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AgDg - Amateur game Developer grave

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Thread replies: 786
Thread images: 136

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It can't be helped edition

Helpful Links: http://alloyed.github.io/agdg-links/
New Threads: >>>/vg/agdg

>Chats
http://steamcommunity.com/groups/vgamedevcrew
http://webchat.freenode.net/?channels=vidyadev

>Demo Jams
https://itch.io/jam/agdg-demo-day-5
https://itch.io/jam/agdg-demo-day-4
https://itch.io/jam/agdg-demo-day-3
https://itch.io/jam/agdg-demo-day-2
https://itch.io/jam/agdg-demo-day

>Jams
https://itch.io/jam/agdg-halloween-gamejam
https://itch.io/jam/wj2015

Engines
>Gamemaker: http://docs.yoyogames.com/source/dadiospice/000_using%20gamemaker/index.html
>Godot: https://github.com/okamstudio/godot/wiki
>Haxeflixel: http://haxeflixel.com/documentation/tutorials/
>Source: https://developer.valvesoftware.com/
>UE4: https://forums.unrealengine.com/showthread.php?483-Community-Tutorials-for-UE4
>Unity: http://unity3d.com/learn/tutorials

Models/art/textures/sprites
>http://opengameart.org/
>http://www.blender-models.com/
>http://www.mayang.com/textures/

Free audio
>https://machinimasound.com/
>http://freesound.org/browse/
>http://incompetech.com/music/
>>
>>119503975
Sweet a pedo OP
>>
>>119504189
>>
>>119504071
As everywhere else on 4chan, try to avoid Australia-time.
>>
I have so much fucking work to do
Save me
>>
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This "thread" is mine now! Haha just kitten! I'm Feelix the motivational cat and I hope you do your very best today, even if progress is little!

>>119504230
Well gosh there friend! Check out one of my favorite games, Diablo 2! During Act 5, you're surrounded by snow, snow monsters, snowy villages, and neato ice caves! Wowza!
>>
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Starting to implement menus and a HUD into my game, I'm proud with how quickly I managed to code this in.
>>
>>119504372
I don't know if you know, but I love you felix
>>
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>>119504372
Here's some progress for you Feelix :3

It was a bit of a pain but I got movement on the little planets to work.
>>
I'M STRESSING OUT, FAM
>>
>>119504582
>>119430513

Nice meme.
>>
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>>119504582
Well thanks friend! I hope your game development dreams come true! Here's one extra Heart Container! It improves your HP by 1!

>>119504778
Really nice progress friend! I had an idea way back in the day to work with a world just like that with rounded planets that but unfortunately I was too inexperienced to accomplish what you apparently have! Have an extra Heart Container!

>>119505162
Memes are nice if they help people and aren't too outdated to be funny anymore!
>>
>>119504372
Holy fucking christ this is the most retarded shit I've seen all week.
>>
>>119505590

So what's it like to be dead inside?
>>
what makes a "pixel art program" any different than say, photoshop?

seriously what's the difference that stuff like graphics gale or aesprite make. it's all still pixels
>>
>>119505883
onionskin, animator, palette management is different as well. But for me it's just a matter of preference, some like photoshop others like graphics gale etc
>>
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made some progress with the game's high gameplay systems (map + room generation) as well as some small details and optimizations

i also made it so that the HP thingy on the top of the screen now shows the HP of an entire pack of enemies instead of single ones, since you can already see single hp above their heads. and now when enemies die they become black and white so that when there are many of them around the dead ones dont clutter the screen too much
>>
>>119505883
It works in pixels.
>>
>>119505590
seeing as how fucking stupid most of you jerks are in terms of proper critique, ideaology about videogames, or progress yourselves i'm okay with it
>>
>>119506242
photoshop works in pixels
>>
Since Flash has been well and truly abandoned to the wolves by Adobe I finally got around to uninstalling it the other day.

It got me thinking though that I might want to mess around with rewriting some old ass 2D Flash game I made years ago into a new engine version just for a spare time giggles kind of project. I still have all the asset files and tbh if I revisit that thing I should just rewrite the code anyway (there were some initial design decisions that did not really mesh with where the whole thing ended up, unsurprisingly) so jumping from AS3 to whatever isn't really a problem.

Seems the best way to go about that would be to try Haxeflixel, right?

I'd like some UDP support to goof around with adding some network co-op stuff but Haxe seems a little iffy on that though.
>>
making games isn't fun.
>>
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>>119506253
>jerks
>ideaology
>videogames
>>
>>119506375
what the hell is haxe anyway?
>>
>>119506413
ideology im sory
>>
how do you make a turn based RPG interesting without using RNG or time based inputs
>>
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>>119505590
Not as retarded as The Rain Man! Haha I'm just joking! You're alright in my book friend.

>>119505883
Well let's take a look and see! Personally I use GraphicsGale surprisingly! I used Photoshop for years and was very comfortable with it, however a lot of tools in Photoshop have no relevance towards pixel art and thus just take up space. GraphicsGale also has some very unique features that make changes colors across unlimited frames as easy as a click of a button! It also really uncomplicates a lot of things by removing the natural "painting" presentation that Photoshop has, and replaces it with all the same features already setup with a "pixel" presentation! Wowza!

I didn't enjoy aesprite much but there are some that do! Vine seems to use it and they are doing just fine!

>>119506138
Your progress is just the tops man! I don't think I 'm following you on any social media sites yet, throw a cat a mouse and let me know if you have any!
>>
>>119506350
Photoshop works primarily in actual units (i.e. in, cm), pixels is just an option. Pixel art programs by definition can't work in any units except pixels.
>>
>>119506637
stop being so friendly it creeps me out
>>
>proper critique

Probably the stupidest fucking thing that goes around the internet is the idea that critique should be "constructive".

You dumb fuckers, if someone who doesn't know jack shit about what you're doing finds it to be bad to the point where they're willing to actually tell you that, maybe you should step back and take a second look at what you're doing because it very well may be fucking bad.

Or you could kneejerk and assume it's someone trying to shitpost. In which case enjoy staying at the same level of ability year after year and never knowing why.
>>
>>119504373
It's trippy whatever it is. I wish you good juicing.
>>
>>119506637
you sound like a serial killer im not giving you my tumblr you fucking C*T
>>
>>119506620
customization and choices with a steep difficulty.
>>
I think feelix should stay.
>>
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>>119506494

You write something in Haxe and the Haxe compiler either turns it into bytecode or generates the source to run through another compiler to make it run on multiple platforms
>>
My script isn't working. Its a child of a parent in a canvas. Literally just debug.log("hi").

should i restart my game?
>>
>>119506993
No he talks too loud
>>
>>119506889
what kind of choices?
>>
post progress - receive fanart
>>
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Felix I drawed you something
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>>119507283
buffs, debuffs, vulnerability, etc.
>>
>>119507001
Why does the last G get to live?
>>
>>119507667
It's a metaphor
>>
>>119507818
swords and sworcery 2?
>>
>>119504373
i dont understand whats happening but nice progress

>>119504778
cool planetoids nice progress

>>119506138
combat looks pretty lackluster at the moment but youve got something going nice progress
>>
why would i use monogame
>>
>>119507667
They're all dead inside
>>
>>119508385
Cuz u'r a cuck
>>
>>119508385
Because you hate how bloated Unity and UE4 are and GM doesn't let you use C#
>>
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>>119508385
Finished greybox 40/72
>>
>>119509273
Fuck, every time
Not meant for >>119508385
Forgot to clear
>>
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>>119509359
>>
save me
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>>119509273
From what I recall of your earlier screenshots, there was so much going on that the entire scene was a bit unreadable. I don't know if that's still an issue, but that was my impression
>>
https://clyp.it/gzbus2e4
do you like it
>>
>>119510808
yes
make one for spookyjam
>>
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>>119509901
That is the most comment feedback I get from play testing, we are working on it, main problem is everytime I play with readability it skews the visuals away from what I want.

I want to improve the camera system to focus on things of importance, that and there are still a number of placeholder models which are waiting to be over written.
>>
>>119510982
Oh fuck that's noisy. Draw some circles around the important stuff and post it. Maybe I've got some ideas about how to make it stick out
>>
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>>119511206
Circled are puzzle elements.
Thanks for any input.
>>
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>>119507453
Here's an rig test I made
>>
How do you all go about finding artists for your games? Do you ask friends? Do it yourself?

Free art is fine and all, but it's hard finding free art with consistent art styles especially for games with multiple zones.

Any idea where I could start looking to hire a pixel artist that won't cost me my a fortune?
>>
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>>119511503
Okay, now that you point it out I can see what you're trying to do.

I think getting rid of the reflections is a big leap in the right direction, plus pic related.
>>
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>>119511632
Relevant.
>>
>>119511503
>>119511742
Also get rid of that bloom. It's more confusing than juicy because of the crammed environment.
>>
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>>119511742
Ok I see your point about reflections and more blocky colours, funny thing is I just got a real time planar reflection system working I was gonna plug in, guess ill hold off on that.

I have a globalPos texture mapping shader I just got working for the ground, this combined with a lower offset on the pillars, some better colour coding with walls and the ground and less reflections I think will improve things.

As for the orange and the glowing objects this makes up a majority the distinctness of each level.

>>119511817
The bloom is literately the whole art style of the game, I will be leaving that in.
>>
>>119512149
>The bloom is literately the whole art style of the game
fam...
>>
>>119507001
>can't be even bothered to make a high sample render
that light pixelation at the bottom looks like shit
>>
>>119512149
Bloom is the worst thing to put in. It's what people who can't into art put on everything because they think by making things look more convoluted they're improving things.
>>
>>119511515
Jesus fuck, that is not how you hold a gun for fucks sakes
>>
>>119512827
spotted the dumbfuc/k/
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>>119504050
Fuck you.
>>
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>>119506740
You gotta be kitten me! Haha just kitten you're a joker.

>>119506861
What a cat-astrophe! Haha just kitten you're a wonderful man.

>>119506993
Thanks friend! You deserve a thumbs up. I wish you the best in your game development career!

>>119507078
Cats are actually one of the most quiet animals! Me-yowch!

>>119507530
Woah what a cool cat! You deserve a thumbs up! I hope your art can transfer over to your game development.
>>
>>119512827
who cares man, it's artistic license
>>
Post fan-art - receive progress
>>
nofap is killing me after only 36 hours
I need help
>>
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>>119511515
>>
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>>119513781
Nice
>>
>>119513781
i'll allow it
>>
>>119513781
>someone drew (albeit shitty) lewd of my MC

feels good fam
>>
Late night /agdg/ is weird
>>
>>119512827
Next thing you'll say is that's not how the left side of a P30L looks like
>>
>>119514419
its 11:00 kill yourself my american friend
>>
>That moment when you finish all the core mechanics of your game and realize that from now on all that's left is the endless grind of models, animations and building scenes.

Despair.
>>
Ugh. There has got to be a better way to code a buy/sell screen. Even if the inventory buttons are cleanly coded, the actual inventory is a mess that needs hardcoding references to the items in shop.
I'm going to go to bed and look for a solution online tomorrow.
>>
>>119514683
Time to start up that new game you've been thinking of!
No. Don't do that. Keep going.
>>
How much content do you think is needed before pushing out a demo?

It's a 2D platformer with dungeons that have bosses.
>>
>>119514683
>When you realize to make your game you actually need to program it instead of just making art assets.

Despair.
>>
>>119514782
A level that shows off the mechanics of the game and a boss at the end of the level.
>>
>>119514782
depends on how much content you need to introduce all the core concepts and mechanics and let the player play with those.
>>
>>119514782
you mean demoday demo or real demo?
dont do real demo or you will lose impulse buyers
>>
>>119513541
Withdrawals are nasty anon. The only way to get through it is to soldier through.
>>
>>119514782
http://itch.io/jam/agdg-demo-day-3/rate/30164
This is about the minimum for a demo day demo
>>
>>119513541
>>119515383
Also do stuff. If you just sit around or get bored staring at your computer it's going to break you.
>>
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>>119513541
im here to help
>>
>>119506814
>year after year
If you're still posting here beyond year 1, you fucked up tbh
>>
In GLSL, how do I know what the default constructed values of different types are?

If I do
mat4 abc;

or
vec4 def;

How do I know what the initial values are? Why the fuck are GLSL docs non existent?
>>
>>119512960
Gee, thanks felix! I think I'm feeling something, in my chest area. Is this what motivation feels like?
>>
>>119503975
why did you put a mistake in the the op?!
>>
>>119516562
heart attack probably, or consumption
>>
>>119516764
Oh. Guess I better save my work then.
>>
Woo progress
>>
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Ok aggy take this decision for me, the only decent spriter implementation is using C# should I switch to Unity3D even tho I'm making a 2D game? I know a lot of people don't recommend it but I don't really know the why and I see a lot of 2D games made with it.
>>
>>119517213
what do you guys use to capture .webm?
>>
>thinking about progress while at work

same thing tomorrow
>>
>>119517213
what engine and stuff are you using?
>>
>>119517276
Nope. Find something else.
>>
>>119517290
most use dxtory/fraps and then they use the webm for retards converter.
>>
>>119517276
I use unity3d for my 2d game.
>>
>>119517213
looking good anon
>>
>>119517276
It's not recommended because it's a 3D engine built for 3D so when you use it for 2D you get mixels, rixels, grixels and every other type negative pixel meme so unless you're using really high resolution sprites or vector graphics you're going to have an ugly piece of shit.

You can work around it with programming ability, but why would you when you could just use a dedicated 2D engine?
>>
>>119517306
Direct X cause it runs really nicely and I love c++
>>
>>119517449
Thanks. I got plugin for preimere but it's output is retarded bad >>119512947
>>
>>119503975
thank you for using an anime picture
>>
>>119514856
>>119514858
I'm thinking of having it start off with a boss fight like SotN did, then throwing the player into the overworld with a single dungeon+boss somewhere there. Just gotta keep the overworld from being too obtuse that people don't get to it.
>>119515136
Lots of games on DLSite use demos though...
>>
>>119517780
fuck that's bad.
>>
>>119518371
better put the overworld on the end of the demo as teaser. There's little point in putting an overworld since there's really not much mechanics you want to show of to the player.
>>
I'm making a game with 3D static objects but all dynamic objects are going to be 2D and rotate with the camera (think paper mario). Would it be better to use a 3D or 2D engine for this? I was trying to do this in Unity2D but it looks like rendering the 3D environment would be nearly impossible.
>>
>>119518784
3d, you're trying to "billboard" the sprites.
>>
>>119518827
>billboard
Oh that's the word for it!
Thanks anon, just saved me a headache.
>>
>don't have fun making small games any more
>the game I want to make is such a massive thing that the sheer volume of work I need to do is making me want to quit

not sure if gonna make it
>>
>>119519563
Pitch it to us and we will call it shit so you don't have to make it
>>
is the steam store down for anybody else? i'm trying to see when my steam controller will arrive but account details and the store aren't loading

also progress to stay on topic - got shaders working on a per-sprite basis (background just mixes red with the texture color but the other sprites don't add a tint color)
>>
I'm gonna make a vidyagame! :D
>>
>>119506814
If they can't properly voice a critique it is useless to you.
You may take a second look but you're too invested in your work and technique to notice flaws.
And it's not always like 2D where mirroring your work can expose some bullshit.
>>
>>119503975
Working in Unity, I have an object with a boxcollider that on CollisionEnter of the player activates a deactivated UI Panel. There's a stutter when doing so. Is there a way to fix this? I'm not instantiating an object there.

I'm also getting stutters when reparenting an item (something u can pick up and drop). Without reparenting there's no stutter but I need it to be moving with the parent object. I am disabling the boxcollider on both item and player (that picks it up) before reparenting and that doesn't fix it.
>>
IT DON'T HAVE TO GO INSIDE
WE CAN ALWAYS 69
>>
>>119519812
Latin America here. It's down.

>An error occurred while processing your request.
>Reference #97.e29b5ecc.1445252920.30275a85
>>
Finally find royalty free music that I actually like. Its +30 dollars to buy. And even more for other variations.
>>
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>>119520413
Balls, guess I just have to wait and hope it turns up today. Thanks anon
>>
>>119520439
Eh, that's still pretty reasonable for music that's actually good.
>>
What are mixels and rixels and how do I avoid them.
>>
>>119520634
You don't actually need to concern yourself with that, only autists in AGDG actually care.
>>
IT DON'T HAVE TO GO INSIDE
WE CAN always 69
>>
>>119520703

Well what are they then.
>>
It still goes inside.
>>
How do people even finish games and get them shipped out in the first place?!

The fact that any indie dev can release a game in the first place is a goddamn miracle to me.
>>
>>119520634
Mixed pixels and rotated pixels.
The other one is off-grid pixels, but that's slightly more forgivable.
>>
>>119519563
My question would be, are you proficient with your "tools"?
I try to break down my game dev practice into different processes. Like for an instance line traces, databases, trajectories, gates and timers, all that jazz.
If I can't make a process without having to go back and look at my earlier works then I don't really know how to do it, the code should flow out of your fingertips like it comes natural.
>>
>>119503975
For the Halloween Jam, do we have to start the game in the set time or is that just submissions?
>>
I've just realized that mixels are a subset of rixels.
>>
>>119520792
Mixels = Pixels of different resolutions used together
Rixels = Pixel being rotated (but smoothly, rather than still adhering to the pixel grid
>>
>>119520941
Pretty sure you're supposed to wait, but I've already given myself a cheeky head start.
>>
>>119520941
start the game
>>
Would you be a piece of shit to tell your music person to make the song "catchy"? idk if there's like some sort of thing music people do to specifically make songs come out like this vs like atmospheric or something or I'm just saying something equivalent to saying "hey make my song good thanks"

I said other things besides catchy but I just wanted to know if throwing that one in there would make my music person angry.
>>
>>119521060
Do you mean something like 'upbeat'?
>>
>>119521060

Give them some examples to work with and they should get a good idea of what you want. If they can't deliver get someone else.
>>
>>119521030
>>119521056
Thanks, guys, I'll wait.
No harm in brainstorming though
>>
>>119521060
I think the sign of a 'catchy' song is whether it's memorable.
Like you can listen to a different song and still remember the melody of yours. Maybe 'memorable' would be a better keyword to give them.
>>
>>119520940
I'm capable of doing all the things that need to be done, it's just that there are a metric ton of things that need to be done and I set my standards very high this time.
>>
I want to make an arcade game which can be completed in a single sitting. What average completion time should I aim for? I've heard most play sessions are around half an hour long but I've heard it from Extra Credits so yeah..
>>
>>119521606
Playtimes vary between games and it depends how fun the game feels. Make it as long as you feel the game still feels fun.
>>
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How can you make a quick buck quick, like $200 for a week of work? I'm too ugly to suck dick but I really need that fucking money.

I'm thinking taking some old mechanic and infusing it with memes. Either that, or taking one of the many ui-based strategy games I've thought of in the past, which I don't suppose would be very marketable.

Techwise, I'm normally a sepples autist and thinking of some "universal app", hoping for ms to bump it since their store is ~sad, but I'm really keen on taking up something else like unity/ue4. How are those two when it comes to 2d, especially when it comes to uis/ui based games? Other than that, I'm suspicious of godot, and I'd rather drag my dick through a field of shattered glass than touch cocos2dx again.

All in all, it should go mobile since I don't think you can make more money on itchio than it costs to buy rope.
>>
>>119521727
>How can you make a quick buck quick, like $200 for a week of work?

go work at McDonalds you dumbass
>>
>>119521853
I live in a place where 200$ is what plenty of families earn in a month
>>
>tfw get a cool idea for the halloween jam
>can't work on it untill 29th
life is pain
>>
>>119521915
then kill yourself and fertilize the crops for people better than you
>>
>>119521395
Hire somebody as an extra or start working then I guess.
>>
>>119521727
>sepples autist
I just realized that citing the standard is just like citing bible verses
>Book of Global Names 15:5 The terminate() function
>>
>>119521727
>>119522043
all right, ignore the thing about the money
>cookie cutter marketable idea
>ue4 vs unity for 2d, esp. UIs
>>
>>119522148
This analogy is accurate since it marks Sepples as Christianity, C as Judaism and C# as Islam.
>>
Any art bro here?

Can you guide me how to draw picrelated? I mean - grass.There are some diffrent tones and etc.

How can I achieve this? I am kind of zero. So, you just pick solid grass color and add some random strokes?
>>
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claimed tiles animate when claimed and there's better lighting for monsters that stand on claimed ground
skeletons aren't attacking because you're a demon and skeletons like demons
also it's old news but glowbugs no longer follow you, you follow glowbugs
>>
>>119522341
sepples is polytheistic
>>
>>119522351
It looks like it's not even tiled... It's possible it's just a flat ground image.
>>
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>>119522341
had a chuckle
>>
>>119522351
Are you being a meme right now?

>>119522419
I really like the looks. It's kinda overkill on the darkness though I don't like it when games makes me squint.
>>
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>>119522578
>python
>unrestrictive
>>
Why is steam, chat so empty at the moment?

Its creepy.
>>
>>119522725
It's 8AM on the east coast, the one true timezone
>>
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>>119522725
>not getting yourself banned from steam so you stop wasting time on vidya
>>
>>119522810
hehe
he doesn't even know
>>
>>119522793
It's 11pm here, but that doesnt matter, there is actually noone in the steam chat atm.

>>119522817
Got a game greenlit boy, gotta not get banned. ;)
>>
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>>119522248
doing some market research
>clash of clans clones
>endless runners
>match-3 clones
>casino games
>what makes them sellable is the art and the meme factor
fuck me
>>
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I think it's starting to look a little bit more church-like.
>>
>>119522725
Just server/code problems. Sometimes chat gets stuck (ie everyone still appears there, but no other data gets through), and you have to reopen the chat window.
>>
>>119522574
Probably, but how to draw it?
>>
>>119522898
you from australia? I went on vacation there like a few weeks ago
>>
>>119523092
sometimes_you_barf.jpg

It's like you read what people said earlier and decided to do the opposite of it.

Thankfully you only make your shit look shittier by doing so.
>>
>>119523267
I read what people said earlier and took it to heart, Anon.
It's just that following that advice means starting all over again.
So I decided to try a bit more with what I have.
>>
>>119523092
I think I may have glaucoma
>>
>>119523109
Yeah, grass is tricky. Too many strokes and shit gets noisy, too few and it gets kinda boring. You'll notice they had the random strokes in clumps there.

Also instead of going full retard and having blades of grass everywhere, they just have a bunch near the grass->dirt transition, and then a few areas of tall grass to drive home that it's actually grass.

As for the dirt patches, dunno. Looks like they just (in a seperate file or whatever) created a gradient from grass-green to dirt-brown and then picked a color in the middle... and then splashed that on top of the grass.

But I'm a hack so whatever, sorry if I completely misunderstood you, too...
>>
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>>119523460
But do you have a game?
>>
>>119523451
Hopefully you did, most of the people here who get critiqued are combative which only makes feedback less constructive because of the toxicity of both sides.
>>
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>>119523090
any suggestions on color theory and some other stuff that makes your stuff pretty? I don't think I'll need shading/drawing complex shapes/drawing simple shapes that make up complex ones. Just pretty boxes and the such.
>>
>>119523594
>most of the people here who get critiqued are combative
That's probably just because of how baffling some of the critique is.
I suspect some of you are literal retards.

That said, I got a few useful pointers in the previous thread.
>>
>>119523671
learn how the color wheel works, color harmonies etc.
>>
>>119523682
>>119506814
>>
>>119523571
who is this herpes masterpiece
>>
>>119523571
I can almost see the 6-foot-6 300lbs eastern-european human trafficker in her eye's reflection
>>
>>119506814
Wow what the fuck.

If someone says something is bad, there's an infinite amount of possibilities of what they could be thinking.

If they're unskilled, all the more reason that you need an explanation. When they give something retarded as an explanation, it's an easy way to throw their advice out as useless.

So often here I see "it's shit" tier comments, and what happens when you press them? They didn't like the genre. Great. Good thing you "stepped back and took a second look at what you're doing".
>>
>>119523739
>"it's shit" is great criticism
>>
>>119524092
The point of the post is that criticism doesn't have to be great
If people don't like it, there's something to fix
>>
>>119523671
in other words, I need a git-gud-at-art-quick scheme
>>
>>119524159

What's the rush? you can probably watch painting videos on how they select palettes, color wheels, harmonies, chroma, etc other than that I don't think there's a quick way.
>>
>>119524143
Mostly though, it's that lone anon screaming at the top of his lungs, when most other people seem to think something looks okay.
The worst advice you can give someone is to heed all advice.
>>
>>119522419
your game is way too dark dude
>>
>>119524014
>They didn't like the genre. Great
I would consider that useful feedback, even if it's not really actionable
it gives you a good look on how big your niche is if you're getting a good number of those
>>
>>119522725
it's sleepy time in america, you know, the best country in the world, the country that controls all your media, the country that owns everything on the internet pretty much including steam chat
>>
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>>119522068
I already started
I'm already tired
>>
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>strategy games
>>
>>119524401
Haha hardly.

Looking at sales statistics and whatnot would be far more useful than an "it's shit" (that you have to go and ask the guy what the hell he meant!) here and there.
>>
>>119524431
Looks pretty good anon. I was actually making something with a similar art style heh.
>>
>>119523561
Wow, thank you dude. Its eactly that i needed
>>
>>119524627
another game's niche is not your niche
you can't make a MOBA and assume the people that like/dislike league are going to like/dislike your game
sales of other games can super misleading in that regard
>>
>>119524627
He was talking about people saying they didn't like a genre.

But yes, if you have a hard time conversing with people in order to get a better understanding as to why they may dislike something, feedback as a whole may not be as useful for you.
>>
>>119524431
neat mechanic, hopefully it doesn't get stale since RPGs are quite long.
>>
>>119524752
>if you have a hard time conversing with people
Specifically on 4chan only. Where they'll leave it at "it's shit" until you press them, and they'll give you an attitude like you shat in their cereal.
>>
>>119524841
>>119524431
At least one of the Mario RPG games I played solved it getting boring by having lots of variation. Every monster would have it's own specific gimmick like that, and you'd have to get better at them individually.
>>
>>119524418
So Jews are your country?
>>
>>119524923
>>119524841
>>119524431

I'm ( >>119524680 ) starting development on a game similar in style to this, but rather than being a turn based RPG in the sense of the paper mario series, I'm going to try for an SRPG style like FF tactics.

Do you all think my camera should be static like in most games like this or should I allow for some camera rotation and billboard the sprites?

Camera rotation would allow me to make height and matter in combat. otherwise I'll have to prevent players from walking on tiles that are unseen which would be limiting when designing heightened terrain.

One alternative I've considered was have the camera able to rotate but only in combat since walking off the combat grid (diagonally for example) might look weird at certain camera angles.

What do you all suggest?
>>
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i make vidya gaem
>>
>>119525326
Great now give us a .gif or .webm
>>
>>119525093
yea you weren't aware?
>>
>>119524841
Certain monsters have a high chance to hit your weapons back at you. I figure once you learn which ones do that you'll stop throwing weapons at them and avoid long sequences like that one.
>>
>>119525326
IT'S SHIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIT

Nah just kidding. To be honest family, show us a webm
>>
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>>119525353
>>119525446
Is this how I .webm?
>>
>>119525490
I like the death animation.
>>
>>119525490
Yes.

Now add parallax scrolling.
>>
>>119525490
Hobby or learning or $$$?
>>
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>>119503975
trying to figure out my melle mechanics, working in unity c#, problem was sometimes the player and enemy would die when the player punched it if they were too close despite the enemy box collider turning off upon death, an anon suggested rearrangeing the exectution order, does pic related have anything to do with it because the anon suggested making a game manager and this thing here messed up all my shit

Also anyone here have any other ideas how to handle melle attacks, someone mentioned doing raycasting over using colliders, are they quicker?
>>
>>119511632
pixel artists are the cheapest of the bunch
i can direct you to one but i don't know how much he charges

don't tell him shit like "i wan't some enemies and a level" be specific how are you planning using every sprite and background
>>
http://strawpoll.me/5775634
http://strawpoll.me/5775634
http://strawpoll.me/5775634
http://strawpoll.me/5775634
>>
>>119526254
Garbage ideas
>>
>>119525292
Being able to rotate the camera would probably make things more interesting, but I think FFT had both forward facing and backward facing versions of each sprite, so that means a lot more artwork is needed if you're doing it that way.
>>
>>119526076
I could use a pixel artist. Is he any good?
>>
More like armchair dev general
>>
>>119526315
http://chencoilufi.deviantart.com

i don't know, if you like his work then contact him
>>
>>119526420
Shit, I like.

You sure this guy is available for work?
>>
>>119526283
thanks fam
>>
>>119515956
that's repulsive
thanks
>>
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finally got enemy to shoot at players
i thought it was gonna be easy but it took me whole day
>>
What does agdg think of libgdx?

I want to make a simple 2D game for Android. I'm eyeing GDevelop but the fact that it advertises itself as "no coding required" make me wary.
>>
>>119527616
tbh fam just use unity or game maker
>>
>>119527616
It's alright.
>>
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>>119516562
That's love, motivation, and dedication to improve as a game developer all in one! Keep up the good work!

>>119512947
Me-Wow! Me in a video game? Wouldn't that be the day!

>>119517213
That progress is the cat's pajamas! Neat dots and tracing and pointers and stuff!

>>119522419
Wow! Looks really cool! Cats love dark atmosphere! It looks clawesome but not everyone can see in the dark like cats! Make sure players can see, but not too much!

>>119523090
Really good and memorable games aren't clones though friend! No one truly remembers those games as revolutionary, huge successes, or inspirations! The originals are the game changers! Stay paws-itive!

>>119524431
Looks neato! Looks a lot like a cool scene from The Wind Waker!

>>119511632
Pixel artists are everywhere! I suggest you simply ask one in the thread to share the profits with you! I'm sure a couple will turn up. To be honest, the amount of art you need for a completed game is quite a lot, buying one animated sprite won't get you far at all. Having one as a 50/50 partner will motivate both of you, give you constant access to future art, and have someone to bounce ideas off of!
>>
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>>119527739
thank you feel-ix
>>
>>119524431
This will make your game shit in the long run, just sayin.
>>119525490
I like it
>>
>>119527616
My programming buddy uses it along with something called Artemis. Seems to work well enough for him and his Scala stuff.

I don't know much about that whole programming thing myself though.
>>
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>>119527837
>>
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>>
>>119528429
Quog
>>
https://www.youtube.com/watch?time_continue=84&v=SVXhap53ykE

why are unreal fags so obsessed with fucking lens flares?
>>
>>119528869
i gaged
spoiler that shit next time
>>
Broke 1 chair in the making of my game
>>
>>119526510
he got commissions so i guess he is
>>
>>119528484
o-okay
>>
>>119528869
>this game is so realistic you can see greasy fingerprints on the screen
wow
>>
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>>119504230
Did you not play Torchlight 2?
>>
Are we doing recap monday today?
>>
>>119524000
Hopoo is only 5' 6"
>>
>>119530135
If we are, how can i participate?
>>
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>>119528869
>tfw with UE4 it's easy as fuck to make stuff look good especially if you focus on animation polish
>meanwhile that overgrowth guy is working FOR YEARS on stuff that you can make in half a day in UE4
enginedevs BTFO yet again tbh
>>
>>119530757
you need a game

is agger ded?
>>
>>119528869
Those models are so disgusting that UE4 couldn't even save them
>>
>>119529528
>>119528869

Why do people put those in first person? I get lens flare, since it actually is something that can happen to your eyes, but the dust and water being on the "lens" makes no fucking sense in a first person perspective.
>>
>>119531028
>I get lens flare, since it actually is something that can happen to your eyes
S T O P
T
O
P
>>
>>119531028
>I get lens flares
huh?
my eyes sometimes go all fuzzy and stuff but I don't get lens flares fam
>>
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i did a bug
>>
evens I make disgusting instant coffee and dev
odds I go to the store to get decent coffee and dev
>>
>>119531221
>I want an excuse to not dev
>>
>>119531221
>not grinding your own coffee beans and brewing top tier coffee yourself
>>
>>119531282
Did you not read where both cases resulted in dev
>>
>>119531349
Fucking enginefags.
>>
>>119531435
Got you beat.

We roast our own coffee in this devhouse.
>>
>>119531435
This tickles me because I actually am an enginefag (depending on which of the numerous possible meanings you're actually going with).
>>
>>119531514
>he doesn't grow his own beans
hahahahahaha
>>
>>119531529
>>119531514
Where is your game???
>>
>>119531435
how else are you gonna get just the right amount of grinding on your beans?
seriously
>>
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Been wasting precious dev time making Duck Game hats.

I guess it could still be considered Pixel are Practice.
>>
>>119531028
You might have myopia Anon.
I have light myopia and I only get something like "lens flare" when I don't have my contacts on
>>
How do you create a likable character that is cute? If kirby wasn't invented I would just do that because it's simple. Do I just take a random animal?
>>
http://strawpoll.me/5776251
http://strawpoll.me/5776251
http://strawpoll.me/5776251
>>
>>119531028
>it actually is something that can happen to your eyes

you might want to get your eyes checked fam
>>
Any art fags here? Post art. I need an artist. 2D, preferably vector art.

Will compensate $$$$
>>
>>119531028
It's the same mentality as people who think video games are a subgenre of movies
>>
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>>119531569
It's this one.
>>
>>119531827
>Sperm gun
>>
>>119531827
I see nothing warranting the use of your own custom engine, show me some great tech!
>>
>>119531973
No I'm the guy saying we roast our own coffee here. It's pretty nice.

Whenever I ask the programmer buddy about his engine he just says "it's written in Scala".
>>
>>119521060
communication is the most important thing. have open channels of honesty with each other of what you both expect out of the other so you won't be disappointed.
>>
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time

for progress
>>
>>119531653
>>119531128
>>119531125

Would "bokeh" be a more accurate word? You know, those circles you see sometimes when light hits the eye at a weird angle or when things are out of focus. That's what I'm talking about.
>>
>>119532079
>scala
>>
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>>119532124
Holy shit nice
>>
Give me a good reason NOT to use Gamemaker. I see no downsides and people actually release shit with it unlike most of you faggots.
>>
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>>119531739
here is some stuff from my own game that just won't work like i want it to.
>>
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>>119532124
please post animated version with alpha background
>>
>>119532285
It teaches you poor habits and the language is terrible. If you ever hope to use anything other than game maker for any sort of programming in the future, it's a poor choice.
>>
>>119532189
Why such disdain in his eyes...
>>
you have 10 seconds to defend client-side hit detection over server-side hit detection

>>119532124
for the love of god montresor
>>
>>119532285
Just use it. You could've started your game 5 minutes ago if you hadn't asked the question.
>>
>>119532547
It's easier and more accurate
>>
>>119532547
>you have 10 seconds to defend client-side hit detection over server-side hit detection
money
>>
>>119532547
my game is co-op centric.
>>
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>>119531028
visors

it started with FPS games where your character is reasonably expected to be wearing a visor or goggles (Metroid Prime, Ghost Recon Advanced Warfighter, Halo, Haze, CoD, etc), but then everyone did it for literally no reason

also I guess in third person it makes sense, but only if you really go HAM with it like Kane and Lynch Dog Days did with shit like video artefacts and mosaic censoring dead guys and such
>>
>>119532305
Not quite what I'm looking for. What other styles you got?
>>
>>119532547
In a coop PvE game it is probably better.

Each player feels like their shots hit everything that they should, they won't notice another player appearing to shoot an enemy around a corner.
>>
>>119532745
What are you looking for? Post examples?
>>
>>119532841
>they won't notice another player appearing to shoot an enemy around a corner.
fam, the message delay will remain the same when looking at other players
>>
>>119532184
Yeah, I've talked about it with people and it seems it only occurs to people with myopia. I don't see it anymore since I've fixed my eyes
>>
sppook game ideas go
>>
>>119532285
It costs money and 90% of projects made with it could be done in javascript. in fact, Construct2, gamemaker's main competition, just does shit in javascript iirc

>>119532606
>client-side hit detection
>accurate
players with worse pings will always have an unfair advantage because they can fire and hit "in the past" relative to a low-ping player who's already rounded a safe corner or w/e

>>119532643
thats even worse
>monster smashes player 1 on his screen
>monster looks in a reasonable spot
>to everyone else, the monster just teleported like five feet over to get into position for its rape animation

also

>handling monsters as clientside entities anyway
problematic tbh
>>
If I have no skills at programming or art which would be easier to learn?

Also which would make me more valuable to getting work (I know programming is) but if programming takes 4x longer to become proficient then I would want to do art instead, etc..

I would also add music & sound but it is too flooded and I already know how to do it.
>>
>>119532606
It's also easier to cheat and get wonky behaviour from people with packetloss and high latency.

If I almost time out you can be stuck standing in the open on my client. During which I can put a bullet in your head. When the packloss disappears the hit command will be transfered to you and you die 20 meters away while in cover.

Or I'm 13 and send kill commands to everyone because cheating #yolo.
>>
>>119533086
>i-i just wanna be notch what meme book do i pick up ??
naive and shitheaded tbh

read loomis
>>
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>>119532927
Not sure, I just need UI work for this game.
>>
>>119533142
You asked me to defend it, not give its pros and cons
>>
>>119531642
Shapework needs some work... color work needs some work.

They all look a little too bulbous and/or uninteresting. I mean they're not too far off from being great, but it's like they're all at least off from what would be good.

Dunno about the rest of your game, but the gradient also looks super out of place if everything else is going to be flatish.
>>
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>>119533086
>>119533158
seconding this
>>
>>119533158

You didn't answer my question. Please don't project your insecurities on my post.
>>
>>119533068
I'd rather a high-ping player look glitchy as fuck over them not being to being able to interact with anything
>>
>>119533175
>got a nice low poly vibe going on
>PIXEL "ART" SPRITES
REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
>>
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>>119533086
art is a better skill to have for now, it's not as flooded as code mainly because you need hardware and open-source drawing software is becoming mature just now
also a lot of engines are going toward asset store, collaborative shit and visual scripting to please artists
>>
>>119533086
>programming makes you more valuable
haha no
go art fam
what makes your game marketable is not how kewl your code is but how the art looks like
i wish i were able to art
>>
>>119533086
>programming takes 4x longer to b
hahaha wot
literally any degenerated retard can learn to code within a month and become good at it within a year
art takes decades to master and that is ONLY if you have been born with an art talent.. if you weren't then you will NEVER be good at it no matter how hard you try
>>
>>119533191
>You asked me to defend it
I did not.
>>
>>119533314
>>119533339

Ok these answers are what I was looking for I will pick up the loomis meme thank you.
>>
>>119533142
Are you just randomly replying to posts without looking at the topic thread? Please don't tell me you're actually retarded
>>
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Player can now deploy and undeploy all friendly sentry guns.
The guns can also track targets. They will also automatically turn off when they are tipped over.
>>
>>119533314

I also forgot to add, should I just worry about 2D art atm or is it worth picking up 3D? will my skills transfer over?
>>
>>119533463
loomis is outdated, make a cgpeers account and grab hampton, vilppu and gumroad shit in the style you like
>>
>>119533604
>style
>>
>>119533303
>Not able to recognize temporary assets
REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
>>
>>119533586
You will fail terribly at either of them if you have no previous experience so don't bother.

You know what the difference between a bad programmer and bad artist is?

The bad programmer can make a good game, it will just take longer. The bad artist can't make good art until he's proficient, which takes superhuman effort and months of daily hard work, or years if you do it at a hobby leve.
>>
https://www.youtube.com/watch?v=V4eJBT2NN4g&feature=youtu.be

>anime OP


Alright so we got a nice set up where we can generate asteroids or any model (preferably environmental props) randomly with every time you load up.

This way the map will feel different and navigation wont be the same as the last time you played.

Next on the list of things to add are environmental hazards. Solar flares, nebulas, nebula storms, and whatever other fucked up thing space has to offer.

We're also going to make the asteroids more interactive where you get damaged flying into them and the smaller ones impact and bounce off shields just for something fancy to look at.

And what's not shown in the video is that the asteroids do in fact move but for the sake of showing the generation I turned it off. I might make a video where I kick the speed up to 11 and try hard to dodge a fucking hail storm of high impact ROIDS
>>
>>119533586
start with 2D, what you learn about color, light and form will transfer
a lot of indies are doing 3D stuff including "trendsetters" so we getting flooded with 3D
>>
>>119533302
in neither style would it look glitchier than the other

with clientside detection, lower ping players can't interact with anyone easily since people with higher pings will ALWAYS hit first in "equal" situations

with serverside detection, on each server frame, it's just been given traces and not "Player X has been hit" so the worst that happens is that a truly disgustingly high ping player may have some shots "dropped" as their gun's fire rate outpaces their update rate (but even then, the server will just get a burst of traces with different times on them which can be handled fine)

literally the only problem with serverside detection is consoles
>>
>>119532547
Why not both?
>>
>>119534215
My game won't really have hit-races, kills/last-hits aren't tracked
my game doesn't have guns either
>>
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>>119533314
>all that freedom

If that car rolls by you and you don't stop what you're doing and snap a crisp salute, get the fuck out of my country.
>>
>give each npc unique id
>have one file with fuckloads of arrays of strings of dialogue
>when game starts, give each string to appropriate npc according to id

Does that sound okay? Or is there a better way?
>>
>>119535673
>keeping an entire game's worth of dialogue loaded into memory
>>
https://clyp.it/bnpburcd

A work in progress. Please send me your hate, as eloquently and as detailed as possible.
>>
ive been in the indie game scene for around 3 years as a dev, but as a player my whole life.

The reason I love aggy is because you fucks aren't pandering to anyone, there's no politics. when i ask for feedback, you guys aren't afraid to say it looks bad

basically.

i love you,.
>>
>>119507667
Generals never die.
They just continue in a new thread.
>>
>>119535045
https://www.youtube.com/watch?v=nrqgZCYOs-Y
>>
>>119535673
Create NPC objects that can contain all their diaglouge locally to not need interfacing with a central dialogue repository?
>>
>>119535730
>https://clyp.it/bnpburcd
Retro garbage. Sounds like a reject links awakening song
>>
https://www.youtube.com/watch?v=rUWYR2L3QfI
>>
>>119535741
Shut the fuck up.
>>
>>119534516
>not having hit detection of any sort
>participating in a conversation about hit detection
are you dumb

>>119534448
because it is categorically impossible by nature and/or definition of those descriptors, it literally cannot be handled by both client and server at once because any given strike can only be determined to have hit or not hit once (if you check it again, it is a new hit even if it followed the same trace/hitbox/whatever)

>>119535673
it sounds not okay at all, you might want to load only pieces of dialogue at a time, perhaps by line or pointer in a file instead of just the whole file

>>119535741
shut the fuck up faggot
>>
>>119535862
Nice. "Reject Link's Awakening song" ain't too bad, going for that inoffensive dungeon sorta muzak.
>>
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>>119536031
>>119536068
>Shut the fuck up.
>shut the fuck up faggot
sourcefam samefagging again, why do you waste your entire life in these threads

pathetic

dont worry itll all be over soon, just gotta wait shaking in your chair for that BOOM BOOM CRASH lad
>>
>>119535673
That's pretty much what I do, but I add the text onto the NPC objects directly and have a script that pulls them out for translations and such later
>>119535728
text is super cheap on memory, it doesn't matter
>>119536068
I have hitscan/projectile events, just not coming out of a bullet nozzle held in the middle of a screen
>>
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>https://www.youtube.com/watch?v=AyPBHAQj3HU
>made by one guy with blender & unity

So what's your excuse?

>inb4 "is that supposed to look good?" or some equally retarded response
>>
>>119536328
>I have hitscan/projectile events, just not coming out of a bullet nozzle
it's then still the same problem of high ping players having literal time advantage as their picture of the game lasts longer snapshot to snapshot, and in general, they can "retcon" the present by acting on something 200ms ago

>>119536437
who are you talking to fam
>>
>>119536437
It doesn't look bad at all, but my game genuinely looks better than that.
>>
>>119536515
To himself.
>>
>>119536519
Where's your game fam? :^)
>>
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>>
>>119536519
>it looks good
ok
>but my game looks better
why would he care
>>
>>119536613
this is perfect
>>
>>119536515
>who are you talking to fam

To the hearts and minds of agdg
>>
updoot to progressman
>>
File: recap.png (1MB, 1812x2242px) Image search: [Google]
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~~~* RECAP MONDAY *~~~

game:
dev:
tools:
website:
progress:
>>
>>119536613
fam this is beautiful
>>
>>119536437
Assets are pretty nice but the overall impression is extremely sterile and no feeling of atmosphere.
>>
>>119536068
I was thinking of having the client check for the hit, send it to the server, along with the other stuff, and the server checks if it is a valid hit. Or does the delay de-sych them too much that this can't be done?
>>
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>>119536613
Hope you're actually making a game with this it would be hilarious
>>
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>>119536747
game: Rain Frogs
dev: anon
tools: monogame/C#
website: http://rainfrogs.tumblr.com/
progress: finished load game/save game world states, beds, level editor, drew some junk
>>
>>119523092
Is this supposed to be a view from inside or outside the church?
>>
I'm trying to learn math so I can enginedev
On a scale from 0 to Nodev, how much of a nodev am I
>>
>>119536515
>having literal time advantage
And I'm saying that doesn't matter, in the case of my game.
There's no advantage to be had from killing the NPC before the other guy, if both of you were going to do it
>>
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Which one should I shoot for if I'm doing a low-poly game
>>
>>119512960
My cat is so fucking loud all of the time
>>
>>119537160
That image is bullshit
>>
>>119537160
60
>>
>>119536747
Game: SSA, working title
Dev: Skeleton Guy
tools: Unity, graphicsgale, monodevelop
website: N/a
Progress:
.made holy powerups which reveal invisible platforms
. made bomb bone powerup which explodes bones everywhere
. updated player attacks
.reworked animations

On an unrelated note if anyone could give me any pointers on how to best handle melle attacks and collisions, im having an issue where the player is dying even after an enemy is killed which disables its colliders, presumably because they are executing on the same frame, im thinking of using linecasts to cats attacks instead of using colliders, though an anon suggested changing the script executions, am i on the right track?
>>
>>119537270
Naturally you're not going to say -how- it's bullshit.
>>
>>119537160
Whoever made this is blind.
There's a difference between 6000 triangles and 60000 triangles and this is coming from someone's vision that is so shit that I can't even read the text I'm writing right now.
>>
>>119537160
you can make the 600 triangles one look like the 60000 triangles one by just baking normals and ambient occlusion into maps
>>
>>119537160

I don't understand enough about modeling but I know that image is retarded. It doesn't even take into account how much better texturing and lighting has gotten. I would say those 2 are more important than the amount of polygons.
>>
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Which ones look better, the zodiac symbols with the faint glow on the back or the red runes (or neither)? Obviously it won't be the same rune for all the skills.
>>
>>119537393
Whoever you are you have terrible reading comprehension on top of your shitty eyesight.
>>
>>119537438

Different symbols/colors for each path. I think both are fine.
>>
>>119537438
zodiacs with the color of the runes
they blend into the background atm
>>
>>119537393
Not one for nuance are we, Anon?

He says there's "hardly" a difference. Although there is a visible difference, yes, the important part is that for 10x the polygons, it's not an accordingly big improvement.
>>
>>119537431
That's the point the image is trying to make,
Stop wasting time on cramming more tri's into your models and make better texture maps
>>
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>>119536865
>no atmosphere
>implying this isn't a carbon copy of riven
>>
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>>119536747

Don't know if anyone has told you how awesome you are for doing these, but you're awesome. I mean that.

>>119533887

Game: Alpha Strike
Dev: PixelView Studios
Tools: Unity, Blender, and Photoshop
Website: www.pixelviewstudios.net (still a work in progress)

Progress:

- More tweaks on AI
- Friendly AI set
- Setting up groundwork for renforcements system
- Fixed accuracy for all ships
- Lots of bugs smashed
- Added new debri generator for environmental props
- Asteroids. Lots and lots of asteroids.
>>
>>119537506
>Your reading comprehension is shit!
Nice argument.

So is yours, because I never said that the improvement was large, I said that difference is noticeable from someone who's vision is really shit, and from that it's unnecessary to call it diminishing returns.
>>
>>119533896
>flooded with 3d

There aren't even like 8 3d games here, not including random blender screencaps
>>
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>>119536747
game: Apotheosis
dev: Meneer Gus
tools: GameMaker
website: Just an outdated tumblr. Will fix it later.
progress: Finished up new boss, fixed item synergies and some small work for the final boss sequence
>>
>>119537559
I don't think that would look good together honestly.

>>119537574
Cool, I wanna try that.
>>
>>119537716
>because I never said that the improvement was large,
Neither did the fucking image
It said it the 10x increase was less than the 2x incease of older, lower poly models, which is true
holy shit you are so retarded please stop posting
>>
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>>119537698
i hope you take gravitational effects into account, anon
you do, don't you?
>>
>>119537752

Darnit. I ment Meneer Guus.
>>
>>119537793
>Neither did the image
I know that too I never said that's what in the image? You are trying desperately to make a point while ignoring my main one that calling it 'diminishing returns' is wrong.

What's wrong with you?
>>
>>119537317
>im having an issue where the player is dying even after an enemy is killed which disables its colliders, presumably because they are executing on the same frame
Do death resolution after everything else

for each collision
if collide(NPC, player) then hit[player] == npc
if collide(player, NPC) then hit[npc] == player

for each actor hit
if actor == player and hit[hit[actor]] then skip
else actually kill actor
>>
>>119537334
Because it uses the 6000 mesh as the 'correct' base model and extrapolated the others from there.

A proper model made using 60000 triangles will look better than a 6000 triangle mesh subdivided to 60000 triangles.
>>
>>119537947
where would i put this, in the player, the enemy or in a game manager or something
>>
>>119537608
Riven is 18 years old, that looked good back then, today not so much.
>>
>>119538431
I don't know unity but a copy of that is part of my world update loop
>>
>>119532305
oh shit that looks awesome.
can I have your email or whatever, might contact you if I can get my project up to certain point.
>>
>>119538602
okay, thanks for the help, is this in c# by the way? most of my collisions are done in a different way to that is all, mostly OnCollisionEnter
>>
>>119538894
nope, just a rough outline
if you get callbacks from collisions than just replace the first parts where you are killing things now with the "hit[them] = us" part
>>
>>119536867
it'd probably be faster to give the server a command of "player A used weapon B at position [x,y]", then the server sees if any other players/enemies/whatever else are in the way.
>>
How much of a bitch would it be to fully draw sprites in an art tool (not in pixels) and animate them, bearing in mind the animations don't call for that many frames?
>>
>>119537739
tigsource and greenlight is more representative of the market than agdg
>>
>>119539589
been going on TIGs for years.

it's a retro platformer circlejerk
>>
>>119539721
Do you think they'd like my game there?
It's:
>>119531827
>>
>>119539721
yeah we totally aren't getting flooded by lowpoly and 3D games in the market just because you think tig is stuck in 2010
>>
>>119539919
I don't think it would be huge but I'm sure it'll get attention
>>
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>>119531028
Uh, if you look through visors/glasses or some other somehow transparent material that you can look through, lens flare might occur, but not naturally directly into normal healthy eyes mate. And, well, it also isn't very healthy for your eyes to directly look into such intense bright light in the fist place, in case you didn't knew. And i think your eyes might be fucked.
>>
>>119540032
Any idea what their stance is on adult / sexual material?
>>
furfags belong in the concentration camp
>>
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>>119539721
>TIG
>it's a retro platformer circlejerk

cant really believe you said this on agdg
>>
>>119539448
it would literally be animation
>>
>>119540167
>image
https://www.youtube.com/watch?v=m59_9oXNKUk
>>
>>119533531
>not wildly start to shoot like hl2 turrets when they fall over
what the hell are you doing.
>>
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>>119540165
>>
>>119537160
30k tris per char is fine

even 60k depends on clothing etc

>>119537412
lol no you still need to block out the clean surface
>>
>>119540470
Such ammo waste. Thats just nasty and very unoperatorlike.
>>
>>119537592
i suppose people think this image is retarded because its arguing against a strawman.
>>
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>>119540470
Is it weird that I found the HL2 turrets way cuter when they did this than the Portal ones that actually speak and are actually intended to be cute?

>>119540559
>he doesn't know about panic firing
>>
>>119540654
>Is it weird that I found the HL2 turrets
>tfw Episode 2
>tfw i felt like shit every time the wave of bugs ended and one of the turrets fell apart
>>
>>119540485
fuck off furfag
>>
>>119527739
>Wow looks nice! I won't tell you how to improve it though, or give you any critique, I'll just tell you it looks good

Literally on the same spectrum as a shitposter
>>
>>119540654
First time i played hl2 and that happened i couldn't concentrate for the next 10 minutes because of laughing, found it better than portal turrets too. Sometimes i was wasting hours by simply spawning a shitload of those in garrysmod and placed them like dominoes to watch the madness when they fall over.
>>
>>119540982
Don't you talk to Felix that way you dirty mongrel.
>>
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>>119540901
my only kin is progresskin, where is your game nodev?
>>
>>119541067
i won't show it to a furfag
>>
>>119541182
Anubis dev here.

I love dicks. But am also not posting progressman.

Sorry.
>>
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>>119541312
>not being a progresslord
it's like you want nodevs to win
>>
>>119537160
>This image is still going around

Hmmm
>>
>>119522419
It's way too dark but I gotta say that I really like this style. Pixel art and that font are really good.
>>
>>119541312
who cares? furfags are not welcome here.
>>
>>119541509
thanks mothdan
>>
>>119541509
You don't make the rules. You dont even have a game. Get the fuck out.
>>
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>>119535728
>>119536068
Thanks guys. I'm loading it from a text file. I've got it mostly working, just need to work on positioning the text right.
>>
>>119541392
I've been too busy trying to plan out what the 7 bosses of this game should be.

I've got a red horse and white wolf for the intro boss and dungeon boss 1, but haven't planned too much aside from that yet.

Anybody got any specific suggestions for Egyptian animal themed bosses?
>>
Who /canada/ here? Who did you vote for to maximize progress?
>>
>>119536903
I really really like this game.
>>
>>119542124
Voted progressman
>>
>>119541954
Crocodile, Iblis, Egyptian cat, Eagle, etc. Just take the goddamn gods, most of them have animal heads.
>>
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>>119540654
>>119540816
>>119541028
>tfw turrets always notice you when you are in their sight
>tfw they show affection by turning red and trying to hurt you and want you to go away, and go wild if you happen to push them over
>tfw they are actually tsunderrets
>>
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>512mb windows phone emulator doesn't work due to low ram
>1gb tablet emulator does
>>
>>119542124
Harper plz go

>>119542209
Well, yeah. But if anybody had anything they wanted represented, open to suggestions.
>>
>>119541748
rule 3, shitlord
>>
>>119542285
Make an Egyptian anthro capybara then. Capybaras rule. Even if they're not around egypt. A chubby hungry hippo?
>>
>tfw ur phone breaks
>can't bully on the go
>too busy deving at home to effetively bully
no please not like this
>>
>>119542124
Voting Harper because weed doesn't help you dev.
>>
What's a good beginner compiler for C++ for Windows

I'm trying to follow learncpp but I just I'm procrastinating too much
>>
>>119542427
Yeah, Capybaras aren't native to Egypt at all. Was thinking of trying a cute chubby hippo, so I'll keep it in mind.
>>
>>119541926
>character responds
don't do this
>>
>>119542734
>beginner compiler
All compilers are just as easy to use

GCC (and Clang, by extension) will have the most resources about learning through the command line though
>>
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Technically playable but no music or sfx yet.
>>
>>119542734
Visual Studio 2015 Community
It's free
It's great
fuck haters
>>
>>119542734
I can tell from this post alone that you won't finish a game.
>>
>>119542941
That's an IDE.
>>
>>119542734
Use C# instead
It's free
It's great
fuck haters
>>
>>119543015
Stop projecting
>>
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i dont know what im doing or why im doing it but it seems to be working idk

i just dont know what to populate this map with, the construction isn't hard at all, it's that 90% of my dev time is spent with my fist on my cheek wondering what the hell to even start with

>>119541954
Make them various human sinners because anthro shota x human adult isn't very common, and is pretty okay

alternatively, do the usual god set; hippo, lion, rat, eagle, ibis, just one dude (local pharaoh), and the mysterious Set Animal that no one can actually figure out what the fuck it's supposed to be.
https://en.wikipedia.org/wiki/Set_animal
>>
>>119542794
I'm planning on having dialogue options.
>>
>>119542890
Can you take points that have already been taken?

mite b cool if it was based on surface area, so if you run over a point a lot then it is more secure.
Or you can draw a box around it to protect it
>>
>>119542941
Fuck off Visual Studio shill, that IDE is the shittiest clusterfuck i've ever experienced.
>>
>>119542734
Use Haskell instead
It's free
It's great
fuck haters
>>
>>119542734
MSVC is the standard compiler for windows. there's literally no reason to use something else, except freetard bigotry. you can download visual studio 2015 community edition, which is basically a free variant of pro for small teams.
>>
>>119542941
>>119543061
>>119543172

>>119543057
What is a good beginner's IDE
>>
>>119543273
Internet Explorer is the standard web browser for windows. there's literally no reason to use something else, except freetard bigotry.
>>
>>119542734
linux tbh

>>119543360
emacs
>>
>>119543057
it's also a compiler

>>119543169
there's literally no better IDE. neither on windows, nor on OS X, nor on linux
>>
>>119542124
If you vote NDP or Liberal, you are literally a Sweden-tier cuck for Islam. Conservatives are shit too, but at least they don't want to flood ISIS into Canada. Which keeps us deving our games safely and able to enjoy the upcoming winter comfy dev time.
>>
>>119543394
that's retarded logic

where do you get your fonts from, agger?
>>
>>119543474
MSVC is the compiler. It STILL doesn't even fully support C++11.
>>
>>119543360
If you still think you need an IDE, then >>119543015 is right.
>>
>>119543394
why do all games on steam require the MSVC runtime libraries, then?
>>
>>119543161
Yeah it's whoever touched it last. I'm not sure how to make the balance of focusing on control points vs trying to kill the guy yet. But you can try to box the control points and it's fun.
>>
>>119543565
>>119543102
>>
>>119543549
Fonts aren't browsers or compilers
>>
>>119543360
Code::Blocks is super simple and easy to use from my experience. I would always look out for something with bare minimum features, nothing more than an text editor, simple debug system to show syntax error and a compiler at the beginning.
>>
>>119543551
>he thinks he can get MSVC without visual studio
>>
>>119543674
>>119543549
i meant to separate that
>>
>>119537947
>if collide(NPC, player) then hit[player] == npc

Just been looking it up, there no real equivelant in c# that i can find, and actually during testing i discovered that it was actually the enemy hitting the player first and the reason the enemy was dying was because of a delayed animation by the player

still needs fine tuning though, i think using a box collider following a transform attached to the player animations is a but off, i might use a linecast to direct the attacks

also does anyone know in which order OnCollisionEnter functions are called? any way to make a certain one check before another in c#
>>
@119543549
>that's retarded logic
Saying that something is good solely because it is "standard" for Windows isn't logical in the first place.

>>119543596
>argumentum ad populum

>>119543735
I don't know why you'd want to. I'm sure most people who use MSVC do so because you're mostly forced into it by Visual Studio.
>>
>>119543532
>winter
>comfy
https://en.wikipedia.org/wiki/Seasonal_affective_disorder
>>
>>119543360
Visual Studio
>>
>>119543809
the guy who makes handmade hero writes his code in emacs and compiles it with MSVC

it's just the superior compiler. on windows.

not talking about other OSes btw. I'm personally a fan of clang
>>
>>119543565
Why
>>
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>>119543118
>source engine shit posting
>>
>>119544010
>it's just the superior compiler.
It's objectively not.
>>
>>119543118
looks like a podracer map
the scene is dead, last time i played a map like that was in 1.6 with 4chinz
>>
>>119543118
Might be funny to have a boss be Set, but after you beat them their costume falls away and it's revealed to just be a human guy dressed up like that. Anubis could remark on that explaining why he's never seen another Set come his way.
>>
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>>119543838

Well if you have brain problems, I guess anything can be uncomfortable. But, for my money, there are few things more comfy than winter in rural Canada.
>>
>>119544454
Is there a crazy sexstory between anubis and set? I thought set only ever tried to bang horus.

Actually, maybe instead of animals, it could be literal furries! Like, cultists wearing animal head costumes and other basically-partial-fursuit stuff.

And then yeah for the set animal he can be all 0/10 NOT EVEN TROLLED YOU DONT EVEN KNOW WHAT THAT ANIMAL IS
>>
>>119543838
overcast is comfy as fuck
>>
>>119544862
Anubis is almost nonexistent in Egyptian mythology, oddly enough. Hardly plays a part in any of their grand stories.
>>
how do I make game in my new fresh IDE
>>
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>>119544908
>>119544829
well, I commute by bike, so it's not so much "comfy" as "fatal" tbh

>>119545006
strange, but then again, Thanatos is the most forgettable god (and concept, even) ever and only is remembered because of Persona so I guess I shouldn't be too surprised
>>
>>119545196
get a car, nerd
>>
>>119544390
so what's a better compiler and why? I only know that mingw is way slower and has worse debugging capabilities than MSVC+VS. both have similarily complete C++11 support, too
>>
>>119545268
im poor as shit fam
>>
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>>119543474
>there's literally no better IDE.
I hope you fucking choke from all the shilling. VS is the worst fucking IDE in existence. I takes fucking 3 hours to install even if you have an SSD + eightcore + 16 gb ram, literally 3 hours, and it has to "reconfigure windows" and all that kind of shit as if it's some fucking windows system update, what the fuck. And once you've installed that shit, you won't fucking believe how slow that shit starts and operates, i mean i've experienced some bad stuff, but VS is slower than a fucking trojan adware program. And don't even let me start on the fucking interface, which feels like a spaceship pilot room, and not even for a reason, it's just to fuck its user and make everything harder just for the sake of it, who designed that fucking shit, i hope he kills himself. And how much space does it take away? Like 7-8 gigabyte or something, for what? All the useless features that no one uses that makes VS the biggest bloatware in the universe? Why isn't it optional to install/deinstall or turn on/off those features if 90% of the users don't touch it, ever. And the best part of all, it took further 3 (three) fucking hours, to DEINSTALL ist. deinstall nigger, how the fuck is it possible to deinstall for several hours for fucks sake. I wasted several hours of my life that i will never get back simply for trying out that shit because it's supposed to be so good. And instead of fixing this shit program, windows is wasting it's time and money to pay some shills to spam the same fucking shit in every board/forum in the net, and try to get in the bed with every company to force people to use their shit in order to work with them.

I mean how much can you fuck up for an IDE, an IDE motherfucker. Something with an editor to write into, have a folder structure, some features like debug, and a fucking compiler. That's fucking it. And yes i am still fucking mad, and i hope everyone who reads this won't ever use that shit.
>>
>>119545557
make a game
>>
>>119545597
here's your reply
>>
>>119545597
So is Code::Blocks good enough
Will I run into any problems in learncpp if I use it
>>
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>>119543532
Can't dev when you're sent to fight against ragheads to defend Israel.
>>
>>119545597
>the IDE has too many buttons
>uninstall it

nice meme
>>
>>119545770
nobody uses cockblock in 2015, m8
>>
never knew IDE was so important to gameplay, art direction, story and sound design
>>
>>119546050
Why not

>>119546069
It's the basis to all those things
>>
>>119546050
I do and it's pretty good, 10k lines into my project and am happy with the experience.
>>
>>119546069
you can remove gameplay, art direction, story and sound design, and you would still have a game. you can't remove the code though
>>
>>119545638
im doin it

in source tho

>>119546069
it is though
>need a good ide to code gameplay
>need a good renderer to into art
>need a good sound engine to process music

>story in video games is unimportant
>>
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>>119546323
>you can remove gameplay and you would still have a game
THIS IS IT
THIS IS THE MOST RETARDED BAIT OF THE SEASON
>>
>>119546203

because VS exists. just look at the code::blocks homepage, it looks like it's from the fucking 90s
>>
>>119545427
>I only know that mingw is way slower
The most recent benchmark I can find puts MinGW-w64 (GCC 5.2) ahead of MSVC, and trends have always been that GCC emits faster code than MSVC.

>and has worse debugging capabilities than MSVC+VS.
In what way? I've never had trouble with debugging using gdb.

>both have similarily complete C++11 support, too
You must be joking. GCC 5.x supports 100% of C++11 and C++14. MSVC 2015 is missing a few features from C++11 and a large chunk of C++14.
>>
>>119546497
Then it should be even more embarrasing for VS that it is running worse than code::blocks which looks like it's from the 90s.
>>
>>119546434
>what is slender
>what are literally all (walking-) simulator games
>>
>>119546203
>>119546323
>>119546415

>It's the basis to all those things

in the way that language is the basis to prose, but an aspiring poet isn't hamstrung if they are fluent in Japanese over Russian
>>
>>119546323
Removing gameplay is removing code
>>
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>IDE wars
you're wasting your time instead of doing progress
just use visual studio fam
>>
>>119546594
>>119546742

once you are at the professional level, you'll understand the benefits of using industry standards
>>
>>119546870
That poet analogy is pretty good, because he can be the best most mindboggeling poet alive, but he can't do jackshit if he doesn't know any language
>>
>>119546904
are you retarded?
>>
>>119546594
>C++11 support is similar
>NO IT'S NOT JUST LOOK AT C++14

autism
>>
>>119503975
is there any way to send a message with a linecast to the object its collideing with in c#?
>>
>>119547030
Are you?

What the fuck else is gameplay other than rules you put into your code
>>
>>119546912
>I can't actually explain why MSVC is the best so I'll cite "da industree xD"

>>119547093
I did say that MSVC is missing some features from C++11. But GCC and Clang are also much further ahead in terms of C++14, which is the current standard.
>>
>>119545805
That's not true, I had a laptop with me in Iraq. Not a ton of time to use it, but I would've been able to get a few hours a week in if I was into gamedev at the time.

My buddy and I had a Civ 4 game hotseat game going. We never got a chance to finish it because he didn't make it home. Actually, I just made that up what really happened was our tour ended before the game did.
>>
>>119547119
collider.collision.gameobject.getcomponent<youhave>().autism();
>>
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just one reason to use VS
>>
>>119546760
>what is slender
>what are literally all (walking-) simulator games
not only not games by definition, but also kinda shitty and boring even if you insist that they are?

>>119546870
that analogy makes literally no sense m8
>>
>>119546760
hi /v/
>>
>>119547323
oh FUCK
>>
>>119546912
>B-but professionals do it like that, y-you beginner! You better start using it now!
You are not even trying anymore.
>>
>>119547323
use nsight, fam
>>
>>119547323
Visual Studio isn't the only graphics debugger.
>>
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Feedback?
>>
>>119547662
Might help knowing what the fuck is happening
>>
>>119547275
>GCC and Clang

i'm not wasting days of my life configuring the toolchain so I can finally compile on windows with those compilers

>I can't actually explain why MSVC is the best so I'll cite "da industree xD"

several reasons have been posted in this thread. but i'll give you another one, maybe the most important: it just werks
>>
>>119547662
>>>/v/
>>
>>119547318
Yeah I can dev too with refugees invading, doesn't mean it's optimal, cuck.
>>
>>119547772
>i'm not wasting days of my life configuring the toolchain
Download MinGW-w64
Add MinGW/bin/ to PATH

>several reasons have been posted in this thread.
All have been debunked.

>it just werks
Not sure where the notion that programming had to be suitable for retards came from.
>>
>>119547662
I like the graphical style, can you elaborate on how you achieved it? Engine? Shader? Textures?
>>
>>119547426
>simulators are games

the guys at the NASA and at the pilot school play games all day, huh?

are visual novels games too, by your logic?
>>
>>119547947
it's just some textures with game maker's default shader
>>
>>119547426
>that analogy makes literally no sense m8

no, it does

nodevs arguing over which IDE is better (better debug system, bloated installs) instead of making game:: nopoets arguing over which language is better (conjugation rules, number of available adjectives) instead of writing prose

really, the root of my argument is: show me your limerick
>>
>>119547318
>a game of Civ 4 literally takes longer than the war in iraq

jokes aside that's still literally months lmao
>>
>>119547870
>compiling is the only thing you have to do in software development

literal retard
>>
>>119547772
>several reasons have been posted in this thread.
And ten times the amount why you should not use it.
>it just werks
A carriage also works, but i prefer a car. Your excuses run out.
>>
>>119548007
There once was a man with no game
He decided to shitpost for fame
He posted once more
A meme, now a bore
And clink glugged away with no shame
>>
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Any good suggestions for placeholder art for my bird boss? My programmer art depresses me.
I'm thinking Dynablade.
>>
>>119548210
nice, do you have a tumblr?
>>
>>119548007
>nodevs
stopped reading there tbh

wheres your game man
>>
>>119547986
Care to show a texture? Or maybe a tutorial or something on how you made them?
>>
>>119547870
do you even know what a toolchain is?
>>
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>>119548318
This is the ground texture. I basically zoom in on maynard james keenan pictures and it gives this weird effect from loss of quality (of his career, not the image).
>>
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>tfw phone works again
You can never be rid of me
>>
How do I learn how to paint a particular kind of effect that I can't describe with words?
>>
>>119548632
lots of peyote, tbh
>>
>>119548632
>how to paint
You don't.

You're born with art or you don't.
>>
>>119548375
>A simple software development toolchain may consist of a compiler and linker (which transform the source code into an executable program), libraries (which provide interfaces to the operating system), and a debugger (which is used to test and debug created programs).
g++, ld (which can be called by g++)
MinGW usually works fine with libraries distributed as MSVC binaries
gdb

>A complex software product such as a video game needs tools for preparing sound effects, music, textures, 3-dimensional models and animations, together with additional tools for combining these resources into the finished product.
Nothing to do with which compiler you're using.
>>
>>119548520
Bah. Guess we'll just have to break your phone again.
>>
>>119548176
>A carriage also works,
it literally does not and the more you post the clearer it becomes you dont understand anything about anything

>>119548260
keep it exactly like that because its perfect tbh my man
>>
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>>119548713
But I learned 3d just fine without having been born with any talent for it, besides it's a very simple effect, I know that if I learn the steps they used to make it I will be able to replicate it. Talent is highly overrated.

>>119548705
Peyote is for spics.
>>
>>119548743
can I hover over a variable in gdb to see it's contents?
>>
>>119549118
"print var"
>>
>>119548997
No pls think of the children
>>
>>119549048
>I know that if I learn the steps they used to make it I will be able to replicate it.

Then describe it so we can help you.
>>
>>119549118
>I've never used gdb before
It can be useful, anon
>>
>>119549048
Is that a poser model or did you actually make that?
>>
>>119549174
that's not what hovering is. also go to >>>/g/ if you like command line interfaces that much
>>
>>119549370
>I'm retarded and proud
Kek

Also
https://sourceware.org/gdb/wiki/GDB%20Front%20Ends
>>
>>119549048
oh, i remember this series of blender renders someone decided to post in /agdg/
>>
>>119549297
i'm happy with the VS debugger :)
>>
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A sidescrolling action adventure of sorts, with heavy emphasis on adventure and somewhat light on combat. The story is not spoon fed to the player in the slightest. The lore must be uncovered and deciphered organically through exploring and talking, which you'll definitely want to do. Quests are not traditionally received from NPCs. Most quests are available from the start, but talking to NPCs and examining objects can reveal the situation and what must be done.

Think Castlevania 2 that's light on combat, no grinding, no "how the fuck was I supposed to know that", and less required things that act as "keys".
>>
>>119549491
No you're not
>>
>>119548520
>implying the police won't just seize your phone again in a no-knock raid

your days are numbered anubis:source daco shitposter
>>
>>119549290
It's the glow in the Diablo 3 buttons. It just looks different.

>>119549426
>
It's also in real time.

>>119549312
Jesus do you even know what a poser mode looks like?

>>119549486
Jenna, the MC of the game I want to make.
>>
>>119549395
>i'm not wasting days of my life configuring the toolchain
>>
>>119511515
Were you the guy posting on /k/?
>>
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>>119549606
But I'm none of those people, silly
>>
>>119549739
You have shit taste in anime
>>
>>119549608
>It's also in real time.
does it really matter if its a static mannequin?
>>
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>>119549520
>>
>>119549793
You're a shit taste in anime, headscarf wearing motherfucker
>>
here's your reply
>>
>>119549739
>pink eyes
>pink twin tails
>pink dress

that's some shitty ass design
>>
>>119549520
so Castlevania 1 or 3 or 4
>>
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game:BucketBump
dev:k'll
tools:3dsmax photoshop unity
website: nada
progress: textured some assets, most of the boat itself.

>>119537160
what is texture
what is bumpmap
what is specular
what is occlusion
WHAT ARE FUCKING SMOOTHING GROUPS HOLY FUCK TRIGGERED TO HELL
>>
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>>119549812
keep moving the goalposts bitch

>>119549290
This is the thing I'm talking about. It just looks so pretty.
>>
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>>119536747
(now with correct image)
game: Spacecraft
dev: J3X
tools: Unity 3D
website: tingvall.tumblr.com
progress:
Added tutorial
Added sounds to GUI
Refactored and cleaned codebase
>>
>>119549961
>that's some shitty ass execution
Fix'd
>>
>>119537160
6000 with tessellation
>>
>>119549608
>do you even know what a poser mode looks like?
Like a realistically proportioned person? I'll take that as a needlessly snarky no.
>>
>>119550050
>This is the thing I'm talking about.

That's bloom isn't it?
>>
>>119550050
you seem pleasant. if you want to take umbrage that's your prerogative. my point is you'd be better served working on getting a moving character in your game than making some spell icons.

also, that can easily be done with an outer glow blend on a photoshop layer
>>
>>119550467
Yeah it's a glow, but the glow itself looks different. I think they are using a stepped gradient instead of a smooth one.
>>
>>119549045
All the posts have been about "you don't understand" or "but professionals", "you have no idea" always something like that, always against the one who arguments, instead the argument itself. Who cares who i am or what i do, and who cares about you, this is an anonymous image board if you haven't realized. This conversation was about a program, and you couldn't come up with a single reasonable neutral counterargument for it, there wasn't even a normal argument from VS pro side to begin with, you've lost this debate. VS is shit, and it always will be. That post was even worse of an answer than i expected it to be.
>>
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Worked on improved bot attacking behaviour today. Now I can try to get it to work with the dodging, so he won't be walking into the enemies as much.
>>
>>119549048
The fuck is wrong with her eyes, and why are her eyebrows so high and eyelashes gone? And what the fuck is going on with that hair.
>>
>>119550741
If it's static graphics then just open up photoshop and repeatedly apply blur of different strength and radius effect to get a staggered effect.
>>
>>119551148
Damn how long have you been working on this man?
>>
>>119551148
looks fun, maybe take some time off coding to art
>>
>>119551021
>you

>big long THIS IS AN ANON IMAGEBOARD post full of "you"s

im just telling you that youre wrong about carriages and language fam

even the poetry example
>poetry is the same between japanese and russian
fucking really nigga

i dont even know what you're arguing for or about but you seem like a dumbass, this is not an ad hom, this is a direct statement. you are a dumbass
>>
>>119551424
Thanks a bunch it's looking better now.
>>
>>119551485
I have no idea, been improving it over time for quite long! I've started the project more than 2 years ago, since 9 months I've been working on it seriously.

>>119551502
Haha I plan to get to the content, but I still have at least one big game mechanic to finish (spells), and then lots of UI mess (shops and whatever else).
>>
>>119551591
>you seem like a dumbass
im not tho
>>
>>119548260
ahaha that's awesome
>>
>>119551591
>poetry is the same between japanese and russian
>ad hom
if you want to through around fallacies, yours would be strawman
>>
>>119551906
prove it ya bitch
>>
>>119552308
i was consistently in the upper echelon of Pizza Hut BOOK IT! achievers in 8th grade
>>
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preping for the halloween game jam
>>
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Fuck, that's a lot. How do I tell which game jams are worth participating in?
>>
>>119552507
>making your game before the jam starts
smdh tbch
>>
>>119506814
>people replied to this
10/10
>>
>>119552609
Oh I'm sorry, I thought this was america!
>>
>>119552572
none
>>
>>119552572
Ludum Dare and the agdg ones if you're into that
if you have an IRL team you can do the global gamejam too
>>
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oops

>>119536747
game: some shitty srpg
dev: nah
tools: unity, most likely blender
progress:
- finished implementing skills in the UI
- started working on AI
- played around with UV mapping
>>
>>119552572
The only use for them is practice
If you need to practice and you can't do it without some sort of structure then just participate in every jam that you can
>>
>>119546908
That mystifying video is only made worse by the gentle sensual caressing of the words with the mouse.
>>
>>119552507
jumping pumpkins
jumpkins
>>
>>119551591
>poetry is the same between japanese and russian
Not that guy btw. And jesus christ man, of course that special post was about you, because i mentioned a flaw of yours, how do you expect me to do that without mentioning you, this hasn't anything to do with the concept of anonymity. I was simply saying you should stop going against the person who arguments when the conversation is not about the posting person, but a topic instead, for example a program like in the previous debate, in that case you should always go against the argument itself, and not solely against the one who arguments, because it doesn't really matter on this board. And you should be thankful for me pointing it out, even though i don't have to give a shit about you.
>>
What kind of game is suitabale for someone who have 0 expirience?
Is making a runner game would be easy for complete newbie?
>>
>>119553689
Pong
>>
>>119503975
How do i have OnCollisionEnter2D only register if the parent object is colliding, as it is the child attached to the parent is also registering a collision, is there any way i cant make it so it will only register if the boxcollider attached to the parent is the one undergoing collision
>>
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Hey aggydaggy, the bottom right now logs your progress for review at any time!
>>
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>>119536747
game: Project Tundra
dev: crabowitz
tools: GM:S
website: crabowitz.tumblr.com
progress: Quickdashing
Overhauled enemy AI
Icicle-throwing spell-attack-thing
Tower level
Tower level boss with simple AI
>>
>>119553752
>>119553752
Edit>Porject settings>Physics2D.

Ther's a collision matrix that allows you to designate which layer can collide with which one.

Make the child a different layer from the parent and set up the collision matrix so the collision in question never happens.
>>
>>119553968
What are the white things in a circle around those trees?
>>
>>119554220
The cursor for selecting units
>>
>>119554336
>the cursor has a shadow
Dropped
>>
>>119554018
good point, however the child object attached to the player must also be able to collide with the same objects as the player

basically my player dies when colliding with "enemy" and my players melle attack which is a child of the player tagged "melle", will cause the enemies to die in the same way the enemies make the player die

any ideas how to work around it?
>>
>>119553968
i'll thinking of doing something like this with a better art style, mind telling me what the mechanics are?
>>
>>119553968
if only it could increase progress here am i right
>>
>>119554357
Why's that a problem anon?

>>119554563
It plays just like hearthstone + fire emblem would!

>>119554658
Great joke friend
>>
https://www.youtube.com/watch?v=YnWhqhNdYyk
fam
>>
>>119554373
It's "melee"

Yes this needed a post
>>
>nodevs give feedback
>>
>>119554373
>any ideas how to work around it?
Multiple colliders in same spots in different layers and/or script glue that toggles them on and off during attack, I-frames and other occasions.
>>
>>119554753
It doesn't make sense for a UI element to participate in world lighting.
>>
>>119549520
You're still going to get retards who miss the one specific NPC with the information, who will then go "how the fuck was I supposed to know that"
>>
Are simple games with lotsa qt annimay girls only popular among autists?
>>
>have no game
>u should use this langage bcuz it make me feel leet!!
Nodevs have 0 credibility, biggest AGDG game is made with pirated outdated GM version, get rekt.
>>
So I'm trying to decide how I want stats to increase when a character levels up. Should I give the player the ability to decide what to increase, or should I go with something more traditional?
>>
>>119554887
but toggling them on or off isnt the problem, the problem is the child collision being detected by the script attached to the parent, isnt there any kind of way i can solve this with scripting rather than faffing in the inspector?
>>
>>119553752
>>119554373
I don't understand what you're trying to do. You want the child object (why is a melee attack a child object of the player, anyways?) to both register a collision with the enemies to kill them and not register a collision at all?
>>
>>119555117
>Should I give the player the ability to decide what to increase, or should I go with something more traditional?

It is traditional to let the player decide you casualized cuntface.
>>
>>119555117
Raise half randomly based on class, let player pick the other half
>>
>>119555117
Ask them a personal question after each level up, and the answer they pick decides what stat increases
>>
>>119555049
Puzzle and Dragons?

It had a general here for a while. It still might.
>>
>>119555573
This has potential
>>
>>119555154

I didn't know this was a thing. A quick google yields no easy fixes for it.

You can't restructure the hierarchy so the main collider is a sibling instead of parent can you?
>>
>>119555049
disgaea
>>
http://strawpoll.me/5779099
>>
>>119555154
What if you add rigidbodies to the child objects? Make them kinematic to keep them in place
>>
>>119554843
I'm learning C to learn how computers work.
>>
>>119555154
Wild guess here. Would your problem be solved by a
>OnCollisionEnterChild2D
method?
>>
>>119554018
Anon, I've been trying to get into Unity's 2d mode, but there's something I can't wrap my head around.

In 3d when I wanted to make a map generator I would just make one single big mesh for collisions at the end and gg.

But on 2d there doesn't seem to be a "mesh collider" equivalent.

Googling for how other people get around it, it seems people just spam box colliders like there's no tomorrow, which doesn't look right at all.

I've read that the polygon collider maybe can have multiple polygons inside if you modify it by code.
Tell me anon, in your infinite wisdom, is this answer I'm looking for?
>>
>>119555992
there's nothing wrong with C or C-like code in your C++, just like she says
her point is that it shouldn't be taught from the onset with the mentality that comes along
>>
>>119555754
not possible, the parent is the player and controls too much stuff to change it to a child rather than a parent

i have a workaround where a gameobject follows a transform attached to the player which moves in the animation frames but i dont think its precise enough

>>119555165
Heres the gist of it, my player dies when it touches an enemy tagged "deadly", my enemies die when they touch an object tagged "fist", i want to have a fist object as a child of the player which moves with the animation frames of the player that can kill the enemy, however the fist is causing the player to die also is it is colliding with something tagged deadly, which results in both the player and the enemy dying

what id like to figure out is how i can have the child object of the player, acting as the fist not trigger the oncollisionenter script attached to the player, any ideas as to how i can work around this would be great as i cant seem to find anyone who has had an issue similar to this
>>
>>119556240
nor is it, ever
>>
Is it possible to apply an animation to a rigged character who may not have the same rig structure that the original animations had when they were made, and it still look decent?

Basically I want to use some already make place holder animations on my character, and the rig for my character is probably going to be off from the rig that was used to make the animations. Will the animations still work or if they do will they look decent?
>>
>>119556351
Why does it have to be a child?
>>
>>119556240
a C++ programmers who also knows C in and out is a better C++ programmer. what's the point in not teaching C?
>>
>>119556204
I'm really not used to unity2D at all but is there a limit for the geometry of polygon colliders? I played with it like once and it seemed pretty flexible.

I'm really not sure what you're trying to make though? A level? Then wrapping everything in polygon colliders according to their geometry sounds reasonable. Or just line colliders if the player isn't that mobile anyway.
>>
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483KB, 1839x508px
Day 3 - House 3!
>>
>>119556595
have you watched the first 5 minutes?
>>
>>119556521
it doesnt really, at the moment i just have it as a separate gameobject following a transform attached to the fist which works but it seems a bit off, ive been having some issues with collision where a player attacks an enemy dies at the same time and i assumed that it was because the fist couldnt keep up with the transform fast enough, i might not be right though
>>
>>119556719
she says that not teaching C produces better C++ programmers. literally
>>
>>119556670
Those had better be modular and randomly generated
>>
>>119556842
Not that anon.

I think the point is that the good things commonly associated with C in particular (memory management/determinism) can be taught just as well in the context of C++, and that learning C on its own is pointless or even harmful.
>>
>>119556842
no she doesn't, you moron
you have the patience of the 12 year old she talks about
>>
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>>119556857
They're modular. Still workin' on it though.
>>
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>>119556410
It should grab all the relevantly named/referenced parts and animate on them. Never done it but you should do some experiments with it first.
>>
>>119556410
the character will move but parts of your mesh will be distorted, but only if the bone hierarchy is the same. honestly, what kind of answer did you expect?
>>
>>119556994
>learning C on its own is pointless or even harmful
>this is what sepplestards actually believe
>>
>>119527616
I use it through Clojure.
It's documentation is atrocious.
It functions though. Just try it out.
>>
>>119549520
>The story is not spoon fed to the player in the slightest

that's such a retarded way of thinking and writing a story. Games like Dark Souls don't set out to be cryptic, they're cryptic by nature, they made the game the way they wanted to in a setting where the lore was already set, but they didn't hide anything. To actively make the story "not spoonfeed" the player is retarded and I guarantee your game will suffer for it.
>>
>>119557294
Stop being retarded and conflating "learning how to control memory" with "learning C".

It might be worthwhile to, for example, teach something like virtual methods by first implementing them with function pointers in a struct like you would typically do in C, though, so you know the implications of using them.
>>
>>119527616
just use gm, holy shit.
>>
>>119556614
Ok. I'm just being lazy here. I planned to test how it worked later today but saw someone talking unity 2d physics, might as well ask first.
And yeah, it's for making a tiled sprites level editor
>>
>>119557604
This might interest you

https://www.youtube.com/watch?v=muRhea-JaIM

https://bitbucket.org/Unity-Technologies/2ddemos/wiki/Home
>>
>>119557501
>misquoting me

fam, I never said anything about memory management. I'm saying that learning C (the language and it's library, like printf, malloc) is by itself useful because there's a lot of pure C code that needs to be maintained (like OS kernels) and there is a lot of applications where C is still needed because the abstractions you are tempted to write in C++ are too slow (realtime software, embedded systems etc)
>>
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>tfw my art is shit

How much does a good artist cost? Am I doomed ;(
>>
>>119554843
>waa printf is too hard

It takes like ten minutes to explain printf for the first time and it lets students get an introductory feel for how primitive types work. She really wants to coddle people hardcore.
>>
>>119532547
It's literally the only way to create accurate hit detection with instantaneous feedback for the player.
Quake 3 does it and it has the best net code of any FPS game to date.
>>
>>119558097
>>119557501
also, knowing how to write, for example, a linked list in C teaches you how the STL works behind the scenes

knowing C takes a lot of magic out of C++
>>
>>119557205
I'm basically wondering how you apply mocap animations to models, or if you have to have an exact replica of the rig that the mocap uses
>>
>>119554843
>use the debugger in the first lesson to go through high level STL structures

shes fucking crazy
>>
>>119556842
she's right.
You pick up stupid habits in C that don't translate 1-to-1 into C++ well.
>defining every single variable in the scope at the beginning of said scope
>macros over templates
>naive for loop implementations
>goto
>hamfisted type casting (shit)cunt rather than static_cast<shit>(cunt)
>void pointers everywhere
just to name a handful off the top of my head.
>>
>>119558291
$600
>>
>>119558291
As long it's not CWC you'll be ok.
Try and learn color theory. Nice colors are enough for the most plebs.
>>
>>119558097
>there's a lot of pure C code that needs to be maintained (like OS kernels)
This is a gamedev thread, anon.

>there is a lot of applications where C is still needed because the abstractions you are tempted to write in C++ are too slow
Instead of limiting it to C, though, why not just be disciplined and allow tasteful use of C++ abstractions or conveniences?

>>119558429
Same goes for that too. Even with Java or Python, students learn how to implement containers and algorithms.

I'm not trying to say that learning what you would do in C is bad, I'm saying that it's bad to learn all of C before starting with C++. Just stick to C++, showing what parts are fundamental and what parts are sugar, and if they're sugar what their fundamental equivalents would be.
>>
>>119558963

CWC?
>>
>>119558301
this reasoning is why the world is overflowing with java and c# and whatever else

>you take a big, simple idea
>here's the idea!
>pretty simple and clear huh?
>well, here's idea 2!
>watch, watch, here I put idea 1 and idea 2 together
>keep peeling the onion
>eventually let them peel the onion and dissipate the "magic"

>>119558692
>look how the computer works: there's this big big big list of instructions, right? it starts at instruction 1 then goes and goes and goes instruction by instruction and evaluates each one
>well, we have a tool that allows us to follow mr. computer and see how it travels through your program
>boom, here's how ifs and whiles and function calling and whatever work
>>
>>119558729
what will your students do when they encounter a macro or an old style C cast in someones code (on the internet, for example, or even in their classmate's code, who happens to know C) ? call for their mom?
>>
>>119559346
no, they'll join the unity game design course
>>
>>119559164
you don't want to know
>>
>>119559346
>macros and c-style casting in C++ code
thanks for proving my point
>>
I want to be rich like notch
>>
I want to be fat like notch
>>
File: jumping_jacks.webm (271KB, 786x586px) Image search: [Google]
jumping_jacks.webm
271KB, 786x586px
gameplay added
>>
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moving_the_goalpost.jpg
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>>119559049
>>
I want to have crippling depression like notch

wait
>>
>>119559467

If you mean chris chan but that would be weird to bring up. I assume you are talking about sonichu? I'm not delusional I know my shit blows.
>>
>>119559660
Show me where I moved the goalpost, retard.
>>
>>119559524
>UE4
>Qt

both of them are so called "C++"
>>
>>119559770
there >>119559049, retard
>>
Hi devs.
>>
>>119559839
assuming you're saying they riddle their code with macros and c-style casting
Crusty old C developers with bad habits shitting up a codebase that could be clean and pure.
>>
>>119559714
I wasn't the anon you replied to but I assumed he meant Chris chan too
>>
>>119559770
>>119559839
>>119559992
>Arguing over code

This is why you never make it.
>>
>>119560234
Why is programming the only topic that's so vilified on here?
>>
>>119560178
both frameworks force you to use macros in your user code, anon

i don't even want to know how those codebases look like
>>
>>119559592

I'm already fat like Notch, I want to be thin like Phil Fish.
I don't want to be anything else like Phil Fish, though.
>>
>>119560432
disgusting
>>
I wan't to be asian like derk yu
>>
How hard is it to make a 3D game without an engine?
>>
>>119556670
What are you making?
\
>>
>>119560938
Let's just say that if you don't already know the answer to this question, you're pretty far away from being able to do that.
>>
>>119560432
In both cases those are actually custom preprocessors, not macros
http://doc.qt.io/qt-4.8/templates.html
>>
>>119560905
Innocent and cute today Hosaka collarand of dating Day. You've Been Something rock-paper-Scissors Glico and back to Childhood. Eriyoe ~. Collar of nothing but negative I Began to run to cheat. The'm Been Doing (IS cute place SUCH free but). It WAS suddenly angry Once you've stuck your hand in a Skirt while kissing. But it IS so, but it IS Early. Well Let's caress and Have it order from Above. After Playing trembling furfur the Boobs Were Kozuka my nipple. The ~ Well tits of not you Are invited by you want to roll the ~ nipple to include in Mouthful It 's Did you mean, try spit Innovation Bafo. Holiday of flirting he IS the right Spear How Leisurely'll wet the lovey-dovey .
>>
>>119560938
If you have a jigsaw it's pretty easy.
>>
>>119561101
epic
>>
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59KB, 500x402px
>>119560938
ask windows 95 maze or tube with wings or pizza guy
>>
>>119561047
>Even today, many widely used C++ compilers have problems with advanced templates. For example, you cannot safely rely on partial template specialisation, which is essential for some non-trivial problem domains. Some compilers also have limitations with regards to template member functions, which make it hard to combine generic programming with object orientated programming.
Thanks MSVCuck
>>
>>119561047
If C++ is so great, why do they need them?
>>
anyone remember comptons encyclopedia
I used to have it on a cd as a kid
>>
Give me a qt girl name that starts with O.
>>
>>119561846
Ophelia
>>
>>119561846
Orifice

Orianna
>>
>>119561846
Olive
>>
>>119561846
Olga
>>
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>>119559672
>be a billionaire
>somehow depressed
>>
>>119561846
O'shaniqua
>>
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Unbenannt.png
14KB, 508x228px
>>
>>119561846
Otakar z Pedobrad III
>>
>>119561948
I don't want to go with Ophelia, but it's like the only good one.

Besides >>119562028 of course.
>>
>>119561846
Oscar.
>>
>>119562001
>swedish communist education
What did you expect?
>>
>>119558291
who knows
i can recommend an artist and you can come back telling us how much he takes
>>
File: progresszommed.png (143KB, 748x453px) Image search: [Google]
progresszommed.png
143KB, 748x453px
>>119536747
game:???
dev:anon
tools:Unity(C#), Gimp, MSPaint, Blender, P-Xcel
website:???
progress:New submission
>>
>>119558291
Why are your pixel sizes inconsistent? Fixing that will improve your art a bit.
>>
>>119562061
It's still objectively better than C and more efficient than almost anything else.
>>
>>119562843
hohohohoho
>>
>>119562843
it's objectively not

http://harmful.cat-v.org/software/OO_programming/
>>
>>119563412
C++ doesn't force you to do OOP.
>>
how to hide a UI element in unity without disabling it?

there seems to be a billion different ways, which do you use?
>>
>>119563468
They butchered structs to make them OOP
You can't escape it
>>
>>119563605
You can and should, whenever possible, do POD in C++.
>>
>>119563468
C++ without OO is just C with a custom preprocessor

which just proves the opposite of your point
>>
>>119563698
There are many situations where OOP is still good. Just not all.
Also, closures.
>>
>>119563678
>he says C++ is better than C
>but he uses C style code in C++
>>
>>119563605
look at you go fam, all talking out of your ass
>>
>>119563881
POD =/= C style

POD may have constructors and methods and be templated
>>
>>119563860
you can simulate closures and object orientation in C (actually this is just how C++ started). and at the same time, you still retain the simplicity of C
>>
>>119563471
For constant menus I just enable/disable them.
For thinga with more variance, like inventory, I instantiate whatever icons I need and then destroy them.
>>
>>119564138
But C++ makes it much easier and clearer without any overhead to do something equivalent.
>>
>>119563471
1) Use a UI mask (look it up)
2) Scroll it off the screen with a lerp function, it'll be real nice like
>>
>>119560938
>How hard is it to make a 3D game without an engine?
I assume you want to learn learn about 3D graphics. If that's the case, doing software 3D is not too hard and a great way to learn. OpenGL would be harder. I dunno about DirectX.

When it come to software 3D wireframe (think Battlezone) is easy enough. If you know linear algebra basic texturing is going to be easy, too.

You can start here: http://chrishecker.com/Miscellaneous_Technical_Articles.
>>
File: Dennis_Ritchie.jpg (40KB, 220x282px) Image search: [Google]
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>tfw you started a C/C++ fight
>>
>>119564012
>PODs are in the language to have compatibility with C function parameters and unions

>totally not C
>>
>>119564316
*When it comes to software 3D

For OpenGL check out https://open.gl/.
>>
>>119564243
>He is speaking out in favor of C++
>He argues that something produces overhead
>Meanwhile his language is the definition of overhead
>>
>>119564354
hey dennis, why are there so many errors in K&R second edition?

also third edition with C11 when?
>>
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you fools!
this is a javish ploy to drive a wedge between us
>>
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>>119536747
game: Heroes' Gain
dev: Woldy
tools: C# / XNA 4.0.1
website: HeroesGain on FB
progress: Ported to final version of XNA. Rewriting the UGLY code which is FILTHY, DIRTY BAD code, yuck!
>>
>>119559625
cool. it's pleasing to see these jack o lanterns hop. is this for the halloween jam thing?
>>
>>119564840
sounds like the work of a saboteur
>>
When's the next demo day?
>>
>>119564354
Smiling over starting a C/C++ fight in AGDG is like being an arson in California
>>
hows everyone feeling
>>
>>119565150
>I'm too retarded to read the OP
>>
>>119564461
not this anon, but I also suggest learnopengl.com
I started using open.gl and found that site - it's basically the same to start with (right down to the layout) but from what I remember it has a lot more content
>>
I have a question, what would you use if you wanted to make a simple room like habbo hotel?
Except instead of open online exclusive for those who have the file?
Wanted to do some kind of isometric chat room with a few minigames and personalized models(which I think I could do), but I don't know where to start, never touched a phone outside of kusoge and calls
>>
>>119565830
Why not use habboEngine, anon?
>>
>>119566042
Is that a thing?
Also it's not what I wanted but if I can't get to the answer I may try it thanks!
>>
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319KB, 1300x800px
Should I use libgdx for 3D Android dev? I'm just doing it without any libraries right now, are there any gotchas apart from considering resolution/dpi and activity listeners messing with my OpenGL context?
>>
>>119561846
Oprah
>>
>>119566139
>make something up
>anon so autistic that madeup thing isn't good enough even though it could be anything

Enjoy nodev status pleb
>>
>>119561846
Olexandra.

Totally a real name. http://www.imdb.com/name/nm6832370/
>>
>>119561846
Oscillation
>>
>>119558729
>defining every single variable in the scope at the beginning of said scope

if you are defining variables in the middle or at the end of the scope, you are doing something horrible wrong
>>
>>119565830
Start here: http://www.wikihow.com/Make-a-Habbo-Retro-%28Full%29. Hack it to read a key from a file for authentication.
>>
>>119567137
>>119567137
>>119567137
>>
What interesting effects can I create for 2D games with shaders? Learning GLSL but I'm not really sure what it's capable of so I don't know where to start. So far all I've done is replaced texture colors
>>
>>119567313
You can move pixels around and change their colour - meaning you can do distortion of things.

Just think in terms of what you could do if the entire screen was made of individually manipulatable pixels.
>>
>>119561846
Onihime
>>
>>119536962
your learning
that's better than half this shitty general
>>
>>119543716
If only Atom had a compiler, it would be the best thing in existence
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