuhrer.
Nobody would know who the fuck he is, though, but still his art isn't that bad.
It's always fun to ask bad artists how does it feel to be worse than HItler.
>>
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http://makegames.tumblr.com/post/1136623767/finishing-a-game
>>
>>69712093
anyone?
>>
>>69712674
>I'm pretty sure that's not the case.
If you consistently work on getting better at doing your work it's very unlikely that you'll keep coming up with bad games, unless you progress really slowly or you don't put enough effort and you just kinda make games but don't actually finish them to the actual meaning of the word finish. Also, we're talking about game development. Film industry is different. Literature is different. Music is different. Games are still new, indie games specifically are still new, and people haven't really mastered the craft yet. Good games are rare (despite the number of games released), so if you're good at it you'll consistently make successful games, because they're not as common.

>>69712659
Well, like all sentences aimed at a group of people, it obviously doesn't apply to a few of them. I've been a game developer for only 3 years now and I'm gonna release a game next year probably. I know I'm a good coder and I know that my game is good enough to actually make a reasonable amount of money and success. I agree with you that I have the right to complain if it doesn't, because I know the game has potential based on feedback received from pretty much everyone who sees it. But his advice is obviously not aimed at me (and probably not you). It's aimed at people who don't have this self awareness of how actually good they are, make something shitty, and then complain that it isn't good. It's a generic advice for lower minds, if you will.

>>69712647
>Someone who consistently releases good games,
Indie games as we know it started in 2008 pretty much. 6 years is not a lot of time for multiple games, so there are very few people with multiple successes. I guess in 5 years or so we'll start seeing them and then we'll know who to listen to properly. Until then there's nothing we can do but listen to the ones that seem to make the most sense.
>>
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>>69712965
surely someone has had this issue...
>>
>>69713042
>die games as we know it started in 2008 pretty much. 6 years is not a lot of time for multiple games

That's a fair point. But not all games have 3 year development cycles.

Being smart and choosing your battles (like avoiding games with a gigantic amount of content, if you're not artistically inclined read: you don't like taking dick up the ass) is one way to trim your development period down considerably. Like say, turning a 3-year dev cycle into a 1-year dev cycle.

If a smart designer started at the beginning of the indie boom and released a small to medium sized game once every year since then, he'd've already shipped 6 games.
>>
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>>69713151

I'm not a gamemaker babby but it seems you're scaling down a non-power-of-2 sprite (200x112?) texture to a non-even scaling.

Take a 64x64 sprite and try scaling it to either 0.5 or 2.0 and see what happens. I have absolutely no knowledge of Gamemaker but it should at least have some sort of Nearest Neighbor/Point Clamp on it.

If it doesn't, it's a pile of shit program
>>
>>69713165
>Like say, turning a 3-year dev cycle into a 1-year dev cycle.
You can't really put a time (maybe you can, but most people can't) on your dev cycle without either 1. burning yourself out or 2. outputting something of subpar quality. Most indie developers don't like 2. because their games are their babies and they're attached to it, so it must come out as close to perfection as it can, and this isn't inherently a bad thing. And obviously when you don't actually have any a real deadline, why would you choose 1.? So while this idea of cutting down on your dev cycle is a nice idea, in practice I feel most people won't really try it. Or if they do they'll fail because their games aren't good enough, which defeats the purpose of doing it in the first place.
>>
>>69713151
You're scaling the sprite up, so gamemaker is trying to scale it in a non-nearest-neighbour manner. Try changing the setting to nearest-neighbour. I don't use gamemaker so I don't know how you'd do it, but obviously you can somehow
>>
>tfw all you want is a fellow dev friend you can bounce problems and ideas off of

Why does no one at my university go beyond what the classes tell you to
>>
>>69713042
>Indie games as we know it started in 2008 pretty much.
What the fuck?
What exactly "indie game" means here?
How is jblow making Braid by himself in 2008 different from Gariott making Ultima by himself in 1981? Because he says stupid shit on twitter and Gariott doesn't?
>>
>>69713423
The ability to reliably and more easily make money out of it with Steam/mobile.
>>
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So, I've been a useless "idea guy" for as long as I can remember and I want to change that. When I ask people elsewhere where to start, I get redirected here, so I guess I should ask here.

I have very limited knowledge of Java and C#, but as soon as I get into graphics stuff in either I get all jumbled and give up. Is there a better language to work with here? Not necessarily easier, I'll keep at it as long as it takes, but maybe clearer? Not sure if that makes sense.

Also, with this language, where will I need to go to get a start on the basics? Sorry if this has been answered already this thread, but I'm so tired. Don't think I can read >500 posts just for this.
>>
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>>69713423

Akalabeth and Ultima are indie games. Ironically contrary to what >>69713351 is saying, Ultima was actually developed in only one year by Lordbritish. And it was written partially in Assembly.

It spawned a company that survived for 2 decades. As soon as they gained a publisher (Sierra) they ceased to be indie though.
>>
>>69713580
Lua
>>
>>69713423
There were few major companies back then. Most successes went on to become or be absorbed by corporations.

Indies today are competing for recognition against corporations staffed with 10000+ employees, so it's a bit different. Console gaming was the primary market from the late 80s to the mid 2000s, and it was difficult for small teams to sell anything.
>>
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I know there is a general for it already, but would I be able to post progress here if I were making an Idle game such as cookie cliker? :3
>>
>>69713665
yes of course you can
>>
>>69713638
Is that a good starting language to branch off of eventually into more advanced and efficient ones? I probably should've asked that in the first post.
>>
>>69713580
>Easier than Java/C#
Nope. Git good and learn coding faggot, the reason getting intro graphics jumbles you up is because you don't even know proper coding yet, spend some months making generic console applications that do various things first.
>>
>>69713660
>>69713491
It doesn't matter if it was financially feasible or not, we had 30+ years of amateurs making games and trying to sell them, not 6
>>
>>69713580
I give you three options.

1.The programmer route.
Read Jumping into C++ and then use SFML and do its tutorials.

2.The 2D game designer route.
Download Gamemaker and do/read its tutorials.

3. The 3D game designer route.
Download Unity an do/read its tutorials.

After you gain enough experience you can either
1.Learn how to draw sprites for 2D games
2.Learn how to model for 3D games
3.Team up with someone who can do either of the above.

3D modelling is generally considered easier, but usually there's more free "artists" than free 3D modellers.
>>
>>69713836
>It doesn't matter if it was financially feasible or not,
It does because the number of people involved was smaller. If the number of people involved in anything is smaller, there are going to be fewer examples for whatever criteria you search for in that group. How retarded are you?
>>
>>69712146
gl buddy
>>
>>69713839
>Guy can't even code in Java/C#
>Guy recommends going into C++ with SFML
Shittiest advice I've ever seen.
>>
>>69713793
I specifically said "Not necessarily easier". I just want something different, the feel of those two just isn't right for me.
>>
>>69713836
We've only had about 6 years post-1990 where teams of two people have been able to make financially successful games.

People used to be able to start computer companies in their garage that would go on to make hundreds of billions. You have no excuse for not doing that today.
>>
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>want to be an 1MA and do everything except the music by myself
>look at indie games done in the same "style" as the game I want to make
>they're all made by teams of at least 4 people and it took them more than the time I was planning on spending on my game (4-5 months)
>become depressed
>>
>>69713580
You need an Engine. If you do C/C++ (not much diff vs C# or Java) then grab Ogre3D or Cube2, the Quake3 code. There's other engines in Java or C#. You can go as deep as you want in any lang into the engine process. I made a software rasterizer in Java 1.1 back in the day -- HOWEVER, that's not making a game! Grab an existing engine to handle the tedius details for you.

If you want to gain some engine knowledge (most coderfags do) you should just grab an open source game made in Java or C#.

You'll see how it's done in that engine and then you can make your own engine for the next version -- or not, and Just Like Make Game.

You can go with any language, but Java and C# and C or C++ are common languages used for gamedev, so the more popular ones will have more support from the community and tutorials and such.

What sort of game do you want to make, 2D, 3D, isometric, etc. Then go search for it, e.g., "Isometric Shooter Java Open Source" and get that fucker then rip out their guts and make your game among the glorious gibs of the other game's carcass.

The Plant-like gamedevs make their own tools to survive, but grow slowly and have a long life. Be an Animals gamedev and eat their output and produce your brianchildren faster.

Personally, I'd say don't even be a herbavore eating engines, go be a Carnivore and eat the offspring of other Animals. Fastest and best way to get started.
>>
>>69714028
>want to be an 1MA
>do everything except the music
That's not 1MA
>>
>>69713943
I started with C++ and SFML without ANY coding experience beforehand. What's the problem? That's why I said he should read Jumping into C++ beforehand.
>>
>>69714028
Look at other 1MA games here like Gate. 1 person can achieve a lot if they work hard and they're not retarded.

Some things will have to be skimped on, like buttery animation and having a million special effects per second, but great games can be made with only one person
>>
>>69713839
Thank you very much, I'll head down to the library and see what I can find on C++. I have some very, very basic ideas for games so hopefully it won't take me too long to get something out of this.

>>69713943
I can code in Java/C#, just not very well with graphics. It seems like pretty sound advice to me.
>>
>>69714150
>and they're not retarded.

You have too much hope for AGDG.
>>
>>69714110
>What's the problem?
The average person diving straight into C++ hits his face against a brick wall because instead of learning "just programming" they have to learn a bunch of C++ related stuff. There's a reason colleges teach Pascal/Python as first language. That you managed doesn't mean it's a good learning/teaching methodology.
>>
>>69714161
Just torrent Jumping into C++ it's pretty short and easy to understand. Doing the SFML tutorials will help you understand everything you need to know about (2D) graphics.
>>
>>69713839
>Unity is only for 3D and not for 2D
great bait mate, if you're doing 3d or 2d unity is the best option
>>
>>69714264
>There's a reason colleges teach Pascal/Python as first language
I had Java as a first language. I thought it was a decent primer.
>>
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>>69694714
name: RE/MAKE
dev: sevivys
tools: C++/SDL2
website: sevivys.tumblr.com
progress: Added projectiles!
progress: Added screenshake! Still needs tweaking!
progress: Fiddled with some colors a bit?
progress: Not much else. Not a good week for dev.
>>
>>69714073
For some retarded reason I never even tried to look for some good open-source games to get started. Thank you!
>>
>>69714264
That's funny, my college taught C++ in the first year and Java in the second. We only briefly went over Pascal at the beginning of the second year.
>>
>>69714161
>I can code in Java/C#
Original post said "very limited knowledge", which sounds about the level of programming in which you can make say, some basic input/output/choice program but don't know much about data structures or OOP even.
>>
>>69714393
Didn't mean to sound like a pro or anything. I've taken a year-long class on both and left with that much knowledge, which isn't much but enough to at least know my way around.
>>
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Made it so u cant just stand on a ledge with one pixel overlap as some anon pointed out a couple of threads back thanks.

You now fall and get pushed away if you are more than half off the block.

Also, units can now be arbitrary rectangles.
Still putting off doing those ladders...
>>
>>69713839
>Jumping into C++

Accelerated C++ is pretty good too
>>
>>69708074
great deal mate. Tell me when he's free, I would like to hire him too.
>>
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Blocked out environment

I'm keen to make some connections with game dev enthusiasts.

I made a thread over at /soc/

>>>/soc/19450927

ALso combat GIF on its way
>>
>>69714482
Don't know why you bothered to do this.

Assuming those rectangles are placeholder graphics, the previous behaviour should be what you want. If you wanted the characters to slide off ledges, you'd be better off using pillbox shaped collision.
>>
>>69714457
That doesn't really tell me anything, speak in terms of what concepts you know or what kind of projects you have made.
If you have made anything half decent in Java/C# making a game is as easy as understanding what an update and draw loop are and importing a library.
>>
>>69714603
What the fuck are you doing
>>
>>69714603
>game developers
>going to soc

I want to smoke what you're smoking.
>>
>>69708462
>That old LBP concept art of all those death ideas
>Players being able to get caught on jabbie things and unravel
>Dismemberment
>Tearing other players apart

It makes me wonder how that game would do as a T or M.
>>
>>69714603
You're better off checking out local meetups / gamejams than posting on /soc/.
>>
>>69714603

We have a zeemap, lad. Check the OP.
>>
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>>69714645
>>69714665

Can I make a thread on this board instead?
I dont want to actually see people IRL. I just want to actually find people to collaborate with or talk game dev related things with occasionally.
>>
>>69714609
Because this was easier than re-coding everything.
I only have to deal with rectangles and I get the same effect.
>>
>Them indies!
Reminder that Sonic 1 was made by 8 people and most of them put their nicknames in the credits instead of their real names.
>>
>>69714603
>/soc/
What are you on, m8? Just go to meetup.com and find your local IGDA/other game dev meeting.
>>
>>69714695
Yeah I've met people those ways but I'm in NZ. The game dev community is really fucking small. I want to broaden my horizons
>>
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>tfw no real life dev friends
How do I meet them? a-anyone in sydney?
>>
>>69714797
>I just want to actually find people to collaborate with

Yeah /vg/ already has a thread for that, it's located here >>69692802
>>
>>69714797
yes this is the thread where we do that
>>
>>69714797
>I just want to actually find people to collaborate with or talk game dev related things with occasionally.
There's a thread for that already, and you're posting in it.
>>
>>69714861
Hop on a boat and meet this guy: >>69714854
>>
>Spend all weekend playing videogames
>Hurts to type now
You warned me agdg, you warned me
>>
>>69714861
Are you a girl?
>>
>>69714875
>>69714871

Oh well fuck me looks like I stumbled upon the right place in that case. And this thread moves a lot faster than I expected.

Ignore my previous bullshit! carry on
>>
>>69714854
I'm also in NZ
>>
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>>69714915
maybe
>>
>>69714929
Region?

I'm in Auckland
>>
>>69714923

Are you looking for a project to join up on, or are you looking for people to help you with an existing project?
>>
How do you handle procedural dungeon generation in 3D? Not the algorithm, but the performance. You're going to be spawning hundreds if not thousands of floors, walls, and objects which would usually be a single or few large objects if it was pre-made. Won't it be laggy?
>>
>>69714995
if you're on a potatoe it will be
>>
>>69714618
I haven't made much beyond forms "games" and the pile of tiny projects we did, most of which were either console applications or basic "draw this shape using this method" shit. It's weird, but I know what those things are, and still I just wreck anything I do when graphics are on my mind. I know how to draw in Java, but for some reason I can't use this knowledge in C#.

Anyway, I'd love to keep talking about my inability to learn but it's 4am where I live and I already got answers to my question. See y'all
>>
>>69714929
>>69714971
how many sheep do you own?
>>
File: DefinitelynotAA.webm (2MB, 544x384px)
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Got the objection part working, and along with it the inventory. Now it's somewhat entertaining to watch.
>>
>>69715030
>sleep

youll never be a dev
>>
>>69714971
Dunedin...

>>69715046
Only two. My family is quite poor you see
>>
>>69714987
Currently I'm all tied up so neither.

Basically I just want to know people who I can collaborate with when the time comes to it. Though simply frequenting this thread should do the trick hopefully.
>>
>>69714073
> gamedevs as plants, herbivores and carnivores.

Very apt. analogy, I chuckled.

>>69711240
> I'm OK (A muder sim was a troll game response to activist Jack Thompson's proposal to not put violence and sex in games

This is fucking great.
https://www.youtube.com/watch?v=54fCDedpgnA

> tfw, entered Konami code and see GTA Hot Coffee parody.
Genius.
>>
>>69715105
Ah cool. Yeah I only know devs in Auckland.

Many more in Dunedin? Also do you have a game dev meetup?

>>69715046
4 or 5. Can't remember
>>
>>69715109

Fair enough. Most people aren't really here for networking unless they're working on the same game

But if you post that you need "xyz" person or you're an "abc" type of guy looking to join up with someone, and you post something of a portfolio, you'll probably get responses
>>
>>69715324
Yeah sounds like that's how it works
>>
>>69714861
>>69714948
i'm on the gold coast
if i ever move to sydney i'll dev with you anon
>>
>>69714861
im in sydney too but im too shy to meet anyone
>>
>>69715068
Seems cool, mate.
>>
>>69715434
thanks qt :3

>>69715464
i'm too shy to meet people toonot that there is anyone to meet, i can't find any meetups
>>
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>>69715259
>game made as a joke has better graphics better music and better gameplay than the game I want to sell
>>
>>69715310
Not that I know of.
Not that I really bothered to try and find one either...

I think I'll go check
>>
>>69715892
The kind of people who are attracted to game dev meetups at this point are mostly biz people. This is true everywhere in the world, sadly.
>>
>>69715682
If your gameplay is seriously worse than that you probably shouldn't try to sell it.
>>
File: bloom.webm (2MB, 960x540px)
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Experimenting with bloom.

Also did some work on the website, would appreciate feedback: http://xenoraptor.net/
>>
>>69715892
Any game dev meetup is business meetup, I tried that shit in Moscow and it's the same, nobody but retarded phone app cashgrab devs
>>
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>>69716021
>This is true everywhere in the world, sadly.

Businessmen are cocksuckers who suck out all of the joy from life.
>>
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>steam chat a shit (connection trouble)

Critiques on pic related please?
>>
>>69716021
Oh really?
Man I didn't realise it was the case everywhere.
Needs to be a smaller one which just concentrates on game dev. Gamejams are cool, but actual physical ones are quite infrequent.
>>
Why don't people use zBrush more? This shit is AWESOME
>>
>>69716148
>>69716149

Yeah too right
>>
>>69716163
Below the knees look weird. Are you the guy planning on doing renders for 8 direction isometric?
>>
>>69705435
no the annoying faggot with the fencing game using shit sprites and nodev levels of progress - and just posts recaps.
>>
>>69716140

Here is my feedback:

>Adding Twitter/Youtube/Email at the top is a good idea
>However the Youtube icon seems to be blank for me
>The first thing I read besides "Xenoraptor" is "fast challenging online co-op"
>This sounds like a feature list (which continues below your youtube video), even though you go into summary mode with the grey text below it.
>I would change that header to "What's so special about Xenoraptor?" or "What is Xenoraptor?" to grab people's attention so that they won't scroll over the summary thinking it's just rattling off details about the co-op

Other than that, you did a lot of things right, so I give you 4 stars out of 5
>>
>>69716303
As someone who's only been using Blender for a month, can you explain the advantages of zbrush?
>>
>>69716341

Nope.
>>
>>69705946
get a program called headus.
makes uv unwrapping the easiest thing in the world.
>>
>>69716163
Look great technically but all "realistic" sprites look like shit to me, and remind of the bad art of western games that simply downscaled photos to use as sprites.
>>
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>>69716303

I use it. Pic related

Though to be honest what I usually use it for is beating environment bits up for baking texture maps. Havent attempted a character in a long time [Easy mode ZBRush is still fun]
>>
>>69706015
i'd work for $20 an hour on pixel art. (although i prefer charging per sprite frame.)
>>
>>69716479
What game are you working on, though?
>>
>>69715892
>All they talk is how to make money off shitty apps.
https://www.youtube.com/watch?v=jmWQw6-9YSk
>>
>>69716303
Wut? Everyone uses Z.
>>
>>69716140
Looks great man. Did you make it all yourself?
>>
>>69716303
>800$

I wonder why.
>>
>>69716303
Because I'm still babby tier when it comes to 3D and I want to get better with core concepts and 3DS first.

Hyped to try it though.
>>
>>69716479
It's fucking $800. That's like asking why I don't drive a nice Mercedes instead of a free Geo. I'd really want to, but I can't afford to.
>>
>>69716724
>free 3 year trial

Pixologic is really good about making their stuff accessible for people outside of pro studios.
>>
>>69716376
Thanks. I wanted to put online co-op somewhere really prominent because it's something people miss a lot of the time. Plus it's pretty rare in the genre, which should help the game stand out better. Will think about how to make it super obvious without creating the flow problems you mentioned, not really sure how to fix it yet.

>>69716579
There was a lot of duct tape and copypasta involved, I have no idea what I'm doing with webdev.
>>
>>69716801
>free 3 year trial
Couldn't you just download it again after three years then?
>>
>>69716801
Free 3 year trial? Huh I might just get it then.
>>
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>>69716530
My recent game isn't using ZBrush yet because I am just blocking it out. Trying not to get too precious with the art at this point.
>>
>>69716724
>>69716801

On a side note $800 with every new edition coming free is damned worth the investment.
>>
>>69716908

Looks pretty slick so far. Keep up the good work.
>>
>>69716801
Yeah, I can't find it on their page or by googling "ZBrush Trial", I only see the Buy button. I guess I'm retarded or something, can someone point me to it?
>>
>>69717124

Well fuck me. They must've discontinued it recently. Sorry man.
>>
>>69716908
Looks good man, good luck with it.
>>
>>69702828
it's all in the textures, bby
>>
>>69717096
>>69717307

Cheers.
Development has slowed on it as I've recently been employed. Gotta pay the bills though.
>>
>>69717347
This. Just like how it's all in the makeup when RL grills look bangin'
>>
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>>69694714
name: Soul Purpose
dev: Warped Perspective
tools: C#/Unity
website: warpedperspectivegames.tumblr.com
progress: Made the "old hermit" NPC.
progress: Worked on getting the soul equip menu linking up right and equipping properly.
progress: Released a partial demo.
>>
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I don't know why, but it took me a few minutes to get the hang of iso math. Rotation and placing above tiles works, so I guess all that's left is for me to let it read various 3D arrays and spit out the proper code and then I'll be cooking.
I'm debating if I want slopes and corners or not.
Also I didn't really consider how much more space it takes to do iso tiles. The tiles are 32x32, so I really wasn't paying attention when the actual top of the tiles were only 8x32. I hope that doesn't bite me later for performance.
Right now I'm not splitting up the tops and sides. I'll work on that when I start culling the tiles that can't be seen.
>>
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>>69694714
name: Tengu Tensei
dev: Adel
tools: C++/SFML
website: http://gitgudgames.tumblr.com/
progress: Basic shaders added (sepia, contrast...)
progress: Basic footstep sound added
progress: Dodge now works
progress: Wrote some of the story
progress: Fixed AI stop bug
progress: Fixed flying enemy bug
progress: Fixed tile loading bug
namechange: GGP1
>>
Distributed Hash Table.

I've got this distributed hash table, sort of like bit torrent. I want to use it as the server system, totally decentralize the networking.

I can maintain different sets of data, like have "private" servers list themselves. This works fine for connecting games like FPS, or RTS -- also helps punching through router firewall via rendezvous server (STUN) if clients are tards and can't portforward and have disabled UPNP.

So it's fine when there's not much persistent state. I'd like to put out a game as a kind of a demo to showcase backend features when I release the network stack as open source (I've done this before w/o working demonstration applications, it's all crickets).

Since it's a real cluster fuck to change architecture after release I'm trying to think up what sort of game I could make with a persistent world atop something that's not so persistent. Maybe a semi-persistent world?

Perhaps have the world procedurally generated, and then clients are enlisted to host a part of the mutable world state atop the proc. gen. The changed world state would be "seeded", but if all the seeds disappear that state would be lost and revert back to the initial proc. gen. state. If you have just seen a part of the world, then you return, then you'll have a copy of the state so it won't just disappear for you, but if you're the last one with that state and you leave, then other folks won't see the changes you had made.

Any ideas on a type of game that could work with such a semi- setup? At first I was thinking MMO-ish, but losing progress might be a deal breaker. Ultimately I will add an open compute engine to this framework like Folding@Home to decentralize MMO worlds (no more server shutdowns as long as there are fans), but I'm not to that point yet -- need the distributed file system first (which is what I'm trying to smoke-test).

Any ideas for a game on middle ground between transient world like FPS and persistent world state like MORPGs?
>>
Why aren't you making a Mario Kart clone in Unity?
>>
>>69717903
WHY ARENT YOU MARIO?
>>
>>69716908
How do I git gud at modelling? I know my way around 3ds max but that's as far as it goes.
>>
>>69717859
>I've got this hammer and I want to use it to screw these screws
Do you have any particular reason for this?
>>
>>69716163
Looks like ancient 3D rendered to 2D, with colors lowered, like Diablo 2.

Also, looks kind of generic and without personality as-is. Depending on the game, that could be fine.

>>69717940
lol'd
>>
>>69717821
Looking nice
>>
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>>69717968
Think simple. Lowpoly modelling (Esp environments) is actually really fucking simple.
If you were to make a fence just make it out of multiple cubes. Want to add some interest? Insert an edgeloop here n there and taper or push the edgeloop sideways. Want to make a tree? Add a primitive cylinder with 8 sides. Extrude upwards multiple times and adjust the edgeloop sizes to fit a tree shape. Add more similar cylinders for the branches. Add subdiided cubes for the leaves. If you are a bit more serious you can add planes with the intention of adding alpha leaves.

Remember the magic is in the texturing. Before that its all simple shit.

Captcha: University jhsfskj

Too right. Don't go to university to learn this shit.

Pic related. A simple mesh with all detail in the texture (my own made for a game dev project a while back)
>>
>>69718230
Thanks
>>
>>69718296
>If you were to make a fence just make it out of multiple cubes
I thought you should start from a single cube and turn it into what you want with divisions/extruding/etc? Or doesn't it matter?
>>
>>69718374
just kidding
>>
>>69718469
r-rude
>>
>>69718405
not him , but i think you're an all right kid so i'm gonna let you in on a little secret, now don't go and telling the squares this use the method thats easiest for you
>>
>>69718405
Noooooooo

That is how I initially thought as well and I can't express how wrong that is.
In some cases you will do a whole bunch of fancy dancy crap to get the shapes you want, like on a gun for example. But even then that gun will be made out of several of those meshes.

Why shouldnt everyting you do be continuous geometry?
A. Most things in real life are made of separate components
B. It saves so many polygons (v. important in game dev)
C. Makes modelling faster and less technical

Only ever use polygons that contribute to the silhouette of what you're making (If making lowpoly stuff). Anything extra should be shot
>>
>>69718525
Listen to this man. Whilst what I said makes sense to me, if you are able to get what you need with an easier method then ignore my tips completely
>>
>>69718081
I've already demonstrated utility for transient game world networking backend. I'm at a half step between transient and persistent game networking support.

Instead of writing off semi-permanence as a possible platform I thought I'd ask others if they had any ideas for games that could work with such platform.

I take it that you do not.

Your implication is that I'm trying to use the wrong tool for every job. What I'm really doing is seeing what types of problems can be solved with this new tool I've got. It's like I've discovered a thumb tack, and you're saying, "That's not a Nail or a Screw, it's useless, mate"

Do you have any particular reason for making flawed analogies?
>>
I don't know shit about physics, but is drag supposed to also slow gravity? I just want drag to slow the movement forces (x/z plane), but that also makes it look like the gravity is set really low. Should I just implement drag myself that doesn't affect vertical velocity?
>>
File: load.gif (236KB, 634x507px) Image search: [Google]
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added a ghetto loading screen
>>
>>69718954
Drag from air resistance should be much lower (but still existent). Also, air resistance should be proportional to velocity while friction with the ground should be a constant force.

You're going to want 2 separate parameters. A friction coefficient for friction with the ground and a drag coefficient for air resistance
>>
File: out.webm (3MB, 1280x720px)
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Added in a little bit of acceleration to the warping to make it faster and look smoother. Also added icons to NPC info panels.

I'm thinking about pushing out a demo version and I need a place to dump the binaries into. Any suggestions?

>>69718954
If I remember correctly drag applies a force to the opposite direction you are going so I think it applies to all movement.
>>
>>69695586
>>69712381
>>69717617
Posting a generic image, ESPECIALLY when you claim to have made visible progress, should get you kicked off recap. Its a disgusting practice and you should be ashamed of yourselves
>>
>>69718954
drag is like a counter force to your object, it doesnt push down but against , so yes if you want it to be "realistic" implement your own drag that doesnt affect vertical velocity
>>
>>69719120
gamestates in mogamett when
>>
>>69719120
dayum that nigga is fast
>>
>>69719247
soon
>>
File: test.webm (455KB, 640x480px)
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just working on basic movements.
got ledge grabbing working sort of, and got dashing working. really need to work on art/animations before I can really finalize the movement.
I plan on adding a huge weapon
>>
>>69715552
>qt
h-how did you know i was qtbeardev?
>>
>>69718801
>Do you have any particular reason for making flawed analogies?
Heh. Go hammer those screws and have fun.
>>
>>69719383
how soon
>>
>>69719215
Drag acts in the opposite direction to velocity. If you were to jump straight up there would be a drag force straight down (but the opposite once you start to fall).
What >>69718954 needs to realize is that drag and surface friction are separate and should be handled separately.
>>
>>69719527
polycode soon
>>
>>69717859
>Any ideas for a game on middle ground between transient world like FPS and persistent world state like MORPGs?

Do you know where the fuck you are? This is fucking 4chan. A website BUILT on semipermanence. And AGDG is the gamedev nexus here. Of course we have nothing but SHIT POSTS for you to offer. We're a bunch of unimaginative amateurs making clones of existing games.

Take your decentralized "legion" bullshit, and GTFO.
>>
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>>69694714
name: Magic'Em'Up
dev: QTBearDev
tools: Unity / C#
website: gamedevio.tumblr.com
progress: Started on more particle sheets
progress: Fixed a bug with the special attack animation
progress: Refactored the combat system
progress: Added parallax backgrounds
>>
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>>69717903
But I am
>>
Got properly dilating motion blur working now. I had some driver issues earlier, for some reason the new drivers I installed didn't like downscaling textures by blitting them from a renderbuffer to a texture of 1/8 size, so now I just have a full-size texture that I downsample manually.

It works by first drawing all ships' and particles' velocities to a separate velocity buffer, then doing a pass that spreads the velocities in the direction they are pointing, then applying a standard motion blur based on the final velocity buffer. There is some distortion visible in the engine exhaust right next to the ship, probably caused by the low-resolution sampling reading the ship's velocity instead of the exhaust particles', but it's close enough.
>>
>>69720760
damn that looks nice...
>>
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>>69718525
>use the method thats easiest
You realize you're saying this in AGDG?
>>
>tfw you keep opening Unity by accident
But I don't want to game dev
>>
>>69720686

>6x6
>not using 8x8, which is a power of 2

full retard, enjoy your scaling issues
>>
>>69721407
>scaling issues
are you retarded? he can scale it just fine
>>
>>69721491

yes, surely the clamping will work perfectly fine when zooming out to 3px and then to 1.5px
>>
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Getting the dialogue to work is apparently a lot harder than I had imagined. ;_;
>>
>>69712381
That logo reminds me of 4-color CGA graphics PCs had back in 80s and very early 90s.
Awesome.
>>
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>69694714
name: Cards&Castles
dev: Anon
tools: C#/XNA
website: http://tacticalcardrpg.tumblr.com/
progress: Tooltips! Deckeditor!
progress: Fighting, moving, gathering resources
progress: Revisited the graphics
progress: Moved all cards+logic to xml
progress: Bonuses are nearly done
>>
>>69721653

>I never zoom my camera

good luck doing a screen shake that doesn't look like shit
>>
>>69721694
just use horizontal and vertical shakes

no need for the full 3D
>>
>>69721694
>pretending to be retarded is so funny im such an epic troll
>>
>>69721694
>i never played pokemon
>>
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>>69694714
name: Cards&Castles
dev: Anon
tools: C#/XNA
website: http://tacticalcardrpg.tumblr.com/
progress: Tooltips! Deckeditor!
progress: Fighting, moving, gathering resources
progress: Revisited the graphics
progress: Moved all cards+logic to xml
progress: Bonuses are nearly done
>>
File: wheekers.png (600KB, 1369x771px) Image search: [Google]
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>>69714028
The kind of game I am making took a team of several people 3.3 million to make less than half of for a lot longer than they had planned.

And I am doing it mostly alone with a bit of help from a few others, and in less than a year in total dev time.
>>
Really happy with how the projectiles look with some bloom. I'm keeping the intensity pretty low and tweaking the lighting to make sure it doesn't get excessive, too much bloom looks awful.
>>
>>69716303

Pretty much every professional 3D artist is using zBrush
>>
>>69722272
Looks nice!
I noticed something a couple of posts ago though.. the screen can get a little crowded and it becomes hard to tell what's going on. Could you make the red dots on the radar a brighter shade of red so it stands out more?
>>
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>>
>>69722589
pay me money and I'll work on a 3d game. time consuming and expensive to make.
>>
>>69712383
>one-hit-wonders
>Molyneux
Oooohh, them's fightin' words!
>theme park
>syndicate
>dungeon keeper
>magic carpet
>black & white
>fable
>>
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>>69722504
Done.
>>
>>69722589
Because I can actually draw a bit, so I'd rather use that rather than make horrible 3D shit that I wouldn't enjoy at all.
>>
>>69712659
>There's folks that jump in and make successes without having spent decades making their games.
But statistically speaking, such people are more likely to be 'lucky' than someone who spends a decade trying.
>>
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>>69722589

It's taking a damnably long amount of time to learn sculpting from scratch.
>>
Yesterday I got banned (24 hours) for not meeting quality standards.

This has made me realize that it's better if I stop posting, so I will
I will also stop posting progress.
Maybe in some time when I have made a lot of progress I will post it here, and then be labeled as a viraler.

I realized that there is no winning in 4chan, the only winning move is not to play.
>>
>>69722825
Awesome, thanks!
>>
>>69722589
>>69716908

Are my 20 seconds up?
>>
>>69722953

It's funny. I had a similar mindset this morning.

Not sure if I should also just take a break from here for a while.

It's always either people shitting their pants over another dev they dislike, someone deliberately trying to derail the thread by complaining about artists/coders, or shoving away any help that people try to give them. I understand that it's part of the "culture" but it's no less irritating to see how childish some people are.

I should probably just hide any posts I find irritating and keep posting. I think that's a better compromise.
>>
>>69722589
But I am its just projected onto a 2d surface
>>
>>69722953
bye whore
>>
So what is AGDGs favorite anime?

I say No Game No Life
>>
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>>69694714
>>
>>69723138
Tie between Death Note and Full Metal Alchemist: Brotherhood
>>
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>>69722953
>I got banned (24 hours) for not meeting quality standards.
laughing_whores. try getting banned for one month on all boards for violating rule nr.1 even though I never posted cp or gore or whatever in my life and the mods didn't even mother give a reason or link to the said post. so just fuck the mods, rest your router and don't give a fuck.
>>
exclusive fifa2015 footage
>>
>mfw you can use gfycat to make webems
>>
Where do you guys go, besides /agdg/ and steamchat, to talk about game dev related stuff? Where do you go to hang out with other devs?
>>
>>69723346
dammit, you make a good point.
I can just ignore shitty mods
and like the other anon said, ignore shitty trols and hide them and ignore them.

I will try
without a name though, for a while.
>>
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>>69694714
name: The Deliverer
dev: Pixel-Reverie
tools: C# in Unity
website: N/A
progress Dynamic dialogue
>>
>>69723446

eurotrash will really buy anything
>>
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>>69723346
I once got a global ban for 3 days because I posted a pic of an ass. It was clothed and everything, but apparently it wasn't fit for a SFW board and the mods deemed I shouldn't be allowed to post in ANY board including NSFW ones because of it.

Also because it was for 3 days long I wasn't allowed to say anything. Couldn't even report shitposters.
>>
>>69723491

#vidyadev/scirra/tigforums/twitter for me
>>
>>69723446
Is this Gallic? WHy are there rugby posts and a round ball?
>>
>>69722953

You could try not shitposting, shitposter.
>>
>>69723138
Boku no devu
>>
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>>69719195
name: Soul Purpose
dev: Warped Perspective
tools: C#/Unity
website: warpedperspectivegames.tumblr.com
progress: Made the "old hermit" NPC.
progress: Worked on getting the soul equip menu linking up right and equipping properly.
progress: Released a partial demo.
>>
>>69724010
See was that so hard?
>>
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>>69694714
name: robots
dev: pepethefrog
tools: Unreal Engine 4 without blender3D
progress: Can Steer wheels, and they actually work, kart moves like a vehicle finally.
progress: Started using Maya LT trial, might subscribe to it.
>>
>>69723465
>good for you cat
:3
>>
File: palette2.gif (2MB, 480x420px) Image search: [Google]
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Behold, the forgotten art of palette sorcery.
>>
>>69724817
Why the new healthbar? I liked the old one better.
>>
>>69724979
People kept accusing me of ripping another game's off.
>>
>>69725027
That's rich, your whole game is a rip off.
>>
>>69723572
I once got banned for saying "nigger" outside of /b/.

My work computer using a mobile internet connection is completely locked away from 4chan because of IPS ban, so my only option is to buy what is essentially a premium account if I want to post.

On the outside 4chan seems the pinnacle of freedom, but on the inside it can sometimes be one of the least free community websites.
>>
>>69725027
Dude, don't. Duuuuude.
>>
>>69725101
>On the outside 4chan seems the pinnacle of freedom, but on the inside it can sometimes be one of the least free community websites.

what is Something Awful

what is facepunch AKA SA for children and autistics
>>
>>69725080
Excuse me?
>>
>>69725162
He's baiting you, m8
>>
>>69725213
>>>/b/
>>>/v/
>>
>>69725213
>Feedback is b8
White knight pls go
>>
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>>69724979
The old one didn't fit the style too well.

>>69725027
>impersonating people on an anon board
You know this won't cure your crippling depression, right?
>>
>>69725241
>>69725254
>>69725080
>bullying devs
>>>/out/
>>
>>69725292
>talk shit
>i-it wasn't me! when called out on it
>>
File: bully left to right.png (453KB, 881x778px) Image search: [Google]
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>>69725330
Where do you think we are?
>>
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>>69725348
>>
>>69725393
>bully apologist or bully
>>>/out/
>>
>>69725447
Chrome developer tools sure are hard
>>
>>69725393
Typical nodev bully argument
>but shitposting is okay! :^)
>that's what 4chan is for!
>you're not supposed to have fun or make progress :^) :^) :^)
>>
>>69725447
Why are you trying to pretend you're me? What purpose does that even serve?
>>
>>69725462
>>69725487
But bullying is good. Bullying makes you stronger. Bullying prepares you for the harsh world outside. A flower grown inside a hugbox will be twisted and ugly.

http://www.dailymail.co.uk/news/article-1280625/Bullying-good-children-Study-finds-fight-popular.html
>>
So I've decided I need to start dealing with scripting in my game. I'm using C++/SFML and I've heard that both Lua and JSON are good options.
Any of you want to weigh in? Is it mainly style differences? Or is there a difference in trying to bind it to your engine?
>>
>>69725726
>bully sympathizer/apologist
>>>/out/
>>
>>69725843
>>69725487
>stelladev trying to get attention while in another dev's shadow
always hilarious
>>
>>69725760

json isn't a scripting language, it's a data format.
>>
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>>69725867
Good job, you fucking imbecile.
>>
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>>69694714
name: AMOK Syndrome
dev: CJ
tools: C#/XNA
website: amoksyndrome.tumblr.com
progress: Began quiet music theme A
progress: Began quiet music theme B
>>
>>69725726
1) That's the Daily Mail
2) Read beyond the headline, it even says itself
> "the study did not suggest that it was healthy to be the victim of bullying"
The only "positive side" is that if you're a bitch back to the bully then the idiots employed as teachers and your fellow children think you're super cool.
And of course people who were bullied try to recontextualise it as a formative experience, but that's just human nature wanting to believe that their life is more than a series of painful events followed by death.
>>
New thread when
>>
>>69725948
>3 minutes to edit
Step it up
>>
>>69725968
UGG. Progress really kicked my butt this week guys. I'm going back to art and programming, music is too hard!

I have a concept for the third and last boss though. It's going to be some kind of flying enemy. It recently occurred to me that you can shoot in 360 degrees but the majority of enemies are on platforms so it's a bit pointless.
>>
>>69726019
>implying I'm refreshing the thread every second
All I have on hand is MS Paint, you dick vacuum.
>>
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>>69725867
you got me ;_;
>>
>>69726063
Marty, you only have to ask if you want your dick sucked you know.
>>
>>69725726
>Learning to fight back helps children mature
But bullying doesn't teach you that, it teaches you to commit suicide.
>>
Why is it that alot of the most bought/most funded games these days are procedurally generated? Every single time it's "X is a procedurally generated survival game", "X is infinite, because it's procedurally generated", "exploreX, the procedurally generated world".

What' the appeal of procedural generation and can games make it if they're simply...built by hand?

Where did games go like old daggerfall/morrowind? Huge dungeons, hand crafted for complexity. Secrets. Adventures.
>>
>>69726194
Natural selection at its best.
>>
>>69726194
And first goomba in SMB doesn't teach you to jump, but turn the game off instead?
>>
>>69725760
Lua has a bit shittier bindings, and syntax is a bit retarded, IMO, but it's compiled to bytecode and runs in an image that you can save / reload very easily if all your important gamestate is within it.

JavaScript's bindings for C++ are a bit nicer than Lua's, but it's not as well sandboxed in terms of memory usage. The prototype design of JavaScript means that even when JIT compiled any script can change the entire object hierarchy. Lua's OOP is roll your own, but it comes with less baggage than JS, and I've found it easier to work with.

Personally, I would just implement a MIPS virtual machine and integrate with LLVM to compile your scripts at runtime or build time into MIPS instructions and run them on your VM. There are existing MIPS VMs if you search. This way your script code can be the same exact language as your game code, and if you find some part of the script needs to go faster you can compile it natively very simply.

Note: For networking you'll probably have data structures that create delta updates and if so then JS and Lua will be equivalent. IMO, why use a shitty scripting language that's a pain to bind against when you can just use C or C++ as your scripting language via VM and make bindings painless? Bonus, with a VM there's no need to guess whether certain code should be VM scripted or native -- You can bench it and see without changing the source. Honestly, anything else is literally retarding.
>>
>>69726280
Daggerfall was procedurally generated.
>>
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>>69726280
>3 man team
>morrowind
>>
>>69726280
The best procedurally generated games include prebuilt structures to explore, a sort of cross between traditional world-building and randomized terrain. This sort of approach gives better replayability (and potentially fleshing out game mechanics in a way unforeseen by the developers) while also allowing meticulously planned setpieces to shine.

Or some shit like that. Just like make game, m8
>>
>>69726280
>Where did games go like old daggerfall/morrowind? Huge dungeons, hand crafted for complexity. Secrets. Adventures.
You know that most of daggerfalls map was randomly generated? Right.
>>
>>69726470
Just no. The always same structures in Starbound get boring like shit very fast. Ppl should learn 2 generate dungeon procedurally
>>
>>69714150
Gate isn't quite 1MA, I know at least two guys who gave him music.
>>
>>69726902
>using Starbound as an example
I was trying to make an example in which the issue was handled competently.
>>
>>69726280
>complains about empty soulless worlds created by procedural generation
>cites daggerfall as an example of good design

step it up senpai

I agree though, it's a pretty shit trend, but that's what it is - A trend. People associate it with indie games so people in the market for 'an indie game' to play are actively looking for it like it's a good thing.

There's also the whole issue with hand crafted big expansive worlds, being you know, time consuming for small teams/single dude.
>>
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I'm working on the fighting part again.
The part where bonuses are applied works, but its graphical representation is far from done.
Also I don't know how the layout of the part where you pick a move should look like.
Any tips?
>>
Can somebody explain to me how samples in music are treated legally. Should I give credit for every half a second I found on the internet? Will I get my ass sued for using a sample from an old ass SNES game? Should I record my own samples for everything?
I don't get all this copyright shit.
>>
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What is an easy and performant way to check if a box is colliding (intersecting) with a simple triangle (face)? The triangle would in this case be static (scale, position and rotation is always the same) while the box has all DoFs.

After some attempts I feel like using separating axis theorem for this is sort of overkill, isn't there something simpler?
>>
>>69727415
I got my samples from a bunch of tracker files. I read the descriptions for attribution and virtually all of them said "got these samples from too many sources to mention" or whatever. So I shrugged my shoulders and continued on. Oh well.
>>
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>>69694714
name: Sword & Scroll
dev: Tyrfing
tools: Java
website: http://tyrfingx.tumblr.com/
progress: Lots of networking and game mechanic fixes
progress: Implemented majority to support late-joins
progress: Made a build system
progress: Tested and increased compatibility with other machines
>>
>>69727415
You can get sued. Whether you will or not, that depends on a lot of factors.

Try to use copyright-free shit as much as you can and avoid everything else.
>>
So I'm getting started with modelling. Will I have to learn how to sculpt if I want to make medium-high poly characters? And is Blender a good enough of a tool? I'd use Zbrush as some people recommend but I don't have the money.
>>
>>69727515
I would naively check the 3 triangle lines against the 6 box planes and go with it until it's a bottleneck
>>
>>69727415
Find some music you like, kill the composer and wait 70 years and you can use it for free.

The copyright length in the US is Life + 70 years.
>>
>>69727580
>late-join
How is that going?
I'm doing the same thing, Unity sure makes my life hard sometimes.
>>
>>69727704
>>69727515
and don't forget the special case where all 3 vertices of the tri are inside the box
>>
>>69727739
>How is that going?
Medium. Implementing networking itself was actually easier than supporting late-joins. And its still riddled with weird bugs.
>>
>>69727704
Thanks. Will I have a chance by doing this to get the depth of intersection for the sake of collision resolution?
>>
>>69727515
Project each corner of the cube onto the plane of the triangle. If any of the projected points lie outside of the triangle, discard them.

For the remaining points, compute the dot product with the normal of the triangle. You are clipping if any of their signs differ.

I'm pretty sure this will work

>>69727704
Will fail if only one corner is poking through the middle. (I think anyway)
>>
>>69727604
Damn, I guess creating some SNES sounding music without risk is impossible since it's all sample based. Oh well, I'll go back to FM synth.
>>
>>69727959
If you care for a little hindsight, Unity really should send the latest streamed state before playing back the buffered RPCs. That would make things so much easier.
Not sure if you have a similar network setup though.
>>
>>69727515

Transform the triangle into the box's local space where its faces are axis aligned (model space).

Project the triangle onto each of the three planes that make up the 3 axes of the box, and test the faces parallel to that plane for intersection with the triangle segments.

Eg: project to the Z plane, then test T1-T2, T2-T3, and T3-T1 segments against the 4 segments of the box's X1,Y1, X2, Y2 (you just drop the Z). Repeat for X axis using Y1,Z1 to Y2,Z2 of the box, and for the Y axis using X1,Z1 to X2,Z2 box. Since the boxes are axis aligned in their own model space just three faces must be tested.

Parallel lines of the box are easy to test, look up AABB vs line segment intersection.

TL;DR: Get tri in box space, do AABB.
>>
>>69728119
Consider getting royalty-free samples, especially of old synths. Those sounds came from somewhere.
>>
>>69727982
Nope, that wont work either.
Instead, if ALL the points are outside the triangle, stop.
Otherwise compute the inner product with the norm with all the vertices, if any sings differ your clipping.

I believe this will still fail if the triangle is completely enclosed by the box.

SOMETHING LIKE THIS ANYWAY.

alternatively, don't trust a word I'm saying
>>
>>69728130
Sorry I never worked with Unity besides opening it for a few seconds so I cant really say if my networking architecture works in a similar way to Unitys.
>>
> tfw joined tig and polycount

Wow, so there actually are places that don't just shitpost and actually give feedback and critique on someting.

> tfw seeing all the good /agdg/ devs that don't post here, posting on those communities

welp.
>>
>thread is going to die
Good, just let agdg die already.
>>
>>69728754
Thank you, Jesus.
>>
time to moving my shit on my laptop for deving outside
>>
>>69728754
It'll take 2 minutes for some fag to make a new thread with caps lock and anime reaction picture.
>>
>>69728986
>anime reaction picture
Stop being that mad about this shit already.
>>
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>>69728347
Point is, I am currently using the Cannon.js as a physic library.

It offers a variety of collision possibilities from convexPoly-convexPoly to Sphere-Plane and Particle-Compound yadda yaddy...

But nothing what I could use in this case?

I was trying to use its convexPoly-convexPoly collision system for this by simple acting as if the single triangle is a simple convexPolyhedron (what it in fact is?). But that isn't working as I intended.
Cannon does register the collision but the resolution is fucked... meaning as soon as the box hits the triangle it goes flying or gets pushed through the triangle.


Why the whole thing? What I am generally trying to implement is collision with an arbitrary shaped ground plane (can be convex).
Lets say I have a plane like pic related, I'm testing with this one.
I already implemented a broadphase system that tells me which faces of the plane come in question for testing collision against. And then in the narrowPhase I "simply" have to test my box against all those faces (on average about 15 maybe).

So far theory.
I don't know if this approach is even valid but yeah mayb one of you has some comments or ideas on this.
>>
>>69729079
Why don't we just move this thread to /a/, it's more relevant to that board.
>>
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>>69692914
LEL

I tore him a new one about his co-programmer being an idiot and saying OOP has no purpose ever.

He was being such a contrarian faggot.

I fucking hate Johnathon Blow
>>
>>69729140
Yes a triangle is convex.

I'm not familiar with the library, but it might be confused about where the inside of your triangle is (like it would think of it as two triangles right on top of each other with opposite normals).
Try extending them to prisms?

If you want to do it faster it sounds like your going to have to program it yourself.
>>
coffee shits~
>>
>>69729296
I told you to stop being that fucking mad about it.

I don't give a fuck about anime reaction image and chances are they keep on doing it because it gets you mad every fucking time. Just ignore, hide, whatever.
>>
>>69694714
name: Magic'Em'Up
dev: QTBearDev
tools: Unity / C#
website: gamedevio.tumblr.com
progress: Started on more particle sheets
progress: Fixed a bug with the special attack animation
progress: Refactored the combat system
progress: Added parallax backgrounds
>>
>>69729460
>I don't
That's your problem. You can only see your own point of view.
>>
>>69696641
multiplayer when
>>
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>>69694714
name: Magic'Em'Up
dev: QTBearDev
tools: Unity / C#
website: gamedevio.tumblr.com
progress: Started on more particle sheets
progress: Fixed a bug with the special attack animation
progress: Refactored the combat system
progress: Added parallax backgrounds
>>
>>69729363
I thought about something like that too already... maybe to make it more clear what the problem is. This is what the collision looks like atm.
>>
>>69729498
No, that's not.

A quarter of the thread is about anime reaction images, but a fucking half of it is about people like you whining about it.
>>
>>69729597
or like this if I hit the lower part.

What makes me feel that the SAT cannon.js is using for convex-convex collision is working perfectly fine since he gets the point of collision correctly but then the resolution goes just wrong and I simply don't understand that part of the code.
>>
>>69693324
It was so fucking funny in indie game the movie when Johnathon Blow is watching that video.
>>
>>69729739
"mentioning" is it? Never mind. You'll probably "mention" it again for half the next thread anyway.
>>
>>69729843
Nice implying. I'll bet you'll throw fuel into the fire by blowing the problem out of proportions again when that happens.
>>
>>69729836
I hope niggers don't sully my game with their presence
>>
>>69729597
>>69729778
Are these meant to be animated? Because I'm not seeing anything. Might just be me.

I'm not really sure whats going on. Again, not familiar with the library so I don't know how it resolves the collisions.
However, it really does seem like its colliding with both the top and bottom faces at the same time and it doesn't know what to do.
>>
>>69730082
I hope they dont either, you are probably not an arrogant asshole like Blow-job
>>
I figured out how to fix one two of the broken tutorials in gamemaker.

That is progress right?
>>
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>>69694714
name: Magic'Em'Up
dev: QTBearDev
tools: Unity / C#
website: gamedevio.tumblr.com
progress: Started on more particle sheets
progress: Fixed a bug with the special attack animation
progress: Refactored the combat system
progress: Added parallax backgrounds
>>
>>69730121
first one should work second one the program to convert the gifs fucked up. But nvm thanks for the help so far I'll try and make something work off it.
>>
Should I make a new thread?
>>
>>69730338
Probably, I don't think anyone else is going to
>>
>>69730338
No, it will only cause more pain.
>>
>>69730338
Make it with an animu reaction image.
>>
>>69730375
>>69730397
I'm making one then.
>>69730448
What? Okay then.
>>
>>69730448
Please don't.
>>
>>69692914
>been making games for 12 years
>best he could come up with was a generic 2d puzzle platformer where its best feature, the art, wasn't even done by him

Thanks Jonathan, this gives me hope afterall. :^)
>>
>>69730548
You forgot the TWEEST
>>
New thread I guess.

>>69730726
>>69730726
>>
>>69730765
Seems I should have not made a thread lol.

>>69730804
>>69730804
>>
>>69730765
>>69730849
every fucking time
can't you faglords do anything right
Thread posts: 890
Thread images: 172


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