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agdg - a game dev general

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Thread replies: 756
Thread images: 148

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C++ is history repeated as tragedy. Java is history repeated as farce. – Scott McKay

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/
>>
shitposts below here
>>
second for C++ best C++
>>
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>your favourite agdg game didn't make it.
>>
Reposting from the other thread.

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, other than basic shaders that allow sprites to be rendered, all I've done is replaced texture colors (e.g. changed each blue pixel in a texture to red)
>>
I don't want to be associated with AGDG anymore. I'm not making eroge.
>>
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The turret can now shoot things. The bullets don't do any damage yet, but that is the easy part.
>>
Repostan

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 contexts being lost?
>>
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>making burritos atm bout to eat like a champ

Without fuel you can't dev friends :)
>>
>>119567406
I remember this one had a cut witch with thick legs that I fapped to
>>
is tumblr > twitter for reaching fans?

general marketing advice?
>>
It isn't even worksafe what the fuck man?
>>
>>119568058

I generally prefer Tumblr since it allows more space to, well, do more. You can post more screenshots, write longer summaries, etc.
>>
>>119568058
tumblr is better for letting teenagers reblog and follow your progress with flashy GIFs

twitter is better for posting condensed news posts
>>
>>119568058
nobody other than the poster gives any fucks about either
>>
>>119568058

do both, spread your shit like a japanese kinky porn actress
>>
>constantly shits on C++
>uses haskell or lisp
>always has a "project"
>always blames lack of progress on external factors "I need vulkan to keep going"
>never actually makes anything
>posts in /dpt/
>>
ok, Lua question
I want to reach into three last tables and subtract 10 from value in those by using for loop

Something like this:
for i=0, 2 do
(#table - i)['x'] = (#table - i)['x'] - 10
end
But I get errors, so I'm wondering if somebody knows.
>>
>>119569031
....? What you're trying to do isn't valid syntax

(#table - i) parses to a number. You can't access a number with ['x'].
>>
>>119568910
Greentext should be first person imperative, like so:
>constantly shit on C++
>use haskell or lisp
>always have a "project"
>always blame lack of progress on external factors "I need vulkan to keep going"
>never actually make anything
>post in /dpt/
>>
I know you get this a lot but I've always looked through the generals from time to time and want to start. Looked through the OP and I'm struggling between going with/learning Python all the way or just caving in and using Unity or something. Would it be wiser to start with an engine or could someone still go leaps with just coding?
Sorry for the disturbance, I just really want to see if I can get something done by Halloween or even the next jam.
>>
>>119567690
What is this style of picture called? I really like it for some reason
>>
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>mobile single-player "turn-based" strategy game managing a settlement thing
What sounds better for time stepping?
http://strawpoll.me/5780415
http://strawpoll.me/5780415
http://strawpoll.me/5780415
http://strawpoll.me/5780415
>>
>>119570212
Almost but not quite:
>constantly shitting on C++
>using haskell or lisp
>always having a "project"
>always blaming lack of progress on external factors "I need vulkan to keep going"
>never actually making anything
>posting in /dpt/
>>
>>119567617
what kind of game are you making?
>>
>>119570232
why would looking through these generals inspire anyone to want to start in indie dev? if anything it should send you away screaming
>>
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hulloh
>>
>>119570780
Because no matter all the arguments, there are still people who end up making amazing stuff, and that inspires me a lot.
>>
>that one fucking autist who always fixates on one minor aspect of your progress and constantly fucking posts the same thing every time you post progress even though it doesnt matter to anyone but him and his autism
>>
>>119570750
>>119570212
Either is acceptable. You could call the latter "implying-style" greentext and the former "story" greentext.
>>
>>119570232
using Unity is not caving in
using Python is caving in
>>
>>119570932
That'd be enough to make me drop a project though
>>
>>119570612
I voted week but I think month might work as well.
It all depends on how much you intend them to get done in a turn.
>>
>>119570932
He goes by anti-progressman and I too have encountered him.

Felix is the only one who can save us.
>>
>>119569902
It's supposed to be pseudocode, becaues I have no idea how to write this.

I want to get into table(enemylist), then get last three tables (last enemies spawned), then I want to get into their waypoints tables (there are separate for x and y coords), where I want to change value of all or part of x'es and y'es (by adding or subtracting), so I can make them to fly in formations without having to make bazilion of tables via Tiled program.
>>
>>119571081
>>119570612
it's about vikings
>>
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Anyone remember.......
>Anon who said he spend months making his own engine
>It ended up being weak and you could only play NES tier pong on it.
How can someone fuck up this bad?
>>
>>119567137
cristian why are you doing this? this is why you'll never make your game if you keep shitposting here, stay forever captura de pantalla
>>
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Using C is fun tho
>>
>>119571307
so is having sex
not that you would ever know
>>
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>>119570932
is it a bug or visually displeasing or just something he feels strongly about like a SJW?

>>119571010
>4chunk
>motherland of fucktards, autists and spergs that you have to deal with on a daily basis
>can't deal with one autist's fixation
>>
>>119570932
Double fucking shadows, assface, fix them.
>>
>>119571407
I have put my penis in two (2) distinct vaginas in my lifetime tbh "fam"
>>
>>119571278
I think that the situation is more complicated than you nodevs realize. It's not just about having wizzbang features. If you make an engine where you can super easily create simple games and its a seamless experience with scripting and debugging and the API is easy to understand and everything just works then that absolutely has value, even if the engine can only be used for relatively simple games.
>>
>>119571504
Wow, that means you can fap with either hand
>>
>>119564840
That building looks exactly like Arkham Asylum.
>>
>>119571140
Instead of (#table - i)['x'] = (#table - i)['x'] - 10, you'd do table[#table - i].x = table[#table - i].x - 10
>>
>>119570932
Turn off the bloom you prick
>>
god damn lua is ugly
>>
>>119571504
>once in your mom when you were born
>once in your pet dog
nice
>>
>procrastinate on your game with video games
>don't feel like playing games anymore
>feel sour about never making it

I feel like dying today goddamn.
>>
what are good languages except C?
>>
>>119572456
C++
>>
I keep doing a shitty job at unwrapping my lowpoly model and it ends up screwing me up down the road
>>
>>119570257

I don't think it has a name. I just suck at GIMP and added lights + video effect.
>>
>>119572583
post pic of model if you want help anon
>>
>>119572456
C#
>>
>>119572456
B
>>
>>119571610
:)
>>
>>119568058
Neither will give you fans automatically.

Most agdg twitter and tumblr accounts are stuck on little followers and retweets / likes each others posts.

I like twitter more.
>>
>>119572496
>>119572693

I said "good"

"good" means it's none of: C++, Java, Javascript, C#, GML, Actionscript
>>
Can we have a specific day for positive critique and ideas? Essentially a no-shitpost day that encourages progress and whatever achievements we have made within that week? ....no? Ok....more memes I guess :%)
>>
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>>119572941
go use haskell if you want a meme language so much
>>
>>119572941
In that case, you might not know what that word means.
>>
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>>119572941
>>
>>119572965
Thanks for the driveby shitpost
>>
>>119573093
i want a good language

haskell seems to be uneccessary complicated for a game
>>
>>119571880
Even doing simple thing like
#t.e.tx.x = #t.e.tx.x - 10
spits out the error about "unexpected symbol near '#'"
I'm using SciTE to test code samples, if does this matter.
>>
>>119567617
mc looks like shit tho.
>>
>>119573247

If I wanted to kill all you with my shitpost I would've done it already. Consider yourself warned nigga.
>>
>>119572941
>>119573093
Cobolt is pretty nice
>>
>>119573268
>haskell seems to be uneccessary complicated for a game
Games are complicated things, anon.
>>
>>119573395
2edgy.
call the fbi
>>
Any way to check if an event exists in Gamemaker?

Basically I want to have a certain object throw an error if I code it wrong, because the formatting to get it to work right is kinda weird, and I know I'm gonna forget how to do it in like a day. Far and away the easiest method of checking is to see if I even knew to use the event User Defined 1, but I'm not sure if that's possible.
>>
>>119567617
I honestly think it would be funnier if it didn't wait until it was lined up to shoot and would instead just wreak havoc on everything while it tried to catch up to you.
>>
>>119573553
Yeah but game's are all about side effects. It would involve a lot of work to get a clean implementation in Haskell, not saying it can't be done though. See: Frags http://code.haskell.org/frag/
>>
>>119573291
# evaluates to a number, and . is used in table lookup. #t.e tries to access e in t table, but t is a number and not a table, so it throws an error. You need to get an index from your enemyList table, do a lookup of the enemy table at that index for the waypoint table, then do another lookup to access the x or y field, like enemyList[#enemyList - 2].waypoint.x. Could you post the code in question?
>>
>>119570985
This mememeister gets it
>>
>>119572456
TCL/TK
>>
>>119536747
game: Rotatevania
dev: Rotatedev, Asarge, Theonian
tools: OpenGL, C
website: http://theonian.tumblr.com/ http://asarge.tumblr.com/ http://yukizini.tumblr.com/
progress:
-New background assets
-New water elemental enemy animated
-Began work on animating large boss
>>
>>119572456
Lua
>>
>>119573873
"Haskell can't do side effects" is a meme. All it does is force you to say which parts have side effects, and if so, roughly what they are. And it makes sure you can't do stupid things like singletons or global mutable state in general.

Monads or other patterns that control side effects are good at automatically injecting dependencies anyways, so it's not like it's inconvenient to not be allowed singletons or global managers of some sort.
>>
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>>119573935
Who?
>>
>>119573268
Literally Scala my friend, it's not as arcane as Haskell and it runs on the JVM without being Java.
>>
>>119574080
Oh and this progress:
-Began work on lua script coded characters and objects
>>
>>119574235
That's not Moot, that's Venom Christopher, who's Moot's Phantom. He died in Outer Haven RIP ;_;7
>>
>>119574198
>And it makes sure you can't do global mutable state in general.

sounds pretty counter productive, even counter intuitive. like, I have a global gravity vector that affects all my physics. how would I do this in Haskell?
>>
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Wish me luck guys!
>>
>>119574494
good luck, i guess
>>
>>119574448
You're allowed global immutable constants.

If the gravity needs to change for some reason, pass it into the function or invert the control so that you don't need to calculate the effect of gravity in a billion different places (which you shouldn't be doing in the first place).
>>
>>119574494
Jay is a cool nay
>>
>>119574301
I mainly hate the lack of value types and operator overloading in Java. Does scala fix this?
>>
>>119573892
e.tx={}
e.ty={}
for i = 1, (#Wtable) do table.insert(e.tx, (Wtable[i]['x'])) end
for i = 1, (#Wtable) do table.insert(e.ty, (Wtable[i]['y'])) end

for loops insert x and y coords for enemies to follow (Wtable is just chooseable table of coords enemies has to follow, set upon creation - in this case this is "Waypoints" table)

e.tx tables has just x values, which enemeis has to follow, one by one.
The same for e.ty, but with y values

e. is enemy's main table, put into enemyList table

This is how looks one of tables that are in Waypoints table:
{
x = 766,
y = 279
}

I want to change values of x and y in e.tx / e.ty tables

I hope that wrote well what I'm meaning.
>>
>>119574578
passing the gravity vector around everywhere is not what I want to do.
>>
>>119574880
Architect your program so that you don't need to pass it around everywhere. Why should you need to do that in the first place? Smells like code duplication to me.
>>
>>119574301
>it's not as arcane as Haskell
I'd say Scala is more complicated, not less. It certainly has a more complicated type system built in. Scala has ADTs plus OO with inheritance plus structural typing. Haskell only has its ADTs.

Scala is probably the best language for rapid application development on the JVM right now (and the JVM is great) but hopefully we'll get a simpler, faster-to-compile alternative soon. I'm betting on either Kotlin or Ceylon.
>>
>>119574678
YES

Scala is a "let's fix Java" language. Also functional because why not.

This Wikipedia article covers it pretty well: https://en.wikipedia.org/wiki/Scala_(programming_language)
>>
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>>119574494
>I walk in the valley of shadow of death

welcome to unity anon.
>>
Thoughts on placeholder music?

Going through areas without music feels really bare and lackluster, but I'm no composer so I can't make music.

Do you keep areas silent, or slap in vidya music, or just beep boop until you can find something better?
>>
>>119575007
>>119574630
>>119574553
You'll see...you will ALL see when I become rich, the first thing I will do is buy this stinkin thread and sage you all.
>>
>>119575075
I just put vidya music in my games until I get someone to make some for me.
>>
>>119575075
You're probably going to get really sick of placeholder music after 3000 times listening to it.
>>
>>119575075
There is so much fucking music everywhere.

I just went through /mu/soundcloud threads and found songs that I liked to use secretly
Emailed one guy and he's letting me use all his songs for free
>>
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>>119575153
>>
>>119575075
I am using Dark Souls/Bloodborne music everywhere as placeholders.

My game's actual music is going to be a real big fucking disappointment in comparison
>>
>>119575075
Of course you should put in music. Music's such an important part to games that don't suck dick
>>
>>119574981
>hopefully we'll get a simpler, faster-to-compile alternative soon

it's already there, and it's named F#
>>
>>119536747
Game: Unnamed
Dev: Boto
Tools: Direct X, c++
Website: None
Progress: 3 more enemy attacks
Enemy attack types can be combined into cooler types
Smoothening
Huge performance fixes
The player now has a shield
Enemy attacks no longer hit tail
Enemies look nicer now
Began work on user interface stuff (buttons and such)
>>
>>119575706
*on the JVM

Also, F# may be simpler but it still has a case of the OOP/ADT split-brain.
>>
>>119574867
Btw. Gotta go.
Thanks in advance, I will read later.
>>
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I started adding level progression. After destroying all the asteroids in the level it moves on to the next level. Right now all it does is increase the number of enemies and number of asteroids. But eventually I'll make it more interesting.

Also made a main menu and a pause menu.
>>
>>119575807
u br bro?
>>
>>119574981
>It certainly has a more complicated type system built in.
Debatable. While Haskell doesn't have subtyping, Scala doesn't have GADTs or type-level programming (DataKinds, TypeFamilies). Though I suppose if you wanted to be pedantic you could say that those are GHC-specific extensions, but who doesn't use GHC?
>>
How can I get the <quad> tag to work in unity's rich text
>>
>>119575906
what's so great about the JVM? it doesn't exist on any game console. android and ios have third party java runtimes. at least the .NET runtime is native to windows (gamer's OS), and it has third party runtimes on smartphone and other OSes
>>
>>119574867
for i = 0, 2, do
enemyList[#enemyList - i].tx.x = enemyList[#enemyList - i].tx.x + value
enemyList[#enemyList - i].ty.y = enemyList[#enemyList - i].tx.y + value
end

Try that, replacing value with whatever you want to change it by
>>
>>119576243
Fair enough.

I did not expect to get a competent response to a post about type systems on /agdg/. Nice.
>>
>>119576667
>>119574867
enemyList[#enemyList - i].ty.y = enemyList[#enemyList - i].ty.y + value
Oops, corrected third line
>>
>>119576685
I love type theory and think even Haskell is far too weakly typed. Intuitionistic linear types are where it's at.
>>
>>119575219
Could I get away with doing this for a demo day demo?
>>
>>119576949
Yes
>>
>>119570987
Why?
>>
>>119576514
I was talking about Scala in general, not just for games on Windows. (I'm not a game programmer by trade.) On Windows you may well pick the CLR over the JVM (and probably should), however, the JVM is technologically superior in some aspects. Look at the JVM section at http://blog.paralleluniverse.co/2014/05/01/modern-java/ if you want an intro.
>>
>>119576835
>Intuitionistic linear types
That's, like, ATS uses to ensure you close your file handles and such? I am not too familiar with them -- yet. Anyway, what are you writing your game in, typebro?
>>
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someone on the other thread before gave feedback saying the combat looks lackluster. what do you think could improve it and why do you feel its lackluster?
>>
>>119577397
I think the movement is just too slow in general for it to be at all exciting
>>
>>119577106
this is a gamedev general
>>
>>119577505
Really? I couldn't tell with all this shitposting.
>>
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any of the tutors in the op still around?

im absolute shit at pixels, im trying to make a platformer that plays like panopticon's 'kentucky' album sounds like

here's my first attempt at a lumberjack, i know it's shitty, im not sure where i should go from here
>>
>>119576191
No bro
>>
>>119570838
rope knot minigame please

>>119570932
this one guy really hates AO
>>
>>119572941
lua.
>>
>>119572456
R is pretty sweet
>>
>>119572456
Lua
>>
>>119577279
Yeah, ATS has both of those, and they can be used to stop all leaks, hazards, or segfaults. I don't like ATS, though. I'm conceiving a language with raw pointers (arithmetic included), untagged unions and FFI but using linear capabilities to do validation. It's a pretty sublime concept because it gives you the possibility of 100% safety and zero overhead. Potentially even less overhead than currently possible, since libraries often have input validation going on behind the scenes that shouldn't need to happen.

Haskell and C/C++. I would ideally write it in my own language, but that adds a lot of time before I can get anything going.

>>119577505
Go fuck yourself.
>>
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>>119577651
actually he looks consideraably better with his tree killer

still would like criticism
>>
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ONLY. FOUR. DAYS!
>>
>>119577489
i see, thanks
>>
>>119577397
are those enemies or is it target practice?
>>
>>119577995
If you write your game graphics-enabled, 2D or 3D entirely in R I'll buy it even if it's crap.
>>
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>just got offered a job to tutor family friend in calculus tonight
>don't really need the money
>haven't worked with calculus in almost two years
>would miss recap monday
help
>>
>>119578201
nobody cares about halloween jam
>>
>>119578201
I'm ready to make it happen!
>>
>>119577651
>>119578193
is this a picture for ants?
>>
>>119578225
those are enemies
>>
>>119578226
well, that's more projected sales than my unity game
>>
So it seems I have a color calibration problem.

Everything I do in Photoshop turns out way darker in Unreal. Is there any way to calibrate Photoshop's canvas?
>>
>>119578272
take money and buy my game.
>>
>>119578454
you get completely surrounded at one point and dont seem to care. looks too easy tbqh.
>>
>>119578193
Double the size so we can see it, single pixel legs are lame
>>
>>119578707
The mob is one enemy it looks like tho, so in that case it looks pretty difficult
>>
>>119575807
currently the game I'm looking the most forward to

you can do it!
>>
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>>119578201
>>
>>119578928
we should just commit seppuku.
>>
>>119578707
hmmm yea i guess thats true. im going for up to about packs of 50 enemies though (that one was 10) so i think itll get harder. plus when i add elite enemies (they give buffs to a pack) as well as other enemy types it might get more interesting

im really concerned with not making it too hard though because i feel like its really easy to go overboard on difficulty and then people dont like it if its too unfair. its better to make it easy at first and scale it up than to make it too hard at first i feel

but thanks for the feedback my man
>>
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>>119577651
>Look up the album because Kentuckyfag
>Listening to the first song
>Oh wow this is nice
>SUDDEN LOUD SCREAMING AND GUITARS
I don't know what I expected.
>>
>>119578159
I see. That would be a safe language at what is arguably a lower level than Rust. Pretty impressive if you manage to pull it off and it's not painful to work with like ATS. Might be interesting for embedded, for one thing.

If you're in academia be sure to include a dank meme AGDG reference in your arXiv paper. I'm looking forward to reading about your language on Hacker News.
>>
>>119579061
That's a riddle.
You mean sudoku.
>>
>>119578560
i have this same problem except between photoshop, blender and unity. i get that the colors would be different between the 3d renderers because of how they handle lighting. my current solution is to continuously update textures in unity while painting to see how they look, but this seems retarded.
>>
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>>119536747
Game: Monster Girl Island
Dev: Redamz
Tools: Unity
Website: monster-girl-island.tumblr.com
Progress:
-Save/Load system
-Titlescreen and Menus, including stuff like character bios and stats
(Only ugly ass placeholder UI so far)
-A bunch of animations
-Improved inventory (more save friendly)
-Improved dialogue system (fancier and easier to use)
-About half of the demo done
-Probably other stuff I forgot
>>
>>119579326
fantastic to see someone actually making real progress and not wanking over type systems or whatever
>>
>>119579326
post uncensored
>>
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>>119577852
are you implying I'm a competent coder and not just an artfag?
>>
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>>119536747
game: Dream Dungeon
dev: pillowdev
tools: C++, OpenGL
website: N/A
progress:
+ Removed charge system and replaced with spell cooldowns
+ Added critical hits
+ Implemented dynamic texture allocation
>>
>>119579326
How do you model the characters?
>>
>>119578861
Thanks man, I really appreciate the support
>>
>>119578861
looks like Flow but with gameplay
>>
>>119575807
So this like Flow but with programming?
>>
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I have no idea what I'm doing.
>>
>>119579992
there better be a sphincter at the end of that
>>
>>119579894
It's gonna be some bullet hell/geometry wars thing. I'm still trying to come up with a full list of mechanics and how it will work but it's hard without an ideas guy
>>
>>119579992
Getting audiosurf vibes
>>
>>119579992
Looks good anon, but the yellow lines should be dotted and there needs to be a sphincter at the end of that
>>
>>119579480
n-no

>>119579705
For the face I put a reference and model on top of it.
For the body the same, but it's sculpted instead.
>>
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>>119536747
Game:
Dev:
Tools: love2d
Website:
Progress:
* splitscreen
* buttons/hidable objects
* main menu/level select
>>
>>119579252
Figuring out how to make the syntax nice, unlike ATS, is definitely a difficult part. The other big challenge I've encountered is how to make it work with lock-free programming.
>>
>>119580213
The result sure look good. Do you draw your own 2D references? And what software?
>>
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>>119578808
sorry, is this better?
>>119578365
>>
>>119580379
Yes, I draw my own references. You can see some on my Tumblr™.
Sai for the drawings and texturing. Blender for the models.
>>
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>he posts it
>you bully him for defined tits
you can prevent this
>>
>>119580517
I like this style anon, in all honesty just go with this. If you extend past your abilities you won't be able to keep up with yourself, but over time you'll get better.

2yeardev
>>
>>119580092
>>119580189
>poop simulator
>>
>>119580674
What blender guide would you recommend my good man of african descent?
>>
>>119580213
then it's shit and I hope it fails.
>>
>>119570987
Why?
>>
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made this lowpoly scrub (150 polygons).
>>
>>119580783
When I started there were no good animu guides, so I had to adapt guides for realistic humans to the style (Mostly talking about the faces, bodies shouldn't be different besides proportions). I'm not sure if there are good anime guides now, but if there are not just follow your generic human modeling guide and try to adapt the proportions (and get rid of the nose holes).
As long as the model follows the basic shapes of your reference it shouldn't go horribly wrong.
>>
>>119580726
Thanks man, this honestly means a lot to me

I am going to make this game with your kind words, if i don't believe in myself, i will believe in you, who believes in me
>>
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>>119536747
game: Frost
dev: frostdev
tools: Game Maker Studio
website: http://spacedoggames.tumblr.com/
progress: a ton of bug fixes and playtesting
>>
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>>119581265
and this knight to boss him around
>>
>>119579992
https://www.youtube.com/watch?v=x9j6DE6RnSk
play this white watching the webm
>>
>>119575270

There is definitely music everywhere, but unfortunately the music I'm looking for doesn't really have a lot of free variations.
Folk metal is hard to find variations of.
>>
>>119581535
looks cute

IS HE A KNIGHT OR A SOLDIER!?
>>
>>119581285
Drawing is mostly the fundamentals though, once you have that down (which it seems you have, but you did it on a unnecessarily complicated way) drawing animu shouldn't be too hard as long as you have refs.
>>
>>119582202
A chevalier actually
>>
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>>119581535
>>
>>119581535
deus vult
>>
>>119582202
>>119582743

he is a Crusader! GOD WILLS IT!
>>
>>119582313
I was talking about models, not drawing.
Modeling is more technical, you can't just slap a realistic topology in an anime face and expect it to work, a lot of tweaking and cheating has to be made. The face must be practically flat but don't look like it from other angles, which is the hardest part.
>>
So if I use lightmaps for 2D lighting in OpenGL, I'm basically using sprites that use a shader for lighting right? And I just sample the lightmap texture in the shader code?
>>
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>>119581497
Hey.... fixed that for you. :)
>>
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This was fun!
>>
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will this do?
>>
>>119583450
Looks worse tbh.
>>
>>119583609
Perfect.
>>
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PROGRESS
>>
>>119584779
>no scare

anon. please?
>>
>>119577397
Combat should be more dynamic, combos, movement, different weapons with interesting mechanics.
>>
>>119567137
who is this sperm worm
>>
>>119584139
looking pretty sweet!
>>
>>
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>aerranis gets cosplayers but your game never will
End my life.
>>
>>119579992
>>119582187
:D
good vibes
>>
Should the play/pause button display the pause symbol when it is paused, in order to indicate the game is currently paused? Or should it display the play symbol in order to indicate that pressing the button will cause the game to play?
>>
>>119585745
kek
If my game ever gets cosplayers this bad I'm gonna sue them.
>>
>>119585792
it's a nice day for a
mooooooving cube
>>
>>119585745
oh my god
>>
>>119585794
Play symbol.
>>
>>119585794
the symbol should be the inverse of the state
if the game is playing, it should be a pause button. if the game is paused, it should be a play button. the marking on the button should indicate the button's purpose.
>>
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Time for... Progress!
>>
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How do I make water tiles that don't like like moldy blue spaghetti? It's driving me nuts and I can't get it right.

Anyway, after literal months of zero progress, I can now save and load maps instantly. Let me tell you, it's a load off my shoulders that it finally works.
>>
>>119585529
thank you anon.
>>
>>119586565
animate them, for one
>>
>>119577397
It looks exactly like maplestory that's why it's lackluster
>>
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>>119586565
By not basing it off a swimming pool?
>>
>>119579192
Different strokes for different folks my guy

i was thinking having panopticon play while you slay werewolves with a lumberjack axe, but then again i guess atmospheric black metal isnt for everyone
>>
>>119586723
holy shit thanks anon thats a great compliment
>>
>>119585745
is this real
>>
>>119586565
1make the blue darker
2 if you're too lazy to actually animate something that is tileable (I understand), have another tiled water texture (similar yet different), and make it fade from one to the other
3 add white sparkle pixels few of them, try to spread them enough so that you don't easily find a pattern because of them.
>>
>>119585745
It's pretty close to the actual character, though.
>>
>>119586723
ow? ouwuhwuhwh OUCH
>>
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>>
>>119587073
About as real as mirrors
>>
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Friendly reminder
>>
>>119587359
Friendly reminder that every "Lisper" is a baby duck
>>
>>119587359
I want to impregnate that squid.
>>
>>119587359
how much does a semester at MIT cost?
>>
>>119585745
The reward for pandering to SJWs.
>>
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Bugfixing and playtesting forest temple boss
He's less op now, although still a little buggy
>>
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>>119572415
>tfw went on ck to look at food and finally snapped out of it

Jesus christ it's like I had some fog in my brain and it just dissipated
>>
>>119587936
good! dev! don't stop.

>>119587870
>forest temple

holy shit anon I thought it was all ice. you need to do some serious retexturing (or at least change the hue/saturation)

I'm assuming you're not done with him, make him swing his sword at least. make him swipe/smash.
>>
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someone please redpill me on overlap events
i.e. why the fuck is this capsule not generating any when it intersects the cylinder
>>
>>119587870
Nice, the environmental effects of the ice breaking and crystals melting made it interesting.

Capitalize on that, more ice, more fire, more breaking - then give both of you phat knockback.
>>
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I'm an artist and an author with zero game dev experience whatsoever. I hate being the "idea guy", so if I wanted to make 2D scroller platformer, is there a limit to how big my pixel art should be? I tried RPG small size (NESS as a reference) but I wanted to show more emotion in the larger character sprites.

Critique anyone on my sprite sheet so far? ^^;
>>
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>>119588357
It is all ice. It's a frozen forest.
The game is called Frost, by the way
>>
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New skill tree design, I'm starting to dig this style.
>>
>>119589074
alright then

but please consider changing up the floor a bit.
>>
Vector or pixel art for a 2D RPG?
I feel like pixel art is really overused and would end up looking like ten thousand other games. But vector art almost always looks like chibi style mobile shovelware

I am not an artist either way, but I have a friend who can do vector drawing.
>>
>>119588920
It's not very good. Expressions are nice, but the body doesn't lend itself well to sidescroller animations.
Take a look at other side scrollers to get an idea of what limitations you should follow, and how they do their art. For smaller characters, Cave Story is good. Generally, smaller means less work, but the tradeoff is less detail. You can get around that with things like character portraits in textboxes or on the hud. Games usually steer away from large sprites like that because of how much work it is to animate them.
>>
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>>119588920
>i'm an artist
>posts that
>>
>>119589318

If you only have access to vector art, then use vector art.
>>
>119556030
To the anon from last thread, id never heard of OnCollisionEnterChild before so i tried it out, didnt come up with any errors, looked into it in the unity API and couldnt find anything either however it doesnt look like it works as its not detecting any collision

Been workin on my attacks all day, they are a lot better now but still need tweaking, the player hasnt been dying from colliding with the enemy though anymore, least not that ive noticed but il keep my eye on it
>>
>>119589318
Pixel art will only end up looking like ten thousand other games if you make it look that way.
Vector art will only end up looking like mobile shovelware if you make it look that way.

It doesn't matter which style you choose, if you have a good artist whose style doesn't look like shovelware, then their art wont look like shovelware.
>>
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>>119536747
game: Turbo Hellion
dev: Stomy
tools: Java/LibGDX
website: stomygame.tumblr.com
progress: Added volume sliders to settings
progress: Made the playable area slightly bigger
progress: Menus now ignore cursor if you navigate using keys/buttons
progress: Removed ship/character select
>>
>>119588920
You shouldn't use profile for sidescrollers, you should go with 3/4 view
>>
>>119589392
A REAL PERSON POSTED THAT YOU KNOW
A PERSON WITH FEELINGS
>>
>>119589687
>To the anon from last thread, id never heard of OnCollisionEnterChild before so i tried it out
I never suggested that was an actual thing, I was just trying to figure out what you were actually trying to do

>Been workin on my attacks all day, they are a lot better now but still need tweaking, the player hasnt been dying from colliding with the enemy though anymore, least not that ive noticed but il keep my eye on it
Good for you, anyways
>>
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POST YOUR TUMBLR STATS
COMPARE SIZE
>>
4chan is applying shadowbans now?
>>
>>119590947
...nnno?
>>
>>119591086
Welcome to the shadow zone brother
>>
>>119590701
nah
>>
>>119590701
But I don't have a tumble
>>
>>119590701
What this guy said
>>119591260
>>
>>119590947
Shadow bans could be nice for some of those ultra cunts... But I kinda doubt they could be applied in a reasonable manner.
>>
>>119590548
>>I never suggested that was an actual thing
yea me neither, which is why i was so surprised it didnt give me an error when i wrote one into the script, didnt work though
>>
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>>119590701
>>
>>119590701
I know we have an AGDG group on there but im wary about tumblr, i guess its just got a bad image with all the sjw's and all, though i dont have any online presence yet, been putting it off because it looks like shit right now but gotta start sometime, i figured halloween sounded a fitting time to start since my char is a skeleton, not a halloween game mind i just thought it was fitting

it looks shit but its controls and mechanics are going well, though im wondering that it might just be me since ive been playing them testing it out for so long, they look okay?
>>
>>119591413
Jesus literally gb2leddit
>>
>>119589170
That is a big ass dipper.
>>
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>>119590701
>>
>>119591650
>>119592948
WOW YOU GUYS ARE DOING PRETTY GOOD
>>
>>119591413
What's the difference between a ban and a shadow ban?
>>
>>119591413
>ultra cunts
as determined by you, right? gtfo back to reddit
>>
boooooooooooooooo
>>
>>119593463
Shadow bans go away in perfectly dark rooms.
>>
>>119591441
It's not like it would throw an error, you're just defining an ordinary method that isn't hooked into the engine.
>>
How much would it cost to use a Jeff Beck song on your game?
>>
Do the attack symbols match the attack types well enough? Any suggestions?

I'm going to add colour to that menu in a bit.
>>
>>119593463
If you're shadow banned, you see your own posts but nobody else does.

It's pretty underhanded.
>>
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>>119592948
just started yesterday ( :
http://rainfrogs.tumblr.com/
>>
>>119594937
Son, I have no idea what the hell is going on in your game. Looks great.

I'd tone down the background saturation a little.
>>
>>119568058
850 followers on tumblr
150 on twitter

I get a lot more followers/week from tumblr. twitter is pretty much zero-effort, though. So it doesn't hurt to do both if you're bothering at all.
>>
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>>119536747
Game: snoop-em-up hacking sim
Dev: vestigialdev
Tools: Unity
Website: [email protected]
Progress:
made an email client gui with convo options and file attachments
made a file browser window
hackable music store
didnt sudoku
>>
anyone see the new star wars trailer
>>
>>119596167
No, post link
>>
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>>
>>
>>119596416
https://www.youtube.com/watch?v=sGbxmsDFVnE

looks good
>>
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>>119590701
i must try harder
>>
>>119593674
>>119592123
Wow not ones for nuance are we.

>But I kinda doubt they could be applied in a reasonable manner.
As in: Whoever deciding that (even me!) would probably make bad decisions about who the cancer is.
>>
How the FUCK do I get a textured Quad in Unity to render ON TOP of a sprite? My sprites are layered at 0 on the Z axis and the Quads are at -1. I can see the Quads on top of my sprites in Scene view but not in game.
>>
>>119596647
wait what happened to the two kids of luke.
>>
>>119596647
if this star wars is good I'm going to be super jealous of kids these days
all these marvel movies and great space movies and a good star wars trilogy? It wouldn't be fair.
Sure, I got Lord of the Rings, but still
>>
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I feel like posting progress because I haven't in a while. Working on menus. Nothing's actually properly functional, but graphically I'm getting things working alright. This is all test junk.
>>
>>119597052
are you thinking of Anakins twins? Luke and Leia? I don't think Luke had kids
>>
>>119597119
Working on menus before game, are we, Anon?
>>
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If 3 pls provide explanation
>>
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>>119597119
>volume doesn't go up to 11
>>
>>119596647
I wish the MC was someone else.
I don't even care if he is black, he is just ugly as fuck.
>>
>>119597247
3 because there is zero context
>>
>>119596647
I've never watched Star Wars. Should I only watch the old trilogy? Is it worth watching 1-3 even if just for plot?
>>
>>119597247
first person they are both going to look the same right?
>>
>>119597509
1-3 are pretty good if you don't care about it as much.

watch 4 and 5, then 1-3, then 6.
>>
>>119597509
i'll watch it with you anon, come over

and we can dev afterwards
>>
>>119597509
yea, they're great movies
watch:
Star Wars Trilogy
Mad Max Trilogy
Escape From New York
Conan the Barbarian (just the first one)
Robocop
Terminator
Die Hard

and then you've experienced action in the 80s
>>
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Time to take a break and do some workout
>>
>>119597379
That's kind of the charm of starwars.
The nobodies make the movies really clean in a weird way. In fact hon solo is probably going to be the person we relate to.
>>
>>119597648
third person
>>
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>he uses objective focused scridding
>>
If I join a chess club will it help me on my path to become a famous gamedev?
>>
>>119598175
nerd
>>
>>119598175
Maybe tangentially, but there are better routes.

If this is a joke (it's a joke right) it's going way over my head.
>>
>>119598175
only if you meet other nerds who will do all the work for you and you can steal the credit
>>
>>119597247
sight should be farther down from the chin rest.
you should try giving your gun more depth, try changing the sizes of the objects on it like the megazine, the optic, and the trigger. right now it looks like you made the gun in a side view and extracted it through the x? plane. try skulpting it a little bit. also magazines aren't boxes, they have bullets in them, try to imagine how a bullet folds inside it. If you want to add anything to the magazine design wise just add some lines for grip. maybe add a compensator to it.


A lot of logical things added to the gun can add style to it while making it seem more realistic.
You've got a long way to go to making good looking models, but you can do it.
>>
>>119597247
Put the gradient from 1 on 2.
>>
>>119598175
If you're making a competitive strategy game then I'm sure that studying the great chess games would help you in designing your game.
>>
>>119598482
Thank you for the reply, I will improve it with more detail.
>>
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Just made this character sprite, thoughts
>>
>>119597184
No.
>>119597290
I'll fix it I swear.
>>
>>119598934
What's she holding, a drill?
>>
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I love you /agdg/
you might not be as not-shitty as you used to be, but you're still the best dev community online.
Pick whichever applies to you:
>Keep up the good work!
>Do it, start making your game! It's fun and you'll learn a lot!
>Go back to dev, anon. You haven't posted progress in a while. I believe in you!
>>
>>119598756
another thing, try and add more hard angles to the gun. they're machined pieces, they shouldn't look too organic.

personally I think you should restart the model, you don't want to get too attached to your early work, and recreating it from scratch almost always improves it and your work habits.
>>
>>119599130
I don wana dev :c
>>
>>119599130
ill pick dont kill yourself
>>
>>119598934
Looks good! Very readable, space girl with a space gun
>>119598992
it looks great, but the static background bothers me
>>
File: progrez2.gif (330KB, 623x542px) Image search: [Google]
progrez2.gif
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>>119599130
Yusss.

Progress today: Made this shitty gif ever so slightly better. I'm about to work on my actual game but yeah.
>>
File: newmeme.webm (1MB, 960x396px) Image search: [Google]
newmeme.webm
1MB, 960x396px
Nazi Zombies - Nodevs
Guy taking a shit - AGDG devs hard at work
qt in the tub - Vine
>>
>>119599193
come on anon, deving is fun! what got you down!

>>119599216
that's a bonus, it comes free with any of the options
still, don't kill yourself man. there's a lot to live for

>>119599293
it's still practice!
>>
>>119599380
but I already did things!
>>
>>119599450
there's always more things to do!
you're posting here with no progress, which means you're not really doing anything useful. why don't you take a break and then come back to dev?
>>
File: negro announcement.jpg (4KB, 180x138px) Image search: [Google]
negro announcement.jpg
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First one to post progress gets fanart!
>>
>>119600570
my game is text based, you fucking asshole
>>
>>119599076
It's some kind of blaster

>>119599292
Thanks! Yeah, that was indeed the point
>>
>>119600705
wow #rude
that doesn't mean you can't post progress and get fanart
>>
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melon.jpg
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>>119600705
>implying you have progress
>implying you have a game
>>
File: 2015horror_6.jpg (253KB, 1460x1460px) Image search: [Google]
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Made a handful of assets for my phone-based Halloween horror game. Tried out Substance Designer for some of the stuff, mostly very nice to use.
Also made a simple main menu. Not sure about the title as of yet, but The Orifice sounded kind of funny to me, so it's there for now.
>>
>>119601082
the orifice is a terrible name
please change it
>>
>>119601163
I feel like if I searched for it I'm going to find a lot of porn.
>>
>>119599292
The background isn't static. If you look close, you can see it move. It's just far off so it's subtle.
>>
>>119601163
Yeah I probably will. It could be construed as being related to some idea in the game, but really it's just because the game takes place in an office building of some sort, and I thought it was kind of funny. For now you can pretend it's a sequel to The Office which has nothing to do with it.
>>
If given the choice between a female boxer that acts girly and has a girly fighting stance, or a female boxer that acts serious and has a proper fighting stance, which one would you pick, /agdg/?

Or maybe what I should be asking is...which is cuter, a cute girl acting cute, or a cute girl acting serious?
>>
>>119594872
3 much
>>
>>119601948
Cute game? Cute characters
Serious game? Serious characters
>>
>>119601948
definitely a short haired, furrowed brow'd boxer chick is way more waifu material
>>
>>119598992
Nice animations, but I wonder if it would look better if the background was faded out around him. its like theres always a bunch of lines visually distracting

but yeah, lots of movement types, and dialogue boxes, congrats
>>
>>119602039
This actually makes a lot of sense. Cute stance it is then.
>>
>>119599296
Oh comeon, they couldn't wait they got off the toilet/bath? That just seems unnecessarily cruel. I hate that in horror/violent films. The bad guys always wait til they're super vulnerable. Just let them finish their business before you do yours you shitters. I'd hate to go out like that, it's too embarrassing.
>>
>>119584779
Love the furniture shadows man
>>
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I think love2d has spoiled me.
Whenever I try another engine/framework, I end up thinking "man this was easier/faster/way less code in löve/lua".
>>
Is there a reason none of you guys use unreal?
>>
>>119603018
>coming soon
hahahahah enjoy your shit motivation fags

I'll be here with my discipline getting shit done R I G H T N O W.
>>
>>119603018
I feel the same but with Game Maker
>>
>>119603035
Because if they struggle through using an inferior product, they'll be recognized more.
>>
>>119557923
That's some good fucking shit right there, Anon! Thanks!

It's exactly what I was talking about!

> Brushes are programable, tiles can be gameobjects

Unf..!
>>
>>119603092
barking at the wrong tree, anon

>>119603035
I never used it, but I'm aware of its ease of use.
Worst fucking feel.

>>119603035
Visual scripting is hell if you're already used to coding.
I also felt is more oriented to small teams than 1MA, but I didn't use it for long.
Some guys here are using it, tho.
>>
>>119603416
fuck

>I never used it, but I'm aware of its ease of use.
>Worst fucking feel.
meant to quote >>119603163
>>
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>>119536747
game: Light Game (working title)
dev: anon
tools: GML
website: n/a
progress: Progress is started, already encountering serious issues
>>
>>119603416
Isn't it also a case of over-kill kinda thing
like, this shit is capable of great things, but newblood developers never use it to its full potential
If you gonna make a visual novel you might as well use gamemaker, right?
>>
>>119604146
>If you gonna make a visual novel you might as well use gamemaker, right?
I go with "the right tool for each problem", so no. Ren'py or twine would be my choice for a visual novel.
Not that I would write one, though.
>>
>>119603035
I'm not making a 3D game. I feel like Unreal is way overkill for a 2D game.

Maybe when I want to make a 3D game I'll give it a try.
>>
While learning Game Maker (though I guess this would apply to any engine) would I be better off reading/watching tutorials about making the type of games I want to make, and then learning individual specific parts for the different mechanics and gameplay I want to implement, or would I be better off learning how the language and engine works in a general sense first so I have more an understanding of how to do a range of things. This would definitely be the more arduous and boring route though.

Thoughts on how you guys taught yourselves your engine/language of choice
>>
>>119606132
tutorials are probably the way to go just so you can get the hang of the IDE and basic stuff
>>
>>119606132
second choice best choice
>>
>>119606132
the key to good software engineering is drawing lots of diagrams with arrows connecting everything together
if it looks like a mess, it is a mess
make sure that things are handled where they need to be and don't get lazy
>>
Kinda unrelated, but, is anyone able to record 60fps using webMCam? I can capture 60fps, but the resulting video only plays back at 30fps (essentially at half speed).
>>
I haven't devved in about a week because I feel like I hit a wall with my game. All the features and stuff are done, and I just need to plow through some random item and enemy content to spice it up, but I just can't make myself do it. And my game is starting to feel boring and repetitive
>>
File: Greenshot.png (2MB, 1920x1080px) Image search: [Google]
Greenshot.png
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oh no

>>119607002
use OBS
>>
>>119607074
What's your game?
>>
File: Moxel.png (1MB, 1449x991px) Image search: [Google]
Moxel.png
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>>119607302
Moxel
>>
>>119607269
>use OBS
Not what I asked, I'm trying to capture it with webmcam. It's way more convenient when I want to do something quickly, plus that resizable window is handy.
>>
>>119607417
Your UI mixels are triggering me. There's times where mixels are fine but when you have them right next to each other in similar things, it's really an eyesore...

Anyhow I'm sure you've heard that. What's the thing below the pill supposed to be? The cross with the 4 circles, that is.
>>
I'm making an undertale clone and none of you faggots can stop me!
>>
File: shop.gif (243KB, 825x637px) Image search: [Google]
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so uhh.... any ideas?
>>
>>119607521
have fun with 30 fps then
webmcam is unoptimized crap
>>
>>119607649
The mixels are extra fucked because the resolution on this was stretched for whatever reason. Thats a charm, they're sort of mystery items that dont have a description and you have to figure out what they do. They all give the character a buff in some way
>>
>>119607701
>webmcam is unoptimized crap
I dunno, filesizes are pretty impressive, at least as far as I've seen. It's clearly not working right, though.
>>
>>119604085
Infinite-flashlights-guy!
Issues like what?
>>
>>119607697
Ideas about what? I can't even tell what kind of game this is.
>>
I don't even usually care about meme pixels, but the mixels in these UIs are really bringing me down
>>
File: TurretTest.webm (3MB, 1920x1080px) Image search: [Google]
TurretTest.webm
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>tfw no juice
>>
>>119607697
> so uhh.... any ideas?

Are you implying something is wrong? What's the intended behaviour?
>>
>>119607857
>filesizes are pretty impressive

No it's not, actually
>>
File: swaea.webm (1MB, 1280x720px) Image search: [Google]
swaea.webm
1MB, 1280x720px
>>
>>119607915
its zelda
>>119608112
when i buy an item on button press, its being placed at the bottom left hand side of the screen instead of the inventory. however in the hierarchy its considered part of my inventory, so its technically there, just not visually...
>>
>>119594872
who?
>>
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>>119590701

This is kind of cheating since I've been modding for a time before getting into agdg, so my Tumblr's been about modding and gaem.
>>
>>119608479
>side view platforms
>inventory with movable shit
>copies of items
>zelda
oooooookay
>>
>>119608438
Cool light. What's with the guy who crashed into the building in the background?
>>
>>119608609
its the main characters ship : )
>>
>>119608569
the official title is test game, its in pre alpha right now
>>
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>>119607881
Here's a webm of what's currently happening without it freaking out about toy cars.
The bug:
If you can see it, for a single frame the light flashes from the other flashlight, and then returns to the appropriate flashlight. If I commented out everything that made toy cars break, the light would do something completely different, like for example if I don't turn off the light after picking up a toy car, the light will go up about 100 pixels, invert on the X axis, and dropping the flashlight will have a similar effect but turning it off and on re-initializes it and fixes it.

The reason this issue is happening to my understanding is that it calls to the obj_FlashLight itself, so it's going to do the same thing as if you were destroying the flashlight it'd destroy all flashlights, which I fixed which brings me to this conclusion that because all of the functions relating to the light object, or obj_Light, are created instances using general objects as the coordinates instead of specific ones, I need to ensure that every flashlight/toy car/shadowblock/whatever is kept track of for reference should something happen with it that cannot be controlled without needing a collision specifically (which would make everything infinitely easier, just instance_position everything, and compare locations).

It's probably a really elementary level programming problem of keeping track of your shit, it's just a matter of googlefu/documentation lookup of how to fix it.
>>
>>119608479
Instanciations, parents and tranforms again, dude!
They seem to be your curse.

Post your code. At least the buy button code.

PS: Regardless, you are doing this in a pretty unorthodox way.
>>
File: a (14)_1_1.webm (2MB, 554x468px) Image search: [Google]
a (14)_1_1.webm
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Fucked up my sprite origin
>>
>>119609461
That's a feature anon. Don't make fun of cripple limp link
>>
File: aaaaaa.png (18KB, 1411x444px) Image search: [Google]
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>>119609108
my canvas is much bigger than my camera and has led me into quite a few problems. to fix it i think i would need to redo a lot of stuff so i've just kinda dealt for now, although i'm not entirely sure thats whats causing this ( because I did have it working correctly before i starting messing with an inventory keybinding ).

anyways, heres the code. it should be noted inv.additem in void start works as it should.
>>
File: fug.gif (3MB, 919x533px) Image search: [Google]
fug.gif
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how do i into doing astar a million times in a single frame?
>>
>>119609753
post what inv.additem() does
>>
>>119609753
solution is to learn how to program, man
>>
>>119609936
Reminds me of dorf fort
>>
>>119609936
You Yield.

aka, coroutines.

Do some pathfinding, wait a frame, do some more.

https://unity3d.com/es/learn/tutorials/modules/intermediate/scripting/coroutines
>>
>>119607417
Suggestions-
Finish your UI, bring the voxel shit you have going on for the bombs and shit all the way through. Perhaps even voxel looking font (you can take a static picture of each voxel character/letter and make that the font to decrease the overhead of extra models).

For enemies and item shit, can you write some scripts or short programs to generate shit for you? It's supposed to be a roguelike correct? So go take a look at some other RL wikis, and steal ideas from their item and enemy lists. All their shit is stolen from D&D anyway, which would be another good source. Just write some code to cludge together the stats from the sources you're stealing from into your stat layout, with maybe some slight fuzzing.
>>
>>119610029
it does a ton of stuff, too much to fit in a screenshot. >>119610086 is right i think, i'm in over my head here.
>>
>>119609461
Nice shader. What engine and where'd you find the shader?
>>
>>119610604
Gamemaker. Just got it offa this guy. I'm pretty sure he didn't write the shader but he got it working in GMS.
http://gmc.yoyogames.com/index.php?showtopic=598227
>>
>>119608438

GAH KILL IT!
>>
>>119610445
> i'm in over my head here.

Well, yeah. That's how you learn programing, you make fucked up shit, then you realize it was retarded half way though.

Check out how other people make the things you struggle to do, there's no shame.
Grab some tutorials
https://www.youtube.com/watch?v=6twPV3e4crE
>>
>>119608989
try encapsualing everything in an if (equiped) conditional
>>
>>119610445
If additem is handling anything more than simply adding the item object to your inventory data structure, you're probably doing it wrong. Keep your functions simple and obvious as to what they do.

Why does additem need to do anything more than add the item object to your inventory data structure?

A very useful concept for me is the rubber ducky. If you can't explain why you're doing what you're doing/how it works to your rubber ducky, then you need to examine your choices and data/programming structure.
>>
>>119610312
I'm think your suggestion makes no sense.
>>119609936
You can reuse the results from previous astar computations
and entities can also use the results from the astar computations you've made this frame and in previous frames for other entities

for example, if the theoretically best path for one guy goes through a tile another guy is on, then that guy doesn't need to compute anything this frame
>>
>>119611147
I have initially when I started working with flashlights, though I've found I'm prone to put in code where it shouldn't be and forget about it causing mistakes. It's entirely possible that happened again where it's doing redundant things that it shouldn't be doing. One really odd thing though has been it ignoring the fact I'm carrying something and doing whatever it wants, thinking about it that might be because of what I just said. I'm too careless with this stuff sometimes. I'm thinking of making a button designated to switching from the flashlight to something else to open hands.
>>
>>119608989
I literally don't understand what's going on here.
touching one flashlight shouldn't have any impact whatsoever on another flashlight
they're different objects
...right?
>>
>>119611738
They're different instances, they're the same object. If I pick one up it destroys that instance, when I drop it it creates a new instance, the light moves to follow the flashlight. Because there are 2 flashlights in the room the light goes to one and then the other, that's just how it's coded. I need to find away to track the flashlights individually so when I drop a flashlight the most recently created light which should also be new knows to go to the one most recently dropped.

Here's a pastebin of what it's doing so you can school me on why this is wrong.
http://pastebin.com/nN2qu53p
>>
fukkin nerd lmao
>>
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kek.webm
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>>119611170
holy fug that sounds like a great solution

i have them using a heuristic of moving into the 'best' adjacent tile for now, and it seems okay
>>
In gamemaker, is it possible to dynamically create a sprite that's a part of a larger sprite? I know you can generate new sprites by copying, and you can also draw parts of a sprite, but I'm actually looking to generate a unique sprite altogether.
>>
>>119612110
I'll check it out later, time to crash bed now.
>>
>>119612761
Sure thing, sleep tight helpful anon.
>>
>>119597873
wtf? what year happend?
>>
>>119570760
quest driven sandbox survival shootemup with various weapons and gadgets
>>119573362
she is beautiful on the inside ;_;
>>119573838
that is not very realistic behavior, the sentry would have to be manufactured to not kill allied troops and such, plus it has limited ammo so wasting it would be bad... but what i will have is sort of a scramble grenade thing, or something similar, which can be thrown and causes devices like this go haywire, so they sentry will just go batshit insane and kill everything for couple of seconds
>>
>>119613593
thanks for linking
>>119597873
procrastinated my workout all day
time to do it just before bed again!
>>
>>119613718
you idiot, the morning is the best time
>>
>>119613915
I physically can't do fuck all in the morning
plus I can't afford to spend any time before checking my work emails and shit
>>
>>119613593
Somewhere 2007-2010
I was there
>>
File: 1371863052543.gif (3MB, 240x175px) Image search: [Google]
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How do I make an infinite tile-based world in C++ or any other language?

If I use a vector or container, wouldn't I only be able to push back chunks that go to the right and/or down? How do I go left or up?
>>
>>119614147
As usual I can only hope this is bait
>>
>>119614147
I think I just watched 5 minutes of that retarded gif for no reason
whyyyyyyy
>>
>>119576667
>>119576809
error about attempting to perform arithmetic on x field (nil value).
>>
>>119614230
It's not bait.
>>
>>119614147
use a vector of vectors to make it 2d
>>
>School used to suck
>Filled the empty void with creative artwork and music
>Work sucks now
>Fill the empty void with drinking and sex
Where the fuck did I go wrong /agdg/
>>
>>119614147
Can't even tell what's happening at all in that .gif...
>>
>>119609572
Limp

The hero of time
>>
>>119614893
>girls and alcohol
Spotted your problem.
>>
>>119615049
>Girls
Anon you don't know me
>>
>>119615089
Are you a girl?
>>
>>119615089
Pretend I said "sex and alcohol" then jeez.
>>
>>119614893
Sounds like every rappers career
>>
>>119614462
Could you post the source code in a pastebin?
>>
>>119615131
No girls, just wizards and homos here (and the occasional Homo Wizard).
>>
>>119614893
>Where the fuck did I go wrong /agdg/
Um, being a fucking normie?
>>
File: newstock ui.png (31KB, 683x429px) Image search: [Google]
newstock ui.png
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>>
>>119615238
http://pastebin.com/pn1Vdnay
http://pastebin.com/N82jTzq7

Should suffice.
>>
I felt young and foolish then
I feel old and foolish now
>>
>>119615552
Ahh I see. Change enemyList[#enemyList - i].tx.x to enemyList[#enemyList - i].tx[i] (same for y)
>>
So, I have to include stuff like height and weight in my game.
Should I just disregard Americans and use metric?
Why are Americans such special snowflakes anyways, I shouldn't have to worry about this shit.
>>
>>119616045
Use your own units, making a game is like making a world
>>
>>119616045
use metric
>>
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>>119615316
>Normie
>>
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>>119590701
How do I stop failing at tumblr?
>>
>>119616279
If that image is from gay furry porn please link
>>
>>119616004
>tx[i]
Won't that mean that nil, first and second x value will be chosen? How to choose all x values?

Gotta go, thanks in advance.
>>
should I give up?
>>
>>119616320
>interesting content
>actually spending time shilling
>following and commenting on other blogs
>>
>>119617212
Nah, just post some anime and fall asleep
You'll feel better in the morning
>>
File: AGDG Uniform.jpg (27KB, 368x700px) Image search: [Google]
AGDG Uniform.jpg
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>>119617212
If your goal is to make $$$ yes.

A normal job is far more profitable and less stressful. People won't insult you nearly as much either.

If so you should probably fuck off though, rather than sticking around as a salty nodev.

If you're not in it for the money, don't give up! You need to work on your discipline though.
>>
>>119616320
You have to start pandering to some niche demographic.
>>
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I have experience as a 3d modeler.

I don't have a legit copy of any 3d software (outside of blender obvi).

I want to start a serious project. Problem is most of my 3d experience is in max.

Can I get away with deving with non legit 3d software?
>>
>>119616498
My bad, yeah, the syntax would be tx[#tx - i] to change the x values in the last three positions of the table. I just realized I misread your original question; to iterate through all the x or y values of the last three enemies in the enemy table, you'd do

for i = 0, 2 do
for j = 1, #enemyList[#enemyList - i].tx do
enemyList[#enemyList - i].tx[j] = enemyList[#enemyList - i].tx[j] + value
enemyList[#enemyList - i].ty[j] = enemyList[#enemyList - i].tx[j] + value
end
end

I tested this and it seems to be working properly.
>>
please stop soiling my eyes with lua code
>>
>>119617465

...or do I have to learn blender.
>>
File: 16.png (3MB, 2124x2990px) Image search: [Google]
16.png
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Good night, anon
>>
>>119617553
I don't like encouraging pirating but in the case of work software, I think pirating it and then buying it later is an alright option. You just have to make sure to buy it before you're rich enough for Autodesk to care.
>>
>>119617465
your assets would be exported with max headers, and they can then follow up to see if your license is legit.

if you think you wont get caught, go ahead. if you want to play it safe, model in max and finalize in blender.
>>
>>119616320
Actually post content. Regularly.
>>
>>119619000
How regularly?
>>
>>119617518
Aw, poor baby
>>
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>>119618831
>>
>>119619049
Well the more regularly you post the more your crap will end up in your followers' feeds. People who use Tumblr probably check it daily.
>>
>>119619203
>tfw someone follows your tumblr
>you don't follow them back
>they unfolow
>>
>>119619819
Even worse
>they follow you
>you follow them back
>they unfollow you a day later
>>
AGDG I need some etiquette advice
I cannot into social media, but Im about to make my first project tweet, and I want to pay homage to the devs that inspired me. Do I mention them with @theirname or #theirgamename?
>>
>>119619976

people will barely give a fuck about your project unless its looks hella enticing

what makes you think they are going to give a fuck about what inspired you?
>>
>>119620030
i am sad that people like you exist
>>
>>119620143

do what you want

idc
>>
>>119619976
Tumblr is better if you're just starting out, twitter is for established fanbase
>>
>>119620143
On the bright side, at least someone knows he exists, right?
>>
>>119620030
What I mean is, how do I leech off their notoriety without them getting mad at me for hijacking their hashtags. Like, does @devname show up in peoples streams? Or just hashtags?
>>
>>119616401
I have been unable to find the origin.
>>
>>119619976
@theirname and hope they actually use twitter and arent jaded to all fuck
twitter is a magical place where your heroes are humans that will talk to you because theyre bored with no ulterior motive except when theyre actually marketing experts or interns or robots
>>
VA looking for work.

Gimme a prompt and something to read for an example.
>>
>>119620352

Jesse Cox has relevant advice. When he was just first starting out on youtube he posted his videos everywhere.

"Advertise like a shameless whore. People might not like but you will get eyeballs on your stuff, and some of them might even like it". (paraphrased)

Be as honest as possible about your stuff while showing it to as many people as possible.
>>
>>119619976
Share your Twitter, anon.
>>
>>119614973
not related, but
https://youtu.be/HEqIU4eSP7g
>>
>>119620795

A surveillance camera?
>>
>>119620795

Read it as a grizzled war veteran. Someone who has grown tired of conflict and finds himself yet again in a tight spot. Someone who has menace but measured calm in their voice.

"You've got two choices. Lay down your gun and live, or keep it raised and die. Your choice".
>>
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>>119617465
feel free to download the student version off autodesk's site, do your project, when (and if) the project is near finished, buy an actual 3ds max, or use the cheap blender method

>>119594937
the icons fit, but the attack type selection should be more plug n play, not pause game, zoom in, select attack and zoom out.

have either a minimalistic HUD and scroll through attacks (or hotkeys?) or if you don't want a hud, have 2 swatches (one for defense, one for offense, think metal gear solid or GTA) that pop in/out of existence when a button is pressed, hell you can do the whole slow motion thing while you're in one of the menus

I get what you wanted to do with zooming in, making it more personal like you are modifying your ship's(let's just call it a ship) settings or whatnot but it's not as practical

you can have the wheel scroll into existence around your arrow (the circles on which the attack type appears can even be pulled from the tail) and then the arrow becomes an indicator of what is currently selected
>>
>>119620934
Oh, it's just an opening, which have free reign to be random bullshit that doesn't have to really make sense.

>HENTAI PRINCE
lol
>>
>>119617465
>>119617553
If you know what you're doing, learning Blender isn't going to hurt that much. There's an option to use similar style controls/navigation and there might even be some plugins that help make it more familiar.
>>
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>>119620352
N E T W O R K I N G
You cannot make it alone unless you're extremely lucky, you have to either:
- have a solid marketing plan ($$$)
- join in some way an indie circlejerk
- get a publisher
It's not complicated, you get friends they post your stuff and you post their stuff back.
>>
>>119602564
if you're gonna shoot, shoot!
>>
>>119621368
I'm not interested in that. I'll just devote my time to perfecting the craft, and if the game is good, people will find it and talk about it themselves.
>>
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>>119590701
I'll eventually make it... I guess?
>>
>tfw no game ideas
>>
>>119621454
Enjoy your failure. Someone post that pie chart.
>>
>>119621553
Forgot to mention, I'm not in it for the money ;)
>>
>>119621454
>>119621596
You're stupid, making friends and connections is not shameful or that time consuming. Of course you're not in for the money none of us are as this is a complete gamble with terrible odds.
But do whatever you want. ¯\_(ツ)_/¯
>>
>>119621507
A shmup on the outside of a cylinder but it branches
>>
>>119621596
"Failure" doesn't have to be money related. If you have a free game that no one plays that can be a kind of failure too.

Now if its' completely a personal project and you don't care if anyone even plays, then sure, whatever.
>>
>>119620795
post portfolio
>>119621025
good job i cringed
>>
>>119621507
A shmup on the inside of a cylinder but it branches
>>
>>119621507
A shmup where you play as a branch, you have to grow leaves and berries on yourself.
>>
We are in the golden age of indie game development. People don't want stories or goals anymore. All you have to do is put them in an empty world and scatter some things around and they'll spend hundreds of hours playing your game and advertising it saying how much value you get out of buying it.

If you're not making an "open world" game you are literally retarded.
>>
>>119621025
I'm not gonna lie by the time I reread this I had already recorded and realized I missed the "Grizzled" part.

Lemme re-record but in the meantime have a not-so grizzled person reading the same line:
https://instaud.io/dlD
>>
>>119622128
>https://instaud.io/dlD
Are yeh from New York or did you just add the accent?
>>
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>>119567137
I'm looking to collaborate with an artist, especially someone that can into background/ui/fx stuff, post your stuff or add me in steam if you're interested
http://steamcommunity.com/id/dangerkun/
>>
>>119622251
I'm from the Pacific Midwest actually.
>>
>>119622251
Or is that more Boston idev
>>
>>119622296
you wouldn't happen to be affiliated with that /other/ danger would you

Also this is the anon that redrew the head at one point you should let me do ur art stuff friend.
>>
>>119622380
Sure just add me on steam I have to go take care of family business for the next 3 hours we'll talk when I come back.

I'm making no promise to finish the game just so you know, it's just to get something decent for the prototype/demo day and see if it's fun. This is casual devving for me so I would understand if you're not interested.
>>
>>119623084
I am always free to draw doggo
>>
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Please assist

http://strawpoll.me/5783646
>>
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>>119615541
>>
>>119623353
Are you seriously still fucking working on that shitty game? Give up and work on something else you fucking retard.
>>
>>119623443
>Give up
it's like you dont even know who i am
>>
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>>119623443
These posts never fail to crack me up
>>
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>>119623479
you're a pretty big deal around here, aren't you?
>>
>>119623479
>>119623613
i can't tell which is more of an attention seeking faggot
let's call it a tie
>>
>>119623751
senpai notices (You) trying your hardest to get a reply.
consider your existence validated.
>>
>>119623845
ooh this gave you the edge over him
>>
>>119623845
LOL BURNNN
>>
>>119623613
>>119623845
Please fuck off to agdg2
>>
please reply to me
>>
>>119623910
>>
>>119621736
>Portfolio

All I have is my voice reading bad fanfics and pastas.

https://instaud.io/dlK
>>
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>>119536747

Game: Unnamed
Dev: spacebro
Tools: Unity, C#, Photoshop
Progress:
Added solar systems, barely.
Added zoom effect.
Fixed planet selector not moving while typing in console.


Is the zoom effect autistic and/or shit, guys?
It looks horrible to just instantly zoom out, and a slow zoom is just tedious.
>>
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>>
>>119624298
Technically speaking hacksim has a new artist/musician as well but I haven't responded to vestigal's tumblr ask because I'm lazy and stupid
>>
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>>119590701
it seems good except I deleted about 100 posts

tfw all the gifs in the world can't save me
>>
>>119624298
Fug. Can you repost October 2?
>>
>>119624298
so many progress that were skipped, were they deliberately not replying to the recap?
>>
cant sleep
>>
>>119625343
Oh shit, I forgot 4chan had archive shit. Sorry/Thanks.
>>
>>119625385
Get devving nigga.
>>
>your soundtrack will never be good as JSRF

Why live :(
>>
Good morning agdg!
Time to get devving!
>>
>>119626068
its 4:40 am ive been trying to write a paper that was due sunday
>>
>>119626097
close this tab, friend
>>
>>119626068
But anon, I've never devved.
>>
>>119623751
There's no seeking; all they have to do is nothing and there's a thousand spergging anons wailing about them endlessly.
>>
>>119622296
>Newgrounds game from 2008.webm
>>
So I have a galaxy. I will call the level sequences "constellations" and give them various ordering sequences.

I still need to make a correct mesh combining system to reduce draw calls.
>>
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Did you push to version control, anon?
>>
/agdg/, how do you motivate yourself?
>>
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best tool for animating 2d stuff?
>>
>>119624234
pls respond
>>
>>119626657
Motivation is unreliable as fuck. What you need is discipline. Which I don't have
>>
>>119626769
Well shit, I'm fucked.
>>
>>119626657
I discipline myself instead. If the day ends and I haven't devved, I put on a chastity belt and lock the key in a safe that doesn't open for 72 hours.
>>
>>119626626
I just woke up, I pulled though.
>>
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Today I've decided to fuck around with UE4 and practice level design. Let's exciting!
>>
>>119627515
Wow it's a fucking plane. I guess that took a lot of effort given your retarded choice of engine.
>>
>>119627515
that's a cool level, what's the idea for it
>>
In retard terms, what exactly is a joule? shit like wiki has it way too complicated
>>
>>119624234

That does look pretty terrible unless you've got heavy artifacting on the webm.

For smooth zooms it helps to use exponents to determine distance and lerp to the correct position.

To clarify, that means that your camera distance (or size or whatever) would be something like pow(2, zoomvariable) rather than just zoomvariable.

>>119626834

I only pull when I'm working on a new computer and always worry a bit that there's significant things that I'm not pushing.
>>
>>119627636
A unit of energy
>>
>>119626808
meine bruder.

I motivate myself by going to this really chill café and sit in a hidden corner with my textbooks, notepads and laptop. I can sit there for hours just nurturing my coffee cup and practicing.
>>
>>119627661
Thanks for nothing. I need to explain that accelerating kilogram of mass shit
>>
>>119627515
Wow that's not a fucking level cunt boy
>>
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>>119590701
>>
>>119627713
It's a unit of energy that can describe the kinetic energy or potential kinetic energy of a massive object.

It could also describe heat, electric energy or even the mass of an object. Go find the formulas yourself, shouldn't be too hard.
>>
>>119627603
Well I downloaded some free assets from the game Infinity Blade. I'm going to check out the assets and make a short sidescroller map out of them.
Maybe I'll practice procedural generation later.

Right now I think I'll go for an iron fortress.
>>
>>119627885
I read the definitions but i just don't get it. Like i know what newtons are and i just can't grasp how exactly are joules different from then like if 1 joule is the exerted force of 1 newton then J = N or what the fuck
>>
>>119627972
it's one N exerted over 1 meter, aka N*m
J = N*m, just like velocity is m/s and so forth
>>
>>119627972
Newton is a unit of Force. Joule are energy.

If I know a bowling ball is subject to a net force of 5N I don't know if it's barely moving or a threat to civilization.

If I know it's kinetic energy, which is expressed in joules, then I know what I'm dealing with as the 1/2mv^2 = KE formula allows me to plug in energy and get velocity as a result.
>>
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Finally decided to post progress here, thinking it might encourage to dev more often.

Made out of bounds props hexagons.
>>
What fetish should my pixel platformer pander to? What kink will make the most money?
>>
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>>119571106
Woah did someone call my name! Howdy friend! Sorry I'm late!

>>119577397
If the bow is the only weapon then they should have some ranged attack to be a threat! I have seen some punching in the past, what would make it paw-esome would be if your attacks forced you to travel a decent distance. Like a hard punch through the whole pack so you'd have to turn around and fight them again!

>>119577651
I'd stay away from 1 pixel legs and arms. make it at least two. During animation one pixel legs and arms will look VERY wonky, just because they look good straight down doesn't mean they'll look good in motion. Hope that's helpful!

>>119578272
Don't do it if you don't want to! Do what makes tickles your fancy.

>>119580317
Neato! Check out Ibb and Obb for ideas.

>>119581497
Looks frosty!

>>119588920
Probably way too large for a game similar to Earthbound. Work on making the animations more obvious and smaller!

>>119598934
Awesomeness! But don't bite off more than you can chew! If you can't animate that well, then try going smaller. Also take into account how long that sprite took you to create!
>>
>>119629028
A blender screencap isn't progress and neither is this.
>>
>>119629028
Will it be a fps MP map or what's the idea?
>>
>>119629537
It's going to be like minecraft once I find a coder that can turn everything into voxels.
>>
Does Cave Story-like movement w/wall jumps in a more open Castlevania 2: Simon's Quest kind of world sound like fun?
>>
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>>119629537
It's going to be a COD clone.
>>
>>119630237
rip
>>
Motivate me
>>
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>>119627515
Sifted through the static meshes and picked out a bunch of them, I'm stating to get an idea of what I could do with these.
>>
>>119629323
>>119630173
Why are you nodev shitters so jealous? You can make progress too if you stop being lazy.

>>119630330
Sure thing bub, if you stop making progress you'll become a salty nodev like the above posts. Do you want that to happen?
>>
has anyone actually made a reasonably successful game with any of the drag and drop game creators? (ie, game maker using only d&d tools or construct)
>>
>>119630496
You could ask Toby Fox.
>>
>>119630496
Risk of Rain is made in Gamemaker, it was a success. And the dev posted on agdg.
Nuclear Throne is made in Gamemaker. The dev isn't from agdg, but that game is also successful.

If you put the bare minimum into making the game you should expect the bare minimum in returns.
>>
>>119630237
Sounds like a fun project, good luck with it
>>
>>119627713
>Thanks for nothing.
Way to be a dick to someone helping you when you didn't even ask clearly to begin with.
>>
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10 hours in unity
>>
>>119572941
>lumping glorious c# and practical if terrible c++ in with those shitty languages
Some people have no shame or taste, and you're one of them.
>>
>>119572456
Spanish.
>>
>>119630871
¿Dónde está tu juego?
>>
>>119630871
It's only good for garbage collectors.
>>
>>119572456
Mine
>>
Epic games should buy unity. Between them they have the perfect engine
>>
>>119631068
That's not how it...

yeah whatever bronan
>>
Is it wrong to sell your games OST?
>>
>>119631068
>monopolies are good for consumers
>>
>>119631116
not really
>>
>>119630998
How do you say "just like make game" in Spanish?
>>
>>119631116
no but ill pirate it anyways
>>
>>119631116
Yes, the music is already in the game.
Selling it again is pretty retarded.
But I'll just find it in the game folders, or pirate it if it's hidden inside the game files.
>>
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>>119624298
>>119625037

I was busy all day yesterday and today. Didn't manage to make an entry but progress was made. Should I make an entry now?
>>
>>119631116
No, but I'd release it for free and say paid on Steam or something if someone wants to support.
>>
>>119631142
>what is cryengine

>>119631092
>experts from both teams couldn't possibly integrate their ideas, goals and technologies
>>
>>119631406
Enjoy your shitty compressed 128bit music then dipshit.
the sold ost will be in flac
>>
>>119601082
Parks and REKT.
>>
>>119631412
Don't make exit vertical. Make buttons stand out.

>devs this autism

>>119631501
>implying I can tell the difference when you make retro shit chiptunes anyways
>>
>>119631501
>implying you even hear any difference
Also, if you're selling a game with low quality music, I don't think I'll be compelled to even download the soundtrack.
>>
>>119631596
https://clyp.it/bnpburcd

Are we sharing retro shit chiptunes now?
>>
>>119626673
probably after effects and photoshop for something like that.
>>
>>119631501
That doesn't sound good from a moral standpoint.
If you don't get enough money, it's probably the game not selling enough, not that the soundtrack wasn't selling.
>>
>>119631743
>https://clyp.it/bnpburcd
Sounds like a shit version of links awakening
>>
>>119588920
I know you!
You're a cool guy, unfortunately I'm a nodev skrub so I can't help you.
>>
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>>119630349
Going to use pipes as the standard platforms.
I have some ideas for visual effects and special environments, I just hope I won't have to do the particle effects from scratch.
Going to have to adjust the camera angle and behavior so I can get some nice environment shots once I start working on that.
>>
>>119631816
Are you the guy who said that yesterday too?
>>
>>119631920
Nope, sorry anon
>>
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Bullets now do damage to stuff.
I will add some blood effect later too to make it more juicy.
I also added a flinch when the player gets hit by a bullet, since if the model shows no reaction at all after being hit, it just looks weird and dry. .. Not totally sure about the flinch though.. it's not terrible, but i don't want it to be annoying too much.
>>
>>119632062
unf dead girls are so hot
>>
>>119580317
Sorry, I missed that. You need a game name so I can find you in the future. Unless you don't want a progress compilation of your game at some point. That should probably be fixed, sorry.

>>119631412
Only if you want to. I'll remake it.
>>
You have 10 seconds to explain why you aren't making a procedural rogue-like with retro pixel art.
>>
>>119632383
Well dude, like uh...
>>
>>119632383

>implying people aren't tired of that and you don't have to do anything special to stand out

Good luck with your no-sales
>>
>>119632383
People (myself included) have an aversion to paying for roguelikes because all the best ones are free
>>
>>119630749
>>119630752
i get the impression they used some GML.

i'm just interested in where the capabilities of d&d stop and you should move to actual coding.
>>
>>119632507
free? the best? any names?
>>
>>119632383
>procedural rogue-like
Because you don't know what "roguelike" means
>>
>>119633170
DF
probably the first one who defined the genre and is by FAR the best one still
>inb4 spite edgy teen "lol df suckzz xDDD"
>>
>>119633170
>>119487319
Look in the OP, just about every one is free
>>
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>>119633278
>probably the first one who defined the genre
>>
>>119633170
Dungeon Crawl Stone Soup.
Nethack
Adom
Dwarf Fortress
DoomRL
>>
>>119633278
>probably the first one who defined the genre
Are you literally retarded? The fucking genre is called "roguelike" because those fucking games are surprisingly, like a game called Rogue. Hence the name. Rogue defined the genre you super retard.
>>
>>119633278
Wow what.

Rogue defined the genre. Games like Rogue are roguelikes...

>>119633170
Anyhow:
Dungeon Crawl
Nethack (less so unless you're cool with referencing shit all the time and taking years to win)
Shiren the Wanderer DS (more friendly)
Dwarf Fortress (less friendly)
IVAN (fun, unfriendly, but not because of user interface like DF)
Dungeons of Dredmore (I hate it but it's popular...)
>>
>>119633646
>>119633652
Rogue ripped of the DF so by definitions roguelikes are df likes so df defined the genre
Do you enjoy being this stupid?
>>
Weak bait.
>>
>>119633773
Now you are just trolling. No one is this stupid.
>>
>>119630218
Bumping question because I need to know if this would be even slightly interesting ;_;
>>
does anyone use rpg game maker here? or is it shit?
>>
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>>119632298
Hey! I also am posting progress here when I can,
I'm the one posting ocasional dark screenies of a future co-op stealth game. (Here: >>119584779 )
You can call it "Thieves vs Mercenaries" for now.
I'd appreciate it greatly (:

The progress this week was the dynamic shadows and 30 new assets. I'll try to post more of those here

For now, have the main character's current state.
>>
>>119634197
It sounds like more platformers and metroidvanias. Oh gee.
>>
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>>119634510
>>
>>119634448
>>agdg/rpgm/
>>
I think I've gone overboard with my AI. As I'm writing this it's trying to compare over a trillion moves. Not exaggerating. Wish I knew CS to make this more efficient.
>>
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Good morning, animedev. It is I, your ruler, Anime. I have awoken.
>>
>>119634806
Hello anime. How are you? Please get to work and answer every question in this thread.
>>
>>119634790
What kind of game are you making? I need to do AI for my game soon and would love to pick your brain
>>
>>119634605
Not all that Metroidvania compared to what I have in mind. Some bosses wouldn't be restricted to a single non-scrolling screen and shit like that. As I said, more like Cave Story than anything else.
>>119634790
I would like to see that in action.
>>
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protip: make abstract games using modular code, just fucking around experimentally using basic functions to their full potential: THEN add the narrative/art element that grounds it in reality afterwards

the other way is stupid but its what everyone is doing
>>
>>119634790
google search the terms:
Hill Climbing
A Star Heuristics
Depth First Search
Finite State Machines
>>
>>119635004
>>119630218 here, today I finally thought about doing it this way. Thanks for confirming my own beliefs
mood: optimistic
>>
What do you reckon would make a good 3d porn game? We already have monster girl island and there are plenty of 3d action games with porn thrown in. Also what do you reckon is a broad appealing theme that hasn't been explored much? No furry, though.
>>
>>119635140
And when all else fails:
>Monte Carlo Methods
>>
>>119635004
you really only need to do this if you're making your own engine
>>
>>119634937
>>119634950
An SRPG. It's not even doing anything terribly smart. Basically it takes every AI controlled unit, makes a list of every move they could make which ends with them attacking a player's unit, then calculates the likely result of every possible permutation of said moves. It then ranks every permutation according to the final result of those moves. Score is given for units killed, damage caused, and so on. The permutation with the highest final score is executed.

It's important to note that this approach is ultimately a failure once I go over 8 units since it begins to take a player-noticeable amount of time. I need to find a heuristic which will guarantee a "good enough" solution efficiently instead of brute-forcing.
>>
>>119635182
Furry porn
>>
>>119635182
Make a sex game with the ability to import 3D character meshes

It's like the next step of SFM porn
>>
>>119570932
Wow nice mixels.
>>
>>119635406
I'd definitely like to dive into this more with you though as it sounds like what I need to implement as well, and I'll definitely have a few questions when I start to get into it. Do you have a temp email I could contact you through?
>>
>>119635406
Ah, right, I forgot to mention that it tosses permutations which would result in an illegal board state (2 units occupying the same square). Thus it actually throws away the majority of permutations pre-score calculation. Still not fast enough though.
>>
>>119635182
Cuckhold simulator. You can play any role, including the girl.
>>
>>119635406
If you're not already doing it in a flood fill manner (instead of, say, starting every move from the top) you should be. Also, look into memoization to partially reuse moves that end up at the same point somewhere along the line. Working backwards could also help.
>>
>>119635678
In all honesty I'm an AI pleb. Read this to get the gist and you won't need me.
http://www.gamasutra.com/view/feature/1535/designing_ai_algorithms_for_.php?print=1

The important thing to remember is that AI comes down to writing a good scoring heuristic. The AI doesn't need to "know" what it's doing.
>>
>>119635962
Fuck, meant to respond to >>119635613
>>
I'm gonna make it fams
>>
>>119636078
Thanks for the help anon

>>119636107
How so
>>
>>119636245
I stopped giving up
>>
Any Android OpenGL devs in here? What exactly is lost when the context is destroyed? Do I need to create new framebuffers and everything?
>>
I want to learn C++. I don't have money to afford real classes, but I do have the time to learn it for free. Anyone here knows where I can learn it for free?
>>
>>119636426
Everything
You need to create a new context
>>
>>119636542
Programming: Principles and Practices using C++

Easily obtainable for free
>>
>>119636542
http://programming-motherfucker.com/become.html#C%20/%20C++
>>
>>119636542
You're screwed fam. If only there was some kind of global networking platform full of user created content that could teach you stuff entirely for free.
>>
File: chen.gif (101KB, 209x193px) Image search: [Google]
chen.gif
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POST PROGRESS
>>
>>119635182
>What do you reckon would make a good 3d porn game?

Open world with a persistency system and quality gameplay. It's dull to be teleported from disconnected scene to scene with the only thing carrying over being some insignificant point system.

Also a focus on the porn part as integral of the gameplay. No one wants to play a porn game that have 90% of the gameplay be some filler of shitty turn based combat.

Make a Meat Gear Solid with closer quarter cumbat and bases that don't repopulate so it makes sens to drop in and kidnap their amazon soldier to your Mother Basement. or to fuck them into submission on site while avoiding detection.
>>
>>119636542
The C programming language
>>
>>119636729
>Become html
spooky
>>
>>119636653
The context is created by itself mate, so I need to at least load textures and stuff, but does this include setting up new VBOs and FBOs?
>>
>>119637071
Yes, you have to recreate everything
>>
>>119637071
Your context and everything it ever loved is D E A D
>>
>>119635182
3D Sandbox survival game.

You play a Nigerian child soldier gone to Japan, part of the survival aspect is kidnapping different sorts of women, scavenging food and resources and hiding in one of the shadier parts of the city where you can construct and design your rape-cave. In that cave your then get to rape your victim using the various implements that you have crafted out of scavenged refuse.
>>
>There's been a porn image on the front page of /vg/ for over 17 hours

Great work mods.
>>
>>119637143
Oh well, it's not too bad I guess, at least my fucking floatbuffers are kept
>>
>>119637309
/vg/ is barely moderated at all, this should be common knowledge at this point.
>>
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>>119637309
Everyone knows skin-colored nipples aren't real nipples
>>
>>119635162
Why is she so fuggable?
>>
>>119617497
Thanks a lot! It works, you just did a typo in fourth line (tx instead of ty, saying just in case if somebody else wanted to use it and didn't notice)

Godspeed on your progress.
>>
>>119567137
>nfsw OP
>681 replies, 18 hours, image still not removed
????
>>
>>119637793
Did you report it instead of just bitching?
>>
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>>119636762
Made a little tab on the inventory screen that shows you which bosses you've already killed.

Got the last bits of controller twin-stick shit working, game actually has a decent controller experience now.

And less interesting: Finally added trigger button support. My xbox 360 controller is apparently a knockoff though shit works a little differently than real ones. Fun.
>>
>>119637821
No.
>>
>>119637793
/fgg/ sent the mods cash
>>
Big floppy dev booty
>>
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>>119567137
hey what should i have as my default controls if my player can melee attack, throwing item attack and jump,you can change controls in game but wondered what would be best for the default controls
>>
>>119638667
Depends on the type of game.
>>
>>119638667
Arrows + ASD

or

WASD + JKL
>>
>>119638667
WADS + SPACE + E
move + melee + item
this way you have your right hand free ( ;
>>
>>119638771
Platformer with rpg elements, in fact i might work on some rpg related stuff for it later

>>119638959
that sounds good but wouldn't most normies assume space is the jump key? like every other game ever, i think having the attacks next to each other is a good idea but why not have space act as the jump key
>>
>>119639159
There aren't a lot of 2D platformers with Space to jump, unless jumping is the only action you can do
>>
>>119639080
actually im having an issue with the e key, someone mentioned that it might be hardware related but if e is the attck key and you hold down W and D at the same time the E key never registers an attack, its an odd bug but the same thing happens if using S, D and pressing X, might test it out some more on other pc's
>>
Anything you can do AI can do better
>>
>>119639318
>actually playing games on a shitty rubber dome/chiclet keyboard
>>
>>119639354
not really
>>
>>119639230
really? thats surprising, i guess jump is space in most shooters, like i said they can always change the controls but i always feel comfortable using wasd with my left hand and jumping with my thumb
>>
>>119639389
its a laptop, its good enough to run unity on, you recon its a hardware issue then? i really need try it on another computer
>>
>>119639318
the hardware behind keyboards is generally really really lazy unless you buy a good one
most of the time individual keys don't actually have individual inputs, they just use shortcuts to guess which was was pressed
>>
>>119639553
Pretty much all non-mechanical keyboards can only detect a few keys at once, and in certain configurations.
>>
>>119639583
>>119639630
Ahh interesting, guess its not a problem if people have decent keyboards then, glad its not a bug on my end then

Reason im asking is my character throws bones like super castlevania in all 8 directions so having the e key as attack would mess that all up

i think for now im gonna set default controls to wasd for moving, space for jump and K,L for the two types of attcks, might change it depending on feedback, thanks for your help
>>
>>119639879
Be wary that the spacebar tends to exacerbate the key ghosting problem.
>>
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>>119582193
find some on a CC/Free music site that you like, contact the creator and see if they'll let you use it.

>can't I just use it because it's already free?

If you're putting it into a commercial project, it's always better to get a specific agreement. CC and other similar licenses have some stipulations that make commercial use awkward, even if the license SAYS it's usable for commercial use. It's never a bad idea to ask. Don't try to be shady when you contact them, either, be up front with what you want to do, and who you are. Most of these guys are pretty cool.

You may want to be prepared to offer a price for the use, in case they are reluctant.
>>
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mario.gif~c200.gif
119KB, 200x200px
>>119612542
Still lookin for some advice, if anyone has any.
>>
>>119639879
>guess its not a problem if people have quad SLI titans

people will have shitty keyboard and people will have shitty computers. Don't exclude one group because your laziness.

Do you really want to see "the game is unplayable because terrible controls" in a review? That's a damn lot worse than "too high system specs!"
>>
>his kbrd doesn't support nkro
More like cuckboard amirite lmao
>>
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>>119590701
ITS HAPPENING
>>
>>119640138
It can run at 60fps on a shitty computer but how am i gonna fix the keyboard problem, isnt that beyond my control?
>>
>>119640138
I don't think it's unreasonable to assume people can press W, D and E

That's just doing something while moving diagonally in any FPS.
>>
>>119640379
Prioritize input.
>>
Who /atwork/ right now?
>>
>>119626673
Spine?
>>
>>119640379
By making the default controls not have ghosting issues on shitty keyboards.
>>
>>119640727
I'm /artwork/ right now!
>>
Micheal Myers simulator
Yes/no
>>
>>119641397
Yeah, baby, yeah!
>>
File: 1444850410282.jpg (32KB, 450x410px) Image search: [Google]
1444850410282.jpg
32KB, 450x410px
what's even the point when you can't hire a 2d and/or 3d artist?
>>
>>119589170
looks fabulous
>>
>>119642478
Enable yourself, get a job so you can start saving up.
>>
>>119642478
learn to art yourself
or make a roguelike
>>
>>119642478
Make a cash grab mobile game to get the money
>>
>>119641724
kek

>>119642478
2deep4u abstract minimalism graphics
>>
>>119642912
>mobile game
>cash grab

Choose one.
>>
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>>119590701
ayy
Now I don't feel so bad about my number of followers
>>
>>119643663
flappy bird is worth billions
>>
>>119590701
>>119627869
>>119608535
>>119644109
What hashtags are you using when posting?
>>
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>>119589170
>mfw I realize the big dipper, in an astonishing turn of events, looks like a dipper
I always looked at it pointing to the left, so it looked like one of those old oiling thingies
>>
>>119643663
Sorry, I forgot mobile games make no money, that must be why so many companies are cranking them out now. Because they make no money.

Angry Bird, Adventure Capitalist, Flappy Bird, Crossy Road, Hearthstone... so many companies bankrupted for choosing to prioritize mobile games over something that could make them money.

:^)
>>
>>119575807
>DirectX
Do you not want to make your game cross platform or something

or are you actually retarded
>>
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>>119644293
>>
>>119644436
0/10
>>
>>119644239
#agdg
#meme
>>
>>119644436
And for every Flappy Bird and Crossy Road megahit how many Crushyd Dreams aren't littering the appstores, having been nothing but a timesink for its creator.

>But it only takes a day to make it!

And how many would you need to churn out before you could even afford rice each day and rent a cardboard box?

Turning gamedev into a grinding chore seems like a terrible fucking idea to me.
>>
>>119645220
if you have a day job, simple mobile game development is not only more sensible but also more fun
>>
>>119645220
why the fuck would you rent a cardboard box? people literally throw them out

idiot
>>
>>119645568
kek
>>
>>119624234
I don't like the smoothing on those pixels.
>>
>>119645349
I feel the whole mobile format is so restricted in screenspace and input that nothing interesting can be done with it. You can make a decent timesink but not a good game.

I'd rather churn out simple PC games.
>>
>>119645792
You kind of sound like you unironically like unsmoothed pixels.
>>
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>tfw swapping from Phong to Cook–Torrance BRDF

It's like a new whole fucking world
>>
>>119645916

Unsmoothed pixels would look better.
>>
What's the best way to program auto-tiles for a top-down 2D game?

It seems kind of ridiculous to do it like:
find neighbors
if left neighbor and top neighbor is grass, change sprite to top-left tile
if left neighbor and bottom neighbor is grass,
change sprite to bottom-left tile

Is there some smart and magical way to do it that a retard like me could understand?
>>
>>119646248
That's pretty much how it's done
>>
>>119646248
use engine
>>
>>119646123
Just don't forget about energy conservation and linear color space. Phong with it looks nice too.
>>
>>119646248
just make a big switch statement based on a bitmap and then export it to a hardcoded format
>>
hi agdg! quick question.
how many project euler problems you can pass?
https://projecteuler.net/archives

im now at 8th
>>
>>119645823
It really depends on what constitutes a "good game" for you. You may not enjoy them, but point and click stuff like the old lucasarts games and the new telltale stuff work great on a touch interface. VNs are another possibility. Really, anything that doesn't require real time reactions can work on mobile.

Personally I emulate shit like Fire Emblem, Advanced Wars, Metal Gear Acid, and SCUMMVM shit on my phone all the time. And I'd be willing to sink some time into a mobile native SRPG if I could find a quality one that isn'y littered with microtransactions.

Also, most flagship devices have at least 1080p screens. They are physically small, but there are ways to deal with that.

It is limited, but not so much to make it futile.
>>
>>119647008
>>119647008
>>119647008
>>
NEW THREAD
>>119647072
>>119647072
>>119647072
NEW THREAD
>>
>>119646363
this
>>119646363

For savings if you aren't doing any real time map editing, you can have it save the results and just load the end result later. Only have it do the search when you first make/load the map.
>>
>>119647081
>>119647124
nice job you fucking idiots. ones an anime op and the other was late. kill yourselves
>>
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October_03.png
1MB, 1812x1844px
>>
>>119647467
anime thread is most often than not shitposting, going to progress thread
>>
>>119647619
>I want the shovelware development discussion
Dumb scriddomanposter
Thread posts: 756
Thread images: 148


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