Helpful Links for Newfags: http://alloyed.github.io/agdg-links/
Archived Threads: http://archive.foolz.us/vg/search/text/AGDG/type/op/
Open Broadcaster Software: https://obsproject.com/
>PEOPLE AND PLACES
Soundcloud: https://soundcloud.com/groups/agdg-audiofriends [Embed]
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]
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.
If you're not going to put in the effort to do it right m8
>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
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.
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.
here is a really bootleg recording using my gfs iphone. Enjoy.
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.
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.
>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!
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.
>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
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)
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.
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.
To be fair, it turns out the game itself is free to play
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.
>buying paradox dlc's
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.
how high up should he clouds go?
these dont look natural to me
idk what to do
>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.
>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.
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.
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!
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.
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..
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.
...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)...
...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.
Zoomed in or Zoomed out?
Uploading the zoomed out now...
I started, hence the whole load of nothing in my
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.
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.
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).
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".
>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.
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.
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.
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
so is this better guys? should I add more clouds?
how can I fill up the higher upper part of the background?
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.
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.
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
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.
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.
At what point in development do you go shill on TIG?
>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.
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.
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.
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.
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
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.
so any ideabros wanna make up a story/plot for my game?
I have zero ideas.
well I dont want it goofy. I'm trying to make the game as atmospheric and pretty as I can.
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.
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.
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.
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.
I tried the two programs in the links above, with the two interpreters in the links below
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.
Whee particles! It's 1am so this is my last progress for the night. Sleep tight aggy dag.
we megaman x now
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?
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.
>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?
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.
That is not off the table.
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.
I suppose this is an option. Just go full magic realism, just make everyone magical somehow. Might be neat. I'll think about it.
>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
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.
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.
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.
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.
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.
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.
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.
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.
>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.
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.
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.
> 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?
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.
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?
What causes UV maps to look like this? My object is rectangular and those trapezoidal parts should not look like that.
How's your progress?
Mine is sliding along quite well.
>mfw didn't notice the obvious draw ordering issue
t-thanks I'll fix that
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.
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.
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/?
Sorry, don't really want to say but it would be stupid in 2D, really would.
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?
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.
Basically, I need to be able to see in first person, so it wouldn't work in 2D.
not-Pokemon dev here
I did some things while I wasn't internet.
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
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.
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
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.
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.
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.
Blending together particle effects with the trail renderer turned out pretty well.
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.
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.
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.
>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
Anyone else making mobile games?
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.
This is what I made for a published game I have, might be an older version.
Started working on the GUI and other systems related to the transition from game over to a new game and also on level transitions.
Probably ;) Still, I'm looking to play around more than anything, hence
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.
I made a WeabooM tutorial that uses ShareX, it's pretty fucking easy so you better use it
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
yes i've been doing it all day.
it's really fun to do
nce progress anon
i like these ideas thanks
just posting example of all the number sprites
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.
>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
I do, but I haven't updated it in a while. I'll probably get back to doing regular posts this week some time.
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.
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.
spoiler for not gamedev
Yeah, I have a lot of trouble with faces right now. I'm trying to work on it.
>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.
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.
>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.
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.
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.
post dev stations!
>brocolli for dev snack
>glass of still natural mineral water
This is the dev life right here :3
You should think of something 2cool4you or 2cute4them. I have a generic name so my tumblr has 0 followers.
If people don't notice you here they won't notice you in tumblr either so there's nothing to fear.
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.
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?
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.
Something looks really weird about it, though, but I can't work out what. Halp?
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:
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?
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.
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
>tfw baking texture is taking 30mins+
>tfw light points stopped showing on editor
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.
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?
>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.
This. It's pretty clean and I liked it. Academic, but clean.
>set the values of the animation
For rotating? I don't understand what you're trying to do here.
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;
swinging = false;
>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
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.
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.
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.
This is an improvement, realism and all that.
This is the hardest thing I've ever done.
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.
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?
>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.
can't see shit m8
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
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?
Better? Again, sorry, can't record properly, shit laptop.
I'm not leading the player, it's exploran, just following a route I know to showcase some progress.
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.
>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)
I'd play an iso-3D roguelike.
Today's progress for you aggydaggy
almost there now
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.
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.