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AGDG - Amateur Game Development General

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Thread replies: 844
Thread images: 156

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>GENERAL
Helpful Links for Newfags: http://alloyed.github.io/agdg-links/
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/
DystopiaBox: https://www.dropbox.com/sh/i2fggwoodbn8d8p/AADBF8TUZr0hqN2gAKgLwzfIa

>JAMS
http://itch.io/jam/vaporwave-jam

>PEOPLE AND PLACES
IRC: irc://irc.rizon.net/#AGDG
Musicbros:
Soundcloud: https://soundcloud.com/groups/agdg-audiofriends [Embed]
Skypechat: http://pastebin.com/idnpTCfU
Steamgroup: http://steamcommunity.com/groups/vgamedevcrew

>[DEMO]s
BatterUp https://dl.dropboxusercontent.com/u/179360960/batter/index.html [Jul 17]
Real Card Sim http://quakeulf.suxos.org/unity/realcards/realbuild.html [Jul 23]

>[IMPORTANT NOTICE]
http://garry.tv/2013/08/21/when-you-tell-people-your-goals-you-dont-achieve-them/
>>
First for I've only just started doing this stuff and I'm already 9 hours into a marathon with my own psyche.
>>
nth for comfy agdg google hangout where
>>
I love /agdg/
>>
xth for no motivation to work on rotate guy
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here is my first game. Reflector is a piece of shit. I'll figure out a better way to record off my phone later.

Anyway this is a game i came up with. My friend learned unity and I did all the art. There are a few bugs that need to be worked out, and some minor design changes. It should be released next Friday. Let me know what you guys think of it.

http://a.pomf.se/dougmk.mov
>>
>>74964472
p-pls... if there is no rotate progress... agdg is dead
>>
>>74964472
Change the guy to a penis and call the game meatspin
>>
>>74964495
>.mov
If you're not going to put in the effort to do it right m8
>>
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>starving for like 3 days
>visit parents because starving
>mom cooks me some shit
>eat all of it
>ate way too fucking much
>feel like im going to die
its over for me bros
goodbye
thanks mom
>>
>>74964593
better? what diff does it make if its mov or webm on this site?

http://a.pomf.se/mlhiyj.webm
>>
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nth for some more progress!
>>
>>74964628
That shit your mom cooked for you better have been games or your post is getting reported

Sincerely,
Letodev
>>
>>74964721
webm opens in the browser. Mov is a download and will start external software to run
>>
>>74964721
>what diff does it make if its mov
Can't find the link, but I read that movs/quicktime were a security risk
>>
>>74965056
ah, I see. Thanks for clarifying, as you can tell I've never done this before.
>>
Do you guys think it's better to learn shit through books or is it better to look at a shit ton of YouTube videos?
>>
>>74964540
thanks for the motivation.
i'll get started after i eat this steak.
>>74964545
lol
>>
>>74965147
Np. Would like to see more of your game since you die pretty fast
>>
>>74965164
a mix of the two
sometimes all you need is a different explaination
>>
>>74965164
A lot of sources is better than just one. You can see how many people approach problems and hopefully realise why they do it that way. The key to learning programming is understanding how things work in the logic side and why things are programmed the way they are. Syntax is just a tool to use the logic to make things happen.
>>
>>74965276
getting you some footage now.
>>
>>74965130
Yeah, it's an old format from the early days of Mac OS, before memory protection. It runs with higher privileges because it modifies its own memory to play back the video, so it's vulnerable to buffer overflows. Botnets can easily hijack a Quick-Time playback to take over your computer.
>>
>>74964472
Make a button that'll allow you to rotate really super fast

this will allow you to solve some puzzles as well as deflect bullets
>>
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>>74965276
here is a really bootleg recording using my gfs iphone. Enjoy.

http://a.pomf.se/ihldqh.webm
>>
>>74964761
classic letodev
fucking cunt
>>
>>74966440
okay good idea
>>
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>>74966821
I'll do it tomorrow.
>>
>>74966440
>deflect bullets
>not rotating the bullets as well
Your rotation is flawed.
>>
>>74966821
shouldn't it be a .gif
>>
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>>74967115
>>
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>>74967981
>>
>>74968076
sp00ky
>>
>>74964914
Yes, you got the point. If the artist has other options that would guarantee conversion, why would he waste time and effort into a project that he is unsure of whether or not is progressing at all.

>>74964958
>>74964972
I'm not saying it's easier, in terms of skill but in terms of seeing visual progress. I know both are craft that you hone over time. Yes, I know there's a lot of stuff going in the backend for the simple task of just moving a simple triangle. This is not really a problem of "skill", it's more of a problem with gauging motivation, participation and commitment in the project. You are working with someone online, someone you barely know, for a promise of future cut that he might not even actually receive (I'll used that because it's the common phrase here).

It can even go the other way around, you're a programmer, you've have already done working prototypes for your game. Now, you talk to your artist, he shows you concept sketches and whatnot but rarely gives you actual usable material to work with. Now tell me, would you continue working with that guy?

Now, this is all avoidable through various ways that I'm sure you guys can figure out on your own. I just don't want people being discouraged with working with fellow anons over a couple of vocal cases of failure that might actually have been properly handled and prevented.
>>
Rotatedev, are you reading and watching things for inspiration? It doesn't sound like progress but it will definitely help you figure out what to do next.
>>
>>74966570
I guess if I do it that way I can also make a box collision to determine if it should go red or green for placement too. Now I just need to code it...
>>
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>>74968076
>>
Time for some market research

Which feature(s) do you miss in current grand strategy games?

Which implemented feature(s) of current grand strategy games do you like the most?
>>
>>74966946
this
make some world objects match your rotation, so you can rotate an enemy projectile back at them
>>
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>want to do isometric game in GM
>GM is shit at isometric
>all day just to get a simple room with movement

time to learn a new engine!
>>
>>74968672
I'm a fan of Paradox games myself. Feature that I love is Dynasties/Family Tree/Or whatever you want to call it.

Implemented features? I guess more dynamic and in-depth intrigues/event system.
>>
>>74968672
cash shop
paid dlc
>>
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>>74969057
le obligatory response
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>>74969057
You know what I saw on steam
fucking DLC for an early access game
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>>74969004
>Dynasties/Family Tree/Or whatever you want to call it.

not sure what you mean exactly but is it something like this:

-Your leader can waifu someone and get kids
-Leader can die when too old, kid is new leader
-You can trade the kids with some other family to get more power
-etc?
>>
>>74969445
Hahaha, n-nice try, you can't r-ruse me!
Seriously? god damn...
>>
>>74968718
which one isn't shit at anything but side-scrollers and top-down?

would be great news if a FOSS isometric engine + editor exist

imho someone should write an extension for Godot or Polycode (aka the 2 most promising fully featured game engines)
>>
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Reminder.

A guy on the Unreal forums (who's been doing really major work implementing adventure game systems like wall walking, ledge grabbing and climbing, etc) suffered DUAL HDD failure and lost both backups of his progress.

Fortunately he had a third backup recently made to a cloud storage drive, but still.
>>
>>74969683
>DUAL HDD failure
Sounds fishy
>>
>>74969516
Yeah, Haven't you played Crusader Kings, Sengoku, etc?
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>>74969771
How's Sengoku?
>>
>>74969760
It's not a mathematical impossibility to have two HDDs crash at once.

In fact, if both were manufactured at around the same time (say, the same factory run which were both sold together in a prefab or something) and saw roughly equal use, it wouldn't even be surprising that they would both crash at roughly the same time.
>>
>>74969917

HDDs can crash simply through age alone?

Now I feel sick.
>>
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>>74969583
To be fair, it turns out the game itself is free to play
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>>74970061
although I do like that there are 'no extra fees' once you buy it
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>>74970061
The game is also surprisingly fun.
I'm not admitting that without being anonymous though.
>>
>>74970061
game is fun. me and my friends put 20 hours in.
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>>74970278
what's fun about it?
>>
>>74969905
Best map aesthetics in all paradox games. I haven't played it that much to create a decent review, actually I haven't played games at all in these past few weeks. What I can say is that I favored playing CK2 over it, I liked my variety. Plus, there's more content CK2 whether it be official patches/dlcs or mods.

>2014
>buying paradox dlc's
>>
>>74969683
Cloud storage is free. Losing the most recent version of your game in the year of our Lord 2014 only happens to the uneducated. You can just set it and forget it and pull it off Google Drive/Dropbox/Copy/OneDrive if your HDD dies. There are no excuses.
>>
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how high up should he clouds go?
these dont look natural to me
idk what to do
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>>74969628
>which one isn't shit at anything but side-scrollers and top-down?

According to my 10min research: None apparently.

Ill try love2d and if that sucks then ill probably just learn unity or something
>>
Missed start of new thread, didn't get to post ad for artist.....oh well, here'll do:I need a reliable 2D artist. There's money in it for you. No idea how much, hopefully high 3 figures, but don't count on it.


>>74970389
>piracy
}:-[
>>
>>74970581
KILL THE AXE GUY ALREADY YOU FUCKING GUBERNAND
WHY MUST YOU ALWAYS JUMP OVER HIM AND NEVER KILL HIM
WHY
>>
>that moment when you're certain the solution you want just doesn't exist
>everything you've tried has been completely for naught
>you're prepared to throw your hands up, say "fuck it", and start the long and arduous process of a major refactor to route around the problem you've come across
>that last hail mary pass you throw, not even expecting it to work, solves everything exactly perfectly.
>in a flash of clarity you realize exactly why it worked and kick yourself for not realizing it sooner.

It is, truly, the best feeling.

Without going into the details, I FINALLY got in-engine IK solving working properly (my rig is not friendly to Unreal's IK solvers, which are designed to solve IK for a primarily FK rig, not an IK rig). Hands now properly attach exactly to the correct spot on the gun and the arms update naturally to accommodate that pose, even for poses which are in between blend samples (i.e. Unreal is trying to interpolate between two defined poses exported from Blender), which until now had caused bone slipping.

I was probably 15 minutes away from giving up the ghost and refactoring my rig and all my animations to solve the problem.
>>
>>74970383
I don't understand.
Driving around, beating in a bunch of zombie skulls with a bat or some other melee weapon, and at some point building a base.
I've only played it twice and for about 4-5 hours each time. But I went in expecting a shit game but found a pretty pleasant experience.
If I knew what made it fun I'd use that knowledge in my own games.
>>
>>74970825
because i haven't made it possible to kill him yet. im too busy trying to make clouds
>>
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>trying to make 3D pong in Unity
>it's too hard
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>>74967981
>>74968627

thats more like it =]
>>
>>74971031
https://www.youtube.com/watch?v=LrqXpYwS9nI
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>>74970581
theres way too many
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>>74970753
hit me up bro, [email protected]

I have worked on one game so far. See >>74966440

I did all the art and lay outs. I'm a graphic designer trying out game design. Look forward to possibly hearing back from you!
>>
>>74970949
hahaha i fucking knew it
>>
>>74971180
why'd you quote me?
>>
>>74971031

cmon man that's literally a vector2 with a speed variable that inverts and increases every paddle box collision. You can do it. Just google search or look at the online documentation on inbuilt functions.
>>
>>74970830
I'm quite impressed that you managed to do this with just blueprint. Would you mind posting a view of that clusterfuck again?
>>
>>74971180
I'm not sure you linked the right game you've worked on....
>>
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>>74971453
Sure.

This one is for parsing input and setting basic player movement and status (i.e. shooting, aiming, running, jumping, being pushed through the air by a melee attack) and also handles some basic stuff like respawning, the time dilation for bullet time, moving the camera around, etc..
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>>74970830
Overgrowth-tier jump-shooting, friend
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>>74970830
That looks awesome. It seems like you've come a long way on that from just making the models.
>>
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I'm getting really fucking mad at Unity right now. It's being a huge bitch and refusing to import terrain RAW files properly, and I have no idea why. If I import it as "Mac", it does pic related. If I import as "Windows", it does nothing at all. If I use bit 8 instead of bit 16, the whole thing is moved up by like 100 meters and remains flat.

Google has been unhelpful as hell and it looks like the terrain tool is broken, too, because I get console errors whenever I select the terrain, even before doing anything with it.
>>
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>>74971832
...this one is a sub-BP of the first one which specifically drives character animation (triggers combos and determines how to progress through them, handles the variables for when the player can jump, double jump, dodge, equip and fire the gun, etc., and controls the player's ability to cancel between actions by setting vars) and also sends messages regarding animation back to the other BP for driving more basic stuff (i.e. tells it when to bump the character into the air during melees, instructs it how to rotate the character when the stick is pressed during melee attacks, tells the character BP when the dodge anim is ready to actually launch the character capsule, etc)...
>>
>>74970830
One light. Just one, and the whole thing will look miles better.
>>
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>>74972264
...and THIS ugly trainwreck (I can't reroute those lines into something more legible, I've put in a feature request) is the state machine that controls the player's animation state. This is what checks the variables that allow transition/canceling; most of it is quite simple, though the "aiming" nodes all contain complex additive and blending logics and direct bone controls to allow the player to aim and fire.

And, as spaghetti as all this is, I cannot CONCEIVE of having tried to do this in C++ directly. I thank god every day for BPs.
>>
Fuck.
Art.
>>
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Zoomed in or Zoomed out?
Uploading the zoomed out now...
>>
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>>74966821
>>74967981
>>74968627
I started, hence the whole load of nothing in my
>gif
too lazy to make a webm for nothing to be shown.
I haven't posted progress in a year since I quit my previous project, but I've been lurking on and off since.
I decided to start again.
>>
>>74971853
Is that good or bad? All I know about Overgrowth is that the animation system is extremely good at procedurally generating new animation from states and partial clips of actions.
>>
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>>74972473
>>
>>74972640
Definitely zoomed out.
>>
>>74972640
You'd be braindead to like zoom in
>>
>>74972473
>>74972640
Zoomed out in this case, if areas get any larger, zoomed in at the point where the character's about the same size in the zoomed out one.
>>
>>74972267
FWIW I tried this and it didn't help. What I really need to do is either (a) clamp the base brightness higher, or (b) just lighten that default surface texture a bit.

Keep in mind the final levels are quite unlikely to have visible skybox at all. The skybox is artificially dark because the Cel Shader renders it black in the first pass (since the sky contains no lighting data at all and is just an emissive texture).
>>
>>74971832
>>74972264
>>74972464
I kinda find it beautiful, it's like looking at circuitry if we ignore the comment fields. I actually feel like switching over to Unity because of blueprint. If understood it correctly, you can sub for one month, cancel it and still be able to use it right?
>>
every time i look at the screenshots posted on tigsource it's always fucking professional quality.

meanwhile in this nooblet infested place you truly realize the meaning of the word "amateur".
>>
>>74973049
It's almost as if this was a thread for amateur game devs.
>>
>>74972719
>>74972768
>>74972835
Thanks, I was just trying out new resolutions.
>>
>>74973049
>actual forums for independent projects are a step above ephemeral anonymous imageboards for the same purpose
Who would have thought?
This is where people go to start out, and if their project actually goes anywhere they'll generally move to a more proper community.
>>
>>74973358
Are you kidding me, there is no future for anyone here.
>>
>>74973043
That's correct. Though unsubbing prevents you from accessing updates, sample content from their "marketplace" (all it contains ATM is free sample stuff), and their forums.

But if you want to try it out and see if it's your speed, yep, sub and then unsub.
>>
>>74973043
>switching over to Unity because of blueprint
You mean UE4, right?
>>
Anyone here good with Doom WADs?
>>
>>74973428
>>74973428
rheres hard working people here who actually care on what they're doing.
>>
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>>74970581
>>
>>74971180
Well fuck it, I've established contact...
>>
>>74969995
They're made up of extremely small, fragile, fast-moving metal pieces. Of course they break down with age.

Spindle bearing seizure, read/write-head locking, motor failure, all of these happen when some tiny metal part snaps or chips or bends just enough to toss the whole thing in the shitter.

Back up your stuff.
>>
I have a mostly functional shitty platformer on my hands. Here's hoping I can keep this up for at least a few months.
>>
there we go, got reflections and tessellation working. i dont feel like doing anything else. bah

how often does /agdg/ take breaks? i feel like ive been taking more and more breaks as this project goes on
>>
>>74975034
Sounds like somebody has
http://en.wikipedia.org/wiki/Directed_attention_fatigue
>>
>>74975262
;~~~~~~~~~~~;
>>
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so is this better guys? should I add more clouds?
how can I fill up the higher upper part of the background?
>>
How can I make Unity's physics engine actually work if I want to do some basic physics sim stuff?
>>
>>74975642
The clouds have to be the highest part, so really you want the base cloud level to be higher up in the sky. Maybe move the mountains up as well.
>>
>>74975642
just make your game, focus on those details later
>>
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Yay progress
Haha oh fuck I have no idea what I'm doing with animations goddamn
>>
I spent the day redoing almost all code just to meet good practices guidelines. So progress goes to bullets killing aliens.
Now I need to save some money to buy me a phone and debug this properly.
>>
How the fuck do I make .md3s if that's what my engine uses?
>>
>>74973358
What difference does the format of a conversation have? There is no reason an AGDG thread can't have the same quality of posting as a forum
>>
>>74976527
Find a better engine
>>
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>>74975884
better?

>>74975939
I really dont know where I'm taking this game so in the mean time I might as well attempt to make it pretty and practice art.
>>
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dat path system tho
>>
>>74977050
cloud should move by themselves, not by parallax. I think
>>
>>74976250
http://www.youtube.com/watch?v=MK6TXMsvgQg
>>
>>74977270
Some old games work that way.
>>
>>74976969
>forums
>quality anything
Would laugh again
>>
>>74977050
should bend his legs while in the air
>>
>>74977403
I can't believe I expected anything else
>>
>>74977403
My next gamedev music.
>>
Hey, AGDG. I could use some advice.

I've been a professional designer on an MMO for a year now, but I want to get back into indie dev. I know my position here is finite and I need something cool I can show off to whomever hires me next.

I'll skip the big long explanation and get to the point: Should I work on my personal game concept in the hopes of having something to show off, or should I spend time making simpler projects like Pong and Donkey Kong to sharpen my skills and fill out my knowledge?

Captcha: Solicitous ertatd
>>
>>74977525
>implying tigsource's games don't blow AGDG's games out of the fucking water

Even their one man and two man games are leagues better than ours.
>>
>>74977962
either approach is legitimate, especially if you already have the know-how to do a specific game.

it can be good to build incrementally towards your game, reusing code as you go.
pixel built up his engine for cave story and released a mini-game with it before making cave story itself.
>>
>>74969628
why not make your own engine ~?
>>
>>74977050
If it were me, I'd try making the clouds horizontally static (non-scrolling) but vertically parallaxed. Then I'd just have the mountains as a single layer in front of them, with both horizontal and vertical scrolling. Don't know if this is possible in your engine, but it's what I would want to try.
>>
>>74977962
Do your own thing because
1) you'll be more motivato
2) everyone has a pong (my previous employer didn't even want to see it when I interviewed)
>>
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At what point in development do you go shill on TIG?
>>
>>74977962
>Should I work on my personal game concept in the hopes of having something to show off, or should I spend time making simpler projects like Pong and Donkey Kong to sharpen my skills and fill out my knowledge?
Short answer: Yes.

Long answer: Even if you designate a big-ish game as your Personal Project™, every once in a while you should see how quickly you can clone a game you already know, just to keep up your level of familiarity with your tools.
>>
>>74978195
>>74978114
Thanks. What I'm worried about though is that so far my gamedev education has been spotty and incomplete. Classes and algorithms are easy for me, but I've not spent much time on stuff like menus, savegames, and juice.
>>
>>74976969
tigsource has a few big advantages over AGDG:

-Moderators and admins that actually give a fuck
-A ton more prestige (gaming media actually pays attention to them)
-Established and friendly devs
-All their games aren't some weird weebshit that nobody outside 4chan could ever relate to
-Names, so one autistic anon can't shit up the entire forum and make it look like there is a shitposting epidemic like I do here sometimes
-They actually make games

It's not even a fair fight. I still like AGDG more, though.
>>
should i dev clothed or naked?
>>
>>74978558
In pyjamas (assuming you have an AC and your room is cozy cold)
Do you even comfy?
>>
>>74978457
I don't just mean get the tech out of the way. I mean take a basic game and do it up nice, full development cycle and the like.
>>
>>74978621
my cousin is cheap as fuck, he wont turn on the goddamn thing.
>>
>>74978797
Boxers then, you get all sticky and shit if you're totally naked
>>
>>74978792
My answer remains the same.
>>
recap #3 isnt working
>>
>>74978468
They have contacts. They probably have a source of income that let them make games and live at the same time. The big ones featured in IGTM, have games on Steam. The press talked about them.
The ones on AGDG that finished a game are far from being rock stars.
>>
please explain to me quaternions and euler angles like i'm 5.

thanks.
>>
>>74978558
I dev naked when the weather calls for it.
>>
>>74979128
if you're actually 5 you should probably go, theres a pedophile in these threads
>>
File: test (01).webm (852KB, 748x450px)
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>>74978168
like this?
>>
Has anyone here actually made money off their games or gotten a good job?

The more time I spend with this shit, the more I feel like I'm wasting my time.
>>
>>74979484
i've made $12 off my newgrounds game.
>>
>>74979563
Can beat that. Depending on the exchange rate. ~14US$.
>>
>>74979484
make something good. Spend money on your game and you will be rewarded.
>>
>>74979484
I do it for fun and learning, not expecting anything else.
>>
>>74979710
highfive anon.
>>
devstream google hangout link
https://plus.google.com/hangouts/_/g7rsz6nrwombu4ewb4ggjzjonqa
>>
>>74977962
>I've been a professional designer on an MMO for a year now
>asking agdg
Is this b8?
>>
>>74979484
I got a job as an entry level software developer from the knowledge i learned trying to make game
>>
>>74971832
Are you encapsulating anything in functions?
>>
Any GUI designers lfg?
I am trying to make golden ratio shit and I can't keep it stright
>>
>>74980429
golden ratio shit?
what?
>>
>>74980530
I'm trying to do a GUI layout based around the golden ratio, like the main portion of the screen is .62 of the width and a smaller portion of the screen is .48 of the width, i figured it'd be easymode but I have no layout or artfag skills
>>
>>74980762
that seems like such a terrible way to go about it
well, good luck
>>
>>74980834
I agree, thats why Im asking for an actual layout artist to do it for me
>>
>>74980105
No, not bait. I got really lucky getting this job due to meeting the head of design at two different conventions and saying how much I liked the game. I can code pretty well but I've not made anything comprehensive or shiny on my own.
>>
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so any ideabros wanna make up a story/plot for my game?
I have zero ideas.
>>
>>74981893
Do you want it to be epic or goofy?
>>
>>74981893
King declares all left handed people are devil spawn and must be put to death
>>
>>74981893
King declares all left handed people are angel spawn and must be put to death (as to return to their rightful place in heaven)
>>
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>>74981980
well I dont want it goofy. I'm trying to make the game as atmospheric and pretty as I can.

>>74982014
boom
>>
>>74979197
That's much better.
>>
>>74981893
There are some left handed bandits who are the devils spawn running around punching people so hard they turn into doors and must be stopped.
>>
>>74982247
King declares all ambidextrous people are devil spawn and must be put to death
>>
>>74982247
Minwil received a vision while he slept. The apocalypse is coming but if he journeys to the end of the world, he will be spared.
>>
>>74982247
>not goofy
you got alotta work ahead of you.
>>
I only have about 100 physics entities/game objects on the screen, and hooking up some delegate functions costs an extra 0.10ms per frame. Does simply hooking up less than a dozen delegate functions that run every frame or so to some empty virtual methods really cost that much (well they are being pass information but the functions are literally blank, I just have them so I can choose which events I want to use by overriding them whenever instead of hooking up each event for each type or individual game object in every script)? I made sure to test it was only that by enabling and disabling the hook ups in each entity's startup.
>>
File: collab neetMC.webm (61KB, 680x384px)
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Working on a sprite for a collab with another anon. It's basically nothing yet as I'm still finalizing the design before I start animating it.

Would be nice to get some design suggestions for a fat neetMC in the future. His basic weapons would be a mop and a bin lid.
>>
>>74982813
>neet moobs
yes
>>
>>74978903
Alright. I'll give it a try. First up, breakout.
>>
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>>74983303
I was gonna base the mc on the guy on the right of pic related. I figured that might be too plain, so I'll Tron-like glowing lines on his armor. Surely, you guys have a something more quirkier. If not, then I'll stick with the current design.
>>
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Aspiring programmer here.

I've been reading SICP (no, I don't want to incite an argument over whether or not that's a good idea so don't start) and I'm having trouble with one of the exercises.

Exercise 1.3 demands that you create a program that will take three numbers and return the sum of the squares of the two largest numbers. I wrote my own, yet all that happens is the third number that I enter as arguments to the function comes up unchanged. I will input

function x y z

and the only number that returns is z, unchanged.

It seems as though it's not due to my incompetence either.

http://community.schemewiki.org/?sicp-ex-1.3
http://stackoverflow.com/questions/161666/sicp-exercise-1-3-request-for-comments

I tried the two programs in the links above, with the two interpreters in the links below

http://www.biwascheme.org/
http://repl.it/languages/Scheme

and still, the same problem occurs. This is concerning to me as I feel if it's not just my incompetence and something is wrong, with the book, or interpreters, I'll be badly misguided.

Thanks in advance.
>>
>>74983715
link to code?
>>
>>74983715
Sorry guys, it was due to my own incompetence after all. I'm not used to Lisp, so I had absolutely no idea that I had to put everything in parentheses, even input.
>>
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>>74983715
>I've been reading SICP
>>
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Rate my code
>>
File: whee.webm (1MB, 624x472px)
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Whee particles! It's 1am so this is my last progress for the night. Sleep tight aggy dag.

we megaman x now
>>
>>74984408
>lisp and sicp
Why waste time when you can just jump in game maker and hack away until you have a game?
>>
>hear thunder
>check radar
oh boy, time to stormdev
>>
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>>74984603
>>
>>74984603
Crap. Start indenting correctly. Also
>leaving spaces under your coments
>not leaving spaces between functions
>>
Has anyone ever had luck modding open source games like the Cube engine?
I love the engine and I'd love to play with it but it's kind of difficult with how little documentation there is.
>>
>>74978429
Sooner the better really.
>>
>>74984695
Because I don't want to learn programming for the sole purpose of games. While games are a large part of it I am very much interested in programming on a larger scale; and I plan on going to college soon to become an electrical engineer and a headstart couldn't hurt.

Also because GAMEMAKER LEL IT'S LIKE U DON'T EVEN WANT FREEDOM WITH YER GAME REAL DEVS MAKE THEIR OWN ENGINES, COMPUTER'S, MATTER THAT COMPOSES THEIR COMPUTER'S ETC.
>>
So I'm building my world, writing out that lore, and I hit a catch.

I don't want my MC to be "The Chosen One" because that's tacky and played out. However, I have a bit of an issue now. How else would it make sense for some random kid from nowhere to just waltz in and start toppling dungeons and slaying dragons? He can't be magical, but he won't have had any combat training. Do I just handwave it? How could this make sense?
>>
Phantom Block developer here.
I was wondering if I should set up a development blog for the game, now that I'm making pretty good progress. I'm currently in the middle of composing the main over world level theme. It would be part of my regular website.

Anyone have opinions?
>>
>>74985234
the thrilllllllllllllllllllllllllllllllllllllllllllllllll
da hunt
to become Suave McKid, exploring dungeon by day, ladies by night
>>
>>74985234
he's retarded
tardstrength
>>
>>74984903
I can never bring myself to dev while it's storming. Too much fear of a sudden power outage deleting some segment of code that I'll never figure out again or corrupting a model or something. I just read when it storms.
>>
>>74985234
>How else would it make sense for some random kid from nowhere to just waltz in and start toppling dungeons and slaying dragons?

You seriously can't think of a single reason other than "He's the chosen one!"?

Seriously? What kid wouldn't want to go explore dungeons and slay dragons?
>>
>>74980082
bumping this
>>
>>74985297
Blogspot or Wordpress so you can monetize traffic later. Tumblr if you want to be associated with the people there.
>>
>>74985398
His soul is super powerful.
>>
>>74985440

>Monetize Traffic
I don't want to monetize traffic. I just want to post updates on my game.

I have a website already, perhaps I can just use that.
>>
>>74985130
Depends on what you mean by scale, but consider that games have UI, web, logic, persistence, etc whereas lots of other types of programming are very narrow
>>
>>74985234
Make magical more common. Think something like the Trojan War where multiple personas were considered abovehuman figures.
>>
>>74985541
When it comes to scale, just imagine /g/ levels of knowledge.
>>
>>74985363
That was pretty much his motivation already, yeah.
Also, I'm adding a character named Suave McKid that consistently Garys the MC (but it turns out he was full of it the whole time in the end). I'll add him just for you.

>>74985371
That is not off the table.

>>74985398
It's not an issue of motivation. It's the problem that the average 10 year old, if tossed into combat with an Ancient Stone Lion and two Widowbearers wouldn't exactly have the best luck. That's my issue.

>>74985601
I suppose this is an option. Just go full magic realism, just make everyone magical somehow. Might be neat. I'll think about it.
>>
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>>74985965
>Also, I'm adding a character named Suave McKid that consistently Garys the MC (but it turns out he was full of it the whole time in the end). I'll add him just for you
Nice
>>
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better mountains??
>>
>>74985234
he gets all his training from playing video games
>>
>>74979484
My hobby games helped me get my first and second jobs; I've also tried to use technologies relevant to my jobs in my games so they've helped my career too.
>>
>>74986180
better x2
>>
You know how you feel so tired all the time and just want to lay around nodevving all day?

Well don't take Wellbutrin to fix that. I'm pretty sure I'm on the verge of a seizure, holy christ.
>>
>>74985965

So you don't toss him into a combat situation you don't think he could win. If you can't think of a way for the character to triumph without breaking suspension of disbelief, try giving them a different obstacle.
>>
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Aw yeah, my super basic tile editor version 0.0.0 is working. By working I mean it paints tiles to the map which can be stored in binary format and loaded into my game engine.

Now to actually add features to make it practical to use and to come up with some decent tile sets.
>>
>>74986493
#SHOTSFIRED
>>
>>74986413
I don't have that problem, I suffer from losing focus and not being able to maintain attention, but I'm afraid to try ritalin.
>>
>>74986540
have you considered using tiled?
>>
>>74986724
I actually don't mean anything by that, he obviously wanted to get something out of it hence the suggestion.

There's no shame in trying to earn money with the use of your work.
>>
Agga Dagga, give me some names for my random generator. The setting is wonky fantasy so really virtually anything will work.

And don't worry, I've already got Agga in the first name bank and Dagga in the surname.
>>
>>74986829
Ritalin is literally just speed that they can legally prescribe to you.

It's highly addictive and terrible for you. The only people who should use it are extremely severe ADHD cases where they're actually worse off naturally than the would be addicted to fucking speed.

Just practice focusing. It is a skill you can sharpen over time.
>>
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I-I'm nervous on-camera...

I gotta implement shader-based shadows + WASD ui stuff. Then I'm done the engine junk and can start making a real VIDEO GAME.
>>
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so wise
>>
>>74986960
SlamFist BeefHarden

Is this a place name or character name gen?

Arsentia
Zhent
Mornted
Nar-dhenj
Makeo
Netten
Layette

Slam Leaden
Shank Fasting

I'm out of names
>>
>>74987193
You should dev with us, it keeps you focused knowing someone could be watching you browse the thread instead of work
>>74980082
>>
>>74986450
I suppose you're right; some smaller initial obstacles would be better for the player anyway. I was kind of caught up in the lore there, forgetting about the actual gameplay. Gotta' start on those Swamp Rats and Generic Slimes. Thanks.

Also, I might have him get his ass kicked in the first boss battle, just so that coming back and murdering that thing later on is all the sweeter. Thanks for the help.
>>
>not sur how to properly set my camera in unity
>use the 3rd perso camera already pre-made to see how it is
>Jump bonus: camera goes apeshit

mmm
>>
>>74987378
what engine?
>>
>>74987378
the g looks wrong everywhere it's used.
>>
>>74987443

No prob, but don't think that the enemies necessarily need to be weak or generic. Just apt for the character. Have you played earthbound? Even if you're going for a more serious tone I think it could be a great source of insight into the sort of game you want to make.

Don't get too caught up in the minutiae, especially when worldbuilding. Start with distinct core ideas and the details will fill themselves in for you, trust me.
>>
>>74987541
Construct Classic

>>74987617
Ok, i'll fix that
>>
>>74987394
Character name.

Congrats, you may very well run into an evil knight named Shank Beef-Harden.
>>
>>74987443
>have him get his ass kicked in the first boss battle
/v/ won't be pleased
>>
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>>74987124
>Ritalin is literally just speed that they can legally prescribe to you.
no that's dexedrine (dextroamphetamine) which is just straight up amphetamine, the dextro just means "right-handed", enantiomer of the amphetamine molecule.
adderall is a mix of dexedrine and other salts.

Ritalin is Methylphenidate, don't take ritalin because it's shit, they don't even prescribe it in some places anymore over stuff like dexedrine and adderall because it's less likely to provide the right effect and it's more to calm ADHD kids down rather than provide motivation and focus to ADD kids and adults which is what dexedrine is prescribed for.

Amphetamines aren't that bad for you, they won't make your teeth fall out or your heart stop... that is IF you take the therapeutic dosages that are only supposed to boost the dopamine levels in your brain to around the levels that people who have high focus and good attention spans have. (dopamine is the drug that controls the reward pathway in your brain, if you had 0% dopamine production you'd probably just lie in bed unable to move.
The prescribed oral dosages of stuff like dexedrine are much much much much smaller than the dosages that methamphetamine (which is a different drug that's much more addictive and potent) addicts shove up their noses in one go when taking a hit.

Most methamphetamine addicts look that way due to the lifestyle caused by being a meth addict not by the drug magically shrinking their teeth or causing their skin to go bad, that's just from them drinking lots of soda to take care of the cravings for sugar and liquid and them never brushing their teeth, self-harming, getting into fights, staying up days on end and not showering among other things.
>>
>>74986960
Just steal all the first names from Kerbal Space Program. They have like 500+, if memory serves. Also check out baby name books.

Last names are harder. Have the obligatory vocational names (Smith, Schumacher, Woodard, Weaver, Sawyer, and other names that coincidentally start with W or S), then add in some typical fantasy nonsense (Ravenheart, Blackbriar, shit like that; maybe even have a generator for last names that's like [descriptor] + [object], which could be neat when the results aren't Hardjelly), and then invent some royal sounding names the have something to do with your lore. Maybe toss in some names of gods and demons, for extra dramatic flair.

And also Strong Fist and shit like that, for giggles.
>>
>>74986840
The tile map is just one component of a more complex level structure, it'd be difficult to get a third party tile map editor to do everything I need and I'd rather have all my level design tools in one application.
>>
>>74987942
> drinking lots of soda to take care of the cravings for sugar and liquid and them never brushing their teeth, self-harming, getting into internet fights, staying up days on end and not showering
so agdg could start taking meth and not much would change?
>>
>>74987438
I will tomorrow/later.
>>
>>74988210
Don't take meth, it's shit and fucked up and it is chemically addictive, take dextroamphetamine or adderall, it's actually not that addictive and doctors say they have a harder time getting actual ADD and ADHD kids to take their meds like their supposed to, it's people who don't have ADD and ADHD who abuse it and take more than therapeutic dosages for the high, it's why it's usually so easy to get because ADHD and ADD Kids usually have a stockpile of the stuff from not taking it all the time.
>>
>>74987857
Sweet.
>>
What is it called when a cursor is resting over something?

There's a specific word I'm looking for here. It's like, when you just let the cursor hover over a picture to see its filename.
>>
>>74988563
Hover.
>>
>>74988618
Motherfucker I SAID hover in my post, that's not it.

I swear to god agdg I hate you so goddamned much.
>>
>>74988563
Tooltip
>>
>>74988563
Highlight? MouseOver? Hover?
>>
>>74988563
I think the thing you're looking for is "tooltip". Either that or just plain "mouseover".
>>
>>74988563
Hover
>>
Did anyone here start with C++? what am I getting myself into?
>>
>>74988719
Not him, but that is the word I think. If I were directing someone to do that, I'd tell them to hover the mouse over whatever. Hover definitionally means being above and making no contact.

As far as codespeak, it'd probably be a collision detection anyway. What do you need, more specifically?
>>
File: Stretch.png (56KB, 839x845px)
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What causes UV maps to look like this? My object is rectangular and those trapezoidal parts should not look like that.
>>
>>74988895
>Did anyone here start with C++?
I did in highschool.
>what am I getting myself into?
Depends how good you are at it.
>>
>>74989016
>What causes UV maps to look like this?
being bad at unwrapping
>>
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How's your progress?

Mine is sliding along quite well.
>>
>>74989190
make thumb above the track
congrats though
>>
>>74988895
If you're using C++ you'll never finish a video game.
>>
>>74987721
Just downloaded a rom of Earthbound, going to give it a play while I procrastinate devving.
And you're right, I need to focus on the world first.

Thanks for all the help.
>>
>>74989319
Feeling a bit inferior?
>>
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>>74989312
>mfw didn't notice the obvious draw ordering issue
t-thanks I'll fix that
>>
>>74987905
Why?
>>
>>74989378
Im gonna play Ultima 4, have fun, procrastinating, bro
>>
>>74989591
/v/ hates it when the player is forced/scripted to lose, even if its in a cutscene

then again, /v/ is not one person
>>
>>74989706
Not him, but what if you CAN beat the boss, but only the try-hard savescummers do? And most normal people would run away?
>>
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>>74989495
>>74989312

Master is satisfied ;3
>>
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>>74984695
Why waste time on learning to draw when you can just jump in paint and hack away until you have a picture?
You won't get far with even with gamemaker without understanding how to program.
>>
>>74988719
Stay is used a lot when something stays somewhere like OnStay, focus is also used sometimes pretty sure i've seen some functions called OnFocus in similar situations but "when mouse hovers over" is also a frequent phrase.

Like in unity it uses OnEnter, OnExit, OnStay.
>>
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I have this idea for a game but the concept requires it to be in 3D. However, I have no experience in that besides webm related and it would take way too long to make anything decent regarding textures/models.

If I made a 2D game I could make my own art, I have in the past. And I absolutely can not afford to pay someone to handle all the art in 3D for me.

What do /agdg/?
>>
>>74990478
Learn? Also, depending on the game you can just go with primitives with textures on them and billboard sprites as characters.
>>
>>74990478
>the concept requires it to be in 3D
what concept is it?
>>
>>74990478
What exactly are you trying to do?
>>
>>74990765
Sorry, don't really want to say but it would be stupid in 2D, really would.

>>74990619

I know this has been asked before but I never wanted to get into 3D so I ignored it, I made that shit in the webm in blender and it was a pain in the ass, do you recommend other software?
>>
>>74990478
>1364x768
>500fps min
Another rich dev.
>>
>>74990983
Not sure if sarcasm but my laptop is 4 years old and is really shitty, there's this cool "trick" about unity that gives you 500-10k fps, turn VSync off.

>>74990856
Basically, I need to be able to see in first person, so it wouldn't work in 2D.
>>
>>74990478
Jeez, how'd you get such nice-looking shadows? They don't look baked, but they look very soft and neat.
>>
>>74991105
They're baked. Soft shadows, free unity version.

Should I really just go with blender and take 100+ hours to be barebones decent at it?
>>
>>74991321
Yes, you should. What makes you think there's another option?
And 100 hours is fucking nothing
>>
>>74991321
>Should I really just go with blender
jesus christ no
>>
Which game was it that uses pokemon-style placeholder sprites but plays more like persona?
>>
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>>74991597
>>74991602
>>
>>74991756
to clarify, I saying no to Blender because its a piece of shit software. By all means learn a decent on tho
>>
>>74991918
What's a decent one?
>>
>>74991724
I'd say space dog's game but that's more like LoZ than pokemon. Sorry bro.
>>
Petition for OPs to start including a google hangout link
>>
>>74992013
3dsmax
most used and has the most tutorials
>>
>>74992013
Maya or 3ds
>>
>>74992013
>>/3/
>>
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Accidentally made this orbiting effect earlier today 8)
>>
>>74992493
why come theres a lot of little eye-balls around big eye-ball
>>
what would rotate guy theme sound like
>>
>>74992981
Lots and lots of stereo panning
>>
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not-Pokemon dev here

I did some things while I wasn't internet.
>>
Does anyone here use 3d Gamestudio? Thinking of fooling around with it. The Unity3d manual has scared me.
>>
>>74990478
>>74991321
Find someone to collaborate with. I would have helped you with the models and animation if you could do the textures however I already partnered with another anon.
>>
>>74993242
If you can't handle Unity you shouldn't be thinking of even Gamestudio. Put on your big boy pants and get back to learning.
>>
>>74992493
Looks pretty cool, maybe the some of the eyeballs could detatch for an attack
>>
>>74993492
Yeah I'm having a little trouble thinking of attacks, if the ring expands it'd be damn near impossible to avoid. Detaching eyeballs or launching them one by one would make a lot more sense
>>
>>74969995
Yeah but after fucking 10 years.

I have a 12 year old 12GB HD in an ancient desktop in my closet that acts as a firewall.

These things last forever. His problem was 99% likely not a hard disk failure that took out both. One probably fucked the over and the other probably had a data issue, which could have been repaired that happened as a result of the shit happening to the first.
>>
>>74993242
>The Unity3d manual has scared me.
what's scary about it?
>>
>>74993580
I've still have HDD's from like fucking 1998 as well. Works perfectly fine.

My newer seagate one died though due to some shitty power outage. I think that's the one of the main causes rather than age.

Also depends on how often its used. If it's kept on everyday for +2 years straight..then yeah expect it to wear out soon
>>
>>74993617
Everything. The tutorials I was watching at the start of the year said a whole bunch of things that in the last two weeks I've found out are bullshit. I was going through the starter guide manual thing and was getting lost even more there, so for now I'm not going to bother. I think I can do what I wanted to in 3d gamestudio, it would just be a completely different way again.

>>74993410
Make me.
>>
>>74971832
>>74972264
This is a disgusting way to avoid having to code.

I now have a profound hatred for Unity that I couldn't have by name and shitty projects (that were terribly memory hungry) alone.
>>
>>74993705
The firewall in my closet? On all day everyday except in a low-power mode during my sleep period running Slackware Linux.

It's been doing that job since I got the box to put it in, a year before I got my PS3. 2006.

I only specifically remember it because I had pre-ordered my first game ever (never doing it before) Black, a PS2 game that sold itself on realism and destructible environments.

I had to see what the PS2 could do, and what it could do was like 3 levels of very boring shooting with shitty console controls. This coming from a console gamer. This was the shortest Playstation game I've ever played on ANY playstation console.
>>
>>74993774
I hope you realize that's UE4 and not Unity
>>
>>74994196
I don't. I am a programmer so the UI I see is my IDE.

Regardless of what that is, my judgement stands, and my reaction stands because UE is generally bloaty shit too.
>>
>>74993771
>implying it's not going to happen with Gamestudio again
there's a reason why it's not mentioned here
>>
Blending together particle effects with the trail renderer turned out pretty well.
>>
>>74994267
Not everybody likes writing walls of text to get lights to turn on and off dude. You still have to code regardless, the GUI stuff helps get rid of the grunt work.
>>
>>74994509
I genuinely never implied it had to be pleasant for everyone.

You have the same experience looking at pages of code that I do looking at that tangle.

I know why they exist, just hate'em. I won't say anything cross about someone using what they can because surely if they get momentum they won't use tools like that forever.
>>
>>74994270
Yeah, but at least the book I've got behind me walks you through some of the bits. I haven't found anything like that for Unity.

Not giving up on it completely, just not going anywhere near it now until I can get back into the right frame of mind. As as someone who learns best from watching what someone is doing and then doing it myself, tutorials and the manual won't help with shit, especially if the tuts are leading me astray in what it can do. I'm not expecting too much from it, but at least one of the examples in the book is something I'm wanting to actually do, just mine is a sci-fi version.
>>
>>74994412
What gaem? This looks pretty cool anon.
>>
>>74994780
It's called XenoRaptor, demo is here: http://store.steampowered.com/app/298280/
>>
>>74994780
xenoraptor
>>
>>74994839
Have you made much profit yet? I thought this would motivate me but I just feel worse for not doing anything decent. Best of luck to you.
>>
>>74994613
Are you not watching the tutorials on the Unity website? Those are fine.
>>
>>74994613
That is true you will have to search and hit the docs hard often. But at least you build on your problem solving.
>>
>>74994948
Those are that ones that led me astray, so please don't talk about them.
>>
>>74995061
I can only imagine what you are doing, blindly following others' direction ain't gonna get you far.
>>
>>74994940
Nothing impressive, but I am pretty happy with how it's going since it's an early access game with no marketing (I haven't even emailed journalists/youtubers) or visibility.
>>
>>74995123
Please excuse me for not caring when people are completely ignoring the question I asked and are instead trying to push me into something I have no interest in doing at this time.

To your point, no. The tutorials on the site were making a bunch of statements about how things were handled in unity, I've got a friend doing a course at the moment and I made the mistake of asking was it as easy to do certain things as the tutorials were stressing - and no. It's all external code, which for those bits I lost interest. Being the bits I traditionally had problems with, having a shortcut there made it seem really attractive but without it and with a whole lot of other stuff involved that was glossed over at best in what I was watching, I'm going to play around in the kiddy pool for now quite happily.
>>
>>74995436
>problem is willpower and attention spawn
>going to need those for any kind of investment, let alone game development alone
>decide to fuck it and piddle around uselessly rather than start investing now
>said investing would also stretch willpower and attention spawn
Stay nodev.
>>
>>74995436
Nah, the kiddie pool is Gamemaker. Ye be venturin' in unknown waters son, there be sharks ahead
>>
>>74994839
>All positive reviews

>>74995168

If you're not supporting yourself from this, do spend a few hours "marketing" and you will be.
>>
Anyone else making mobile games?
>>
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post it
>>
>>74995968
No, but nice work on that UI mate!

I hate doing UIs.
>>
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>>74995982
I've changed one sprite up and I've made another 4. I've also started work on the Pokemon-styled introduction to the game.
>>
>>74996332
very nice!
>>
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>>74995968
This is what I made for a published game I have, might be an older version.
>>
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>>74995982
Started working on the GUI and other systems related to the transition from game over to a new game and also on level transitions.
>>
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>>74995982
>>
>>74995704
Probably ;) Still, I'm looking to play around more than anything, hence

>>74995616
not investing a huge amount of time for no gain when I don't have much free time at the best of times.

My main interest lies in writing, so this is a diversion.
>>
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I made a WeabooM tutorial that uses ShareX, it's pretty fucking easy so you better use it
>>
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Writing openGL code again. Jumping between this and RPG Maker because fuck lets work at the two ends of the spectrum.
Haven't been able to dev much recently either, been prepping for interviews for real coding jobs
>>
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>>74968310
yes i've been doing it all day.
it's really fun to do

>>74972492
nce progress anon

>>74971129
thanks

>>74968686
>>74966946
i like these ideas thanks
>>
>>74996439
aww sweet, is it using cocos2d(x)?
>>
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>>74996595
just posting example of all the number sprites
>>
>>74996939
Just popping in to say that you're never going to make it as a writer for games.
>>
>>74997641
Nein. At least someone likes it though, it was one of my first projects and it's actually one of my favorites, despite being very basic. It's free for android.
>>
>>74997723
That's cool, it's not games I write.
>>
>>74997761
Oh well, then there's no problem. Good luck.
>>
>>74997974
Thanks.
>>
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Boy player-char.
>>
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Is it bad to get into gamedev with your significant other?
My girlfriend is an artist and musician and she's showing an interest in what I do. Would it be bad for her to help out on my game? I mean, what if we break up and the game is left half finished? It's not like you can continue having a professional relationship afterwards.
>>
>>75000219
looks cute. can i see some more of your art?
>>
>>75000631
see: >>74996332
>>
>>75000662
got a tumblr?
>>
>>74995781
>All positive reviews
I have nothing against Xeno but this whole dick-sucking attitude is annoying. It's almost like people are afraid to say negative comments on popular amateur games.

>inb4 stay jelly nodev
>>
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>>75000703
I do, but I haven't updated it in a while. I'll probably get back to doing regular posts this week some time.

http://badly-drawn-cube.tumblr.com/
>>
>>75000373
>that image

The alleged victims of Kiweweesi’s daggling whopper have been identified as Kaddu, Kabanda, Kasibante, Wanyama and one Mulingo. We have decided not to reveal their full names until they have finalized recording their statements at police. One of the victims revealed to us how he got angered by the pastor’s crazy appetite for bums and fought him before he left the church.“He tried to rape me and I was tired of him bonking me in the anus so I boxed him on the face and he nursed a swollen face for over a week. He pounced on me with his whopper in one hand and tried to shaft me but I overpowered him. I fought him,” the boy who declined to be identified because of the sensitivity of the matter told us last night.
>>
>>74997445
how much have you got done for the jam?
>>
>>74994412
Nice effect. Been enjoying watching this come together. You really ought to start sending out a press kit, although maybe not just yet. It's still missing something, IMO.

Right now it seems like there might be a pacing issue. Most shmups have big boss battles, and given you're doing 3D, your bosses could be gigantic. Hell, you could fight space stations, or deathstars with the brightness of those weapons. Just a thought. You have any plans for stuff like that? Fighting giant alien destroyer ships or space structures, caravans, etc?

Good work on toning down the background with the dust, BTW, really makes the weapon effects stand out.
>>
>>75000801
Your drawings are really nice, but you gotta work on your mouths. And noses.

/ic/ here
>>
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>>75001390
spoiler for not gamedev

Yeah, I have a lot of trouble with faces right now. I'm trying to work on it.
>>
1-4:Nachos, then fix the bug in modular multiplication.
5-9:Pizza, then port recent native changes to web.
0: Make a cherry cobbler, then get some fucking sleep.
>>
>>75000704
>It's almost like people are afraid to say negative comments on popular amateur games.

That's just the unwritten rules of social interaction. You see that everywhere. Except here.
>>
>>75001574
The unwritten rules of social interaction are not good for game development. But it's not like people here haven't said what they think about that game and how they think it could be better.
>>
>>75001690
>The unwritten rules of social interaction are not good for game development
They really aren't, but the problem with most people is that when they like something they have trouble looking at it objectively.

FF7 is my GOAT and i can still point out it's flaws. Apparently most people find that hard.
>>
>>75000704
>popular
It's unknown outside agdg.
>>
>>75001815
>objectively
This place?
>>
>>75001890
Oh keep your pessimism to yourself
>>
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>>
>>75001815

>FF7 is my GOAT

christ, why
>>
>>75002027
I am. Checkmate.
>>
>>75002029
Lots of reasons, but i think the most important reason a game can be your absolute #1 is that you accept it with all it's flaws.
>>
>>75002027
I can't into math required for 3D calculations.

I can into 2D, though.
>>
>>75002027

I am a man of wealth and taste.
>>
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>>75002027
daily reminder not to reply to the bait
The only question you will ever need to ask, whether you are a 2D, 3D, engine dev or using someone elses engine is pic related.
>>
>>75002027
Jokes on your, i'm not making a game at all
>>
>>75002027
Because thats a set of challenges I'm not ready for.
I've only just started reading tutorials on C++
>>
So how do you people come up with devnames? My game is progressing to the point that I should kick up tumblr and twitter for it to gain a following but my current nickname that I use online isn't rememberable and its hard to pronounce.
>>
>>75002149
Because >tfw no arts. What happened to the knight nodev btw?
>>
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post dev stations!
>hanging out
>paper dev'ing
>brocolli for dev snack
>glass of still natural mineral water
This is the dev life right here :3
>>
>>75002220
>not separating your names from devname to notdevname
>wanting people to be able to find out eveything youve ever posted
>>
>>75002220
http://superhero.namegeneratorfun.com
I dub thee, The Fantastic Mimic Dev
>>
>>75002220
I just thought of one that related to something in the industry i liked or didn't like.
>>
>>75002220
You should think of something 2cool4you or 2cute4them. I have a generic name so my tumblr has 0 followers.

>>75002283
If people don't notice you here they won't notice you in tumblr either so there's nothing to fear.
>>
>>75002220

>google one man studio
>someone's already taken it

well, that's that
>>
>>75002280
>Making COMICS
>by Scott McCloud
I chuckled
>>
I need to start a new project. Votes for which sounds more like something you'd try out:

>Podracing game
>Fantasy tbs (think XCOM)
>>
>>75002620
> not ufo racing strategy game
>>
/agdg/, how do you avoid having your mutators parameters name be the exact same as the class variable name?
>>
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:^)
>>
>>75002763
fukin haXxoRz
nice progress btw
>>
>>75002745
I don't.

My language isn't shit, so the parameter names are locally scoped. this.member allows instance / class name resolution.
>>
What would be the easiest way to amke decent looking isometric close to top-down sprites? Of course there is a lot of zelda and SNES rpg stuff that works like that, but that style wouldn't really work with the way the game is played. I've been thinking of something like that necromancer game, but I don't want to rip off other devs, especially not the ones that frequent here.
>>
>>75002316
>Generate a name
>Make game based off of that premise
Repeat an get the cash
>>
Getting a bit demotivated by the too complicated java tutorials on making apps. Especially so since i see all you guys posting progress. I'm getting impatient. Found this tutorial on creating java games on android. Going to start with that. Think it's any good for a total nub?

http://www.kilobolt.com/game-development-tutorial.html
>>
I've been working on a game for a little while. It's an 80s influenced cyberpunk management sim/VN/stealth platformer. You play as a guy whoring out the stock market between mega corporations (management sim) in order to raise money to leave for his family (VN), with the help of a cyborg enforcer he can program to assassinate CEOs and other influential business people in the stealth platform sections.
I'm going to post a link to a blog tomorrow so that people can follow progress.
>>
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Gril player-char.

Something looks really weird about it, though, but I can't work out what. Halp?
>>
>tfw get some ideas
>tfw theyre pretty much useless without art
>tfw NEET so cant afford art
>>
>>75003837
>learn2art
>>
>>75003837
What you have to do when you're in this predicament to you is to shape all your ideas around basic geometric shapes.
Here's some inspiration:
http://www.youtube.com/watch?v=4aGDCE6Nrz0
>>
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We jumpin in 3D now.
>>
>>75004035
kewl
>>
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>>75003834
Wait, I think I fixed it on my own. Right?
>>
>>75002283
Well, that's kinda the point. To have a devname but also separating it from everything else I do online.

>>75002316
Name generators might not be such a bad idea to get started.
>>
>>75003812
Do you know the original Syndicate? It's somewhat similar in ideas and could give you some decent inspirations.
>>
>>75004089
No, now her hips look disjointed from her body. The legs are a huge improvement, since her left leg was previously broken, but the selout looks fairly bad, pixels are standing out all over the place. Please don't use it
>>
For the longest time I've wanted to make a drifting game that catches the feel of Initial D. Head-to-head nighttime racing down a mountainpass europop blasting and tires screeching.

The problem I have is that I can't decide if I should pursue an arcade feel, or a more simulator approach where you actually get to config your car and you probably have to actually do research to be able to get it to drift good. The arcade approach is definitely more marketable but the simulator approach just gets me wet. Any opinions/ideas?
>>
>>75002090

I heard love goes something like that too.

Can games be love?
>>
>>75004292
Syndicate was one of my biggest inspirations for the general themes. I like the idea of having a human side and then having soulless machines carry out their dirty work so people don't have to deal with the emotional consequences.
This game is a bit more light hearted though. Having a management sim with a storyline is difficult because there are simply so many ways the character's success within the management sim can go, so right now I'm having difficulty planning out all the timelines and such.
Basic game mechanics for the platform sections are working right now, then I'm gonna work on the stock market simulation, then art and music, then get round to writing the story. Shit's gonna take forever.
>>
>>75004550
Games will always be by your side. That can't be said about women.
>>
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>>75004302
Pokemon-styled sprites are hard...
>>
>>75004670
Looks okay. I dunno much about Pokemon sprites so I'm not gonna comment on style copying. The only thing I'd change regardless of style would be changing the pure black to something like #182729
>>
>>75004965
Yeah, I'm not sure Pokemon uses pure black so much, so I'll look for something a little different.

Thanks.
>>
>>75004670
I think the contour and shading on her jean shorts that makes the hips look somewhat disjointed. Tone it down a little, especially the middle line.
>>
>>75003837

You should just present your idea. I wouldn't mind working on the art for a game for free, I am also a NEET. I'm sure there are others you could convince to help you too.
>>
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>tfw baking texture is taking 30mins+
>tfw light points stopped showing on editor
>>
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We gender binary now.
>>
>>75005865
>making 3D games
>>
>>75006058
>inb4 gender slider where
>>
>>75006058
So why does male/female you have different amount of clothing? :p
>>
>>75004035
> Mixelman2: The Resolution
>>
>>75006058
she has thunder thighs brag
>>
>>75003978
PUBE!
>>
>>75006058
> Negative, I am a meat popsicle.
>>
>>75006161
Blatant misogyny.

>>75006278
I'm a big fan of big thighs.

>>75006494
I'll consider adding "other" to the options, if that'll suffice.
>>
>>75005865
Doesn't your toolchain have a "low-res" bake mode for quick testings?
>>
>>75006573
Huh, I don't know?
>>
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>>75006562
>other
Amazing!
>>
>>75006562
More socio-culturally diminishing that misogynistic, but sure.


>other option

I wanna see that sprite.
>>
>>75006562
>I'm a big fan of big thighs.
You have absolutely delicious tastes bro.
>>
>>75006562
>I'll consider adding "other" to the options, if that'll suffice.
Good job giving crazy people confirmation and support.
>>
>>75007009
You haven't seen what I'm planning yet.
>>
I'm having trouble getting unity to play an animation on a key press, then stop playing it.

My listener feeds a bool into the control script and then waits for it to run but I can't seem to get it to take.

Not sure what I should do to get it to work properly.

http://pastebin.com/9VeqZ214
>>
>>75007378
>dat perfect academic code
You're so cute. I'd hug you.
>>
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>>75004670
That'll be $700.
>>
>>75007880
[studies closely]

Mhm... okay... I think I can learn some stuff from this. Thanks!
>>
>>75007880
Is that a bulge or a puffy vulva?
>>
>>75008090
Both.

Captcha: Approving rotate
>>
>>75007783
I'm a highschool dropout who's only recently just started with all this.

You're either being sarcastic and now I've got hurt feelings.
Or you're complimenting me on my outstandingly clean approach to writing code.

Either way I figured it out, I just checked if the animation itself was playing, and then played it if it wasn't playing. Simple actually.

My new problem it making the animation rotate with the player. Is there a way to set the values of the animation in the script?
>>
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>>75008246
>You're either being sarcastic and now I've got hurt feelings.

you're sweet
>>
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>>75007880
>>75007961
I think I fixed it.
>>
>>75008246
>Or you're complimenting me on my outstandingly clean approach to writing code.
This. It's pretty clean and I liked it. Academic, but clean.

>>75008246
>set the values of the animation
For rotating? I don't understand what you're trying to do here.
>>
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>>75008090
Neither. You can fap safely.
>>
>>75008353
I've got the arm to flip along with the player character. My problem is this here line of code for checking if the animation is playing or not.

if (animation.IsPlaying ("PlayerSwing"))
{
swinging = true;
}
else
{
swinging = false;
}
>>
>>75008647
I realised how difficult this was and how useless I am when I'm finding it difficult just to play an animation once when you press a button.
>>
>>75008647
couldnt you just do is

``swinging = (animation.IsPlaying ("PlayerSwing"))``
>>
>develop perfectly fine movement script except for some fucked up reason it's always off by a small amount of units
>now have to resort to a PID controller for maximum accuracy
>what the fuck is this shit why do i have to learn engineering theory for game development
>>
>>75008647
What's wrong about it? The code itself is correct. You're confusing me now.
>>
>>75008647
MonoBehaviour.animation is a reference to the deprecated Animation component, which is not attached when you're using an Animator component instead. Don't try to use it unless you're working with legacy animations.

If you need to send data from Animator to the script, I recommend using animation events instead of checking for specific states.
>>
>>75008963
Yeah this is what I'm discovering. The animator has the ability to set a variable so I'm going to try and set "swingFinished" at the end of the animation.
>>
>>75007880
thank god there are people like you on here
>>
>>75007378
From what I can see you're not actually running the Move function anywhere in your script. You need to call the function in FixedUpdate to get any of the functionality in the game.
>>
I have a problem I keep getting object reference errors. The issue is that the object itself is actually filled with an array so there can't really be an object to begin with but I still need to check if the object is null.

I guess what I am asking is how do I reference a variable of another script without it telling me I need an object to do so. I thought if things were public I could just use "scriptname.variable" but unity hated that.
>>
>>75009101
>The animator has the ability to set a variable
wait what
how exactly?

>>75009175
I'm probably the only guy here who does this sort of thing.
>>
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a girl, boy or fag.png
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BOOM

What now, Aggy Diggers?
>>
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Scrapped the placeholders, now have HUD mostly sorted out.
Game is a consistent 60fps when not using dual monitor. No idea why it affects my framerate so badly.
>>
>>75009291
Sorry, I meant to say it can toggle bools on and off I believe.
>>
>>75009487
Nope, can't see it.
Are you sure you don't mean triggers? Because they can only switch off automatically.
>>
>>75009462
https://twitter.com/EventheOcean/status/492792292319973377
>>
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>>75009659
http://badly-drawn-cube.tumblr.com/post/93009417700/27-07-2014-other
>>
>>75009659
holy fuck that mad in the replies
>>
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>>75009462
This is an improvement, realism and all that.
>>
>>75009627
This is the hardest thing I've ever done.

Seriously.

All I want is when I press the key down add or remove around 75 degrees of rotation (depending on the way my player character is facing) to the arm to give the illusion of swinging.

I can't seem to make the script work at all in any way. What's even more frustrating is I can't clearly communicate what I'm after to Google.

I just want the goddamn arm to swing down relative to the position im facing.
>>
>>75009485
>Chance of Clouds
>>
File: Progress.webm (1MB, 780x438px)
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Sorry I have a toaster recording, I drop too many frames. But is this too dark?

I bet you thought some spooky was going to happen, didn't you, anon?
>>
>>75010312
Can't see shit besides those statues
>>
>>75009485
Honest question:

How did you decide to make the game in that theme, genre and are you planning to sell it?
>>
>>75010312
Way too dark, and bad design. Lead the player with light.
>>
>>75010090
>add or remove around 75 degrees of rotation (depending on the way my player character is facing) to the arm to give the illusion of swinging
Why can't you just make a swinging animation? You shouldn't hardcode any kind of movement in Unity, that's what the animation system is for. (You can create animations from within the editor, just bring up the Animation window to do it, and you can keyframe just about anything.)
The way you're going about it makes me thing you're doing something fundamentally wrong with the way your character is set up.

>>75010312
can't see shit m8
>>
>>75002220
devname usually come from whatever your game is called

so if its called turbocunt
then your devname would be turbodev

and if you dont have a game name yet, then it'll just be whatever people use to describe your game with, like if its all blocky, then youll be called blockdev
>>
>>75010454
That's exactly it. I have an animation I want to play.

I want the animation to play once when I click, then reset boolean that activates it so I can click once more.

I think I've figured out how to do it but it's a colossal pain in the ass without the art in place to actually run the animation through properly. I must just wait until I've got some art done to apply it properly.

Will I be able to attach say a weapon to the end of a hand of a sprite animation and have the weapon stay put throughout the animation?
>>
>>75002027
The roguelike audience is repelled by 3D and graphics in general.
>>
>>75010794
You making a roguelike?

post
>>
File: Progress2.webm (2MB, 908x512px)
Progress2.webm
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Better? Again, sorry, can't record properly, shit laptop.

>>75010452
I'm not leading the player, it's exploran, just following a route I know to showcase some progress.
>>
>>75010423
2 years ago had original idea that was futuristic man and woman merc team with psychic powers. I just love space and future themes and didn't feel there was enough games doing this theme.
KS/greenlight failed, team disbanded, so I downscaled whole game for a 1ma team to manage. 9 months later here I am.
Demo withing next week or two, then KS/greenlight for a pc release.
When I get funding, going to port it to unity/GM:S in a team.

Hope I answered your question.
>>
>>75010659
>then reset boolean that activates it so I can click once more
Use a trigger. It will reset itself to false once the transition is done.

>Will I be able to attach say a weapon to the end of a hand of a sprite animation and have the weapon stay put throughout the animation?
Animation doesn't interfere with hierarchy stuff. If your weapon is attached to the hand bone, it will move along with it.
If you *don't* want that to happen, or if you want to toggle between following one joint and another, consider using constraints or sockets instead. (they're not built into the engine)

>>75010794
I'd play an iso-3D roguelike.
>>
>>75011003
Ditch or tone down the distance fog and give the player a source of light instead. This isn't the 90s.
>>
>>75002027

I make everything in 3D but render them into 2D sprites. Does that count?
>>
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Today's progress for you aggydaggy
https://soundcloud.com/iyashikei/blue-planet-vector-tank-ost
almost there now
>>
>>75010629
Name a single successful dev that has a name like this.
>>
>>75011226
you make a 2d sprite sheet out of 3d models? why not just go full 3d
>>
>>75011319
rordev
xenodev
catmouthdev
>>
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I lost all interest in this platformer thing I was making, but when I was messing around adding hit detection earlier today I figured I had a good framework to make a fighting game off of.

Only problem is I don't like traditional (fex street fighter) fighting games at all. I'm thinking of something where you use a mouse to aim and have guns/projectiles in addition to melee attacks, but there's no combo system or any of that.
>>
>>75002220
what's the name of your game?
take that name of your game
add Dev to the end of it
there, you have your dev name
>>
>>75011542
>Lost interest
Too bad man,that looks like it could be a pretty nifty looking Castlevania-like game.
>>
>>75011542
of course youre going to lose interest if you never add content to your game
>>
>>75011542
engine? And will you release as open source?
>>
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>>75004670

Pokemon style images are usually very simple in terms of how they're colored.

Simplify your lumps of shades to limbs (i.e the back leg is completely shaded in the dark shade.)

Personally I've never been too much of a fan of sprites not having a consistent outline color but it can work. The stuff in pokemon is interesting though.

I think for starters you should pick only two colors for the body: the base shade and the shadow. Then when you've exhausted everything you can do with those two colors you could try a third one. I'd also suggest if you do these in photoshop to set up a second window for the image on the side that remains at 100% - 200% at all times and be sure to look at that most of the time rather than the zoomed in version because you can get lost on details when what matters is the overall image.
>>
>>75011557
What if I make a game called No?
>>
>>75012021
You're nodev no matter how your game's called
#rekt
>>
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>>75012016
You're mistaken, but thanks for trying.
>>
>>75010913
No, I can program but I have never approached game development. I just like following these threads.

If I was going to make a game though, it would probably be a roguelike. You'd be a dragon in a futuristic setting. Humanity has all but run out of rare earth minerals to continue their technological advancement, and the last known source is in your lair. Protect your hoard from the invaders!

Your stats and skills are influenced by the wealth in your hoard, forcing you to choose between consuming valuable items to progress or stockpiling them for gains. If you choose to stay a traditional fantasy dragon, your hoard bonuses are enhanced and you can make use of magical enchantments and auras. Alternately, you can forgo magic and turn human technology against them, adopting cutting-edge augmentations to turn yourself into a lethal cyber dragon, but weakening your intrinsic hoard bonuses.
>>
>>75011723
>>75011698
So I take it you don't think highly of my fighting game idea? Fighting games are so easy though, you just make 6 dudes and throw them in a few arenas. You don't have to make any content, literally the easiest type of game to make.

>>75012006
Graphics engine is ogre3d, the physics is just shitty homebrew collision detection. It's not worth releasing source.
>>
>>75012374
>So I take it you don't think highly of my fighting game idea

no, its just I personally dont call any idea interesting unless I see it executed first.

>make 6 dudes and throw them in a few arenas
yeah but thats going to be boring unless you throw something unique in the mix
>>
>>75011420
>rordev
>not Hopoo

also

>xenoraptor
>catmouth island
>succesful
>>
>>75013208
I think your image is broken
>>
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>>75012243

Yeah and look at how weird the edges are at 100%. Thats what I hate about the pokemon trainer sprites.

They are very simple in color. The shading for the legs is the same color for details in the highlighted areas. Colors are recycled throughout the image.

there are very basic flat shaded planes that are then given a level of detail. Although the example is most apparent on his chest and his pants where the idea of two tones is clearly present.
>>
>>75013208

HOLY SHIT THOSE COLORS

Something's fucky. I blame max's gamma settings. How do I even remove my posts?
>>
>>75013208
The head/neck ratio looks a bit off.

>>75013246
Also, this.
>>
>>75013301
Use jpeg instead

>How do I even remove my posts?
m8
>>
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Alright, shitty jpg compression time.

Also progress. Ready for rigging. Maybe make some simple animations if I get time.

> implying I don't have all the time in the world because I'm a disgusting NEET
>>
>>75013301
Check the check box. Bottom right of page, delete. Also has file only button....
>>
>>75013483
I know you're going for exaggerated beatemup arms, but I still think those forearms are too "tall".

Overall looking good though.
>>
Are these people serious by using unity? I thought they were kidding when they say "I am DEVELOPING a game using unity". Lol bunch of retards dont know coding and uses unity to DEVELOP games, sorry but you are not developers. You are just some gay shit designing 8bit rpgs.
>>
>>75012374
Fighting games can be just as interesting as any other type of game. The problem is that once you get to a certain point in your fighting game you're going to be bored again and drop that too. Ad infinitum.

Also, don't underestimate how much work goes into fighting games. You have to make sure there's no infinites, all combos work properly, balance all the little framecounts and damages and shit to make it perfect. Plus netcode, and 6 is a bit low, and stages take time, and... etc.
>>
>>75013483
Head looks a little on the small side to me.

Might want to make it just a touch larger.
>>
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>>75013649
>>
>>75013813
Don't reply please.
>>
>>75013813
le epik bait maymay bro

i am not baiting anyone. fucking lazy people think they are developing something, burning their mouse wheels because of dragging and dropping game elements into the scene, what a faggotry.
>>
>>75013813
Yes, because if you point out that it's bait you're replying too, the reply doesn't count?

Just report & hide.
>>
>>75013649

Nice meme, a little on the epic side. Personally I would have had let it simmer for a few minutes so it cools down and doesn't burn because when it starts to burn people will start thinking it's edgy. I think a sprinkle of long cat could have spiced it up because it's a mixture people don't really use any more and could surprise people.


>>75013936
Yeah next they'll be pushing up materials in trucks instead of on horses. What assholes.
>>
>>74970581

>you can hang off the side

YES
>>
>>75013572

Tall? You mean long? Or too wide? They're long so you can keep at least a bit distance to enemies while swinging punches.

>>75013767

Alright, I give up. I'll scale it up just a touch.
>>
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I'm still struggling with the basics and I feel I'm being weighed down by simple misconceptions. There's a lot more to collision detection than I initially imagined.
>>
>>75014127

The helmet guy is correct; the helmet would look the right size if it was his head, rather than him wearing something over his head. As it is, the only way it's not way too small is if it's just painted on.

>>75014234

Call it a feature.
>>
>>75014234
What are you making your game with?
>>
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>>75014127
I mean tall.
Top to bottom. (long=elbow to wrist, wide=side to side)...erm, hang on, MSPaint to the rescue...

Red length, green width, blue height(tallness).
>>
>>75014234
Looks like you're forcing some kind of movement on keypress before checking for collision.
>>
>>75014234

Do not have the object try to set the value to zero after. One of the easiest ways is to have a 'newposition' and 'oldposition'

when you touch something you cannot pass your old position will overwrite the new position. otherwise it will work normally. You need to calculate the collision and its movement before you apply it.
>>
>>75013936
It goes to show that you have no experience with Unity if you think that this is what you have to do in it.

If you want to shit on unity you should at least raise valid points, like how much the program costs compared to other engines, and how little features it has both in the free and paid version
>>
>>75014425
It's a goddamn troll dude. A troll in a bad wig.
>>
>>75014539
Troll or not, he should at least do it properly.
>>
>>75014374

Ah, yes. Thanks for the help. I'll try "spherifying" the scale to make it look right. Kinda late for fixing the anatomy because I've already done the lowpoly, baked normalmaps etc. Modifying the mesh can easily break the normalmaps.
>>
>>75014594
Why would they bother with subtlety if they get replies anyway? Standard's just gonna keep getting lower & lower....this is why kids today think trolling is just insulting someone/something.
>>
>>75014234
yeah it's tricky

simple platformers move sprites pixel by pixel and check if they overlap with AABB but that's inefficient and limited to rectangular bounding boxes

which is why box2d is always the answer
>>
>>75014731
The thread is kinda slow anyways, may as well respond in case he is not a troll, just some poor SOB who tried to make his own engine and then failed, and now he is trying to justify his failure by shitting on unity.
>>
>>75014425
holy shit you are still talking about engines, why are you using bloated shitware for your 8bit zombie rpg or cel shaded 3d terrain explorer?

>>75014539
HEHE SO EPIK BRO, LE TROLE MASTER

faggot.
>>
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>>75014757
i find it funny and at the same time its to be expected that so many people have to go through trying to write their own collision system before using something already built. if we could upload our experiences to each other this could be avoided
>>
>>75015056
Damn, you seem really mad. You're trying so hard to justify your failure as a dev.
>>
>>75015668
dude I already have an app on appstore and googleplay that earns lots to me, written from scratch.
>>
>>75014359
pygame
>>75014410
>>75014419
Yeah, I know what's causing this, more or less. It's just that my dumb mistakes keep popping up after some time, and my dumb fixes make the code messy. Thanks for the tips. I know I'd be able to write this quickly and elegantly if I completely reworked a bunch of the code, and while it's pretty tedious, I'm loving how much of a straightforward learning process this is.
>>75014757
I know I'd be better off using a higher level library/engine, but for now I'm interested in learning how to program, not necessarily just like making games
>>
Why is trying to get a variable from one script to work in another so fickle in OOP?

It can't just be something as simple as "scirptname.variable"?
>>
>>75015803
Great work with your flappybird clone.
>>
>>75016376
Am I earning? Yes.

Enjoy your same-looking games with the same engines.
>>
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How do you get the angle of collision in OnTriggerEnter in Unity?
It doesn't give you the contact info like OnCollisionEnter.
>>
>>75016791
Ah, another question about unity. You should be ashamed for being unable to use such a drag&drop engine.
>>
>>75016318

Never mind I figured it out. It doesn't make sense and I hate how I have to do it but I guess that's object orientating programming for you.
>>
Not meant to be a language war post, but is lua recommended for making a game? I know a bit of C++ but I'm not really liking it, and I don't see myself writing a lot of code with it. Lua feels nicer somehow, but it could be only me.
Anyway, is it theoretically possible to develop an entire game with it?
>>
>>75017351
Yes, look up the Love engine.
>>
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>be newbie
>start make game
>resolution options
>keybinds

Am I in over my head?
>>
File: succubus.png (1KB, 64x80px) Image search: [Google]
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Can't be bothered to code, edited a Beauty to be a Succubus.
>>
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What?
>>
>>75017396
Damn that looks good, thanks!
>>
>>75017480
>making a succubus without horns

the whole point of their existence is the pun
>>
>>75017663
I very seriously contemplated this issue but I decided that I'd only give the named Succubus a horn.
>>
>>75017564
Would be easier if you showed the line numbers on the left.
>>
>>75017591
No problem. Don't listen to engine/language complainers. Doing something in RPG Maker is better than sitting complaining and accomplishing nothing.
>>
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>>75017564
>forgot to include the line numbers int he screencap
So yeah, any ideas on what's causing this? I'm following the tutorial and don't see any syntax errors in the function up to that point.
>>
>>75017564
Wild guess: add a space between |"UP",| and |"W"|.

That would suck though
>>
>>75017976
No idea what language, but put ; after the if ending }.
>>
>>75017976
Well, isn't the problem located on line 15?
>>
>>75017976
Though while looking at this, I realize the cause of an earlier unrelated bug that caused the player to go right when the down button is pressed.
>>
>>75017416
You're approaching the problem from the wrong side. First you make a prototype of the game (game logic, event handling (keyboard input), map creation, actors etc.) and then you worry about stuff like options and UI.
>>
>>74990478
You're thinking too far ahead. As a programmer, don't worry about art assets just yet. Just make some placeholder characters out of simple cubes and spheres in Blender. Either that or download some free assets from the Unity store if you don't want to stare at ugly programmer art.

You don't need to be wasting time (or potentially money) on art until you have a working game that you believe in. Looks to me like you don't have a game yet.

Alternatively you could build a whole art style from shitty programmer art. See the free game Unturned on Steam to see what I mean.
>>
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There are a few problems but the basic mechanic of placing an object from selecting a menu works. I just need to make it so it places foundations. I also have an issue of raycastin ignoring raycasts on the layer masks so the green rectangle doesn't move over some objects. I might scrap that system altogether if I can't figure it out and leave it as a mouse moving around instead of something like black and white where they had a little hand.
>>
>>75017976
It looks like there should be another closing brace on line 23, unless its handled by the one at line 22 and you suck at indenting
>>
Why are the distances not changing? everything is fucked!

>if (dist < min) dist = min;
>if (dist > max) dist = max;

>rubs eyes
I must be getting tired
>>
>>75018076
Nah, that didn't work. I'm using Haxeflixel and am partway through this step: http://haxeflixel.com/documentation/part-iii-groundwork/

>>75018118
Here's all of Player.hx.
>>
>>75018468
Said another way: it looks like whatever function you have before updateMovement() isn't ended properly
>>
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>>75018521
Would help if I posted the image.
>>
>>75018512
What code normally sets dist?
>>
>>75018661
Line 15, there's a parenthesis that shouldn't be there.
>>
>>75018558
>>75018468
Yeah, that was just an indenting problem. Fixed now.
>>
Multiple colliders on one object - bad idea?
How are you supposed to do goomba stomps using physics engines and triggers?
>>
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>>75018661
>>
>>75018661
The bracket, man.
>>
>>75018661
wrong brackets dude.
>>
>>75018780
>>75018118
Oh, the problem is that I was confusing line number with character number. Thank you Anon.
>>
>>75018916
And then I even reply to the wrong posts.
>>75018118
>>75018756
>>
>>75018718
It's meant to be
>if (dist < min) min = dist;
Took me far too long to notice that
>>
Is construct classic better then game maker for systems because its hardware accelerated?
>>
>>74964495
Hey looks nice, I'm actually doing the same thing with my friend only I'm working in unity and he's doing the sprites, I'm making a 2d platformed with mechanics like the original ninja gaiden and I'm trying to figure out how to have those flashing blocks like in Mario 3d world which, I'm also trying to figure out how to get the camera to ignore moving when the player jumps but also elevate when the player moves up the screen

You have any tips? I'm really just starting out but plan on making this full time
>>
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the most difficult puzzle ever created
>>
>>75015506
sauce pls?
>>
>>75019598
We Portal now
>>
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Started work on some indoor tiles because I still can't be bothered to code.
>>
>>75019598

How does it feel knowing that some of your players won't be able to solve that?

Also, that is the nicest looking game I've seen on AGDG. Nice work.
>>
>>74979484
Because I released a few mobile games and have demonstrable C# skill, I'm going through getting a job creating interactive visualizations of construction sites. I couldn't believe I was even considered since I haven't had a job in 3 years or construction industry experience.

If you can look past games just as entertainment, there are many interesting and stable jobs out there.
>>
>>75018310
So you're saying that I should just hardcode everything with no regard to how it will work with options implemented?
>>
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>>75019598
>>
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>>75020060
There were a few things in this I didn't like, so I changed it a bit.
>>
>>75018521
Oh wait, I was on the next part there actually.
http://haxeflixel.com/documentation/part-iv-sprites-and-animation/
Also, yay, now for the actual problems.

>>75019598
Box activating the switch while it's still being levitated bothers me a little.
>>
>>75020848
Makes the room look so much bigger.
>>
>>75020783
No, and you would know that if you had any idea about programming. Hardcoding is evil, that's why you should use variables instead of magic numbers, then later it's just a question of manipulating one variable instead of changing code at dozens of different places.
>>
>>75019894
all i need is some witty lines for a voice actor to read and i'll be rolling in the cash

>>75020346
haha nicer than xenoraptor? cmon man. but really thanks

>>75020786
lol

>>75020942
yeah i just threw it in really quickly in order to test, the boxes aren't anywhere near finished
>>
>>75021059
It's not gonna be that big for realsies, I just wanted to see how well the tiles tiled.

(also I made the walls a little darker now)
>>
>>75021112
>amateur game dev
Wrong place to be condescending, friend :^)
>>
Could seriously do with some input on this.
Trying to get a goomba stomp thing going.

The problem is, the character can easily collide with the top box going down a slope so this approach won't work.

Another approach would be to give him a foot collider as a child object. I don't like that approach because then I'll be modifying the rigidbody from 2+ scripts.

Any ideas?
>>
>>75019598
Looking slick and juicy as always, robedev. I'm surprised you did that with Game Maker.
>>
>>75021257

Amateur just means you aren't getting paid for it, not that you're shit.
>>
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>>75020786
>>
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>>75021284
Forgot to attach a picture but it probably speaks for itself.

I'd for an angle approach but OnTriggerEnter doesn't give collision data.

Using OnCollisionEnter doesn't work for multiple reasons.
>>
>>75021284
a variable to make it known when the player is falling in midair and not just walking down a slope?
>>
>>75021345
W-why?
Why would you do that?..
Mate
Why?..
Why would you do that though?
C'mon
Why?
>>
>>75021529
They could fall down in such an angle to collide with both but it shouldn't be registered as a stomp, though.
>>
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sprites moar sprites
>>
>>75021257
there was next to nothing unpleasant about that post

plz stop trying to turn agdg into care bear leddit central
>>
>>75021745
>webm of a tumblr post
m8 what are you doing
>>
>>75021519
Were you the one making the skiing game? You could just allow the player to always stomp them on contact.
>>
>>75021826
4 images 1 post
ez lyfe
>>
>>75021839
Yessir, that's me. Was thinking they should slow the player if they're hit while on the slope but the player should be able to bounce on them.
>>
>>75021745
>reposting from Tumblr
no
>>
>>75021929
I have hardly any experience with Unity so I can't say what the best solution for you would be. It's really too point and click for my tastes. If you wrote the collision and all by yourself then you'd easily be able to solve this issue. When you rely on limited tools then you have to put in awkward solutions just to get something to work.

Try and see if the player is not colliding with a slope when he hits the penguin. If that's the case then 99% of the time he's going to be in a position to stomp it. However you do that, I can't help you at this point.
>>
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am I the only one that fins this music incredibly simplistic and yet beautiful?

>tfw your game will always have pleb music

https://www.youtube.com/watch?v=mF103-stxnk
>>
>>75021519
instead of multiple colliders, you could instead use OnTriggerEnter (which returns the incoming Collider) to find the angle of attack.

void OnTriggerEnter(Collider col)
Vector3 directionToCollider = (col.transform.position - transform.position).normalized;

you then check that V3 in a switch statement to see if the direction was in fact above the enemy
>>
>>75022613
im not ready for these fucking feels right now god damnit dont make me reinstall MS again I know its shit
>>
>>75022613
With everything wrong from a foreign MMO that you can expect, at least they got the atmosphere right.
>>
>>75022613


why


why... ;_;
>>
>>75022613
In all honesty, I don't. It just screams cookie cutter comfy music without any character for asian vidya.
>>
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>>75015803
>mobile app
>appstore
>charging money for your games
Congrats, you are 10x worse than Unity and Gamemaker people.
C++/SDL master race patrician reporting in
>>
whats the best book for mobile app development?

the best fucking source out there. I know java etc, just never learnt the API or whatever
>>
>>75023686
>best
>>
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path.webm
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Progress: Path System bugs
>>
>>75023686
If you already know java, I'd not read a book on app devving. Just follow android's own tutorial on how to make apps, and google around when you have more questions.

https://developer.android.com/training/basics/firstapp/
>>
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>>75023686
>>
>dota 2 60 fps constantly
>my shitty 2d game drops to 50 sometimes
>>
>>75023686
Books are shit, unless they are Math, Physics, or K&R
>>
>>75024117
>>75023902
Is this a new meme? BEST BEST BEST BEST.
I'm going to force this now for thread culture.
BEST MEME
>>
>>75024291
code bad
>>
>>75024291
>terrible programmer using shit engine
>make poor performing games
>be surprised
>>
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>>
>>75019598
it does look good except the size. is this a phone game or something?
>>
>>75025221

> $60

If you're not skilled enough to make your own animations and you're too cheap to hire a specialist, then this is what you get.

Mo-cap is grossly overrated, by the way. Anyone who's had to personally deal with that mess of data would agree.
>>
I changed nothing to my code but now it's broken when I added a new script. god dammit
>>
>>75019671
Game of thrones but that is not what they are saying.
>>
>>75023935

> not making her shrink as she walks into the background

Save that for version 2.0

>>75024345

No. They're insulting a naive person who believes that there's an objective "best" reference and that it's not specific to the person and their project.
>>
get a life, nerds
>>
>>75025635
ok
>>
>>75025635
why? i dare you to justify this
>>
>>75022828

While I greatly dislike Maplestory, the fact that you don't get irritated by the music after playing for a solid hour is a point in its favour.
>>
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>ue4 project decides to just fucking shit itself
>crash log ambigious as fuck
welp
>>
>>75022613
It's probably your nostalgia, I never played maplestory and I don't feel anything.
Now here's god tier comfy music https://www.youtube.com/watch?v=lQcKlQ6iAew
>>
>>75025803
did you place too many boats?
>>
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>>75025986

http://www.youtube.com/watch?v=jWUVCew1Aw4
>>
Anybody know any Voxel modeling software? Qubicle Constructor dosnt allow me to export OBJ in its demo.
>>
Trying to use SDL with OpenGL.
Am I supposed to call SDL_GL_SwapWindow(window)
everytime I want to draw to the screen?
I try to draw a rectangle on the screen and put that in a draw loop. I made a seizure simulator.
>>
>>75026364
swapbuffers
>>
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CUBE.gif
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One step closer to my procedurally generated 3D space game
>>
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>>75024345
>he thinks "best" is an actual fucking thing
Is it windy up there on mount stupid?
>>
>>75026602
>polycode is on there
HAH
>>
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>>75026602
best engine
>>
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>>75026525

Reminds me of Wolfire's botched attempt to try Flash.

http://blog.wolfire.com/2011/12/Ludum-Dare-22-Alone
>>
Figure this is probably a good place to ask since you guys are doing actual developing...

I'm in the process of learning programming to later use for 2D game development / basic 3D.

I need this computer to last the next 5 years or so..because I'm poor.


Would this be fine for 2D game developing?>

Thinkpad T420 laptop:

14" HD Screen
8GB DDR3 RAM
Intel Core i7 (i7-2640M) @ 2.80GHz
320GB HDD
>>
>>75027258
Yes, plenty.
>>
>>75027258
get back to work
>>
>>75027258

That'll do it.
>>
>>75026602
Best.
Slick cunny
nodev
hopoo
c++
loli
anime
googum
steamchat
art isn't progress
enginedev
no one pays attention to my game
2retro pixel art
700$ +tip
>>
>>75027448
>c++
>a meme
>>
>>75027437
>>75027436
>>75027357

Thanks guys. That makes me happy.
See you around soon, I hope.
>>
Is gamedevving on windows 8 different to gamedevving on windows 7?
>>
>>75027258

If a high priority is a broad player base, then you should be making a game that's compatible with lower specs anyway.

Yours is plenty for mid-tier stuff. The people who actually spend hours a day posting on gaming websites still make up only a minority of potential customers.
>>
>>75025221
>>75025407
If they all were nicely edited together so that you get loops and some example animation controllers for them it would justify the price. But I highly doubt they've done anything to them. Probably just fresh off the mocap system.
>>
>>75027574
Make pong (or a mouse avoider or something) first.
Then something a bit more complex (pacman with personal variations is good).

THEN, only after completely finishing those....try your own, massively over optimistic game.
>>
>>75027574
I hope so, too. Anon. It's always nice to have new devs in here.
>>
>>75027595
this is the dumbest question I ever read
>>
>>75027715

If people still pay for it, the guy still makes a financial return.

If that's the only thing he cares about, then it's the only thing that matters to him.
>>
>>75027595
You don't have any idea about what you're talking about, do you?
>>
>>75027258
the most important piece is the GPU

most laptops have shitty Intel GPUs including many expensive ones, while there are cheap laptops with AMD or nVidia GPUs which are 50x times better so careful

also AMD and nVidia GPUs vary alot and again the price of the laptop doesn't tell you much, check their graphics performance with notebookcheck.com

even if you don't plan on complex 3D for now there's no reason to buy a laptop shitty at graphics when there are performant ones for the same price
>>
>>75027784
You don't even know dude.

>hot corners.
>>
>want to dev
>want to make progress
>stuck on a few major design decisions
>not sure which ones would be more fun

Anyone that says designers aren't important is full of shit. Of course clueless idea guys are useless, but a real game designer is a valuable thing. You can be your own designer, but you still have to be good at it.
>>
>>75027913
>notebookcheck.com

it's notebookcheck.net
>>
>>75028046

If you're stuck on these decisions instead of executing and experimenting with them, then you're probably a bad designer.

No offense.
>>
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>>>
>>
>>75027883
>>75027784
If i develop something for windows 8, would it work on 7? What does it depend on?
>>
>>75026364
>>75026417
There was an SDL_RenderClear() giving me seizures. After some reading, SDL_GL_SwapWindow(window) is in fact the swapbuffer code.
>>
Do raycasts block each other or something? I made a new raycast and it broke everything in another script.
>>
>>75027595
windows 7 and 8 are both built against developers
if you want to dev, install windows xp, its older but has better ram
>>
>>75028348

Never mind I broke it because I thought I was editing a different function...
>>
A question to Unity Devs.

Do you guys rig your models in Unity? Is their something you wish Unity had that would make it better?
I find myself more interested in 3d more recently.
>>
>>75028579
>Do you guys rig your models in Unity?
Fuck no, I don't think it's even possible. I use Blender.
>>
>>75028579
Blender, but the recent version of Blender and Unity are bork in some way, you can't directly import the .blend files to unity. I'm exporting as .fbx but it's missing some shit, anyone know a workaround?
>>
>>75028289
maybe look at how games are made first
>>
>>75028658

Oh, I had no idea.
So modeling is like making a puppet.
In the same modeling software you rig it giving it the ability to move.
But in the engine is where you add the animation?

>>75028825
Sorry to hear. Is it possible to do a Rollback?
>>
>>75028579
No and definitely no.

Rigging is a horrible pain in the ass and the only reason its even tolerable is that Maya has a built in autorigging tool that has some pretty good results. I couldn't imagine rigging manually in Unity to be a fun process and any auto-rig algorithm you could come up with is probably worse than Autodesk's. (especially if its only a distance from bone to vertex algorithm)
>>
>>75028825

Did you select everything? what is it missing? I import as .fbx and haven't had a problem. then again I use slightly older versions so as to avoid any issues.
>>
>>75028579

You can do very basic translations for certain joints and objects. Wolfire did that for Receiver.

http://blog.wolfire.com/2014/05/GDC-2014-Procedural-Animation-Video
>>
>>75029019
Usually you make the animation in the modeling software. It's just that unitys mecanim allows you to make animations in it.
>>
>>74984603

I laughed so fucking hard at this.
>>
>>75029058

A friend O' mine told me rigging in Cinema 4d is easy. Then he rigged a random anime model he got online in a hour (or less). Maybe hes doing something wrong? I dunno.

>>75029405
Is Unity's Mecanim good?

Also thank you to everybody answering my questions so far.
>>
>>75029696
>A friend O' mine told me rigging in Cinema 4d is easy. Then he rigged a random anime model he got online in a hour (or less). Maybe hes doing something wrong? I dunno.

I would guess he isn't doing a face rig and that there is a bunch of incorrect deformations in the model. Still, for an indie game those things don't usually matter.
>>
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>>75027448
>Best.
>c++
>engine development
This guy thinks these are actually meme's.
>>
>>75029143
I'm new to Blender and modeling so I was just using some free model assets and in Blender, using the default layout I can see some texture (or render, not sure, but it looked like wood instead of the normal grey block) and after exporting as .fbx to unity I don't see it there, but the model is made up of many seperate components.
>>
>>75029696

If you understand that keyframes are supposed to be functional, not "look good," then rigging isn't as difficult as >>75029058 is implying.

Video game animation isn't yet at the quality of animation in the best classic films. A large reason for that is that video game animation is intended to be functional first, aesthetically pleasing second.

Earthworm Jim looks great, but the controls are a lot more finicky than something like Spelunky. That's because the Earthworm Jim devs chose good animation as a higher priority than functional animation.
>>
>>75030212

Go to the folder where you have the textures and click drag them into unity. Then click the object, click again to select a specific part and select a texture for its diffuse. fbx doesn't seem to include textures it's not difficult to fix.
>>
>>75030438
But it didn't come with seperate textures, it's all in a single .blend file, do I have to export them manually somehow?
>>
>>75026187
Aw yiss neotokyo
>>
>>75030594
You can go to the texture in blender and save it to a file.
>>
>tfw can't understand OOP
will I always be a nodev?
>>
>>75030846
You will understand OOP when you will use it.
>>
>>75026525
congrats anon, I know actually getting stuff to render in 3d takes a lot of work on the front end
>>
>>75030694
I see them now, not textures, they're in the materials tab next to the textures one in Blender, if I select different parts of the model I can see the different colors but I don't see a way to save these as a seperate file. Thanks for the help, by the way.
>>
>>75019598
you games looks better every day man
>>
>>75030846
You don't need OOP. It's a gimmick/crutch for plebs and bad programmers.
>>
>>75030846
you'll get there
>>
>>75030846
>OOP
AOP is the future. Why haven't you switched yet AGDG?
>>
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>>75031109
Thanks man, i managed to turn it into a real cube eventually.

I have no idea how to turn this into something object oriented though, i'll have to do some googling. Everything is in the main function right now.
>>
>>75031537
AOP is built on OOP, nigga
>>
>>75032037
Make a class that holds ur data
>>
>>75031265
They're vertex colors. You need a shader that renders them, the materials will export with the model to unity. Can't remember if unity has a vertex color shader or will you need to find one.
>>
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>>74970061
>16 year old made a game and got it published on steam
>im still a no game no dev piece of shit who has never made anything and still don't know any game engine
>gonna an hero as soon as I get enough money to cover a funeral.

Every single one of you is a champion, I hope you know that.
>>
>>75032625
We're all gonta make it bruh.
>>
>>75032625
Maybe you should look for other things to make you happy if this isn't working out. I'm sure there are plenty of other things that are productive you'd be interested in if given the chance.
>>
Starting a small vidya dev team with my friends.

Would the correct suffix be "Studios"? Like, if we picked the name Gorgon for our pseudo-company, would "Gorgon Studios" be the correct name?
>>
>>75032625

To be fair the kid literally made a DayZ clone. that's like WASD, inventory and raycasting gunshots.
>>
>>75032625
Its okay, brah.
I was born in 1988 and I've been gaming since 1994.
I've been making some amounts of money for programming since 2001 JAVA, PHP, MySQL, JavaScript.

I am yet to finish a game or learn a gamedev engine. Get on my level.
>>
>>75030846
It's okay, I don't understand 'not OOP'

People always say OOP is the future so I never bothered looking into the other way.
>>
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>>75032625
>>75033103
I know that feel
1987 reporting in
>>
>>74997542
the hero agdg needs
>>
>>75027725
Thanks for the advice. I'll be sure to do
that.

>>75027741
I'll try my best!

>>75027632
Thank you. I'll keep that in mind.

>>75027913
Yeah the one I planned on buying had integrated Intel HD 3000 graphics I think.

You've scared me now hehe.

I think I'll have to try to get one with dedicated graphics if possible. I think there is a nvidia version of the t420 with switchable graphics.

I couldn't find anything for the model I listed on notebookcheck.net, just for the t420(S) model.


Anyways, Thanks again guys.
Leaving here now. ( no need for replies)
>>
>>75033552
>>75033103
>that feelerino when born in 1993
>that feelerino when just barely 21
>that feelerino when just about to get my BS in CS and still feel like I don't know anything
>that feelerino when barely 21 and already feel like a failure
>>
fpl
bpl
hmcfc
fb
firrowlivfobal
>>
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>shitty laptop with 2nd monitor plugged in
>chrome, blender and engine open
>display driver stops working for 2 minutes
>recovered successfully
sweats internally

>>75034306
it's okay anon, I left college after 2 years in cs because couldn't afford and didn't like it anyway, 21 aswell now
>>
>>75034306
But I dont feel like a failure. I had a stable job a week after I turned 18 and I live on my own, practicing my hobbies and traveling on vacations.
I am just too lazy to make a game, despite trying on and off to get into it for over a decade.
>>
>>75034306
it only gets worse as you age, until you make something really useful and recognized as useful by people, but then that feeling goes away after a few months and you have to keep making things so you dont feel like shit and it never ends

maybe we have to learn how to not feel like shit despite our achievements or lack of achievements. the people who know how to do this are probably happier
>>
>trying to find out how to load textures from a file to use in openGL for 2D purposes.
Do I really need 500 lines of fucking code to a load a texture? Jesus christ
>>
>>75034306
let me tell you about the secret to success, my dear goyim.

get more degrees

degrees GUARANTEE you a well paying jobs.

Why aren't you in college getting your masters RIGHT NOW?
>>
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Only done subtle things so far today. You now have slightly less speed loss in the air.
>>
>>75034683
use something like sfml for that, or the equivalent for your language
>>
>>75034769
animations for wall jumping should linger longer or something to make them more prominent

good progress though
>>
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>tfw almost 19
>tfw I still haven't made a game
>tfw I won't be a teenager for much longer
>tfw kids that weren't even in high school with me are making mad dosh on Steam

I can't handle these feels.
>>
>>75035056
Its time to get busy with something irrelevant and was 11 more years.
Well, I doubt videogames will be relevant 11 years in the future anyway, so maybe you will be fine.
>>
Fucking inverse kinematics. -_-'
>>
>>75035056
>watch football game
>most of those multimillionaires are younger than me

>>75035245
>Well, I doubt videogames will be relevant 11 years in the future anyway, so maybe you will be fine.

They may not me as mainstream and hip as they are now, but they will be a very popular media.
I actually thing they will only be getting more and more popular, and everything will be made into a game.
Steam already is doing that, some forums are. Expect Youtube to add some experience meter and daily quests any moment now.
>>
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>>75034657
>>
>nerdook sells his flash games on steam
Its over, Steam is the next Kong.
>>
>>75033074
>>75027595
>>75027258

help, aggydaggy is overrun with stupid questions
>>
Anyone got a link to that google hangout? it was pretty chill
>>
>>75034632
>>75034657
>>75034592
Let me ask you guys.
Do you think it's going to be cataclysmic for me if I spend a couple of years trying to game dev out of college instead of immediately trying to get an actual CS job out of college? I feel so ill-prepared for a real job and the creativity of game dev what attracted me in the first place. And I have a really nice place I can live with a friend with extremely low rent while I'm doing it and gaining coding experience.

But my dad thinks I really need to get a proper job ASAP even if I'm not prepared. He thinks it's a lot easier to get a job out of college rather than waiting a few years.

I don't want to disappoint my dad's expectations, but I don't want to jump into something I'm not ready for.
>>
>>75035665
>I don't want to disappoint my dad's expectations

Welp, can't help you there, gl anon.
>>
>>75035665
thats exactly what i did, i even stopped college (didnt finish my cs major, although only 1 year left to do if i decide to go back), but i have a real chance of finishing a game and making money with it. if you dont know anything about gamedev at all you should do it on the side first with college or a job to see if you actually like it, and then when you realize that you have a realistic chance of making money with it you can take a break from your main activity to focus on it. at least i feel this is safer, but you can try it first and then see if you are making reasonable progress or not
>>
>>75035665
Why not code for work and do gamedev on your spare time?
>>
>>75035550
What's wrong with Kongregate? I haven't been there in years.
>>
>>75035665
>He thinks it's a lot easier to get a job out of college rather than waiting a few years.
Spoilers: He's right. Being unemployed for a long period of time (ie. more than three months) is considered a black mark of unemployability by HR departments.
>>
>>75035665
I am the wrong person to ask. I was in university for the full eight semesters and I just have to write my thesis/dissertation to get my papers and officially be educated.

Instead I sit on my ass for four years now and I havent even started it.
In fact, there are now new programs in my course, so in order to graduate I have to go back and do these programs.
I just dont care about education and as soon as I had a fight with my parents I quit it. It was them I was doing it for.

My opinion is that education isnt worth the time, effort or money.
I learned NOTHING in university. If anything, I quite often argued with and schooled the old men trying to teach me how to make a Hello, World! in C and making rookie mistakes when I was already coding money transactions and warehouse software.
>>
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give me an idea for babby's first game

i just want something, anything done.
>>
>>75036365
robotron
>>
>>75036365
tetris
>>
>>75036365
BABY EATING SIMULATOR
>>
>>75036365
Pong
Roguelike without randomly generated levels
Tetris
>>
>>75036365
tetris is pretty fun. straightforward and not too hard but you'll run into a lot of quirks you never noticed unless you're some hardcore tetris enthusiast.
>>
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>>75036365
Real Lives, but set in a fantasy setting.
>You were born Uruk of the tribe Shatterspear.

Bonus points if you track what people choose and abjust statistics, so that over time the chances of things happening are determined by historical events in this world.

>orc players beat their wives more often
>dwarves turn to alcoholism more often
>>
>>75036715

Ancient rome real lives.
>>
>>75035957
Like I said, I just really don't feel prepared.

To be honest, I changed majors to CS a year and a half ago. I've only been REALLY coding for about a year and I just don't feel like I understand everything, even though I've aced most classes.

I'd just like some more time to just get some coding experience so I canst LEAST feel barely qualified when I walk into a job. But I'm afraid my dad is right and getting a beginner-type job will be a lot, lot harder once I'm not being scoped out of college.
>>
How do you make a game about raising skellingtons without it becoming mindless A-move
>>
>>75036783
>Your second places a crown of olive leaves on your head. The crowd cheers.
>Do you:
>[ ] Remove the crown
>[ ] Smile and wave at the plebs
>>
>>75036934
make a game like gunbound except instead of cars and shooting shit its raise skellingtons and shooting bones
>>
>>75036910
what would it take to feel prepared?
what if you always will feel unprepared?
>>
>>75036934
Pikmin
>>
>>75036979
Has anyone ever achieved something in Real Lives? All I got were niggers and poor Asians, with occasional middle-class Caucasian. Is it even possible to, for example, become a high-ranking businessman, politician or some shit?
>>
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how do i make my netcode less shit, /agdg/?

pic related
client-side prediction w/ rollback
simulated each way 100ms and 3% packet loss

fuck me
>>
>>75036934
Skeleton grand strategy
Increase the skeleton population in various countries and conquer them.
>>
>>75037316
I played as a Chinese, moved to France and became a successful polititian.
There were some pretty specific questions regarding politics.
>>
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>>75036365
some android free to play endless bullshit
>inb4 earn millions just in a few days
>never repeat that success later
>get depressed
>quit deving forever
>>
>>75037234
I just don't feel like I even have the basics down. It's like I constantly have to keep relearning everything, like I couldnt even remember how to link classes together in C++ without looking it up.

I get the concepts. I'm understanding OOP. It's just the ACTUAL CODING that I feel really shitty about. I'm afraid someone will ask me to do something incredibly basic at my job and I'll just have no idea what they're talking about.
>>
File: snapsnapfaster.gif (145KB, 409x364px) Image search: [Google]
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>>75037318
slightly improved version without debug shit
>>
http://a.pomf.se/fbelgi.mp3

First song I ever made on a DAW for a mushroom cave level.

Tell me what I should learn to make it sound a lot better.

Btw when the voice starts it's just over no need to listen any further.
>>
>>75037973
bretty good
>>
>>75038253
Really? Thanks. I feel like it's too repetitive but I don't know what to play with.
>>
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More in-door tiles. I'm getting good at biting Gamefreak's style.
>>
>>75025308
nah its 256x224, nes/snes resolution. i blow it up when i'm actually playing it but having it at native res is nice for gif filesize

>>75031369
y-you too
>>
>>75038497
If you feel that something is too repetitive, it might be because it is very noticeable. Try making the notes stand out less/be more simple. There was some MapleStory music posted earlier in the thread that you can compare to.

Anyway, I like it. It's simple and atmospheric enough. If I had to hear it again and again I'd get tired of hearing it though probably.
>>
>>75038598
Why exactly are you making a fakemon?
>>
>>75037973
It sounds like it's building up to something more exciting, with lots of arpeggiation and syncopated rhythms. If you need a direction to go in, try that.
>>
>>75039092
He good just be practicing his pixel art, or copying an existing game. For practice.
>>
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does your game have qt aliems, agdg?
>>
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>>75039092
For various reasons, Anon. Each more meaningful than the last.
>>
>>75039256
Does the game only wobble when enemies are near?
>>
How do I make my game fun?
>>
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>>75039436
it wobbles a little constantly and a lot when impacts happen
vector wobble (tm) > screenshake
you can turn it off completely in options though
>>
>>75039256
You gave me a new idea for my enemy movement.

gr8 m8
>>
>>75039917
I like that wobble, but is that style something you're sticking with? (I mean the white outlines on black bg) Because the wobble would look much, much better with hand-drawn(-like) sprites.
>>
Learning c++ from a book atm. Anyways I was wondering if it's good practice to take notes as you work along in the book? Does anyone do this?
>>
>>75040357
I keep a small notebook on my desk and a pencil, and when I don't understand something, I draw it out. Same when I'm solving a problem. It's a lot easier when I can see the problem on a sheet of paper than just in my head.
>>
>>75039602
online mode

unlockable characters and secrets

achievements

challenging but not frustrating

explosions and laser beams

atmospheric aesthetics

giving the player motivation to continue playing

gimmicks that make levels feel unique

big boss battles

ingame customization

sidequests
>>
>>75040357
>is note taking a reasonable learning technique
what the fuck is wrong with agdg today
>>
>>75040483
Thanks. Using c++ Primer 5th ed. by Lippman. Should I finish the book before working on my game? Probably rhetorical.
>>
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>>75040316
>>75039917
>>75039436
>>75039256
>>
>>75040673
get back to work
>>
>>75040673
IMO best method to learn is by practice. Start your game project and learn everything you need as you go. You don't read a book on drawing theory and only then grab a paper and pencil, or read sheet music and then start playing an instrument.

Also what >>75040791 said, nigga.
>>
>>75040602
underage children

SHOULD I TAKE NOTES WHEN LEARNING??? HALP
>>
File: Cupboard.jpg (322KB, 1432x949px) Image search: [Google]
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How's my somewhat-poorly-textured cupboard look, /agdg/ ?
>>
>>75039602
Start playing games you enjoy and try to understand why you like them. You don't need to rip them off though.

For example, RPGs are fun because of your constantly improving stats that make you feel more powerful than the things around you. Open world games are fun because you have much more freedom, and sometimes there is a lot of lore. The best kinds are like a sandbox with only a few strict rules. Dialogue helps flesh out a world and maybe get you attached to certain characters.

If you think about what makes you nostalgic, you'll often remember things that only ten year old you was impressed by... but the style of AAA game development has radically changed since then and a lot of people are hungry for something fresh, even if they played something like it a decade ago. The classics are a great source of inspiration.

The best way by far to make sure your game is fun is to just do stuff. Just do stuff, then see if it works, and if it doesn't change or remove it. If you stop to think too much you might get stumped or apathetic. Just keep churning out prototypes. If your game isn't fun without any good graphics or music then what you're working on probably won't be that fun in the end.
>>
>>75040953
Get rid of the bolts in the top and it'll look good
>>
>>75040870
So I'm learning C# right
Is trying to remember the stuff I just read in the book good practice? I mean i dunno

Does anyone even do that?
>>
>>75041038
But its a studded table. This is clearly a rogue hideout, it needs studs.
>>
>>75040953
Riveting.
>>
>>75041025
Holy shit, dont do any of that.
If you do it you will never have fun with that game again.

Understanding/solving a game destroys the fun.
>>
>>75040316
I'm sticking with this since it's supposed to imitate an asteroids-style vector display
https://en.wikipedia.org/wiki/Vector_display
Doing it like this also has the advantage of being able to scale and rotate things in code without them looking dreadful the way sprites do.

>>75040102
good good, post progress when it's done anon!
>>
So that Unturned game made in Unity has shit optimization, terrible fps for that model quality, is that just because his code is shit, or is Unity 3D for a sizable project a really bad idea?
>>
>>75041341
If a game plays bad it's 99.9% of the time due to shit code.

Just because your code works, doesn't mean it's good. Getting it to work is just the first step.
>>
>>75040953
0/10, would shove in that source of flame over at the left so I don't have to look at it any more

Really though, remove most of those things that you can see on the top. They look copypasted.

>>75041297
That's kind of what it means to be a repeatedly successful dev, anon. Unless you only hope to ever be a one hit wonder at best.
>>
>>75041769
I use this a lot

http://home-design-information.com/wp-content/uploads/2013/11/seamless-wood-texture-images-crazy-gallery-montanaesgr-fqttlywh.jpg
>>
What was that game where you're a skeleton and you would "level up" by adding bones to yourself? I remember that the creator posted a screenshot here with a ripped as fuck skellington with like 75 bones. I know for a fact that it's a game from here, I just don't know what it's called or who made it
>>
>>75041038
>>75041140
>>75041169
>>75041696
It's pretty hard to find a decent wood texture, for whatever reason. I'll see what I can do to match the top to the rest of it.
>>
>>75041769
>not making your own textures
>>
>>75042010
No one makes their own wood.
>>
>>75041971
Have you tried this site? http://cgtextures.com/

I have used it a few times for different maps.
>>
>>75041963
It has no name yet, it was made by Hopoo, the Risk of Rain dev. AFAIK it's still in progress but there haven't been updates in a long time.
>>
>>75042010
>>75042121
I'm a modeler, not an artist - I can't make my own textures, nor do I particularly have the desire to.

>>75042132
Yep, it's where I got both the textures I used for that.
>>
>>75042143
I thought he just stopped posting on AGDG. I dont check any dev's tumblr so I wouldn't know.
>>
>>75037615
judging from experience lots of people get hired on a job without knowing a slightest shit about it.
I just don't think you can learn enough to feel confident enough. There is always something that you only encounter on a job.
>>
>>75041341

This is delicious bait.

Seriously though, even the most pro set of game development tools can be used in such a way as to fuck up like this. For instance, the c++ bros here will tell you that someone that a game with a custom c++ engine can be coded poorly and perform poorly as a result.

Blame the dev, not the tools.
>>
>>75042480
>guy asks if Unity or the dev is at fault
>'why are you blaming Unity'
Dude what
>>
File: Cupboard2.jpg (317KB, 1365x995px) Image search: [Google]
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>>75041696
>>75041169
>>75041038
How about now? The new texture is a bit off-color, but that can be adjusted.
>>
>>75042735
Perfect. Now finish the rest of the bondage gear.
>>
>>75042735
>>75040953
better than in skyrim
>>
>>75042735
Yes, this looks much better beyond that small issue you already mentioned. What game will this be for? I'd crouch down pick items off of that baby any day.
>>
>>75042650
Yes, that's exactly what he said.

The dev tool is rarely the reason for poor performance, especially if it's modern.

Did you even read the post.
>>
http://lostandtaken.com/blog/2013/2/28/10-simply-subtle-grunge-textures.html

Friendly reminder that your 3D game doesn't have enough grunge textures.
>>
>>75042832

didn't skyrim not even have tables but use cabinets lodged in the ground?
>>
>>75043363
The blurry smeared texture didn't help
>>
File: 1406491279442.jpg (132KB, 621x730px) Image search: [Google]
1406491279442.jpg
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>>75043363
>>
>>75043363
The level designers had to place all of them manually and the world is pretty huge, even if it is very shallow, so yeah I wouldn't be surprised if it happened at least a few times. Considering the texture quality on consoles its clear that their main audience doesn't care enough for it to matter.
>>
File: penguins.webm (613KB, 932x666px)
penguins.webm
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So you can jump on penguins now, but I haven't figured out *why* you'd want to do that, hm.

It's so close to being a game that I can just enjoying polishing but at the same time not even close.
>>
>>75043601
genious
almost as genious as those pre rendered cutscenes on uncharted that have texture pop ins to give the ilusion of been in engine
>>
just like make thread
>>
>>75043601
>>75043629
Oh, nevermind, I thought the poster meant that they simply floated in the air. That's pretty lazy, but you wouldn't notice unless you noclipped at least.
>>
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is this how graphics are created?
>>
>>75043968

for ascii games yeah.
>>
>>75043846
is it possible to make hills more random? Like, I dunno, so player could at least think where to glide and how long the jump should be
>>
>>75043846
>but I haven't figured out *why* you'd want to do that,
Make them jump and attack you
>>
>>75043846
What are you talking about? That's hilarious. And his smug ass face while he's doing it. Also, rotation is still too slow. I don't know when you'll bother to fix that but since the moment I noticed it I can't stop being bugged by it.
>>
>>75043968
Now make it jump when the player presses Space.
>>
>>75044206
Yes, I've kept it regular just for testing.

>>75044218
You can't jump on command, though. I like the idea of them actively attacking, though.
>>
>>75044219
Wait, I thought you meant rotation when he was on the hills. I actually did up the rotation value today. Maybe the angle's not great enough according to his vertical speed.

Thanks for the kind words.
>>
File: unity.png (129KB, 600x604px) Image search: [Google]
unity.png
129KB, 600x604px
>>
>>75044668
but saying i love unity would make people very angry
>>
404 soon, fellow dev. New thread please
>>
>>75044668
giving you the attention you crave by responding to your shitpost
i mean this is why you do these things right? because you crave attention and validation and you have no actual legitimate way of doing so irl or in this thread so the best you can do is shitpost for replies to get your attention fix?
>>
>>75044612
Yeah, you can clearly see his board stuck diagonally through the ground. No problem.
>>
>>75044798
Thats the point of posting the picture yeah.
btw he only posts it because "20seconds to make 3d game" is already posted.
Stay tuned next thread
>>
>>75044835
Before someone makes one, can you please include the google hang out link.

It'll get more people in
>>
>>75043846
>*why*
A deep seething rage towards penguins because they killed his family when he was 5 years old. Duh.
>>
>>75044994
No.
>>
>>75044835
Make one so I could ostracize you for making something wrong, since you WILL make something wrong
You retard.
>>
>>75043846
Add some random snowmen as well. They don't have to help or impede your progress but variation would be very welcomed. I'd like to see them bust whenever you break through them though.
>>
>>75034769
So when does that thumbs up activate?
>>
>>75002027
replying to this bait so it will get reposted in next thread, keep up the good work baitman
>>
>>75045434
can someone post the new thread with it in OP?
>>
>>75045514
You can if you want people to ignore your thread
>>
>>75043601
in hl2 engine people do this with the props all the time since they can't be resized
just take a tree and clip it into the ground to make a bush
>>
>>75045007
A deep seething rage towards penguins because they killed his family when he was 5 years old. Duh.
Sounds like an alt-universe Cobblepot.

>>75045284
I love that idea, thank you.
>>
>>75035056
Bro i'm 28, and i just started learning my first programming language. I've failed at most things in life due to being bad with authority and found it hard to concentrate on anything but videogames. Life is still ahead of you, as it is for me. You youngsters always think life is over when you reach your 20's, but it only gets better. Your body ages but you're still a teenager inside. You are not those kids on steam, and making dosh doesn't mean that they made something extraordinary. It probably means they made something shitty. so keep it up mah nig
>>
NEW THREAD
NEW THREAD
NEW THREAD

>>75045839
>>75045839
>>75045839

NEW THREAD
NEW THREAD
>>
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>>75043857
I almost want there to be a short moment of texture pop-in for a Halo 2 Anniversary CGI cutscene just to reference how bad that used to be in the original.
>>
I made a voxel model.
Tried to export .obj into blender for rig, and animations.
The model is huge and the color isnt on it.

3d dev is hard. :(
Help?
>>
>>75042832
Thanks.

>>75042923
Some sort of an RPG. Kill enemies, get loot, buy stuff, kill more stuff.

I'm also wanting to implement some sort of custom housing for players who'd be interested in it - find a plot of land, buy it, and build a house you like. Place (small) tiles on a grid to make the floor and walls, then place the interior however / wherever you want.

Not like Hearthfire. Hell no.

>>75043601
Ha, wow.
>>
>>75037973
I'd continue with a nice drum beat under it when the voice starts. Then think of a basic chord progression for the voice while you build up the melody to a solo with some spacey twinkles at the end and then repeat
>>
>>75043601
In super mario bros the clouds where recolored into green and put into the ground to make bushes. smart design and no one ever noticed a thing.
>>
>>75045372

It's a keybind.
>>
Computer died, now I've got a macbook to dev with. How do I do this? What do I need? XCode a good ide for c++?
Thread posts: 844
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