Can't be fucked to check new demos edition
Helpful Links for Newfags: http://alloyed.github.io/agdg-links/
Archived Threads: http://archive.foolz.us/vg/search/text/AGDG/type/op/
WebM info: https://wiki.installgentoo.com/index.php?title=WebM
Open Broadcaster Software: https://obsproject.com/
opencl event system is p cool
I dislike the genre he's making so I can't rate its fun factor and whatnot, but yeah. It's going nicely so far but it sure ain't done yet, and there better be more, mechanically.
Hehhehe the <>
Models are shit.
Camera system is shit.
Lighting is shit.
Controls are shit.
I need to either switch to tank controls or rethink my whole fucking camera system. My neck hurts.
Stop trying to do a walk cycle from scratch for one.
dude, where are you learning python
Anyways a quick definition is: whatever is in __init__ is basically applied to and unique to every object that is made from that class when the object is made/called/whatever-you-wanna-say, so long as you define them when you make the object.
def __init__(self, color, velocity):
self.color = color
self.velocity = velocity
ball = Ball("red", 5)
It'll then make a Ball object (ball) and it'll have the attributes "red" and 5
if I do (in total)
ball1 = Ball("red", 5)
ball2 = Ball("blue", 6)
then ball1.color is red, while ball2.color is blue, etc.
ball = Ball(5)
Will just give you an error, as it expects 2 arguments - color, and then velocity. note "self" is..kind of "automatically applied." as python is hiding a little bit of syntax from you.
if you didn't have init you'd need to do stuff like:
def set_velocity(self, velocity):
self.position = new_position
def set_color(self, new_color):
self.color = new_color
ball = Ball()
which can be (and is) very dumb
Please tell me you're making a sequel to this.
God damn python is gross
*(artists are basically on the level of monkeys, if they see lots of people doing something they want to do the same, just look at bullshit like vivian james)
>> def set_velocity(self, velocity):
> self.position = new_position
I dunno what happened here. I guess I decided to do both position and velocity, and then fucked up.
Whatever - it isn't hard to figure out the correct meaning.
"(self, velocity)" -> "(self, new_velocity)" & "self.position = new_position" -> "self.velocity = new_velocity"
It looks better with proper whitespacing (and requires it. thanks 4chan), but...it's ok.
>he doesn't procedurally generate shaders
A good idea and well-thought-out design (inseparably).
Something, simply, that would inspire, and make one easily see some magnificent end-vision, if only with a proper implementation of art assets by their own hands.
Of course, that is the best-case scenario, one in which an artist will put in better than their best work. But there is also money, or a need for practice in artistic skill and working with others, which may motivate an artist to work on a project.
A spiritual sequel is already being developed though! Have you not heard of Armikrog?
Yep. It can be a tab or 20 spaces, or 1 space, or whatever you want, it just has to be consistently done. Usually it's a tab or 4 spaces.
I like it if only because it forces people to write code that isn't ugly or at the least is consistent.
no, they're obviously jealous
what do you guys think of how this level looks so far?
How did you implement the camera? I noticed that it only moves up or down when it really needs to.
Is it based on the platform you're on or is there some y-position threshold you need to exceed before it starts moving?
Hi, in java can I make a boolean equal 1 in anyway. For example
x = 14*(u<=4);
so x will be 14 or 0. I know I could use if statements, but what if I want to make an equation like that with multipl booleans.
Would you kick ass as a fireball spamming robot?
Also: any creative name for a robot construction worker? I came up with Rob, but that's retarded.
I'm using the flixel library so it comes with its own camera but the camera has bounds where it can't pass. when the player is near that door, it's showing the bottom of the level, there is nothing below what you see so the camera does not move any more down. The camera has a rectangle in the center of the screen and when the player reaches the edges of that rectangle, it moves the camera in that direction, unless moving in that direction would pass the bounds.
I've seen it. It's a pretty funny coincidence, but I'm not too worried because our games look pretty different in aesthetic and tone.
gotta be something cooler than that
Since my music guy is MIA I thought I'd take a stab at writing some music. I came up with this and I was hoping to get some opinions on it:
It's sorta like the skeleton's main theme.
It was mostly trial and error, cause I've never done music before.
Progress - Um, okay. So, the dynamic shadow intensity (pupil simulation) thingy is almost sorted, but I still have problems - it only seems to work in three bands, off, half and full. I've no idea what I'm doing wrong there. Also, if the reference point stands in the penumbra it flickers. I'll leave it at that for tonight.
I was hoping to paint the skeleton more as an unfortunate hero rather than a classic spooky skeleton, but thanks for the feedback I'll see what I can do. I'm just glad that it didn't turn out annoying or anything.
I like it. I think it's skeleton-like as well. But I would prefer higher quality instruments, ones with more nuance than what a sine wave and the like can provide. For your first music, it's quite good though.
Just die, will you? God, why does your stupid manage to piss me off? You're like that Python-fag on /g/ who has been spamming the same post for 3 years in every /dpt/. Do people like you ever complain on /v/ about not getting laid? I think I might have figured out what your problem is...
fucking love this board, i visit every now and again to see what you aspies are tinkering away at and i see this dude post everytime his fucked up "shadows" and discussing how they're "not quite there yet" and "still have problems"
i love you dude
it's called physics and it's about a ball that happily sat around until one day a big mean cube hit him and he started rolling away and he tried to stop but he couldn't so he cried as he was doomed to roll into infinity
Unfortunately, I need something a bit more robust. Not to the extent of this image, but one collision box per object won't cut it.
Obviously not, I haven't added a lag to the pupil dilation/contraction yet.
I'm trying my best. Every solution spawns two more problems.
>Obviously not, I haven't added a lag to the pupil dilation/contraction yet.
I was thinking more of the whole light stopping mid air for no reason and your seemingly 110% opaque walls that reflect 0 photons
I don't know, I guess he didn't like my project. It's fine, maybe he's just busy with the start of the semester or whatever.
He probably just doesn't want to hurt my feelings and for that, I thank him.
so my game is like an.. an undefinable experience of physics and AI and its all, all of it is interacting in a procedurally conceived infinite simulation in your mind but you dont play it you just experience the physics and the AI. just let it happen and experience it
I'm not sure I understand. The shadows (and everything else) are 100% 2D. So if a character sprite blocks the light, it'll cast a pure shadow behind said sprite. What am I doing wrong, and how can I remedy it?
>just let it happen
now you're getting it anon
Messing with the art assets to fit more with the experimental 2.5d-ishness I'm working on.
Originally they were all flat like a pure side-view.
The walls are obviously still a problem but I'm not entirely sure how to approach that.
This is hard.
I have a game I started work on a couple of years ago. I created a complete prototype by myself containing all of the levels, puzzles, enemies, bosses, endings and etc. to make up an entire game. I finished that about a year ago and started working on it with a team of 3d modelers that I had assembled.
Long story short, the project fizzled due to the modelers not getting shit done and my own unavailability to manage the project due to my full-time work. About a month ago I started cleaning up the prototype and had a friend test it for general consumption, then created a site for it a few days ago.
Any others with failed dev stories?
Well, here on the left is how a shadow is normally cast, and on the right is what your game seems to suggest a casting shadow is like.
From your game's perspective, it doesn't quite make sense unless there's a wall very close in the background that the shadow is being cast upon. If you could, perhaps, make objects stop _casting_ shadows in this way, but still _receive_ them, it could be more realistic.
It's just a health reminder, anon, nothing to get anally blasted over
i will try to communicate through the medium of pictures instead
an eye pain and a tooth pain are not the same, get lernt on your pains man
yeah i know, but when something hurts your eyes via visuals, its called being fucking atrocious, but if your teeth hurt, its because your too poor to afford dental care
he meant it just like when you think something has a taste you never tasted only smelled, e.g.:
you drink water from a glass and the glass tastes like cockroaches, but you've never tasted cockroaches, the taste is the same as the smell.
i think this is called synesthesia or something like that.
>thinking of math equations will never make you see pretty colors
follow your dreams anon
I was thinking more of an outrun-style checkpoint racer. I don't really know what kind of game it will be yet.
It's hard to define if that's "real" 3D or not. The track is made of openGL triangles, but they're procedurally generated, there's no 3D models or 3D rotation involved.
something is not right about those building's lights.
the sun is still up, the road is perfectly visible, but the building's lights are just like if you were driving in pitch black
I even tried an "authentic" raster engine (seen here https://dl.dropboxusercontent.com/u/45690241/RoadWeb/index.html) but it looks really, really bad in high resolutions/sizes. Outrun apparently used a method similar to mine (the hills in outrun look more like mine than the typical raster engine hills), but at a low resolution.
Had some fun with a different artstyle.
What do you think? Should I keep it or stick to the original?
Level editor progress. Don't know what I want my entity window to look like yet, or how to really handle it.
Make the original image very high quality and use a filtering effect to make it look smoother then. Using 3d makes the game seem less like a retro game and more like something a kid could whip up in a game making software. You have to be responsible for making the game feel more real and less cheap.
damn, look at this crazy as fuck progress
gcc can't even handle me right now
How are you supposed to compete in the Google Play store without spending hundreds on fake downloads and reviews? Is it even possible to compete with the big developers or am I doing something wrong? The only current downloads and reviews are from people who I know who I gave the specific link to the game.
Amature-amature game dev here. Well i'm not even a dev, just a guy who wants to make a game. I have absolutely NO experience
What am i supposed to install to make a game?
How do i learn coding? Is there anything you recommend me to read about coding?
Do i HAVE to work with another person? And if i don't will i honestly have a really hard time like everyone claims?
I had about 6 months of Java experience when I read a 1000 page book on C++, I had trouble understanding it, since it was geared towards programmers and not complete beginners, but with the help of goolge and stackoverflow I managed to learn it and now, about 3 years later, I am writing a game engine in it.
Added a small waterfall effect for this area.
The waterfall fades out when it reaches the effect creator. it's too noticeable right now, fixing it up.
I hope the gif didn't mess with the colors too bad.
I guess that'd depend what you're looking to do, and in what.
Pick a language/toolset.
If you want to PROGRAM, then C#, and either Unity since it's the most popular and user friendly. Or some other framework I don't know. If you want all your tools neatly contained in an environment. Gamemaker.
If you want to get down and dirty, then C++ with Code::Blocks and either SFML/ or SDL.
>How to learn
Books, youtube series are shit.
No excuses now.
When in doubt, copy Hammer.
1. Ride on the name train of other games
2. Your game should have lots of downloads on release, so just buy fake downloads and reviews then, they are cheap and the big name developers also do this.
3. Git gut at marketing your game outside of the store because the google play store is not made to find your game nobody cares about. Get a good twitter or tumblr following with shitty pixelart and a female protagonist.
If your function names don't second as documentation, you are doing something wrong!
Black Mesa and other total conversions disagree with you. Also, while the Source SDK was a mess, Hammer had a brilliant interface for the most part.
That looks interesting. I'll keep that in mind.
Dude I just made this awesome connection right now bro. I was a while ago learning about object oriented programming a little bit ago, and when I saw your memetext I got confused as to whether you doing an object-thing or typing out a URL, BUT THEY"RE THE SAME THING. Have any other programmer bros noticed this phenomenon as well?
its just a storyboard for a bigger project
So your this princess, little girl, in this voctorian esque themed castle on an island secluded from the world.
Each generation of your family is cursed by this clan of black magic cultists, granting a member of your family, i.e. your father. imortality past death, in return for his first born daughter, i.e. you.
knowing this your mother contacts their religious goody goody folk to get her soul kind of, extended, past death, to protect you in case your fathers soul is tainted from the imortality curse.
Should i continue?
>Each generation of your family is cursed by this clan of black magic cultists, granting a member of your family, i.e. your father. imortality past death, in return for his first born daughter, i.e. you.
So like do you just have a ton of immortal dads hanging around or what happens to them? They become spooky ghosts?
Its not a VN.
I wana say its a horror ish game. but im not sure.
The idea i want, is that you are in modern times, but you dont know that, being raised in a victorian nobles household thats all you know.
What happens is your father kills himself, out of curiocity of imortality and due to the temptation of it as well.
Which brings in the cultists, they swarm your castle with spectres, changing the original mood of the game from a warm toasty adventure game to a fucked up horror/suspense game.
your fathers spirit lingers as some sord of black cloud, and your mother, worried about you, tries to save you from the spectres, and dies trying, having her spirit linger as well.
I want it to be a sort of pick your own way of solving the problem game.
Your father tries to help you, by granting you these spells, automatically passing the curse on to you.
aight sorry, alota typing.
So get this.
This is a constant cycle, pretty much the same outcome every time, infact. This is where i wanted a mechanic to come into play.
Very dark souls esque, if you choose alot of your dads powers, which later get alot more fucked up instead of your mothers powers, you have a chance to join pretty much like, a girl harvesting cult, invading other worlds of other players, to kill them.
But i didnt want straight pvp when you invade. I want you to become a like, mechanic on the map, like a horror trigger you place on the map, so every time you play through a zone, itl be diferent beaased on what the invader whants to do.
And once you are sufficiantly scared, which shows by hoiw hard your girl is freaking out, you get invaded and have to use your powers to outrun or fight, depending on who you chose your powers from, you can chose from both peoploe btw. so a mix of powers.
A dev who focuses on story first before anything else is a bad dev, no offense. And i don't really see a lick of gameplay details in your description.
Continue anyway, don't even ask. Your patronizing
Sure, keep going.
The settings sounds cool enough and it could be very good if you manage a proper execution.
The problem is that you're just ideaguying, you need a bit more mechanics thought out before you go all out on the setting.
it's not an issue of performance. It's an issue of ease-of-use vs robust and trying to figure out what functionality the game actually needs.
I still can't decide between having collision boxes for each frame of animation or just having one body collision box and one attack collision box that's only active when in an attack state.
The second one is a lot easier, but I don't know if I'd ever have attacks that can have dynamic hitboxes.
Well, gameplay wise.
Its third person, over the shoulder ish. You basicaly go through different zones of your castle, choosing in each zone, one power, from either your dad or your mom. Mom being more passive and evasiony, father more aggressive and eventualy murderous.
You move through your house, looking for your father, as his spirit calls you to a room in the house, he automaticaly grants you your first spell, no mana or anything, but cooldown based. its sort of a puzzle ish game, trying to get past spectres and other events of the game using diferent spells and having diferent outcomes based on what you use.
Theres this one moment in the game i want, theres this group of mercenaries, outside of the island, and are the only ones who know of the curse, Called Bastard Squad.
3 men, in this generation, are hard equipped swat men, bust through your house and try to pull you out, you can try and harm them like your father asks, or run from them like your mother wants, you eventualy get caught, but depending on what actions you took, they will threaten to kill you, thinking your far to tainted, or try and pull you out, thinking they can save you,.
Eventualy after a few zones pvp is enabled, allowing your worlds to be invaded by other cult princesses, witha timer, you can try to avoid being caught from a while, or kill them. either or is neutral.
You can redo maps to get your character diferent powers, kinda like a talent tree, so if you want to swap your powers for another you have to run through the zone where it is and complete it.
Its very horror esque, and i want it to run off a fear system.
You being the innocent loli princess you are, you get panicked from all the fucked up shit that happens, watching your mother get brutally murdered in front of you, the spectres killing off the staff, constant anxiety, she starts to instinctivly shake and panic around fearfull things, thus increasing your chance to fear cast, chosing a random spell you dont want to be cast instead of the spell you picked, so you want to try to not cast while scared, or you might cast more aggressive spells from your dad, if you dojnt want to, you use ytour mothers to flee, and find away around them.
It's ok, just go for easy to use shit like GameMaker. I don't know about Construct, but I've read that it's also stupid easy. You will need to learn to program a bit more, but it's a good way to get started.
but in terms of like, combat, have you chose your dads side, its targeted combat, using the more aggresive spells is an easyer way to clear through the zones, but curses you more and more, so using your other spells from your mother, to sort of puzzle your way through the environment, or shit even just to run away from shit you cant hide from, is better than just killing them.
Don't be like that. You want to make money off your game. It's a waste of your time otherwise. Then what are you doing it for? To bring smiles to others or the satisfaction of feedback?
I may sound like a gaping asshole but your kinda dumb if you aren't willing to exploit your work.
>You being the innocent loli princess you are
Yeah tell him. Money is the only thing worth having in life, and coincidentally it's also the only worthwhile thing one ever gets out of doing any activity ever. Exploit exploit exploit, repeat after me!
>your kinda dumb
You've got a lot of story there (and it's pretty cool), but I'm kind of worried about the actual game.
It sounds like you pretty much want to clone Darksouls, which was made by a hell of a lot of people and money.
How much gamedev experience do you have?
If I were you, I write down all that story somewere and try to leave it alone about it for a bit. Just focus on stripping down the mechanics to the bare minimum needed to be enjoyable.
Figure you what you want the game to be.
Does that make sense?
No what's killing videogames is developers who don't care about the game and rush it/do a bad job on it for money
I'm just saying being a game developer puts you in this advantage where you can make money off your game. You might as well right? Just sell it for 3$ on steam if you feel guilty about it, fuck.
and some more, why not. I'm pretty happy with the style so far.
>Randomly sick like that often?
Not usually, don't know what it is. Haven't been feeling under the weather, don't think it's a cold or anything, just a huge migraine. Drinking some water and getting rest to hope I'm better tomorrow.
>mfw i read Randomly sick as randomly slick
I know how it feels, to wake up and have a huge migraine and then throw up. It's happened all to often... Luckily for me, after the horribly sharp hour-or-two-long headache and the inevitable puking, I've always felt better almost instantly. Somehow throwing up is an instant cure for me and I haven't been able to find out why exactly.
However, and more luckily, I haven't had a migraine in a long time; I feel that I can actually owe that to not eating aged Parmesan late at night.
I would do some tests to see if that's really the case, but you know, I'd rather not risk going through that...
Just got a random idea and made this.
You guys would trust this computer screen, right?
It makes me feel mildly less sluggish. It doesn't really give me motivation, so doesn't solve the real problem. Adderal also does fuckall for me, too.
Coffee/caffeine is easy to get, why not just try it yoself?
Happens to erryone m8
Yeah, but once you drink it daily you'll no longer feel the rush and it will essentially be a heroin addiction where you have to constantly drink enough to stay level. Then throw dehydration in the mix and you'll constantly have two glasses beside you.
beyond pretty. Think you need to make your title a bit more sinister Beyond that looks fantastic.
Maybe something like this?
Forget the pretentious crap you've seen, Twine is the easiest way to write simple hypertext games. Problem is the coding is pretty limited and I'm trying to make an adventure game/interactive fiction game.
Does anyone know of a opengl based engine for Android that lives in only part of the screen?
I would like to have a view with the game and still use the Android API for the remaining space.
For example Unity does not let you use the Android API very effectively and you have to work with shitty plugins that are a total pain.
Also critique my button.
Well I could potentially use either of those but I have nearly every gameplay feature working in Twine, except I want to have inventory puzzles have multiple solutions i.e. whether you take the story path that gets you the crowbar or the lockpick set, both can get you through the locked door. I'm not sure how I could implement that in Twine when everything is set into "rooms", so when the player opens a door you tell Twine to go to the room called "opened door" which will play the next bit. I think I'm going to have to create room names with variables.
I'd associate that with "back", but I guess "new game" would work quick enough, especially since it's close to the firefox "refresh" arrow.
But buttons don't exist in a vacuum and does that match the style for the game?
Dammit I want some toast with peanut butter on it now.
Why? Because of processing power? Or because I should be using another language? Because hypertext can run on a toaster, and I've already programmed the rest of a game into Twine. What I'm doing is still much, much easier than what most people in this thread need to create new features.
SDL learnin' continues. You can move and shoot bullets. There's a limit of 8 bullets on screen at once, but they go fast enough that I can't even manage to hit that limit. Once I figure out how to limit the framerate (from my googling it's more complicated than in Java and requires different functions on different CPUs), that might change.
>I don't know how to do nothing for an arbitrary amount of time
Okay, here's a snake game that I made in java instead.
how can i show in the first level that you need to be upside down for this?
>Memory pools are nice and cheap. He could increase it to thousands and there's be virtually no performance degradation.
Yeah that's why I'm asking "why"
If the game can't even get up to 8 to begin with (since they disappear faster than they appear) I guess it doesn't really matter, but it still seems weird.
i was thinking about having a slightly transparent AI doing it over and over but i don't know if that would be confusing.