Helpful Links for Newfags: http://alloyed.github.io/agdg-links/
Archived Threads: http://archive.foolz.us/vg/search/text/AGDG/type/op/
Open Broadcaster Software: https://obsproject.com/
>PEOPLE AND PLACES
Captrura de pantella [july 9]: https://dl.dropboxusercontent.com/u/277212764/Battle%20city/Battle%20city.html
Powerlines [july 9]: http://gamejolt.com/games/rpg/of-powerlines/29020/
(reply to op w/ [demo] for easy link adding pleasure)
(repostingfor visibility, I dunno, am I allowed to do that?)
So I've thought about this and, yeah.
Quick game summary if that helps with finding the right feeling: http://pastebin.com/7xdTz0y1
Could you try and whip up a small 30s-1mn chiptune loop for either:
1. A space station shop (between two waves, it could be soothing but also pressure the player into gearing their ship up)
2. The title screen (tutorial/game settings music, something like the title screen music from FTL but a tiny bit more energetic)
Got a blog or something
You better not drop this
Finally getting somewhere with my random-dungeon-without-corridors algorithm.
Looks like shit but should function quite fine I guess.
Red squares are edges of rooms (but still walkable. Walls will be in between the reds of two rooms. Green squares are doors.
upgraded the tmx parser, using map from the STL and a self made enum template that looks up an enum based on a sting and returns its value
its still a fucking chore to fill the enums and look up tables but at least I only have to do it once
>Red squares are edges of rooms (but still walkable. Walls will be in between the reds of two rooms.
Is this just an artifact of your display method, or do you generate the square colors first and then figure out where the walls are by placing them in between two red squares?
this just in! Unity free can look decent
If it was possible to get through an entire playthrough of an rpg without once entering combat, and only using dialogue, solving puzzles, and exploring for ways around direct confrontation, would you take it?
Not is it a good idea to make it possible, but, how many people would actually utilize something like that if they realized it was possible?
lifted ambient light 25 units. happy now?
added literally 3 lines of code to handle bottomless pits, finally
got some new art for an information terminal which will give me the impetus to create a dialogue system after all this time
That's called a 'pacifist run'. A lot of the classic PC games that crpgfags love let you do just that. Fallout 1, Deus Ex (the original), Thief (iirc), a few more I'm sure I'm forgetting.
srsly why is this not in Blender in some form or another?
(or is it? i'm new to modeling)
An anon from the last thread asked me to reenable backgrounds so he could better judge how fast you move, so I reenabled the parallaxing backgrounds and dropped in a, um... well, I'm sure you can tell! Here you go, dude!
Hard to put numbers on it, but I'd wager a good number of gamers would at least appreciate the possibility. I think the original Deus Ex is one of the best PC games ever made, and its openness is a big reason why.
The hackiest way to present your game as something it isn't.
I mean, I don't mind the screenshake used with world-shattering events, but when every fucking attack makes the camera to spazz out it's kinda looses its impact and just becomes an annoyance that doesn't let you see clearly..
THEEEEEE REAPERS MAN SENDDDDD IN THER REEEAAAAPERS
Today's progress report:
1) tried refactoring the charging texture, still don't like it. Thinking of going another way, replacing the rotating cylinder with a static mesh of the blade, made transparent except for glowlines, which grows (as a sort of aura) with each charge state. Not sure how well it fits with the aesthetic, gonna give it a shot and see though. Also considering redoing the charge logic slightly (replacing looping charge states with a more simple timer mechanism).
2) The interrupt special logic works; now pressing B will begin charging the baseball swing (and releasing it will fire the swing) IF you do it by itself. If you press B while engaged in the ground combo the combo will be interrupted with a launcher that carries you (and the enemy) into the air, where you can continue with an air combo. The same logic will be extended in reverse (the air special functions differently depending on whether you're still in the combo) though it will be simpler because I won't have to find a way to get the state machine to recognize your change in state (as it stands I had a problem getting the machine to leap from ground combo to an aerial state with no jump or fall intermediary while still working properly).
3) dodge interrupts are now a bit better, in that you can melee out of a dodge landing as well as jump (though still not walk, but that's by design) and your direction is properly accounted for during this change.
Immediate to-do list is to add an auto-cancel phase to the dodge so that if you do it in air/off an edge you can cancel out of it with a double jump / melee attack without waiting to be grounded, and to refactor the charging logic (probably).
after like 15 minutes of really boring manual animation the arm mount point matches up with the running and sliding animation, so no more weird bouncing around
I want to release certain progress updates but I'm self-conscious about associations with various troll posts I've made in the past. Supposedly only moot himself can view things like my IP address, but there have been a number of controversies over how much access mods have to user data. Not sure if posting history is one of them.
I openly acknowledge that it's a stupid concern, but it's one that kind of nips at the back of my head sometimes.
all shitposters should kill themselves
btw you can easily identify someone by going to any of the several permanent archives and matching things like image hashes, any shitty posts you made will literally be tied to you forever based on more than just your IP
so try not to slip up, faggot
> Giving a fuck about what everyone thinks.
If most artists/scientists were this way, we'd still be in the fucking dark ages.
Be yourself. If that's an ass, so be it. Asses exist. Fuckers really can get over it, see: Notch.
Whoops I did a thing again
Thanks, dudes! I wonder if the guy from before saw it, though...
i know you're probably going to JUICE it, but as it is, your sword slashes feel tiny, weak and wimpy.
i want some knockback and sending enemies flying, and massive swordstrokes, mang.
Still feels a bit too jerky. Camera still needs more work. Serious contrast issues with that character / background / blocks.
However, screw touching up shit. Just focus on lots more gameplay. I want to see chunks of rough progress knocked out. You can smooth, refine, and polish the end result later as you get closer. Get to work. You know what you have to do.
Rude! I don't even think you're that guy, what's your deal?
No but really, that's a cool way of looking at it, and I almost wish that were the case!
I knoooow, I very badly need to work on the combo stuff. I've got some cool ideas for moves, but no art skills to pull them off! Truly, this is suffering.
Oh? There was a guy a while back who liked how fast it was. Is it really too fast? The framerate should be stable, and I was recording with OBS...
>Still feels a bit too jerky. Camera still needs more work.
I know, I know! I just can't get it quite right, but I can't tell what's wrong with it well enough to fix it either! Good camera stuff is hard, man!
>Serious contrast issues with that character / background / blocks.
I'm not quite so worried about this, since it's mostly placeholders anyway. I have no eye for this whatsoever though, so I'll probably screw it up when I go to make the final assets, too...
...but I'll definitely work on more of the actual gameplay stuff, don't worry! I'll figure this all out somehow!
I remember sword slashes in older games having ridiculously thick and large slash arcs so that they stand out more to the player. Even if it made no sense to, the slash arc would be as tall as the player character to improve visual feedback.
You could also change the colour and brightness of the slash arc when it connects to an enemy. It's a good way of providing instant visual confirmation that you're hitting.
Just some general suggestions for visual feedback.
A good background goes a long way.
I like seeing faded out stuff happen in the background (other dogfights, naval combat, land invasions, etc.) while all of the major action is in the foreground. If you've ever played a PS2 Ace Combat game, you probably know what sort of tone I'm thinking about.
In this boss battle I have:
- A boss that extends its neck to hit you
- Mushrooms that send toxic spores toward you
- A fan that can blow and suck you
Does this sound overwhelming?
A metroid fan I see.
That sounds like a good boss. Just make sure that the parts of the level leading up to it include spores, fans, or enemies that extend from walls, or some of each. Just so the player doesn't feel completely blindsided on the first run.
Is there a logical pattern to the spore projectiles? It feels like cheap damage unless there's a good way to avoid or deflect them.
It seemed as if some of your pistol shots stopped some of the spores, but the hitboxes are so small that I'm not sure if that's well-balanced. Also, I haven't played it so I wouldn't really know how hard it is.
Forgot to add, don't miss the chance to add some buildup and theming for the boss fight. Maybe have spores coming out of fans throughout the level, making you wonder how they're getting into the ventilation system until you find it.
is engine nodeving a necessary passage for every aspiring game coder?
do we all have to make that mistake?
It's set in a tower that's been overtaken by plants, so it's not out of nowhere.
They have a pattern: high spore, middle, low. I think I need to spread them out more because they're a little too cramped.
And yeah, good point. I'll put a larger hitbox around the spores to destroy them but have the ones that damage you be tiny.
Hanging out, taking song requests and helping out with general audio/music questions.
Hoping to do some more chip stuff, but I'll work on whatever ya' throw my way.
Soundcloud - /death-m-d
Bandcamp (really old) - http://deathmd.bandcamp.com
I get this one a lot, that's okay.
The effect is a simple trail renderer (i.e. you place two points somewhere on the mesh and every tick the engine accounts for the position of the points this frame and last frame and draws a square between them, and then does some realtime tessellation of the ensuing mesh to generate roundness). The trail renderer is fed a material with pic related texture. Then a similar thing is done with a second set of points of variable width (to let each hit have a different visible reach) and a different texture.
Because the texture in question uses the alpha channel as an opacity mask, and because opacity/transparency data is passed to the depth buffer BEFORE my outline renderer gets a hold of it, and because the cel shader neatly covers up any small lighting inconsistencies between the not-quite-flat sword blade and the absolutely-flat trail attached to it dead center, the end effect of rendering the material is to render the sword blade AND a dynamically generated fanning texture as a single uniformly-shaded object outlined as a whole.
For the time being, this will be my charge effect. It's subdued to a fault, but it's much easier on the eyes than the gaudy mess I had before.
I'm still mulling over some good animation-style charging effects that would look dynamic enough to work in motion and that are possible using the particle systems available to me, but until Inspiration Strikes this will have to do.
I kind of see the pattern now. Didn't really see it the first time.
I don't want to tell you what specific changes to make when it comes to difficulty balance, but I think spreading them out and tweaking the hitbox are both good things to experiment with.
Well, the swing is modeled frame-for-frame on a baseball swing, which is why the sword begins up over the shoulder rather than simply "at the beginning of the swing".
Seeing as how the attack will induce a ragdoll-launcher effect that sends enemies flying into other enemies, that parallel is important to me.
>low quality star particle doesn't show up in licecap unless i record under 15 fps
wow my computer is terrible. anyways i added what /agdg/ said to, freeze a few frames and bigger screen shake when hit.
D-Deathie? Could it really be you?
or have I just not paid any attention to these shitty threads lately?
If you got nothing else I could use some generic menu music. For a fantasy action-rpg
I would like it more if they were integrated together, ie the neck guy has grabbed the fan and mushrooms are growing out of him to send the spores.
>blow and suck you
Esp if you have parallax
Somewhere down the line I have a plan for a katana / shuriken-submachine gun, but adding other weapons is at the bottom of my priority list (and it's near the bottom of of the weapon list since a sword/machine gun is pretty close to the default weapon).
You need to make the hitboxes the entire length of his arm. It's weird that he can punch enemies and then it suddenly stops working once they're past his fist and nearer his body.
Add little girls.
I would like some help. I made a pong clone using c++,sdl and I would like to know how to(tutorials or something) split code into multiple files to improve readability. I know it's pretty basic stuff but I really can't get my head around it.
pic related list
>>73565660 this shitpost of a list
NewDev here. I'm a very visual person and I learn by doing, are there any good video to watch step by step how to make a first person game in unity? A lot of what I'm finding on youtube assume you already have some familiarity with the program of which I have very very little.
You can use a top down approach. It's called "waterfall" look that up.
Or you can use a test driven approarch. It's called "agile" look that up.
Or you can use an emergent approach. It's called bottom up design. So far only nature has mastered this, the moronic humans are completely clueless.
These aren't videos, but maybe they'll help you anyway, i didn't really follow along but i learned a thing or two by skimming through it:
reminder to add these to your filter, makes agdg slightly more tolerable
I honestly don't understand where all this nonsense about "slick cunny" came from. It's a lewd and offensive phrase that personally disgusts me, but so do engine devs and I don't treat them with this much hostility.
With so many guides/tutorials out there for Game Maker (which is great in it's own right, having all those resources at your disposal), is there any specific ones that stand out that AGDG would recommend? I just don't want to get started on something that could be viewed as "a bad start".
A number of FOSS projects essentially operate emergently. The thing is, emergent development is not good for reaching an end-game decided in advance, since you never know where happy accidents will take you if you decide to run with them and explore things dynamically.
I'd like to add that i think the best way to learn how to make games (or maybe anything) is by setting goals for yourself and solving the problems you encounter along the way, it's also the most fun imo. Like, say you want to make a platformer, then you might start with setting up a tile collision system and you could google how to do that.
>Spent all day banging my head against a wall trying to make a constructor because I feel manually inputting everything would produce gross looking spaghetti code
>Make no progress
>Waste hours and realize the premise was flawed
>Manually inputting could have been done several times by now
The lesson is to make it work first, then worry about how clean it looks after, I think.
The problem with your sprites is that they don't change hue in their colour ramps enough (I looked at your colors, they may as well not change hue at all), they only change brightness. And you've only got 3 shades for everything (white included).
If you can upgrade to 4 shades, I can promise you can make your game look 100x better.
Are there any engines like Unity (an example, don't take it too literally) that work on a Linux distro? Or am I going to have to make my engine from scratch? I want to make a 3D game and everything I see is just 2D.
>gross looking spaghetti code
I know that feel anon.
I started out by copying and pasting each line of code from the help file instead of typing anything. Always had that help file open. From the beginning once you deal with each GML line enough you memorize them.
If you can understand how objects and sprites link together, place them in a room, understand how the Create and Step events work then you can just spend the rest of the time in the help file grabbing lines of code.
For questions just type into google:
site:gmc.yoyogames.com my question here
Which will find you the answers to almost anything GML related.
It doesn't help that UE currently uses shitty visual design choices for blueprints.
e.g. The event tick can only be called once per BP, which means if you need something to happen every tick, it has to shoot all over the BP to every place where that has to happen.
Ditto for things like opening or closing certain gates based on the output of seemingly unrelated sub-sections of the code.
Hopefully 4.3 fixes this somewhat with reroute nodes (which let you bring two execution strings together at a node and send a single wire out, and also let you add nodes to a wire to shape how it visually moves across the BP, something other visual scripting stuff has done since forever.)
What it really needs are event teleports, though; just a way to send an execution path or variable into a hole that pops out somewhere else on the BP without dragging a spiderweb of colored lines every goddamn which way.
Though it doesn't help that my code is full of shitty inelegant flow, but still.
>make entire game in blueprint
>want to change engine one day
>realize you're entire game is stuck in blueprint and changing from unreal engine is impossible
I'm glad I always think ahead about these things.
i would say one of the most gratifying things is after finally getting rid of all the bugs and the thing finally working is that then i can go through and delete all the crappy commented out code that didn't work. which leaves behind the pure working code.
The game relies so heavily on Unreal-specific constructs in terms of the way the player control/animation logic is designed, porting it to a new engine would mean starting from scratch anyway. And that would be true of ANY engine as none of them handle complex animation overriding and blending in even remotely similar ways. So no big loss.
>which let you bring two execution strings together at a node and send a single wire out
Oh joy, they'll have allowed NAND gates to exist! Finally they'll be able to do BASIC FUCKING COMPUTATION.
Fuck no, bluprints are horrid. Learn to write a damn shader, you'll waste less time.
I have a 7 hour train trip. What book can I read while on board so I can be a better gamedev ? I mostly work using sdl. I have Masters Of Doom into my list but I would like something more into technology,programming , game developing.
Pretty much. I mean you can do the same thing functionally by feeding two execution strings to a single input but it looks shitty to not have them conjoined earlier on.
Speaking of NAND gates, UE4 needs some decent fucking boolean operators to, I'm sick of cobbling together logic states out of this OR NOT-that.
I'm doing some Unity tutorials right now but I've decided on making a Hat Simulator, which is actually really just a 2d fighter with hats being the weapon called Project: Top Hat.
It wouldn't help.
The problem is I have a sea of boolean operators for things like double-jumping conditions that need to be set and reset differently based on different circumstances (for example, I need to be able to end combos when landing after an aerial melee but not when launched into the air by a ground melee) so calling the same chunk of code at multiple locations wouldn't work.
And, as I said, the nature of events is you can't duplicate them, which means that if the event tick has something to do with three different sets of values, it HAS to go all over the place. I can't clean it up by calling it multiple times (something I COULD do with other vars, like how I call the pawn owner once and send it flying out across the whole damn BP instead of calling it multiple times nearer the places it's needed)
I think tomorrow my first project needs to be one of clean-up, actually, just organizing all my assets into folders, deleting unused data, and restructuring my BPs to be more readable.
That's what I'm working on now, but the OS needs to be in place before high level code can compile -- Need a file system for include / imports to work.
I just came back last thread.
Wasn't sure if you were wanting something more western or eastern, so I took the game of thrones route and used heavy sub drums and power strings instead of solo violins and pianos, running under the assuming you wanted something for a wRPG.
I've been doing so much chip stuff that I need to get used to using other software again. If you wanted something that'd be more appropriate for a jRPG, or if you just flat out don't like it, let me know. I'm pretty drowsy, so there's always the chance I'll re-listen to it in the morning and think it's garbage. It's also a little on the short side, I didn't know how long you wanted it. Let me know if it's too short or if you want it to be loop-able.
I'm really surprised that so many people are still here.
And it's really cool to know that I was able to help you out in some way.
After a week of nodev
FTL is way more addictive than it has any right to beI want to get back to working on this project.
I added a simple space dust effect that is significantly more efficient than my previous implementations. I don't think it's terribly good and it's pretty subtle at the moment but it'll do for now. I'm finding space dust surprisingly difficult to do right. I can't think of any easy ways to do it without writing a lot of my own stuff.
The real change though, was that I changed bullets so that they inherit the firing ship's velocity. It's a very minor change but it feels so much better and intuitive. Maybe it's because I'll never get Tribes out of my system, but I had a lot of trouble aiming at targets while sliding sideways because I naturally account for my own motion when leading targets.
It's a pretty trivial change to make, but the reason I was holding off on doing this was because I would need to redo the lead markers to take this into account. I had a lot of trouble doing this the last time I tried, and this time was no different. There's a lot of very subtle and tiny things you have to take into account when predicting this as accurately as possible.
After some work I've got the accuracy down to about as good as it was before, maybe very slightly less. To test this I've been using the point defense turrets because they have the most difficult and precise job. They need to shoot down tiny missiles with high relative velocities all from a moving platform. It's... good enough for now I suppose, but I'll probably revisit this at some time.
Progress. Got started on something that looks like it would connect to a main sewer line. Will probably extend the tunnel down there to a darker area, eventually pointing down and flooding.
I've yet to figure out how to make decent-looking water in Unity, though.
As always, critique welcomed.
>every blender tutorial out there seems to have been made in 2009
It's not like the info gets outdated unless it's about the program itself. The techniques of 3d modeling are still the same. You won't be doing any sculpting as a beginner anyway.
So I'm doing just a tutorial but I'm so happy to finally be deving and having something to show for it. Thanks to >>73566795 for the tutorial which I'm working on right now.
All the models are placeholder so I have something cool to look at while working on this. It also helps me to solidify a model workflow for the future whenever I get far enough that making my own models because a problem. The current models from Freespace 2 Source Code Project MediaVPs. I still can't believe so many people don't recognize them.
It's something I've definitely thought about and have a few ideas on how to do them but there's no pressing need for them at the moment. It could be a fun distraction though.
Like I mentioned above, models are a big concern of mine, but it's a very long term concern. If I get to the point where needing to make custom models are my biggest problem, I'll be in a very good place. I'm a competent modeler and texture artist (it's part of my day job after all), I'm TERRIBLE with designing my own models.
I'm trying to Google this and all I keep finding is a 3D RTS, so I'm not sure if that's the game you're thinking of.
So after a long brainstorming period I`ve started to solidify mechanics for my game, but the only worry I have is that it`s going to be played with a text parser, and I`m afraid it`s going to limit the audience. I know that Interactive Fiction is considered niche, but will people actually play my game? Would you play a game with a parser?
This shit was way harder to implement in unity than it should have to be. That is, highlighting a tile based on your mouse loc. Getting the proper coords and shit through the mouse is easy but it was a fucking chore to get a shader project a simple square at a certain size.
camera movement seems a bit wonky?
or is it because of the webm?
like when she lands
just add some more spacing between the nodes and between the commented areas ffs
the area to make the graphs is infinite, fuck you
for the tick problem, you can make custom events that trigger when the tick triggers
or you know, put things together inside those blueprint functions and call one after another
btw, one after another could mean using the "sequence" node
I'm planning to get Pro eventually, but no idea when.
Thanks. What do you mean by "edge"? Also, I don't know what other colors to add, or how - yellow fire gives off yellow light, which colors everything in the room(s).
RPG, hopefully open-world if all goes well. I'm fleshing out a sewer level so I have a test area for AI, weapons, and other stuff I can't think of right now. Kind of like coc testinghall in Oblivion, but I'll make a proper test area later at some point.
I'd beg to differ. Define "horrible" - which part specifically? I quite like the Hammer editor; I honestly prefer it a bit over Unity's but that might just be because I've been working with it for a long time.
Different materials reflect different kinds of light. Like he said, it's too yellow but I'm not artist enough to help you how to fix it.
>I'm TERRIBLE with designing my own models.
If it comes to that, you could always try a kikestarter with placeholder models and get money to commission concept art and illustrations that you make into 3d yourself.
Does for some reason this wall tile give you a head ache? I don't know if I already had a head ache before or if it actually does.
Make the lights closer to white, that'll allow the colour of the textures to show more.
Having something to differentiate between the wall and floor when they join will make it look a lot better. Pic related (kinda small, but you get the idea)
Dunno if you're still around, but just wanted to let you know how gdlk you are. thanks brother. I really like your stuff, and not that I'd be able to right away, but would you be interested in doing an ost? Roughly how much would you charge for it?
Huh, I've never heard of that before. Looks really neat though and has a great feel to it. The wide variety of weapons, turrets, and cool looking point defense are very similar to what I want to have.
I'm not making a strategy game. It's still a first person space sim, but I do want the player to be able to give rudimentary orders to the ships on the field. It'll probably be through some kind of simplified and contextual Battlezone-like thing. That's way down the line and there's a lot of AI work that needs to happen before they'll be smart enough to take orders.
>would you be interested in doing an ost?
Depends on the amount of tracks, total audio minutes, and what genre/game it's for.
>Roughly how much would you charge for it?
Nothing if it's for non-commercial purposes. Otherwise, I'm usually really flexible with rates. Right now, I'm not really working on commissioned work because of school, but if it's something that can be completed in a month or so, I'd be up for it.
I usually do about $30 an audio minute or $50 a song, but I know a lot of devs here have nomoney. That's just what I usually charge when working on ios/android games or something.
I would, but then again, I'm an oldfag.
If your mechanics are solid and allow you to do cool things there's a fairly big niche that would play it.
It's going to garner widespread appeal, maybe something like what Dwarf Fortress has as an upper limit.
Well you type things in and receive output like Interactive Fiction, but I'm planning on changing the structure to have multiple ways to solve puzzles a la Deus Ex, and to focus on simpler puzzles that require more logical thinking rather than the abstract thinking you usually need in adventure games. I'm also planning to write the story from a third person perspective, where the player takes on the role of the protagonists conscience, which I think will solve some common issues with both IF and game narrative in general. I don't have a story or setting yet but I'm leaning either towards Western or Film Noire.
I want to build a game that uses similar view perspectives as:
similar art style as well, kinda a mesh of them all. (that wanky short anime style).
I've been learning/fiddling with Unity and have been thinking of getting started.
>Should I continue to dev with Unity or does Unity have too much overhead for what I'm looking for and starting from scratch would be a better option?
Right now I'm most familiar with Java. It was easier to get into at the time and I'm just want to start hammering something out.
Optimally I'd like to do it C++ just because i know it's a
betterlanguage. But feel it's still well above my abilities. C++ scares me.
It's kind of shitty that these house captchas give me ideas for the vaporwave jam.
In the future, you won't just betray your fellow man by helping the machines find their home address. You'll identify crimes and other minute infractions in short video clips from the ubiquitous surveillance cams.
Hello guys. Does anybody here have ideas which I can steal for my own game? Or does anybody here need a programmer?
the future's going to be so cool
>watch a man accidentally glance at a woman in public after 7PM on your monitor at the ministry of social justice
>pilot a drone towards the scene right away from the comfort of your air conditioned office
>tase and arrest him with a few clicks of a button
>gulp down your celebratory nigger cum shot with a smile on your face, knowing you've done a good job
>go home and tell your muslim husband the news
>he pounds your boipussy for hours in congratulations while his 4 other boyfriends watch jealously
>gulp down your celebratory nigger cum shot
>tell your muslim husband
>he pounds your boipussy for hours in congratulations while his 4 other boyfriends watch jealously
What kind of sick homosexual imagination do you have to have to be able to just come up with this shit?
Do you spend all day thinking about this shit and writing it down or something or does it just come naturally to you?
I made a toy to ride the wave of a Tumblr fad.
>being creative is against the law
>relationships with human beings are frowned upon because human beings are creative
>robots have higher social status and dating them is like dating rich men today
>after work you go back home to your robot husbando and he grinds you non stop in the most logical way possible while his robot friends are watching wirelessly
>drink his banana flavored oil
>it tastes like banana
still need to add some more assets but, supposedly this is a portal
why am I so bad at my own game?
> Syntax error: test.agd: 35: Invalid instruction alignment.
Eat your heart out, Python.
> Runtime error: Failed root privilege check.
Rise up prologtariat! Defeat the system of bourgeois kernels!
Thought i would share
I had to make a stealth game in under 48 hours for a competition, so here you go aggydaggy.
>Meanwhile, as the fundraiser debacle was unfolding, there were reports (and scattered video record) of confused/upset attendees having turned their ire on the hotel and its staff... by "protest-singing" songs from Les Miserables, flashing "Homestuck gang-signs" and throwing up the Mockingjay Salute from The Hunger Games.
I don't know how good it is (I've yet to go through it), but I got Digital Tutor's tutorials for 3DS Max. Look for "Introduction to 3DS Max 2015" by Digital Tutors and see if you like it.
Apart from raping people, you'd also be able to beat them to death, or engage in consensual sex acts including stripping and masturbation. And if that gets too boring, you can dance, play musical instruments, get drunk (complete with simulated drunkenness), or just wander around the world as it rearranges itself.
I know it's a terrible idea right now but I think it would have a loyal following if hitched to the VR bandwagon.
I mean, I'm not a rapist or anything. I think being raped would be interesting is all.
Sounds like Grand Theft Auto beat you to the punch. Except GTA is slightly less explicit.
>predisposed to rape.
> not predisposed by rape.
> not being a white dumpster baby.
Second Life was trying to be the Metaverse from Snow Crash. Everyone was always gussying up their avatars, building their dream houses, writing games within the game, and having weird virtual interviews.
The rape MMO wouldn't allow any of that. You wouldn't even be able to talk to people. It would just be a mass of lewd, sweaty human bodies, writhing in the mud and exchanging virtual fluids.
> making my superior limb-based system
> put each limb in a 2D array, like so:
["head", 10, false, 100, "VITAL",
"body", 40, false, 100, "VITAL",
> realize that this is a stupid idea and won't work
> redo it
Anyway, how should I organize limbs? Should I just use OOP and make each limb an object, or would having 50 objects per mob outrageously slow down the game?
You don't. If you know anything about current events you'd recognize that option is off the table.
>or would having 50 objects per mob outrageously slow down the game?
>would having 50 objects per mob outrageously slow down the game
Are you DOING something with each object for each mob each frame? Even then probably not, but just because you have a lot of objects in existence doesn't mean they are taking up processing power unless you're actually evaluating them
>just because you have a lot of objects in existence doesn't mean they are taking up processing power unless you're actually evaluating them
Oh jeez I feel so retarded right now
his left side still gets stuck in the wall at certain angles for some reason, if someone could tell me why i'd be happy.
Watching your capture it looks like you collide, then rotate a bit. By rotating 'away' from the wall the vertex of the square the is causing the collision is being rotated away from the wall, so your velocity pushes you a little further into the wall until the (newly rotated) corner collides again with the block. Now you are further 'in' the wall than your velocity, so even if you press 'go right', moving [velocity] amount to the right still puts you inside the wall, so you revert back to your old position, of inside the wall
okay ty! i'm going to try fixing it.
he rotates because it makes him cool.
here's some fanart made by some fans.
Image must be exactly 280x160, non-animated.
Progress max 10 lines, lines wrap at 32 chars.
namechange: [old name] (changes name, saves combo.)
Mayor notes that certain villagers run around without pants so he says there should just be a no-pants ordinance. She says "sure" and abides by the law by removing her skirt. He than proceeds to leave the town hall to inform the other villagers.
She's shocked that he was already not wearing pants.
or just abouts. should've been fairly obvious just by looking at it.
name: Rotate Guy
tools: C and OpenGL
progress: loading maps
progress: collision detection
progress: working on sloped collision detection
progress: Working on wrapping up a boss battle
progress: Some level design
progress: Huge bug fixes
progress: More tiles
progress: Working on wrapping up a boss battle
progress: Some level design
progress: Huge bug fixes
progress: More tiles
name: Frozen Castle
progress: redesigned first two cave areas
progress: added enemy, started another
progress: lots of small things and fixes
progress: Moved to Mogamett 0.0.6
progress: Bug fixes
progress: Made and rigged player model
progress: Animation tests
progress: Story drafts
>Showing 1-30 of 2,685 entries
man, that's a LOT of utter shit. I've been trying some of them and it feels like they were made by little kids.
I guess the guys who actually make quality GM games put price tags on them.
Today I couldn't get depth-ordering to work so I made these keyboard + mouse buttons.
Name: Skyblade Pilots
Dev: Caracal Studio
Tools: Unity, Blender, Photoshop
Progress: Redesigned armature / inverse kinematics
Progress: Board and character physics
Progress: Began modeling out the first course
>tfw my game ended up literally right next to lolisim on the recap
name: Gravity Dude
tools: Construct 2
progress: separated platformer sprites into head,torso,legs
Wow glad your back! You made a track for our forest level a while back that I really liked. Hope you stick around!
tools: Construct 2 / Photoshop
progress: HUD elements linked to gun variables.
progress: ammo system
progress: Basic monster state machine done
name: Soul Purpose
dev: Warped Perspective
progress: Nearly finished with the Great Tree Shrine hub.
progress: Started on laying out a map.
progress: Worked on getting saving and loading to work properly.
progress: Cleaned up a lot of code.
I got an OOP question
There are four types of objects in your game, dogs, cats, donkeys and wolves. Dogs have the ability to "bark". Cats have no abilities. Donkeys have the ability to "neigh" and "kick". Wolves have the ability to "howl" and "bite".
At the beginning of each step, each object performs a random ability (or does nothing if it cannot perform an ability). How would you store the data of these abilities?
if i was using unity i'd make a Animal.cs script with a public integer
0 is cat, 1 is dogs, 2 is donkeys, 3 is wolves
public switch, case 0 is cat so there's nothing, case 1 is dogs so put bark code there, case 2 is donkey so put neigh code here
then set the integer in the editor for whichever animal that animal is
have whatever sets the turn to call the switch in each animal or whatever i dunno man
I probably would store all the abilities somewhere, maybe a class with static shit, and in each animal, I'd have an array that contains the different abilities that this specific animal has (or rather a way to call these abilities).
I might be way off but that's probably how my skill system is going to work.
What do you guys do to get inspired with new game ideas? I'm in a huge slump lately with all my ideas revolving around the same thing, which I wouldn't be able to accomplish. It's annoying and I jsut want to break this loop.
I mean why use an infinite loop and manually break out of it? Is there something that makes putting what makes you break as the condition complex or impossible?
Basically I can't understand using an infinite loop for anything and I'm looking for a reason.
tools: Construct 2
progress: finished the script(plot)
progress: all masks except 2 are redrawn
Let the Animal class contain a set of abilities. Then in each constructor of the derived classes (Cat, Dog, Donkey ect) add the appropriate abilities, for the class, to the set.
The Ability class only needs to contain a name and a method that executes the Ability.
I haven't slept in two days and I read that as feces.
Why am I even posting this.
You can't compare these but oh well:
Game Maker Studio
Open Asset Import Library
Blender Game Engine
I have to finish the last functions and animations, and after that I think I am going to upload a video.
tools: x86, ARM, multiplatform ASM
progress: Protocols for Memory-mapped IPC
progress: IPC registry and discovery
progress: Network transparent RPC & IPC
progress: Worked on remote debug terminal
BilgeRAT (Remote Access Tool)
if you can't align textures properly then put in breakers like columns, beams, baseboards, skirtings etc.
Also looks like you have no bumpmaps on textures, they look flat and plastic >>73600940
Okay, here we go:
>Animal(std::string name, std::string modelName)
>virtual void Think() // Chooses random ability, override for smarter animals
>void AddAbility(Ability* ability)
>void RemoveAbility(Ability* ability)
>1 to many relationship with Ability
>virtual void DoAbility()
>Bark : Ability
>Neigh : Ability
>Kick : Ability
>Howl : Ability
>Bite : Ability
name: C-Dogs SDL
tools: C / SDL
progress: New map file format
progress: Level editing
tools: Multiplatform ASM, x86, ARM, asm.js
progress: Protocols for Memory-mapped IPC
progress: IPC registry and discovery
progress: Network transparent RPC & IPC
progress: Worked on remote debug terminal
BilgeRAT (Remote Access Tool)
I just enrolled at the Darmstadt University of Technology for Computer Science. Did I do good?
But I already am making
You probably don't know this, but are those hexagons a natural part of that mushroom or is that some kind of tumblr art thing? If that's natural, it's fucking awesome and inspiring.
> Vaporwave is generally interpreted as a dystopian critique of capitalism along lines similar to cyberpunk. Christian Ward of Stylus stated that "vaporwave is a reflection of soulless techno-corporatism." The genre was also described as "ironic and satirical or truly accelerationist" by Adam Harper of Dummy Magazine, who argued that the term "vaporwave" itself is also reminiscent of a passage from Karl Marx’s Communist Manifesto, "all that is solid melts into air." Vaporwave musician ?????VIRTUAL, alias of musician Vektroid, described her album ?????????? as “a brief glimpse into the new possibilities of international communication” and “a parody of American hypercontextualization of e-Asia circa 1995." Another vaporwave artist, inspired by the French Situationist movement, describes his work as a degrading of familiar commercial music in an attempt to reveal the "false promises" of capitalism.
It's basically post-postmodernism. It pretends to be art from the future where outsourced corporate media monkeys assemble crap culture for the ignorant masses from the lowest effort soundbytes and imagery of the past. Typically alluding to themes a 90's salaryman would find "nostalgic". See: the "3D" hype (compare to today's meaningless "HD" and now 3D hype again, ugh), Early Raytracing examples, PC-88 asthetics, etc.
Some vaporwave is like shitty performance art that basically rubs in your face as hard as it can the message: "No, look, this really is just recycled garbage. This is actual shit you're consuming. This turd is in you now."
What is this, no one is coming?
name: princess hold
tools: Lua/love2d/clip studio
progress: How stage works is now changed
progress: Each character has idle sprite
progress: Low quality shaders added
progress: Provisional interface added
>What does he mean by Terminal?
>He means Terminal
Changed the way bloom works a bit. What was previously a render target for bloom is now an emission texture. Bloom is now somewhat physically based in that it uses both the brightness of the surface to compute bloom brightness instead of just the bloom texture. It still needs some tweaking, currently it tends to apply way too much bloom to explosions.
The separate emission texture also means that I can now make pretty much any kind of visual effect, such as bright flashes under explosions that are visible even when there's no ship under them that would reflect the light from the explosion to the camera. Also added 3D spotlights while changing the light shader. They look nice and might have some use later on.