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AGDG - amateur game dev general

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Thread replies: 765
Thread images: 115

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Helpful Links: http://alloyed.github.io/agdg-links/
New Threads:
>>>/vg/agdg
Archive: https://boards.fireden.net/vg/search/subject/agdg/

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

> Demo Days
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-jam-november-2015
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: http://github.com/okamstudio/godot/wiki
Haxeflixel: http://haxeflixel.com/documentation/tutorials/
UE4: http://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/
>>
First for shitty mobile games with only 30 downloads
>>
>>122113147
is that vine?
>>
>tumblr
>>
>>122113147
>https://itch.io/jam/agdg-jam-november-2015
>>2 HOURS<<
>>
A material is what something is made out of
A shader is an umbrella term for anything stopping light from hitting the material
>>
material is the properties of the object
shader is how light interact with said properties

did i get it right
>>
A shader is synonymous with a normal map
A material is the the refractance frequency
>>
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>>122113319
Speaking of - how do I get more downloads for my mobile game?
>>
>>122113612
No. A shader is just a program that runs on the GPU. The material is the parameters and data that the shader needs.
>>
>>122113384
tbqh tumblr is kinda shit since they disabled comments, i can't comment on anyone's progress any more. were shitlords triggering strong genderfluidqueer poc too hard?
>>
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>>122113506
these are getting funnier with every post, please don't stop
>>
>>122113694
ok but what the shader does??
>>
>>122113689
Pay for ads.
>>
>>122113780
Anything~
>>
>>122113384
It's also where OP has his greatest public meltdowns and declared for the 20th time he was leaving agdg. But then again he was always known to be a pathological liar.
>>
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>>122113787
where?
>>
>>122113876
super bowl
>>
Today I will actually try recursively hiding posts about e-drama.
>>
>>122113717
These are getting cuter with every post, please don't stop!~
>>
>>122113876
nice rolling ball game, so original, ur going to get so rich...
>>
>This level of shitposting.
>Constant arguing
>Faggots thinking its funny to pretend to be retard.
>Faggots actually being retards.
>Everything is a meme.
I get it now, this is like a joke general, none of you actually have any skills or knowledge, you just come here to circlejerk.

I would seriously have no qualms about going to prison if it meant murdering you by strangling each one of you motherfuckers to death with some kind of a strangulation object.
>>
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>>122113876
Half joking. Paying for ads generally leaves you with a shitty retention rate in my experience. I paid like $50 for ads to see how it goes, and it got me a lot of downloads, but half of them were russian and didn't actually keep the game on their phone.
>>
>>122114092
>but half of them were russian and didn't actually keep the game on their phone.
Do you get paid if they do?
>>
Is it possible to have FMV sequences in gamemaker? Like you'd see in lunar silver star story complete, or other games of the ps1 era?
>>
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>>122114083
here is a tutorial:
>post progress
>get feedback (ignore feedback with anime/frog pictures)
>shill your game on /v/

also don't read post with no progress pictures, it's generic worthless 4chan shitposts 90% of the time
>>
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>>122114083
>I would seriously have no qualms about going to prison if it meant murdering you by strangling each one of you motherfuckers to death with some kind of a strangulation object
Go on
>>
>>122114083
>this is like an amateur general
>>
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>>122114243
The free version was supported by ads, so if they actually played it then yeah, I'd get paid. Unfortunately that just wasn't the way it turned out. It was quite a learning experience overall.
>>
>>122114083
If you lurked long enough you'd know by now who is behind it all and not to get upset at the other 100+ posters. We have a couple resident shitbags who take bullying and trolling and garbage posting here seriously like it's their fulltime job. Now our good buddy rotard is making it his mission to start OP's with his pathetic anime gifs and "memes" that he invented himself, after already claiming he was going to leave agdg alone. Ignore him. Everyone else does.
>>
SEA COOOOOOOOOON
>>
>>122114563
ur so meta danny boy
>>
>>122113384
Most successful devs of agdg have a tumblr so what's your point?
>>
>>122114371
>post progress
Done
>get feedback
;_;
>>
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>>122114563
>>
>>122114563
>Ignore him
>Not reporting him
U for cereal?
>>
>>122114759
You literally just replied to him
>>
It's not your fault
>>
>>122114759
Why would you report a known ban dodger? He will always be here. He literally has nothing else to do with his day except shitpost, falseflag, bully, stalk, etc. Next to suckfam he's one of the most heinous trolls on 4chan. He's also fueled by prescription meth salts, weed, and a horribly inept and spoiled upbringing by his family who leaves him to rot alone in his own house being an internet shitter 24/7.
>>
Look in the archives.
It's all there.
>>
this is what happens when you go to /x/
>>
>>122115018
>He literally has nothing else to do with his day except shitpost, falseflag, bully, stalk, etc.
Big talk coming from the guy who keeps on shitposting about him everyfucking thread.
You can ignore him like everyone else, but no, you have to make complain about him all the fucking time.

Frankly I don't care about the guy but you on the other hand are fucking pissing me off.
>>
>>122114450
you won 50 plus those 2 or just the 2
>>
Don't forget to visit the dentist at least twice a year, agdg!
>>
>>122115472
We didn't deserve this.
>>
>>122115472
go look at srg and then talk
>>
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>>122115472
>>
>>122115563
I paid $50 to put out ads for the game, got a lot of downloads, then all those downloads got me about $2 in ad revenue.
>>
>>122116310
so basically it was awful and you got keked
>>
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>>122115472
Our general is a good place full of nice people!
>>
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>>122115472
>>
>>122116381
I thought the game was good, but it's hard to make money in a sea of shit. Especially without jamming microtransactions down users throats. I'm just trying to put out a game on every popular platform there is, so I progressed my goal there.
>>
>>122116604
Thanks for the (You) senpai
>>
guys lets be real tho
you can't produce progress 24/7
can't we have some have
>>
>>122116696
thanks for the info btw
>>
>>122116782
On the internet
>>
>>122116696
I think the shift on that particular hellhole lies in the developer's initiative to make proper games. Look up Swordigo for Android. May not have top notch graphics, but it's a very complete game, and it's free. And if it was paid, I would definitely pay for it. And I pirate all my games :^)
>>
>>122116782
No one person can make progress 24/7, but there's regularly over 100 people posting here daily, there could be progress posted 24/7 by multiple people.

>can't we have some have
I'm gonna assume you mean fun. If you think shitposting epic memes and bullying yesdevs during shitposting hour is fun then you've got problems.
>>
Do people usually make throwaway itch.io accounts for jam entries?
>>
>>122117251
Why not make a proper one?
>>
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>>122117251
You generally make one account and use that.
>>
>>122117198
>bullying scriddos isn't fun
Reevaluate your life baka desu
>>
I want to spawn object at random positions but at a certain distance from one another. how the fuck do I do this in Unity?
>>
>>122117498
Write the code to do it
?
>>
>>122117198
>If you think shitposting epic memes and bullying yesdevs during shitposting hour is fun then you've got problems.
You think? Those problems have already been stated. And we can't fix them for him, unfortunately.
>>
>>122117543
Whoa....so this....is the power......of /agdg/
>>
>>122117543
>Write the code to do it
thanks
>>
>>122117498
Poisson distribution
>>
>>122117774
Right.
Off to google I guess, because I have no idea what that is.
>>
>>122117498
>>122117774
Poisson DISK distribution, to be particular
>>
>>122117498
by using genetic algorithms
>>
what the fuck is this weeb shit
>>
>>122117498
use random.insideUnitCircle

http://docs.unity3d.com/ScriptReference/Random-insideUnitCircle.html

your 'certain distance' would be the radius

so if you have some central location (2, 5) and you want a bunch of shit to spawn around it inside a certain distance of 4, you would do

Vector2 spawnShiftPosition = Random.insideUnitCircle * 4;

GameObject newSpawnedObject = Instantiate(Resources.Load(...) as GameObject);

newSpawnedObject.transform.postion = new Vector2(2 + spawnShiftPosition .x, 5 + spawnShiftPosition .y);

or

newSpawnedObject.transform.postion = new Vector3(2 + spawnShiftPosition .x, 5 + spawnShiftPosition .y, [whatever z you want]);

there is also random.insideunitsphere if you need a random z component, too
>>
>>122117867
good advice

Unityfag here, anyone here have any experience making a multiplayer game? i have all my core mechanics pretty much set up but im completely lost on how to go about multiplayer, anyone know any good tutorials on this or just genuine practices? also should i use photon for hosting, another anon said it was pretty good
>>
A material is what the object is made of.
A shader is a post-processing effect that's applied to the video output.
They have nothing in common.
>>
>>122118219
Thanks a bunch anon. This is exactly what I needed
>>
>>122118219
he said distance from each other, not distance from an arbitrary point
>>
>>122118361
sure thing m8, gl

>>122118371
in that case the centralLocation would change from (2, 5) to the position of thing you want to spawn around.
>>
>>122118219
I was about to say
>Unityfags in charge of reading comprehension

>>122118361
But apparently it's
>Unityfags in charge of communication
>>
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Hey Anonymous, what language did you say you were making your game in?
>>
>>122118595
japanese
I will become animeking
>>
>>122118595
Lua.
>>
>>122118595
Javascript
>>
>>122118595
Ada
>>
>>122118595
GML
>>
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>Didn't go to agdg for 3 days
>Got shit done
>Start sitting in agdg again
>Been coding the same enemy for 6 hours
>Shitposted like 200 times
>>
>>122118307
Same guy, looking at the brackeys tutorial, this method any good? of having one of the players be the host

https://www.youtube.com/watch?v=-m28axeuRNs
>>
>>122118680
Good lad
>>
>>122118595
My own
>>
>>122118620
>>122118629
>/agdg/ in a nutshell
>>
>>122118595
ANSI C
>>
>>122118595
GameMaker, Drag&Drop only
>>
>>122118750
>See new post in agdg
>Start shitposting
>2 hours pass
>Look back at code
>Makes no fucking sense
>Can't remember what I was doing
>Didn't leave comments
Happened to me yesterday for real
>>
>>122118750
Are you literally me?
>>
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I lost all my motivation for the game I wanted. It just doesn't seem good anymore. I trashed the docs and what I had built wasn't much more than nothing anyway.

Now I don't know what to do. Nothing seems like it would be fun to make or play even. I think I just hate video games.
>>
>>122118595

I'm making everything in C++ because I'm not a child.
>>
>>122119050
Are you still working on a shitty halloween memegame?
If so, yes.
>>
>>122119079
motivation is a joke, force yourself, never ever wait for motivation to kick in or you'll die in a hole with nothing done
>>
>>122119118
>object oriented baby thinks he's a big guy
Poetry
>>
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Who already started tram jam here?
>>
>>122119192
Lmao. Where's your game, bud?
>>
Listen to this >>122119160 like if it was the very creed of your soul.
>>
>>122119160
This is some of the best advice I've ever seen, holy shit.
Fucking profound.
That's going on my gravestone.
>>
>>122118595
A rougelike in VB6
>>
>>122119157
halloween is over bruv. better convert everything to turkeys or santa claus
>>
>>122119337
There's always next year.
>>
>>122119219
Can we have a tram jam?

That sounds comfy as fuck
>>
can all of you just stop posting so I can focus on my code
i keep tabbing out and wasting time on reading shitposts
thank you for your attention and i hope your support
>>
>>122119160
I guess I worded that wrong. I lost all reason to force myself. It's just a bad idea, and every time I take an idea and work out the scope and design it just seems bad.
>>
>>122119692
What part of "force yourself" don't you understand?
Go on youtube and click one of the ten thousand funny JUST DO IT edits and take it's advice, you piece of shit.
Once you're committed to it even if you fucking hate it just finish it anyway.
>>
>>122119219
Slam jam when?
>>
>>122119605
my browser actually distracts me a lot from working. I find that I actually need to mute it to get any decent amount of work done.
>>
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>>122119605
Progress is a sin
>>
>>122119805
That's stupid. If it's worthless bullshit I'm not going to waste my time.
>>
>>122113147
please help, working in unity2d, networkmanager doesnt exist, why?
>>
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What way of moving objects inside an inventory is best?
Dragging and dropping
or
Selecting the object and the destination slot
?
>>
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>11th of March 2014
>>
>>122120060
Use photon
>>
hey /agdg/ say I'm making a pixel sidescroller in python, how do I manage a "camera" effect?

As in, how do I have large world with all its platforms and enemies, but only a "window" of sorts shows up on screen and follows the character. Just like a regular platformer like Mario. I'm having trouble wrapping my head around it.

Right now I have two general ideas, I don't know which is more efficient/common practice and I don't know how to implement either, but it's all I can come up with:

1.) Have the entire world stored in some kind of array or image, and it renders only what would show up in the "camera" view at a time as the character moves.
2.)Have the world stored in a separate file, maybe, as an image, and as the character moves the game will access the file and pull out what has to be rendered next.

I'm lost guys
pls no bully
>>
>>122120065
dragging, definitely. If you misclick when trying to change something around, you gotta through another click to undo that mistake. It can get annoying if the player's clumsy.
>>
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hope that progressman wakes up and come shit on the animes shitposters
>>
>>122120065
dragging and dropping looks better.
>>
>>122120065
Second.
Fuck drag and drop, but you can always have both.
>>
>>122120110
i will but the whole using UnityEngine.Networking; is missing, should i just use this

https://www.assetstore.unity3d.com/en/#!/content/1786

will this have everything i need to do multiplayer networking
>>
>>122120065
Why not both?
Just allow drag n drop without explicitly having to hold the mouse button (have the item stick to the mouse even if the button's not held)
>>
>>122120065
This >>122120446

Have a threshold of like 100ms or something (tune it till it feels right)
If the player holds the mouse down longer than the threshold, initiate a drag
If the player just clicks the mouse (holds it down shorter than the threshold), make them click again to drop the item
>>
>>122120360
you need unity 5.1 for the networking stuff i think
>>
>>122114092
>>122114450
>>122116696
Link us to your game. My personal experience is that everyone who talks shit about mobile simply either has 1) no game or 2) a bad game.

Pls link
>>
>>122120672
ever heard of angry birds kid???
>>
>>122120065
diablo3 does both.
>>
>>122113876
Imo you should make a shader that makes stuff turn different colours as they get closer to you. Prob wouldn't get you sales or whatever but I think it'd instantly look a little nicer.
>>
>>122120168
step one is don't use pygame
step two is use a spritebatch
step three is realize you're asking about a world map, not a camera
>>
What music do you listen to while coding, agdg?
>>
Abstract or Virtual? Can't decide.
>>
>>122120168
Closer to the first. Reading constantly from a file is very slow. Though I don't recommend storing everything in a big image; you should use tiles.

Whenever you draw something using a "camera", you're really transforming everything in the opposite manner. So drawing a point at (x, y) with a camera at (cx, cy) is just drawing a point at (x - cx, y - cy).

>>122120868
None of that has anything to do with what he's asking.
>>
>>122121064
https://www.youtube.com/watch?v=KLrY8xDRNPc
https://www.youtube.com/watch?v=bN4AJcZSRt8

Neurofunk/dark DnB for days

>>122121150
Those are two terms for the same thing
>>
>>122120621
if i download the photon package will i need it at all? i heard 5.1 wasnt as good as 5 so i kept it
>>
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>>122113780
Shaders is what makes these rocks in Dear Esther all slimy and shiny and shit.

But depending on how you define them though, they can be rigged up to render any which way.
>>
>>122121289
idk what photon is sry, im another anon
>>
>>122121479
ahh ok, anyone other unityfags know anything about networking?
>>
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>>122120868
>don't use pygame
>>
>>122120672
https://play.google.com/store/apps/details?id=com.Agalsloth.BridgeDefenseLite

The main issues come from the lack of readability. Towards the end of development I started to give up on things like the UI because I was already way past my projected completion date. I just wanted to make something to play while I sat on the toilet, so I did a personal take on the old Castle Defense flash game.
>>
>>122121276
Yes but, abstract forces me to write more code while virtual doesn't but can be prone to errors at runtime I noticed.

.... huh, I think i just answered my own question, I'll go with abstract. Thanks.
>>
>>122120620
>If the player just clicks the mouse (holds it down shorter than the threshold), make them click again to drop the item
Makes more sense to have that happen on the mouseup. Either you're dragging and mouseup should drop, or you're not dragging and mouseup should pick up.
>>
>>122121656
>using a meme language
>>
>>122121576
If you download Photon, you don't need the Unity networking at all. Photon is an all inclusive solution.
>>
>>122121657

See, this is a good example of what I'm talking about. It looks almost indistinguishable from all of the shovel ware available for Android today. Assuming users can even find your game (which they generally can't or won't), most people just pass this kind of thing right up.
>>
>>122121657
>https://play.google.com/store/apps/details?id=com.Agalsloth.BridgeDefenseLite
Brian?
>>
I want to make an anime MMOFPS using Pascal, but I'm not entirely sure what the difference is between a shader and a material, can someone help me out?
>>
>>122121717
>Either you're dragging and mouseup should drop, or you're not dragging and mouseup should pick up.
That doesn't make sense. How is the item already picked up when you're not dragging but not picked up when you're not?

You are right about putting some logic in the mouse up event, though, something like this would do the trick.

on mouse down {
..if not holding item {
....pick up item
....start timer
..} else {
....drop item
..}
}

on mouse up {
..if time >= threshold
....drop item
}
>>
>>122117905
>hasn't heard of a Poisson distribution
>attempts to google it
RIP

Some advice for self-study on math/physics topics in general, stay the hell away from wikipedia as a first source. Wikipedia is not meant to be exposition and is a horrible way to learn math topics.
>>
>>122121975
a shader is a program that runs on the GPU
a material is a combination of a textures+shaders to represent a certain material
>>
>>122121975
A shader is an object that exists solely to block light and provide "shade" which is where it gets it's name from.
A material is simply a smaller piece of an object. A chair is made of the following materials: chair legs(4), butt rest, back rest.
Simple!
>>
>>122121064
https://miguelcintra.bandcamp.com/album/greedy-guns-soundtrack

listen to the prelude. Kicks ass.
>>
>>122121925
>available for Android today
What about the shovelware available for Android over a year ago? It's pretty difficult to come up with something unique enough to stand out against the other thousand apps that were released to the app store that day. Searching for the game by name will put it in the top results.

>>122121935
Anon?
>>
>tfw making good progress on trap game
>can't post progress because I'm a dirty cheater for starting early
>>
>>122122373
>Miguel Cintra
>Lisbon, Portugal

Did you find that at random or és um ptfag?
>>
>>122122503
>What about the shovelware available for Android over a year ago? It's pretty difficult to come up with something unique enough to stand out against the other thousand apps that were released to the app store that day. Searching for the game by name will put it in the top results.

I'm just saying that it's a generic, mediocre game. Can you imagine this getting on Steam for example? Think about the quality of the game, not how it compares to all of the other crap games which you feel you are superior to.
>>
>>122122503
Just name your game "Boobs Butts Naked Chicks Hot Kissing Prank Gone Wrong" and rake in the downloads and ad revenue.
>>
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>>122122373
Did someone say Prelude?
>>
>>122122564
completely random, sorry

gosto do jogo
gosto da música
espero que não haja problema, amigo :^)
>>
>>122122556

just post anyway. literally everyone starts early
>>
>>122122713
le haskell no side effects meme
simply eric xD
>>
>>122122781
A pergunta era se eras pt. Begginer vidya dev ou ja tens alguma coisa feita? E de onde és já agora?
>>
>Code P to spawn thousands of animated sprites every 0.1 seconds to lag the game to shit until it eventually crashes
>In the controls, list P as "just fuck my shit up"
I've been laughing at this for like 10 minutes
Good progress today
>>
>>122122658
>Can you imagine this getting on Steam for example?
No, I can't. Which is why it's on the Play store instead. It's a mobile game designed for play sessions of about 5 minutes while you're taking a shit. Did you actually download and play it? I wasn't aware of many other games out on the store with the same gameplay. Maybe I should have researched harder if you can name some that I missed. It does look a bit generic though, I'll give you that. It's missing a bit of charm. At least there's cheat codes for big head mode.

>>122122663
Fug dude, all I'd need to do is put in some misdirecting thumbnails and I'd be set.
>>
>>122122950
Sou.
Tenho um projecto sério em desenvolvimento, mas acho que ainda seria classificado como beginner.
Porto.

E tu?
>>
>>122123092
Begginer, na fase de breakout ainda.
Porto também, interessante... Não me digas que andaste no ISEP..
>>
>>122123052
>No, I can't. Which is why it's on the Play store instead

and THIS is why mobile gaming sucks
>i-it's supposed to be bad
>>
>>122118595
c
>>
>>122123267
>ISEP
Somos inimigos, então. Sou da FEUP.

...és capaz de me ter visto, no entanto.
>>
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>>122122353
>>122121975
Eh, shaders can be used to lighten as well, so it's bit of a misnomer.

Shaders:
https://developer.valvesoftware.com/wiki/SourceShaderEditor/Basic_usage

Materials:
https://developer.valvesoftware.com/wiki/Materials

In most engines, think of Materials as a combination of texture and bumpmap, coupled with some basic rendering/interaction instructions, and in some cases, which Shader to use on them.

Think of Shaders as active photoshop filters used either on individual Materials, or on the entire scene.

Granted, IDK what FPS engine you found that let you work with Pascal, but I suppose it might be *possible*.

...and if you're making the engine from scratch in Pascal as well, than it doesn't matter, as materials and shaders can mean whatever you damned well want (and lots of luck to you).
>>
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>>122123484
>>
>>122123303
Except that's not what I'm saying? Mobile games aren't meant for the fucking PC. They have different control layouts, they're designed for shorter play times, ect. Mobile games don't belong on Steam.
>>
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>>122122503
I met you briefly at a wedding back in May. You're a handsome young man.
>>
https://clyp.it/uo1vy0e4

enjoy my 1 hour of being bored omos
>>
Anyone here need any assistance in regards to voice-acting and/or casting for a project? I have some decent experience with these things and am just making an appearance to offer my services. They're free/cheap depending on the scale and budget.

To clarify, I can assemble a team of the best budget/free voice actors I can find and direct them to fulfill your voice acting needs, as well as provide my own talents where appropriate.
>>
>>122123875
I'm kinda surprised there's no Steam.Mobile yet.
>>
>>122114332
Bump for an answer, it's needed. Thanks all!
>>
>>122123875

that's exactly what you're saying?
>uh it's not supposed to be good bro it's a mobile game u only play it while taking a shit LMAO
>w-why's my game doing so bad? must be someone else's fault
>>
>>122123897
>Implying anyone I know can gamedev
Which Karbowski are you?

>>122124086
Me either. Please don't give them any ideas though.
>>
Can we stop thinking of "shaders" as the fragment shader?
There are so many posts here talking about how "shaders" do shit with textures and lightning. When in realitiy only the fragment shader does said things.
>>
So, what do you guys use to make original music?
>>
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>>122120065
Remove the need to move objects inside an inventory.
>>
>>122124053
I gotta old GoldSrc mod that I've been keeping on life support for decades now, that could use some more voice acting:

http://www.msremake.com/forums/viewtopic.php?f=38&t=8724

Granted, it's a community built mod - so don't expect pay. I suppose if you want some practice or just something to add to your portfolio - we've had a few of our media donors move onto the professional field over the years. (And one or two of our voice actors are actually professionals, working in toons and retail games.)
>>
>>122123998
not bad, actually.
>>
>>122124259
lmao you haven't even played it nerd. It's not bad, it just doesn't have a AAA art style. where's your game btw? Maybe I can learn something from your work.
>>
>>122124382
tu eres es un niño
>>
>>122123998
Nice
>>
>>122124278
I'm the younger brother
>>
>>122124551

not gonna ruin my reputation by associating myself with the shitposting I do here on 4chan bro

I'm sorry, I'm not trying to offend you, it's just a bad game
>>
>>122120672
https://play.google.com/store/apps/developer?id=Bifrost+Studios

None of these games made any money. They probably don't work now because I haven't updated them in fucking ages 'cause they made no god damn money after years of work.
>>
>>122124679
Epa, fodasse, se eu soubesse disso tinha ido desde ontem. Amanha não sei se vou poder ir...

A que horas vão estar a mostrar jogos desenvolvidos?

Btw, se me vires lá, sou o faggot de cabelo comprido amarrado atrás.
>>
>>122124776
>suruba

Convêm falar português, se queres falar de portugal.
>>
>>122124537
>>122124613
bells do wonders
>>
>>122124937

they're all mediocre games
>>
>planning on using gamemaker for future project
>seems pretty solid on the 2d side
>ask if i should try its 3d counterpart
>I-ITS NOT RECOMMEND, I-ITS FOR ADVANCED USERS JUST STAY AWAY

whats that all about, even the devs suggest to not use it
>>
>>122124817
Don't judge a book by its cover you silly shitposter.

>>122124668
Damnit Jeremy I bet you're one of the animeposters shitting up the thread.

>>122124937
Honestly it looks like a lot of the negative feedback is from the apps not starting or performance issues. The artwork doesn't look too shabby. Shame that all that effort didn't pay off senpai.
>>
>>122125205

A. I am sure you had time to assess them all
B. One of them had over 200k downloads and is currently installed on over 100k devices

Mobile fucking sucks.
>>
>>122125149
>>122124997
>>122124679
>>122124212
>>122124382
>>122122950
don't you think it's rude to speak a foreign language in this forum. why are brazilians and portuguese people so disrespectful
>>
>>122125306
>Don't judge a book by its cover you silly shitposter.

I'm judging it by its cover, contents, sales, and author

>>122125354
>One of them had over 200k downloads and is currently installed on over 100k devices
And you were unable to turn that into ad revenue why…?
>>
>nintendo direct
rip progress
>>
>>122125373
I can translate everything, but it wouldn't matter because I'm not talking to you or about you. Plus, the conversation has ended.

It's quite rare to find someone that lives in my own city and roams these shit ridden threads.
>>
>>122125263
if you're really used to gamemaker and you want to do something in 3d you can but it's a bother
>>
>>122122564
>>122122781
>>122122950
>>122123092
>>122123267
>>122123440
>>122124046
>>122124212
>>122124382
>>122124583
>>122124679
>>122124776
>>122124997
>>122125129
>>122125149
>>122125482
t. Alberto Barbosa
>>
>>122125563
>>122125482
This is why you're called the niggers of Europe
>>
>>122125263
Ostensibly because those features are not mature and well-documented. Generally it's a bad idea to use immature software when there are better and more accessible alternatives available.)

But let's be real, they just know Unity and UE are better at 3D and they can't subject someone in good conscience to their awful 3D support.
>>
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>>122125373
everything >>122125563 and, we couldn't let the huehue's have all the attention.
>>
>>122125643

>brazil
>europe
>>
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>>122125306
>Honestly it looks like a lot of the negative feedback is from the apps not starting or performance issues

Yeah from me not updating it years after releasing them. Motivation dies after a while.

>mfw
>>
Does anyone have 15 minutes to try my demo?
Criticism appreciated.
https://drive.google.com/file/d/0B_uoZ7JEZQZwQXlfMmhkM1ZsVkU/view
>>
>>122125643
Everyone in Europe is called "niggers of Europe". Retards call that to any european they dislike. Stop the offtopic, I was actually speaking about videogames back there.
>>
>>122125728
This is why you're called niggers
>>
>>122125728
>brazil
>>
>>122125781
>no webm
>>
>>122125425
confirmed nodev
>>
>>122125876
Alright, give me a minute.
Just to find out how to make one.
>>
>>122126057
google "webmcam"
>>
>>122125306
I'm not a shitposter I swear :<
I also haven't posted my stuff here in a couple of years now so there's that.

On topic I don't know whether platforming/puzzle stuff is more fun with controls like 3d zelda or 3d mario(closest approximations)
>>
>>122126056

>google's ad api requires literally 30 seconds of work withy our code
>split testing takes a few days tops
>can't turn 200k downloads into ad revenue
yep I'm the idiot here :^)
>>
>>122125781
>100MB
I'm embracing the viruses alright.
>>
i want to make a 2D game, should i learn starling ?

http://gamua.com/starling/
>>
>>122126486
If you want to just like make game, pick any framework and just start making shit. If it's too hard, pick something higher level, and go down from there.
>>
Coding is SO BORING HOLY SHIT
>>
>>122118595
Brainfuck
>>
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>>122125425
>And you were unable to turn that into ad revenue why…?

You tell me, there were multitudes of things ads, IAP in all of them except Hot Tail that's 'premium'.
>>
anyone have female anatomy references
>>
>>122126789
Coding is really boring when you fully understand everything that's happening and you're just putting shit in
That golden time when you don't know what the FUCK you're doing and you keep having epiphanies on really basic shit is the best
>>
>>122126939

what was your budget and how much did you actually bring in on your highest performing month?
>>
>>122125781
Nice intro, but then
>Point and Click
It's nice, anon. It really is. The little I played was good enough, but nothing will ever make me like point and click games.
>>
>>122127025
I prefer the boring parts desu
>>
>>122127025
IMO the best feeling is when you try to code something difficult (for you) and succeed. Then you spend hours just playing with whatever it was, because you're so goddamn proud of yourself.
>>
>>122127414
baka desu senpai
>>
>>122127239
Alright- Thanks for trying though.
>>
>>122127430
And then you share it on tumblr and it gets 0 notes because your view of the thing is warped and it really isn't that impressive at all and then you contemplate suicide because you'll never make it
>>
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>>122126985
Here.
>>
>>122127025
My favourite part of programming is figuring out how to express problems in terms of easier or more generic problems that have already been solved.
>>
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>>122127184
Didn't have a budget but spent 2 million dollars making them with about 10k of that in marketing for Photon and Valkyrie.

Highest performing month?
>pic related
>>
>>122126789
Coding is fun. Learning art is boring.
>>
>>122127756
this desu

>>122127740
wat
>>
>>122127610
I know anatomy's all wrong there, but I would so hit that
>>
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>>122127740
>spent 2 million dollars
>Didn't have a budget
>>
>>122127740

>elaborate troll and/or joke
I like your dedication, anon
>>
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>>122127740
>2 million dollars
>>
>turn autosave off
>forget to save before making big change
>everything breaks
haha xDDD
>>
>>122127756
Art gives out more measurable, visible results, that's why it's easier to progress.

Coding is just a fucking mess until you see something on the screen and feel good about it.
>>
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Just finished more character art.
They're not great but I do feel like I'm improving.
Any critique would be appreciated.
>>
>>122127854
>>122127914
>>122128050
>>122128080

It's not a joke. That's what happens when you think Mobile can make money. Mobile wasn't how I was making that money but I thought it would add to it rather than take away.
>>
>>122128170
Well, you like art, I like coding.

That's all there is to it.
>>
>>122128170
>The core example of someone who doesn't believe in talent

You likely are just more familiar with art and resonate with it better.

I'm much more comfortable with tackling a problem in coding than I am trying to sit down and draw something. If I have to reprogram an entire system then I can do it, if I draw something and it looks like ass and I have to redraw it I close paint and go jerk off.
>>
>>122128170
>have some inexplicable bullshit happening
>can't figure it out for hours
>go to sleep frustrated
>wake up after bad sleep
>thinking about issue in the shower
>ohhhhhhhhh FUCK
>finish showering
>run to PC
>attempt fix
>it works
single
best
feel
in the WORLD

there is no way finishing a picture or sprite or animation can feel anywhere NEAR as good
>>
>>122128385

It's a joke because nobody has 2 million to blow on what are relatively terrible games and doesn't have the sense to even have a budget/basic business model in place beforehand

I know you're just shitposting because nobody is that stupid. It's that simple. I guess you just want attention or something
>>
>>122128484
we both hate the "multi billionaire idea guy" tho
>>
>>122127740
How do you even spend $2million on those games? They all look like ass and couldn't have taken longer than a weekend to develop. Either you were outsourcing work at way over hyped prices or you're joking
>>
>>122128646
>It's a joke because nobody has 2 million to blow on what are relatively terrible games and doesn't have the sense to even have a budget/basic business model in place beforehand

I was 22, a high school drop out with no degree or business smarts. I 'lucked' out into a business model that used my social skills to get government contracts worth millions.

Here is an article about me: http://jacdigital.com.au/2012/09/young-company-director-keeps-studio-ahead-of-the-game/

Feel free to believe or not.
>>
>>122118595
C PLUS PLUS FOURTEEN WITH EXPERIMENTAL FEATURES BECAUSE I LIKE TO LIVE ON THE EDGE
>>
>>122128956

>and I'm a girl
ya blew it
>>
>>122128956
>Get millions of dollars
>Waste it all on fucking MOBILE instead of hiring a bunch of nonames from tumblr to make you a game to sell on Steam
literal retard
>>
>>122128956
>Australian
>Girl

It all makes sense now
>>
>>122128484
i wish i learned programming as a kid instead of art, shit would have been more useful for my future
>>
>>122128956
what the fuck? what kind of contracts? how do you get the government to give you millions of dollars to waste on mobile games? what the fuck?
>>
>>122128956
>2 million dollars
>not moving to a third party shithole to slack off for the rest of your life
>>
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Spells can now be charged. Now I just need to make charged version of all spells.
>>
>>122128956
i'm gonna take the bait, how the fuck did you spent 2 million dollars?
>>
>>122128956
>Get millions
>Fuck off to Jamaica or some shit and lay low for the rest of your life
??????????????????????????
>>
>>122129281
Learn it now?
Literally pick a language and google "X tutorials"

No one learns programming as a kid unless you're Indian or something.
>>
>>122129281
I disagree as a coder.

I reached a point where I'm very confident about my coding skills and could probably code "almost" anything.
That being said, coding doesn't mean shit if you don't have a good presentation. Besides attractive pictures or webm gets more replies than algorithm progress.

You can also make easy money once you start making good art almost right away.
>>
>>122120065
Second option, but instead of having the object teleport to the destination slot, make it so that clicking the object "picks it up" with the cursor, then clicking an empty slot drops it into that slot.
>>
>>122129659
making money as an artist is brutal, what basically happens is that you are fresh out in the market competing against heavy hitters that have 10 years experience while you only likely find a job through connections
if you do some production jobs you might run up on people from pixar or something in that caliber because they do freelance as well on the side

id imagine its the same thing in the programming world
>>
>>122128956
BRISBANE
>>
JAM STARTED
A
M
STARTED
>>
>>122129131
>caring about gender

>>122129159
>literal retard
Yep. I have dyslexia also.

>>122129329
I don't want to say, the contracts can come back and I don't want competition.

>>122129375
>>122129413
>>122129439

>not knowing how contracts work or businesses work

I hired 8 people for development over 2 years plus office space, net, power, computers and devices for testing it easily adds up.
>>
>>122128956
This is why women shouldn't be allowed to lead projects. Someone paste the "you're just a chick" pasta
>>
>>122130852

wish we had IDs so I could filter your stupid nonsense
>>
>>122130852
Look, just stop.
And post progress.
>>
Prolog is fun :-)
>>
>>122128263
Too much attention drawn to his crotch
Though maybe thats just me
>>
>>122128605
sad part is, I'm a programmer
>>
>>122131056
I didn't lead the projects. I hired a man to be project lead. You sure showed me.
>>
my government gave me 5 million dollars for being a strong woman
>>
>>122129413
they have an office in the cbd of the state capital and probably payed salaries too
>>
>>122128263
They look like normal people. If I wanted to look at normal people I'd go out. They need something interesting to stand out in the crowd
>>
>>122131272
Sorry, what I meant to say was "this is why women shouldn't be involved in any part of the decision making process". You probably hired the guy who looked good and not someone with actual skills because you can't control your emotions. Also, you probably gave the man no choice to go for a better market instead of fr*aking mobile.
>>
>>122128956
just watched the trainee videos
lmao
well good luck
>>
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>>122131131
On 4chan you can hide posts that offend you

>>122131157
I was just answering this:

>>122120672

No need to be upset. Which project should I progress?
>>
>>122128956
i walk past your office 4 times a day
>>
>>122131375
That's the whole point though. They're regular people in a regular town,
I don't want any persona shenanigans where the main characters just happen to be wearing completely different outfits than the rest.
>>
>>122128956
wew lad that's a hard way to learn
>>
>>122131684
>I don't want any persona shenanigans where the main characters just happen to be wearing completely different outfits than the rest.
Sorry, but character designs are used to lure people into your game. If the characters look boring people won't be interested. And characters who look just like people do in real life look boring almost always.
>>
>>122128956
>I 'lucked' out into a business model that used my social skills to get government contracts worth millions.

You mean you bent over for some officials before you got fat from eating 2 millions worth of mcdonalds
>>
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Will $2 million become the new $700?
>>
>>122131212
Yeah, guess the lines are too rough there, I'll ease em down. Thanks.
>>
>>122131668

reported for constant shitposting
>>
>>122128956
This is absolutely hilarious
>>
>>122128956
i don't understand
the government gibs you money to make your own studio or make it an actual training center
>>
>>122132046
>announcing reports
That's a bannable offence anon
>>
>>122131173
Go on...
>>
>>122131940
I guess that's right. I agree.
For me that kind of design in a contemporary setting is incredibly off-putting and weird when I walk into NPCs. But I suppose that's just my opinion.
It's not like it hasn't worked for other games. though Earthbound for example has main characters that are less intricately designed than overworld characters.
I'm sticking by these designs for the moment and see where it goes.
>>
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LITERAL QUEEN OF AGDG

DANI CHANEY IS THE YOUNG DIRECTOR OF A VIDEO GAME COMPANY THAT WE ALL ASPIRE TO BE
>>
>>122132253
neis new employment initiative scheme if u are on welfare then they help fund your startup for a year to reduce national unemployment statistics. requires mayors approval. also community grants to fund things like community concerts or art and culture stuff
>>
>>122132654
im gay
>>
>>122132654
meh, she tried and failed and we all do that on a daily basis
>>
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>>122132706
>neis new employment initiative scheme if u are on welfare then they help fund your startup for a year to reduce national unemployment statistics.
>>
>>122119160
added this post to my "resolutions" notepad
>>
>>122129390
Is that a final 'charge time' or are you still tweaking it? Or can you charge longer than that?

Looking good.
>>
>>122132706
well that's nice for people that need to network and gain experience
>>
Game maker or unity for a basic fps?
>>
>>122133308
unity
gamemaker is shit for anything that isn't a 2d game
>>
Sometimes the only thing that gets me out of bed is seeing progress posts.
>>
>>122132448

Though, the thing about Earthbound is that it's whole atmosphere is quirky and light. It also gives its major characters details that are very bright and pop out to the player (Ness' hat, Paula's ribbon, Jeff's ridiculous bowl cut and glasses, and then there's Poo).

Your style (from the pixel art you've posted thus far) evokes that sort of Earthboundy "instant nostalgia," and the way your sprites' dark outlines lay against the pastel-heavy backdrop already gives the whole feel a certain character.

In terms of concept art (and that translating into your game as pixel art), I definitely think it would help to emphasize that character with some stylistic ornamentation. But, it doesn't have to be in the ridiculous anime style. If each major character just had some sort of instantly recognizable detail, with enough contrast to be interesting but not so much that it clashes, I think that would go a long way.
>>
>>122133925
There won't be any progress in this thread. Just wait for the next and hope.

>why don't you post progress then?
I'm working on my code hierarchy so nothing to show.
>>
A game where the MC has tinnitus and through the whole game there's a quiet tone in the left channel
>>
>>122133925
I've made a lot of progress today but my game's just babby's first game I'm making to learn GML so I'm not posting
>>
>>122129390
fix your ladders asshole
>>
>>122134152
I see what you mean now.
I'm gonna have to experiment with that a little to make sure it doesn't draw away too much attention. Haven't really done stuff like that before.
Thanks for the tips!
>>
>>122134464
>>122134298
pls
>>
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>>122133925
Started working on my trap Jam game. Gonna trap criminals with bubbles.
>>
>>122131684
>I don't want any persona shenanigans where the main characters just happen to be wearing completely different outfits than the rest.
Surely you mean only Persona 5, right? Becuase in every other Persona game, the characters have been wearing a high school uniform and only stand out because they wear it differently (Kanji's open shirt, Yosuke always having headphones, Chie/Yukiko having outerwear over top, Akihiko wearing a sweatervest instead of the jacket, Mitsuru not sporting a jacket, etc)

in P1 and 2 they didn't even have different clothes, just different faces
>>
>>122135870
I should have specified persona 3. It's perfect in the first 2, and 4 is alright. Haven't had a look at 5 yet.
But you're right it's not that glaringly bad as I made it out to be, it's just slightly jarring to me.
>>
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>>122123484
>Source
reek stop acting like you know anything about anything

all you do is shit out awful gmod maps and you think youre a yesdev

2 years youve been at this, and not for a single day have you stopped shitposting

please have your life ended already

here's your goddamn (You), take it and kill yourself before the feds have to do it for you
>>
ive made progress but i cant really post it beyond pictures of more source files
>>
>>122135220
If you want me to talk about it, I'm currently reworking on my state machine to make it more general, and possibly adaptable and compatible with the Unity editor itself.

So far the old -make a StateManager and manages the state on a per condition, usually a switch- works fine but there are some things that I'm tired to do/adjust every time I want to expend it or start a new project :
- adding/removing states means modifying to some extent either the StateManager if you centralized it, or the modules attached if you dispatched them.
- modifying/rearranging the states means you have to recheck everything later since the computing order evolved/changed. Typically happens when you use simplified iterations over Enum.GetValues(typeof(Foos)) for example
- others

So far found a better, subjective, way by using a combination of inheritance and modules. I'm using an Action class that will execute whatever is common for states, and have new classes expanding it to add whatever might differs (because the running code is obviously not the same as jumping or attacking).
BUT, this means that the logic way would be to have a new StateClass : Action file. I get the pros of reducing the cache and memory use, but I can see how it's going to be a problem having too much classes over there.
>>
>>122135864
I like the concept.
>>
What's a good font to use on a 2D fairly low res (but not intentionally retro or anything, like 48x48 character sprite) game? I've been trying to figure out a font to use on the HUD and not sure which are the best options.
>>
>>122137705
use the windows XP verdana font before they added in antialiasing
>>
>>122135864
nice ror clone
>>
>>122137705
go with multiples of 8, they're usually the best choices. So in that case, either 32x32 or 64x64
>>
>>122137705
I've been using a font called PF Arma (and the fonts the guy who made this font made) because they look good at 8x8 size, since my screen space is pretty small.
>>
>>122138052
I tried too, but 32x32 was too small, and 64x64 was too hard to animate given the larger size / level of detail. so I compromised and when with the middle

>>122137824
>>122138162
Thanks ill experiment a bit with those.
>>
>>122138052
>multiples of 8
stop
you mean powers of 2
>>
Hey anon where can I play your game?
>>
>>122138674
fuck, I knew that sounded weird. It's late here.
>>
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>>122138853
im my dreams
>>
is devving on linux a bad idea?
>>
>>122138976

Hey you https://www.youtube.com/watch?v=KxGRhd_iWuE
>>
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>>122135220
Okay, if you insist, here's a progress report. Feel free to laugh.

Here's what I've done with this today:
>Fixed movement to not glitch when opposite keys are held
>Added collision detection for sides of play area
>Added totally not ripped off slow+visible hitbox mode
>Added bullet shooting
>Added HUD
>Added enemy and enemy's health
>Added pumpkin spell partially (missing interaction with enemy bullets which don't exist yet)
>Added spell cooldown timer
>Started work on changing spells

Time spent developing today:
Like 6 hours.
Not pictured: Main menu and options screen which both took forever to figure out.

This game is the first thing I've ever coded in my whole life and I'm using it as practice. Regardless, I hope this satisfies you at least a little.

If you're curious why I chose those art assets, it's because I started working on this while my internet was down and all I had were old spritesheets I downloaded for a flash animation.
>>
How do we make a rogue-lite that isn't shit?
>>
>>122139016
I'm doing it
yeah, it's a bad idea
>>
Anyone here experienced with balancing a video game like The Binding of Isaac, how would you avoid getting into a situation where your enemies have too much HP because you have to account for when the RNG makes the player too OP?
>>
>>122139335
im going to do it anyway
>>
>>122139225
Understand what makes the features you're ripping from roguelikes fun and use them in a good way? I don't understand your question.
>>
>>122139402
>Binding of Isaac
>Balanced

Hah

Alternatively, you could just scale enemies to player stats like in Oblivion. PS. everyone hated scaled bullshit in Oblivion
>>
>>122139402
The more items the player has, the more HP the enemies have. If the player has shit items the run ends, and if he has super good items there will still be SOME challenge.
From my experience though in that type of game there are always tons of godmode combos that you can't account for, so don't worry too much unless it's something that can happen very commonly.
>>
>>122139402
Trial and error, guessing, mathematics
>>
>>122139606
>>122139602
>scale enemies to player stats
>The more items the player has, the more HP the enemies have.
Isn't this unfair though? Shouldn't the enemies be the same for everyone?
>>
>>122135864
I like how it looks so far. What's the gameplay like?
>>
So, I have this idea for a rogue-lite. A game where you start off with a time limit, but you make this time limit longer by killing enemies. You don't have a health system, so what should I do? Have the time limit go down faster when you get hit or make it so you get stunned when you get hit?
>>
>>122139743
that makes sense online, not as much in single-player
>>
>>122124324
>Remove the need to move objects inside an inventory.
you've clearly never played an RPG.
>>
>>122139937
That makes a surprising amount of sense, but still feels wrong. Anyway, this seems like the best solution I could have imagined by far, thanks
>>
>>122139087
Thank you anon i'm back to work
>>
>>122137145
>no suggestions
huh... oh well.
Anyway, the good thing is that I've been reading interesting discussions on code management, refactoring and hierarchy since then. There is always something new to learn, it's amazing.
>>
>>122139743
Soooooooo don't scale them at all and just make all enemies the same and design the game to have the ability to equip the player with what they need?

Limit "aesthetic" items, guarantee basic stat upgrades, such as Breakfast, Meat, Cat-o-Nine Tails at the end of each section, add in "special" items like Brimstone or Quad Shot that decrease each other's chances of showing up as you collect them.

It's still RNG if the game just decides to fuck the player and not make them overpowered every run, it then falls on to a thing called gitting gud so long as the game doesn't require you to be overpowered to win.
>>
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>>
>>122140171
>Soooooooo don't scale them at all and just make all enemies the same and design the game to have the ability to equip the player with what they need?
It's just that I want to be able for the game to have seeds that people can share and every seed results in pretty much the same game. If there are too many conditionals based on how the player plays wouldn't the idea of seeds be messed up?
>>
>Multiplayer
So I'm thinking of separating my netsock thread and my main loop thread. The main loop contains the game logic and an array of packet handler events. When it starts its loop, it checks the netsock loop to get its new packet handler stack and clear it.

So I've got my main loop and its thread, and I have a network stack thread. The network stack thread essentially is just listening for packets from the client and adding events to the "inbox" that the main loop will check.

I can use some sort of "lock" similar to the way databasing handles two processes accessing the same data at the same time to prevent state corruption due to different tick rates between the server. So like, the "inbox" is a class that contains an array of delegates and a bool for if its "locked." When the main thread accesses it, it first sets it to locked, then copies it to local memory, then deletes it. The netsock thread checks if the inbox is locked or null. if not, adds a new delegate to the stack, if it is, it creates a new inbox which isn't currently locked.

How can this go wrong? Its not a problem to check if the netsock thread's inbox is null, because obviously if the netsock hasn't gotten new inputs since the last inbox was cleared you don't need to care about adding stuff to the delegate list. Right? The main loop could not possibly have two inboxes locked at the same time, and once the main thread has locked it for deletion it won't care about its contents.

I'm told to beware threads that don't have a meaningful syncronization but I cannot see where this would go wrong.
>>
>>122140140
You're welcome anon

Keep it up, people desperately need what you and everyone here at AGDG has to offer. Rome wasn't built in a day, neither is your video-gamey-rome.
>>
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progress
>>
>>122140339
Introduce variables. In Isaac two people could have the exact same run if they do the exact same thing on a seeded run, but say one player doesn't go to one room the other player does, and they miss out on an item, and that throws a wrench into the item generation for the rest of the run.

Things like Devil deals, re-roll rooms, item collectibles, trinkets all provide randomization even to seeded games. So long as a player is capable of missing certain ones.
>>
>following OpenGL tutorials because i have no actualy ideas for a game
>realize i dont understand this shit either

why am i such a dumb fuck, fellas?
>>
>>122140705
Because you quit too easily.
>>
>>122140705
you are just trying to do stuff to fast hang in there anon
>>
>>122140626
I see thanks
>>
>>122140705
>OpenGL
Not the easiest thing around though.
>>
i would like to make a game but i dont know that much (shit i just have use GM and make a simple game like mario)
>>
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>>122140705
You lack an understanding of the time investment required to make shit
>>
>>122140705
I hope you didn't jump directly at OpenGL because reasons
>>
>>122141001
You make that sound like a bad thing. Many successful games were made in GM, it's perfectly fine as long as you're making a 2D game.
>>
>Friends wants to learn to dev
>Get him started and show him when he can get more resources to learn
>calls me a day later to tell me that it's too hard
ONE DAY ASSHOLE, MAKE AN ATTEMPT AT LEAST. SHIT DOESN'T COME TOGETHER IN A DAY.
>>
>>122141159
Do you think?
Maybe if i put some of my time in there i can make a good game too...
>>
>>122141383

>Nobody will ever show you the first step
Feels bad man.
>>
>>122136489
I... Dun know who you think I am. But I don't do mapping. I know enough about the various mapping progs to fix problems in other folk's maps, but that's about it. I've been in the scripting/coding departments for most of the projects I've worked, in a dozen engines over the past twenty years, and I've yet to play with gmod.

But DasBoSchitt does make some funny youtube videos that might be right up your alley.
>>
>>122142007
www.google.com

You're welcome
>>
>>122142007
Community college
>>
>>122140626
In isaac items are predetermined I think, that includes rerolls

so two people with the same seed will always get the same item on an item room, and if they both reroll it, they will get the same item out of the reroll
>>
>>122142346
It actually varies based on each player's unlocks for one, and two it depends on whether or not its a special item and if either player has skipped a previous special item.

All seeded runs do is feed the same RNG into any RNG rolls. So things like floor layout and item spawns will always be the same if carried out in the exact same way. Isaac counteracts this by having more RNG on top of that dependent on how YOU actually play the game. Things like arcades only spawning every second floor and if you have 5+ pennies. I've played a lot of Isaac.
>>
Women are easy to animate

http://gamasutra.com/view/news/259288/Video_Animators_deconstruct_why_women_arent_too_hard_to_animate.php
>>
>>122120073
why?
>>
>>122142228
Maybe I should dedicate my trap jam game to him.
>>
>>122140606
What's the green on the hotdogs even meant to be? Lettuce? Wasabi? Some weirdly coloured sauce?

Also may want to blend the tiles with the solid detail-less area, just have the lines fade or something if you're not going to fill it.
>>
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>>
>>122143291
Relish, anon.
>>
>>122140198
holy shit
>>
>>122143380
Looks like a pizza slice with no crust being chased by pepperoni in space?
>>
>>122144102
its a dorito, from the game, dorito galaxy
>>
>>122144206
heyhh...HEY.. that sounds a lot like

BURTTITO GALAXY
>>
where do you nerds get your placeholder assests?
>>
>>122144349
; ) we gave it out in our newsletter
>>
>>122144747
Cave story, family.
>>
>>122144747
Cave Story.
>>
>>122144747
I make them.
>>
>>122143380
I-I wanna play as the magical space dorito :c
>>
>>122144747
Momodora
>>
>>122144747
lorempixel.com
>>
>Due to special circumstance 40 hour work week becomes 37 hour work week.
>Jam just started.
I haven't got a telescope and it's daytime so I can't say for sure, but the planets must be aligned.
>>
>>122145252
http://burritogalaxy.com/share/secret%20data.
zip
>>
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I can't decide if these moving walls will just give players anxiety.
>>
>>122140149
Hooray for learning! I don't have much to say on stateful programming but that vast endless sea of knowledge is a sight to behold, indeed.
>>
>>122145731
that...
was...
GREAT, who made it???
>>
>>122139096
I did laugh, but only because that rollypolly punkin is the best. You really did get a lot done today, great work! Seeing continued progress is the best, keep us updated. Impressive for a first coding experience, don't get frustrated when you inevitably hit a wall though.
>>
>>122146709
us
>>
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Are there any gimmicks or ideas that would make a top down action/adventure worth playing?
Idea guys?
>>
>>122143380
This looks fun as hell
>>
>>122146846
I freakin' loved it. Who's "us"?
>>
>>122146403
Maybe but your quick-restart mechanic works well with anxiety imo. Very different games but have you played Flywrench? That gave me good stress in a similar way.
>>
>>122146917
thank you !
>>122146987
we made www.burritogalaxy.com
>>
>>122145731
That site is better than any game to come out of agdg
>>
>>122146906
I've always liked possession that gives new ability sets. Maybe a possesor ghost that is trying to accomplish some small thing but along the way ends up infiltrating the government (modern earth or elsewhere)
>>
>>122147091
hat's off. It was short but amazing.

>>122147213
it's funny how you can really tell where people pull real effort.
>>
>>122147091
Have my children your website is great and your game looks ridiculous. I just subscribed to the newsletter when can I expect my doritos.
>>
>>122147061
I haven't played it unfortunately. I've heard of it and seen gameplay, maybe I'll see if I can get a copy of it and give it a go.
>>
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>>122147283
hmm. not bad at all.

My only idea before was an alien dog that has an alien master they dies at the start and you take along his brain on your adventure as your sidekick. And he rides around in a tank on your head. But that's for a 2d platformer. idk...
>>
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>>122147213
thanks
>>122147349
ty
>>122147574
that was the newsletter for this month, there will be another next month, but i posted the link to the game here >>122145731

https://www.youtube.com/watch?v=JtGQ6hcxk-A heres a video from the newsletter too.
>>122140606
hot dog
>>
>>122147909
mush i saw an interview with you last mag fest or something and they said you were a very tall boy, how tall are you
>>
>>122147909
Shitting fucking fuck, your shit is fuck rad.
>>
>>122147909
I actually didn't realize until now I had to add the .zip to the link. 10/10 you're beautiful.
>>
>>122146780
Hey, thanks! Nice comments like that in a place that's usually filled with negativity really mean a lot to me. I'll see you tomorrow, guy!
>>
So, I have this idea for a rogue-lite. A game where you start off with a time limit, but you make this time limit longer by killing enemies. You don't have a health system, so what should I do? Have the time limit go down faster when you get hit or make it so you get stunned when you get hit?
>>
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>>122148017
>the fangays are looking for a new dev to obsess over
>>
>>122148017
im around 6foot 7 or 6, but if i dont cut my hair taller
>>122148081
thanks
>>122148095
np
>>
>>122113147
Oh boy another pedo OP.
>>
>>122148183
People despise time limits.
>>
>>122148341
wow thats tall
>>
>>122148407
What if it was really easy to raise it? It's dynamic and it increases by doing stuff like killing enemies and the such.
>>
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>>122148516
It sounds like the thing they would add to one Zelda time themed dungeon and it would be okay.

It just would shake out to the same thing as having a poison effect applied to you constantly. You know like in DaS when you are running around poisoned, health draining, just being pissed?
>>
can someone explain what's the diference between using the default load json libgdx function and serializing a json file in libgdx?
>>
>>122148794
Yeah, I kinda agree with you a bit. The thing is, it would kinda be balanced with the dynamic time limit in mind in which it would feel rewarding to kill enemies. I think I can create momentum by using a combo system that rewards the player with more time depending on how well and fast they defeat enemies.
>>
>>122148183
i would make time go down and freeze for a tiny bit. like the character is stunned, and the counter counts down really fast and then you are unstunned
>>122148443
sorry
>>
I don't have the "ideas guy" picture saved but I wrote down on this piece of paper that I want to see a game that contains a city or town which autonomously develops over time by npc's in a distinct direction slowly but player characters in first person, could do jobs or roles to accelerate or decelerate progress on town/city developments.

I realized that what I want to see is just infrastructure improvements irl while I'm still a few years away from becoming an urban planner, but if a game like this already exists have you heard of one that lets people play in first person to build dynamic towns/cities?
>>
>>122145731
was this a jam game? pretty juicy and good
>>
>>122149935
it was made in about a day for the newsletter but not for any jam
thanks
>>
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>>122147838
Game based around this shit
yea or nay?
>>
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Armor Power Levels done (more or less, but what remains can't be done until I add more weapons)

I'll spare you the details of what exactly happens when you power up, but the video shows a change from power 0 to power 8 and as you can see, the difference in abilities is fairly substantial, offensively, defensively, and mobility wise

Also, in accordance with this, have implemented some new stuff, including melee-swing projectiles, an ammo reticle that supports an arbitrary round count and shape, etc.

Also went back and retuned the way the overcharge system works; it now uses an experience point curve (each power level takes more overcharge than the one before), and damage dealt to the player when he has no current combo meter to lose will chew off a HUGE chunk of it, including potentially knocking it down and costing the player some of his abilities.

I'm not sure if I really like the dark-soulsian approach of punishing mistakes with HIGHER difficulty, but I do like the whole "reduce the grind-for-red-orbs-to-buy-unlocks down into an in-match experience" thing of it.

>>122148183
My game uses time limits in this way.
>>
>>122150118

no more 2d platformers..... please....
>>
>>122150118
>flash
>>
>>122150624
>>122150749
What game should I make???

and there's literally nothing wrong with flash. It's a perfectly acceptable program for animating. If you refine those animations.
>>
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A fighting game where you throw mathematical concepts down to thwart the other player's maths.

>Player1 uses devastating 4th derivative combo!
>Ohhh but Player2 had cos equipped!
>>
>>122150858
**if you refine those animations, you can insert them into whatever you are making your game with.
>>
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>>122150624
but mine has RPG elements. and a deep story.
>>
>>122150118
>>122150624
>I don't like [genre]

Don't listen to cunts like that. You'll hear that shit no matter which genre you do.
>>
>>122150935
Sounds radical
>>
>>122150964
Unless your story is literally a meta-comedy about a hero who has to save the world from a race of sentient platforms that have invaded the Extremely Linear Kingdom, I don't think you could possibly have anything worthwhile
>>
>>122151102
Mother fuck
>>
I need a few opinions.
I'm making a sidescrolling shooter.
How much would you care if the enemies and their attacks synced up to the BGM? When it's intense, the big attack comes out. When it mellows out, the power-up carrying guys come out onto an empty screen. The boss shoots it's basic attack in rhythm with the beat. That type of stuff.
It's a lot of extra work to not only design fun enemies, fun enemy patterns, and also to sync them up with the music, but I can't get rid of the idea. I don't know how many people would notice or care even if they did, though. The game otherwise has nothing to do with music or sound as themes, so it'd just be a nice touch. A nice touch that'd make each level and bossfight take ten times longer to set up, but a nice touch nonetheless.
Thoughts, please?
>>
>>122151102
Back to reddit with you
>>
>>122151934
NSMB did it.

The problem is, the player doesn't move in sync with the music so the effect is never as dramatic as it should be
>>
>>122151934
anybody else remember this shit?
https://www.youtube.com/watch?v=z3QISgi1XDs
>>
>>122152286
yo that shit was DOPE
>>
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>>122151215
You fight evil ninjas and and skeletons in my game.
Also it's dark souls inspired, so it will be good.

i updated the background to something more cinematic.

Also inb4 nodev bullies.
>>
>>122152693
Looks like the best game ever
>>
>>122151934
It would be a lot of work to sync it up well. But if you want to do it I think it would be good. It would add juice, and it would make the game a bit more memorable especially if you've got a really good OST.
>>
>>122152286
>balls are not crushed by side crushers
F-
>>
>>122140000
>Copying a genre 1:1
Never gonna make it
>>
A game where you're a carnivorous plant and you wait around for food
>>
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>>122152764
Thanks I've been working really hard on the enemy art, this illustration took me three hours to make.

The skeleton bomber is the guy who supplied the explosive to destroy your home village, so this battle is a major turning point in the story.
>>
>>122132654
HIGH TEST
I
G
H

T
E
S
T
>>
>>122154708
this is the 10th time i've seen this. what does this mean?
>>
>>122154757
I means she thick as a brick breh
>>
>>122154820
so what when ur high you like fat girls?
>>
>>122150964
>>122152693
>>122154208
You're really going all out with this.
>>
>>122155078
>thick means fat
You're just like the virgins on /s/
>>
>>122155078
Men with higher testosterone levels such as myself prefer thicker women. It's actually been scientifically proven.
>>
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does the outline help follow combat better or not at all???
>>
IDEA GUYS

gimmie some pitches for a peer to peer multiplayer game to play with friends or pick up games on forums like risk of rain
>>
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>>
>>122155248
I would rather it be filled in with something than have a single pixel outline
>>
What programming language do you prefer to make dank games agdg?
>>
>>122155808
Agda
>>
>>122155808
if you're not making a game in algol you're not a real dev
>>
>>122155248
Ideally combat shouldn't be that sticky to begin with... Personally at least I can't stand games where enemies all stick on top of you like that.
>>
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Where can I find a game project I can collaborate to as a programmer?
>>
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think I got the axes working better
now I need to make them lug around the logs :V
>>
>>122155307
is
is this for the trap jam?
>>
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>>122155491
i can just draw the guy over everyone like this but then it breaks the game's depth

>>122156029
i want it to be an aoe heavy game so there's no other way
>>
>>122155307
I will never understand why people play stuff like this, what's the point of watching this type of content if the author won't give your the actual porn?
>>
>>122156305
maybe have a flashy "you're in combat" icon floating above the player which would be always on top
>>
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>>122156283
>the log fell off, it's gone forever
>>
>>122156305
I genuinely liked the look of just having the white outline showing
>>
>>122156305
The white outline works pretty well, but can you try having either every other pixel of the sprite or rows showing through? Might be more obvious while still not fucking up the depth.
>>
I'm learning some code from a book. The author creates a game state class, and a finite state machine that handles updating, switching classes, ect. It works, but the way the author designs it, there's a memory leak. Old states sometimes aren't deleted when switching (for example, main menu > game). I tried deleting them, but it causes a huge error that I cannot figure out how to fix.
I know this is a terrible thing for me to ask as a programmer, but is it safe to just leave the memory leak in? The C++ sizeof function tells me that each state only weighs 48 bytes, so the user would have to switch between the game and the menu about 20 times to use up even an extra kilobyte of ram.
>>
>>122157614
>2015
>state
Found your problem
>>
>>122157713
wat
>>
>>122157614
why not just keep the reference to the state and switch back rather than creating a new state?
>>
>>122157713
What's wrong with states?

>>122157923
Yeah, I guess I could do that. I'd have to be sure to reset everything.
>>
>>122154757
It's the resident memelord stealing memes from /fit/ as if he isn't a disgusting DYEL.
>>
>>122158274
each state should have entering and leaving methods anyway
>>
>>122118595
GML

it's a first
>>
when does art count as progress?
>>
>>122118595
ENGLISH!

(no, srsly:)
http://www.osmosian.com/
>>
>>122158926
when you finish all your mechanics and finish storyboarding your story.
>>
>>122158926
When it's for a video game.
>>
the walls are titans
>>
>>122158926
When it is a machine making it.
Damn, I wish I could live enough to see the day when advanced machines will completely replace human artists.
>>
>>122159525
http://www.slate.com/articles/arts/music_box/2010/05/ill_be_bach.html
>>
>>122159506
chimera ants came from the dark continent where don freecss went to and ging is going there to try to find him and gon lost his nen
>>
>>122159525
>humans will just sit around pressing a button to generate new content that falls within the range they consider pleasing
>>
>>122158926
When you show it to agdg
>>
>>122159704
I saw that one before. Dear Emmy songs.
The future is full of hope.
https://www.youtube.com/watch?v=QEjdiE0AoCU

>>122159932
Come to think of it, what about augmentations? Just imagine a future full of AIs and Transhumans.
>>
>>122134924
You can jump off them now. What else I should do to them?
>>
>>122159525
When human artists are replaced by machines, it probably means machines have entirely replaced humans. We'd all be long gone by that time.
>>
Is model rigging for games the same as anything else??
>>
>>122156305
I was googling game dev stuff while working with a friend last weekend and we opened an article on gamasutra with an awfully familiar looking game…
>>
>>122160509
Uh oh he better drop everything because it looks superficially similar!
>>
>>122156305
have an overhead "P1" pointer and the white outline shaded in with a semi-opaque solid colour.
Maybe not as elegant as the line alone but this game looks like it could hectic enough for me to need all that to follow.
>>
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>>122129123
You twisted sunava bitch
I hope you get aidscancer and DIE
>>
>>122160574
I presume he wrote the article friend
>>
>>122155248
>>122156305
Let the player choose. Add options to turn on/off outline, highlight and pointer as they please.
>>
>>122156283
I want to let you know that I'm very jealous of your artstyle.
>>
>>122159158
whaaaat?
>>
>>122160941
>Let the player choose.
In which hacks give this advice for any given question.

Just make everything a choice and players can choose their own genre / every setting!

>Genre: RPG
>Proc Gen: OFF
>Progression: GRINDY
>Story: OFF
>Music: SWANK AS HELL
>Juice: ON
>>
>>122161304
Age of Empires let you choose and it's one of the most successful games of the turn of the century.
How many successful games have you made, in any era?
>>
>>122161701
lol
>>
>>122161304
ALWAYS give the player choice. NEVER take control away from the player. NEVER. EVER.

HOW DARE YOU.
>>
>give player total freedom
>they make bad choices
>"this game sucks"
>>
>>122162391
You can never give total freedom anyways, all games will inherently direct someone in a certain direction because we do not have infinite dev time.
>>
http://store.steampowered.com/app/405010
>russike imageboard-meme games get into steam
>tfw you still haven't finished a single game
>>
tfw making a good game
>>
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tfw making a good enjin
>>
>>122162542
It feels good man
Keep on just like making game
>>
2D or 2.5D guys
>>
>>122162672
1D, 2nd person shooter
>>
>>122162672
It depends, what's your game gonna be like?
>>
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>>122162672
3.2D minimum for any game worth shit
>>
>>122162672
I'm doing a 2D platformer with 1D characters.
>>
>>122162791
something like castlevania, also i didn't know a lot of people here hated 2D that much
>>
>>122162747
>one player, one enemy in a line. 2nd person, enemy POV.
>Watch the bullet come at you when you shoot
>All you can do is move backwards
>>
>>122162881
Hating 2D is just a meme here.

What kind of 2.5D are you planning?
Is it 2D art with 3D game logic and mechanics. Or is it 3D models restricted to a 2D plane?
>>
Is there an RPG where resources refresh per encounter but you are not encouraged to blow your load at the beginning of each encounter?
>>
>>122163215
well i was thinking about giving some depth to the graphics, want to make it just for learning purposes.

i want to experiment with dash mechanics, hook mechanics and rotating rooms, branched paths and i think that's all, first i want really to make the controls to feel responsive, before doing something bigger
>>
>>122162672
If you do 2.5D, make sure to extend the terrain a decent distance toward/away from the screen.
I hate 2.5D games that take place entirely on platforms that are only 4 or 5 times the width of the player character.
>>
>>122164021
>I hate 2.5D games that take place entirely on platforms that are only 4 or 5 times the width of the player character.

This so much. Fuck that lazy shit
>>
>>122162881
Btw what happened to that 2.5d castlevania dev who used to post here?
>>
>>122164210
>>122164021
will do i have a strange way to do stuff, if it feels awful it should be corrected, if it feels amazing i proly should still post stuff to get a third opinion
>>
>>122164218
Which one? We had lots of castlevania devs.
>>
>>122162672
>>122164021
>>122164210
Kirby and the Crystal Shards comes to mind as an example of good 2.5D.
>>
>>122164218
RIP Gatedev
>>
>>122164326
The guy who used richter as placeholder. I think he's the only castlevania dev who used 2.5d
>>
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>>122164904
>>
>>122164904
>>122164991
>exactly 1:30 apart
fuck off daco
>>
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le low poly
>>
>>122166434

That's memepoly ands it looks hideous.
>>
>>122166586
>hating on authentic ps1 graphics
>>
>>122166752
that doesn't look like ps1, but keep baiting though
>>
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>>122166586
I also prefer Call of Duty's hyper real graphics instead of this 'meme poly'.
>>
>>122166752
authentic ps1 graphics were shit
>>
>>122166850
On a serious note, has anybody ever tried to emulate PS1 era graphics, jagged low resolution polygons and all?
>>
>>122167049
there's some guy here doing the same thing but he's making the swimming textures and wobbly polygons optional
>>
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>>122113147
Our adult platfomer game releases on Patreon extremely soon, possibly tomorrow. I'm anxious.
>>
>>122167176
I don't like Patreon but I wish you the best

Good luck and I hope we get to see more progress
>>
>>122167176
Why not just finish it and sell it instead?
>>
>>122167049
its possible
but the amount of effort it takes to create them, would about the same effort of creating AAA model since all the textures are hand made and there is no usage of program like substance painter
>>
Why is Unity heightist? Why is the default height of a player character 6' tall? Don't they realize how offensive that is?
>>
>>122166434
>ngons
>triangles

Absolutely disgusting.
>>
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>>122166434
That's not low poly. This is low poly.

>>122168018
You're an idiot.
>>
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>>122167340
Thanks, bro. The game is actually pretty fleshed out than these old sketches and mildly difficult. Several playtesters have died to the hazards and boss already. So far, we have unlockable CGS, four types of enemies and one secret cinematic.
>>
>a garbage collected language with no runtime reflection
>>
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;) ;)
>>
>>122168475
sure bro
its much easier to use rust/bump generator to make a texture rather than using texture for ants which you have to draw on carefully

for that reason alone there are almost no games to use that kind of artstyle,only mobile
>>
>>122168343
I don't see any ngons, and you can have triangles if the mesh is made completely of them or you use them sparingly. Keep talking about shit you know nothing about.
>>
>>122168793
The funny part being that while loading your gif it gave me bullet time due to the lag at some critical action moments. That was epic.
>>
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Who's rustled??
>>
guys say you want to make a really detailed sink counter and sink/tap what should the vert count be like? just wondering what the average game in 2013+ verts would be like for something like that

i think i have a tendency to use to use to much because my techniques suck sometimes
>>
>>122169441
3k verts for realistic one

however i don't know of what the counter would look so im only assuming
>>
to partici[ate n trap jam
>anime con in 2 days
>moving in 5 days
>Already drew trap

I wish I had the time, but I guess I'll have to ignore the jam.
>>
>>122169601
ah ok thanks m8
>>
>>122169303
you rustled
>>
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>>122156418
>>122156754
>>122157101
>>122160595
>>122160941
thanks for the feedback everyone. i think im gonna go with the pointer above his head alone for now. i tried a bunch of other stuff though like outline + some other effect to cover the player's body like in the gif but i didnt like any of them. i think the pointer is the best solution
>>
So here's something I just thought of.

Imagine a survival horror/walking simulator game (like Amnesia, Penumbra, etc.) Now this game may have difficulty settings. What if on the easiest difficulty, whenever a monster or dangerous part happens big red arrows appear on the floor to guide the player to where they need to run/hide/what to do to survive the attack?

Does anybody else think this makes a lot of sense? Kind of patronizing, but that's the fun.
>>
>>122170428
I'm not sure I understand the fun there.. It "makes sense" I guess but I don't see the point of doing that exactly
>>
>>122170428
Sounds like an extremely bad and boring idea.
>>
>>122170543
>>122170808

The idea is when people play on 'easy', they want the game to hold their hand. By removing any kind of uncertainty or choice from the player, by removing their instincts or planning, it makes the game 'easy'.

Players will probably be patronized by this, and may switch to normal mode. If they do not, the game is truly easy and loses much of its charm for them. Why not? It's perfect.
>>
how long would it take to competently learn something like c++ to point of making small games?
>>
>>122171130
if you are 13 then 2 years
>>
>>122171130
a few years considering you are not even using an engine
>>
>>122171130
depends how diligent you are at your studies and how quick a learner you are

for you, I am guessing it is approaching infinity
>>
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>>122171130
21 days.

Granted, you're using working with an SDK, so you don't have to learn C++ per say, just the basics. Pointers and syntax.

If you're working from scratch, that's another thing, but for from scratch games, you're likely better using a more script based language.
>>
>>122171130
this "c++ is hard" meme needs to die.
>>
>>122171449
#include <iostream>

int main() {
std::cout << "Hello World!" << std::endl;
std::cin.get();
return 0;
}
>>
What are you devving to right now?

https://www.youtube.com/watch?v=Nr3EjZoSu3Q
>>
>>122171449
>c++ is not hard
Let's see your c++ progress.
>>
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>first-cup-of-the-day mellowness only lasts 30 minutes
>second cup doesn't do shit
why live
>>
>>122142759

>Literally Wu giving a lecture on animating women
YOU CAN'T MAKE THIS UP
>>
>>122142759
is wu a trap
>>
>>122171854
Masturbation
>>
>>122171964
that's giving a lot of credit.
>>
>>122172062
I'm just wondering because they're referring to "her" as "she" and "her" voice sounds like a man's
>>
>>122170215
Make the pointer be always on top. Now it goes behind health bars and its hard to follow.
>>
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guys please help i dont ask many questions so please help me with this one

this seems off to me. but other ngon fix videos are nothing like a shape like this
>>
>>122142759
Is the microphone volume decided by privilege points or something? Why's he so quiet?
>>
>>122172264
are you going to be animating this?
>>
>>122172264
nothing is off about this
>>
>>122172476
oh ok thanks just looked dumb to me

>>122172432
na man its just a handle
>>
>>122172543
>not animating
then that is ok, no need to pull hairs
>>
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its a door handle to the cupboard
>>
>>122172837
I thought it might have been some trim siding on a postmodern building
>>
>>122172837
that's a lot of triangles for a simple cupboard handle that will only be part of an overall environment.

just saying.
>>
>>122172837
triangels are natural form in 3d, not everything has to be quaded unless you are animating because it can create shading issues or folding
>>
>>122172264
nothing wrong with that at all.

>>122172837
looks nice too.
>>
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>>122172920
yeah i have a lot of bevels not shown in the picture. i asked earlier about vert count as a guideline for future use. i know right now i could have less and get the same effect

>>122172964
yeah thanks for advice
>>
>>122173159
the soft edges can be made through normal maps, though I'm not sure what you're going to be using this for.
>>
>>122173159
if you want to be particular about it, you can delete polygons which will be facing downward, or in other areas that the player won't ever be able to see.
and what is the context of this model anyway? is it in a whole house or is there just going to be a single room?
>>
>>122173159
i only use 1 bevel count and simply smooth shade my object, i get okay results for the polycount
>>
>>122173159
Select all then Ctrl-T
>>
Just logged in to Steam and it has spammed me with a sale and special events in certain games. I feel like I just skip all these games and don't even give them a second glance just by looking at their cover art or even just their name, even if they're on sale for 85% off for like a cup of coffee or even if they're free to play. They just don't look like games I want to play.

I find this kind of sad, because a lot of work and time and love probably went into making all those games (If you work in this industry, chances are it's because you DO have a lot of love for games, and not just in it for money).

If I manage to release my game on Steam, I'm going to be joining the ranks of all these forgotten games. It's kind of depressing, but that's still not enough to stop me from doing it.

I WILL finish my game. I WILL release it on Steam or Itchio, or wherever else I can. And when I do, eventually I WILL one day get to put my game on sale for 75% off during a Black Friday or Steam Winter sale.

I WILL also be sad to find that the keys I sent to youtubers to play my game are being sold for pennies on G2A and King.com. :(
>>
>>122173758
>I WILL finish my game
Good, work hard and show us your progress.

>a lot of work and time and love probably went into making all those games
Not all I'm afraid. See countless shitty games green lit by idiots and countless EA titles the devs abandoned.
>>
Vulkan when? If it is this year are they literally going to dump it at the end of december?
>>
>>122162391

My friend did this in Human Revolution. He chose only non-lethal weapons and levelled only hacking and non-lethal skills, then he complained that the game was too hard and punishing him for his retarded playstyle.
>>
>>122173758
Nope, you'll die at 35 of drug overdose when your cyberwife decided to give you spaceamphetamines and take what little money you have live.
>>
>>122174193
If you include choices, make them all fun to play.
>>
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stairs
>>
>>122174446
Cool.
>>
>>122174446
very fun looking stairs
>>
>>122174446
really effective
>>
>>122174446
Nice!
>>
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This is what I've done for the jam so far.
It's just a basic concept right now, but I think I can work with this.
>>
>>122174063
you seem to be in wrong general and board my friend
unless youre retarded enought to try and 1MA vulkan game lmao
>>
>>122174635
lmao

thanks for you posting
>>
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>tfw can't even get pong to work

everyone told me to make pong first and I can't even make that work

pic related, spaghetti code

I feel like ending it all
>>
>>122174597
Nice work. Keep it up.
>>
>>122174803
Why are you multiplying the ball x and y times -1? That'll just warp it back and forth across the screen.

if it's to the left of the screen, set its x to be at or above the screen's left edge, if it's beyond the right, set it to the right or less, etc
>>
>>122174886

the ball has to bounce off the wall so I multiply by -1 to reverse the vector
>>
>>122174942
Then you should multiply the velocity by -1, not the position.
>>
>>122170215
what's the point of pixel art if you're going to blur the fuck out of it?
>>
>>122173547
cool im guessing this is an automatic way to fix ngons quickly? thanks for that

>>122173246
yeah ive always sucked at baking meshes into lower polly ones. always looks super fake and crappy. that will be something i should work on
>>
>>122175843
It isn't uncommon for people who can't draw to try hide their attempts at drawing with filters and shaders.
>>
>>122175902
People who can't draw hide it by doing pixel art in the first place
>>
>>122175843
>>122175902
Yea those people are terrible. Why are they even making games?
>>
>>122175843
>>122175902
>>122175937
>>122175941
It's probably a programmer who learned to use shaders yesterday.
>>
>>122176007
He's been posting here for years, nodev.
>>
>>122176167
And...? Those effects still look abysmal and unappealing. If you're gonna do pixel art at least do it right.
>>
>>122176007
>>122175941
Guy himself seems cool enough, slowly making progress all this time but that doesn't make me like his choice of aesthetics more.
>>
>>122176262
it's art he doesn't have to conform to what your perspective of art is. Also, no one will take your opinion seriously here unless you have some sort of art you've made to back it up.
>>
artist fight!
>>
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>>122176262
The effects are fine.

One thing you need to keep in mind is that heaps of effects, mixels, rixels, and blixels sell.
>>
>>122176386
this fallacy again
>>
>>122176507
well 3d modeling isnt game dev but i post here for advice sometimes

/3/ people just get mad at you
>>
>>122176507
>this mad

Game development encompasses code and audio\visual things. As long as the art is in their game it's gamedev.

Be a retard elsewhere.
>>
>>122176570
It's true though, nobody cares about your opinions here
>>
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>>122176507

You are wrong my friend. And you need to calm down.

Art is game dev.
Music is game dev.
Game and level design is game dev.
Programming is game dev.
Story and dialogue is game dev.

Every game is a completed project of great value in all areas and with all assets. Accept it.
>>
>>122176881
Alright Dobson.
>>
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I hope no one here is taking advice from the anons talking shit on artstyle. Unlike Programming, there's no wrong or 'shitty' way to go about it. If art was entirely objective, you wouldn't have so many people fighting over what 'good art' is, and you wouldn't have so many off-the-wall art projects.

Even designers or artists who have been trained in color theory, and traditional painting, some art pieces break their rules and people still like them, but the self-appointed 'pros' will hate on them because they need to justify their expensive education where their instructors shat on them constantly or all time spent reading about techniques online and getting shat on by netizens. And most of these 'pros' won't give examples of what 'good art' is, they'll just attack or give examples of 'bad art' instead.

How do you guys think art evolved from cave paintings? You think people followed rules all the time? Were there even rules back then? No, people break rules and think of new ways to do things.

By using shaders and filters as examples of artists trying to mask hide their skill, you can take it a step further by saying anyone who makes art on a computer with a tablet is hiding their inability to mix paint effectively and apply it on canvas with real brushes and brush strokes. But why not take it a step further and so that those people have no skill either because they aren't making their own tools? They're cheating by buying paint and pre-made canvases and brushes, like how filters and shaders and pixel art on computers are cheating.

Do not listen to these self-proclaimed 'professional artists', or should I say 'professional autists'.
>>
>>122177283
Nobody will get the joke when it's that subtle.
>>
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>>122177283
>Unlike Programming, there's no wrong or 'shitty' way to go about it.
Well, that's not quite true.

You get major divides in the programming world as well. For example, advocates of functional programming, OOP, procedural, etc. There are countless implementations of everything from networking to GUIs and sorting algorithms, and while some are more optimized and generally preferred, each is generally considered to be best suited to a certain niche.

Certain art movements simply aren't popular or are considered shit (kitschy shit like Thomas Kinkade), and and that's generally because it hearkens back to older art styles in a shitty way. It's like someone trying to revive the Gopher protocol. We've moved on and it's best left in the past. Someday TCP/IP will be another relic and people will wonder why the fuck we used it.
>>
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how many time bombs have you smoked today for inspiration agdg?
>>
>>122176580
>>122176634
>>122176924
>they don't realize this is just an edit of that stupid "level design is not gamedev" insanepost from a couple days back
>>
>>122177618
weed exacerbates my depersonalization and causes violent thoughts to loop in my head
>>
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>>122177618
17
>>
>>122177283
I think it's universally accepted in the art world that sandro botticelli is shit tier
>>
my engine is a work of art
>>
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>>122178458
>>
>>122177725
I don't know man. I know 'a friend' who has fapped to Birth of Venus a few times, so this guy's work has to be pretty legit tbqhfam...

...yeah, you heard me. A friend...

...it was totally a friend who did this kind of thing...

...not me, I don't do this kind of thing...

...anymore... :Y
>>
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Hey /agdg/

How is it going?
>>
>>122178829
nice really reminiscent of old jap arcade games from my childhood
>>
>put some random shit into UE4
>it has movement physics by default
>cool, slap them on
>add trivial "gameplay" mechanics such as pressing buttons to proceed and opening doors
>put a phrase somewhere that sounds deep but actually has no meaning or relation to anything whatsoever
>whatever I'm done, add fade to black where ever as the end
>release on steam
>get overwhelmingly positive reviews on steam
>hipsters praise the game as a true game for intellectuals
>every single gaming site writes an article about it
>"explores the possibilities of games as art"
>glowing 10/10 reviews

Why aren't you using UE4?
>>
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>>122178829
It's going ok thanks for asking
>>
>>122178978
forgot another review
>"breathtakingly realistic graphics"
>>
>>122178829
This is the most hardcore version of this game I have ever seen. Makes me want a Battlefield/Halo/Call of Duty style clone that fills the screen will killstreaks and shit.

Love it. Can you add more popout numbers/score? And beefy, hardcore sound effects.
>>
>>122179062
>"breathtakingly realistic graphics"
No, people will call you out on bullshit, and say that's just your opinion.

Call it this instead:
>"breathtakingly realistic shaders"
or
>"breathtakingly optimized graphics"
>>
>>122168793
puppetmaster?
>>
>>122179231
I was talking about the reviews that people give the game. Normies and hipsters praise games for amazing graphics even if it's just default UE4 shaders.
>>
>>122178978
so?
my imaginary game is not just popular it also makes loads of money
im currently talking with microsoft they want to buy it for 1 trillion euros
>>
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uhh
what
>>
>>122179581
is your graphics card dying?
>>
>>122179581
killer aesthetic
>>
>>122179923
>>122179649
http://webm.host/32612/
>>
Can you give me some SRPG design advice? A lot of people here seem to have started making one and then gave up. The games were generally pretty generic. I don't want to end up like them.
>>
>>122167176
...fuck, that's hot
>>
>>122180061
>the sound of a large cum-lathered dick tapping the side of a twink's face
>>
>>122180163
Well, it is for the trapjam
>>
>>122167176
name of game? Where can I follow development?
>>
>>122171449
>>122171786
It really is not that 'hard'. It is just time consuming as fuck.

Then again, the same could be said with assembly.
>>
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>>122178959
Thanks, it has a bit of puzzle bobble in it.

>>122179060
You're welcome.

>>122179063
Thanks. I'll be adding alot more stuff in the future and alot more juice. Streaks and alot of pop up numbers included.
>>
>>122180203
its parteon sex game #234500525
>>
>>122174446
Are there any other games with this style?
>>
Hello?
>>
>>122172264
The only weird thing is the concave quad in the top left
>>
>>122180979
mine
>>
>>122181095
>nodev fantasy
>>
>>122140350
Yes just use a scoped lock and you'll be fine (or better yet use non-blocking socketsa and asynchronous I/O instead of separating the network thread).
>>
>>122181095
For roleplaying, go to /biz/.
>>
>give up for real
>realize I'm too old and already wasted too many years on game making
>realize I'm a nobody
>feel depresed
https://www.youtube.com/watch?v=y-YClZnrsNU
>realize again why I'm devving
>motivation again
>feel without energy and tired

anyone know this feeling?
at this point I believe I can't quit because of inertia tbh_
>>
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>>122113689
to be succesful on mobile you need to break the top 500 new apps this month

roughly 1500 apps are released a day on android

the only way to get into that top 500 tier is to have connections to get featured

or to pay chinese bots to boost your stats

you will likely not make as much as you need to spend to make the top 500

this is the indypocolypse people talk about

you have to do it for fun

you probably have to get a publisher on board unless you have a following
>>
>>122181639
your shitty game wont be fun to play
and it wont be anywhere near FF5
>>
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ass
>>
>>122181707
good luck getting real publisher with a game thats not garbage that comes out everyday
>>
>>122181735
FF5 isn't hard to make and with our tools today It can be done by 1MA.

get gud.
>>
>>122181810
if you fund it yourself

if its not shit

publishers will be more then happy taking a 30-40% cut just for sending out a bunch of emails
>>
>>122181861
prove me wrong
pro tip
you cant
>>
>>122181707
this doesn't explain croassy road.
>>
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>>122181707
>having to make good games to make money
>this is the indypocolypse
>>
>>122181927
He paid and had connections to get featured and it was a decent game
>>
>>122181918
>using rpg maker 2003 is too hard
>>
>>122181639
DISCIPLINE
>>
>>122181936
not just a good game tho

people literally wont find good games that dont hit that top 500 app list
>>
>>122181985
you know games have music too right?
>>
>>122181936
He didn't mention anything about good games, and rightfully so.
>>
>>122182030
*top 25
Nobody bothers scrolling past that point.
>>
>>122182030
show me any single one of those good games
unless your standard for good game is "something i played on newgrounds 10 years ago"
y-your shitposting r-right?
>>
>>122182047
>music can't be learned
>>
>800 gorillion games are released on every platform every second
>kickstarter is impossible unless you have 1.79769313486232E+308 twimblr followers
>publishers won't touch you unless your game is already making a million dollars a minute
>media won't cover you unless your lube collection is large enough to have its own gravitational pull

why bother
>>
I give up on mobile tbh_ sempaitachi
>>
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>>122182110
The only way you can make a living in mobile is to use chinese review farmers

How good your game is doesnt matter as long as it isnt a mess
>>
>>122182159
because game dev is fun
>>
>>122182159
https://www.youtube.com/watch?v=2Pn1RVZu-24 become undeniable
>>
>>122182203
i want to see those awesome games that nobody knows about bro not chinks playing on iphones
>>
>>122182159
because you enjoy it
>>
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>>122182159
Secret tip: market yourself, not your product.

Are you trans? No? Quit lying to yourself. Of course you are. Your game has a subtle message about your frustrations with transmisogyny in society.

If your game won't sell on its own due to a lack of connections or whatever, guilt people into helping you due to your social status. You'll forge new connections and set your career in motion.
>>
>>122182243
i dont know what you expect me to do

if theyre buried in the appstore and i cant see them

how will i show them to you?
>>
>>122182331
i want you to look for them
and dont come back until you find them
>>
>>122182331
How do you know they're there if you can't see them?
>>
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The puzzle board rotation is now smooooth.
>>
What's your pc specs and how fast does your game run, agdg?
>>
>>122182393
>>122182425
spent 5 mins

randomly typed in words looking for games without many reviews that looked good

found this

not a clue what it is but it looks cute

https://itunes.apple.com/us/app/oquonie/id819777958?ign-mpt=uo%3D8
>>
>>122182303
then it should work if I'm a cis-white-male because every portion of society has inherent protection except mine :^)
>>
>>122182492
I hacked my GPU from a toaster, and my CPU is made of paperclips

My game runs at silky smooth 7 fps
>>
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NEW THREAD

>>122182570
>>122182570
>>122182570
>>122182570
>>122182570

NEW THREAD
>>
>>122182303
That's stupid. None of the popular victims of Gamergate even made any large amount of money besides Sarkeesian's initial Kickstarter. If they couldn't even manage to make a significant profit on sympathy, what makes you think you can?
This social justice phenomenon isn't nearly as widespread as you seem to believe it is.
>>
>>122182598
damn, I could never achieve that framerate.

How do you deal with electromagnetic forces between paperclips? Mine just fall apart once I push it too hard.
>>
>>122182492
My game is a lolsoretro pixel game, my computer is shit, game runs BLAZIN FAST.
>>
>>122182541
https://www.youtube.com/watch?v=xnZz_S5jFA0
it does look cool sure but the reviews on itunes say its buggy and boring
well there you have it
gameplay matters too
>>
>>122182632
> This social justice phenomenon isn't nearly as widespread as you seem to believe it is.

Not that I care but just reading any type media shows this to be false.
>>
>>122182448
You should make the wobbling effect you apply to each ball at the start of a spin correlate with a ball's distance from the center, so the middle ball hardly wobbles and the outer balls wobble a lot more. At least, I assume that effect is intentional.
>>
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>>122182632
>sunset "failed" because it only got like 10000 sales day 1
>black female dev bitches about oppressive white male gamer culture
>gets loads of coverage.

>brianna "literally who" wu randomly decides to become a victim
>game with 2 total downloads is covered everywhere simply due to phony victimization

>zoe quinn talks at the fucking UN

>anna anthropy makes shitty bargain bin sub-NES grade games
>hasn't improved in 10 years
>getting $888/month on patreon, got deals with adult swim, gets decent media coverage
>can't make anything more complex than this

Being a proud minority in some way amplifies your coverage by at least ten times. Bonus points if you get pissed off about how much you hate everyone.
>>
>>122182841
>im underaged circumcised goyim who likes to suck circumcised jew dick
>>
>>122182867
These people are almost only "covered everywhere" on /v/, and only because /v/ obsesses on finding things to get mad about. I won't disagree that their coverage is greatly amplified due to social justice, but as I said they still don't make a considerable amount of money on it. $888/month isn't even minimum wage and if you were to try to get paid by imitating her behavior you'd probably get even less money than she does.
>>
>>122182867
thanks doc
>>
>>122182867
capcom selling the same street fighter for 30 years makes me way madder then zoe quinn t/b/h f/a/m
>>
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Criticism please.
>>
>>122183815
Looks like you did your best. Good job!
>>
>>122183931
I asked for criticism, not cynicism/ass kissing.
>>
>>122183815
if you're going for that low poly look, looks good

weapon's positioning is awkward, is the player trying to smell the damn thing?
>>
>>122184056
Thanks for replying.

I'm not trying low poly, more like 90s fps look.
Gun is just a placeholder.
>>
>>122184190
looks like a screenshot from original Half Life to me so mission accomplished, I guess.
>>
>>122183815
Shit lighting
Shit blurry/unfitting texturing
Shit shape work
Shit UI work (health/ammo)
Shit font
Shit 1 color sky
Shit 100% flat floor

Good atmosphere
Interesting color shift to that small room bottom-middle
Nice gun (it's not yours is it lol)
>>
>>122184001
>>122184190
All right: When trying to make something look like a rock, imitate the formations an actual rock would have instead of slapping a phototexture of a rock on a cuboid. It looks like shit.

If you were going for a 90's fps look it's fine, but 90's fps'es usually also looked like shit and people who aren't nostalgic for that won't be as forgiving for the lousy graphics as you are.
>>
>>122184283
agreed
explain
agreed about stairs, anything else?
placeholder
placeholder
placeholder
ok

gun isn't mine, it's public domain model.

>>122184292
Agreed, but I don't have a budget to hire an army of 3D artist to make unique rock formation for every inch of my levels like AAA companies do.
Tho it is possible to decorate the floor/walls with some rock models.

I disagree that 90's FPSs look like shit.
My assets are lousy right now, though I'm experimenting with level design styles.
>>
>>122183815
blender renderer is that you?
lmao rekt
>>
>>122183815
i don't quite like the yellow-white gradient on the text
i see some lights which look like they have no source
in the shadows, there isn't any bounced light and ambient occlusion so geometric definition is more difficult to discern in shade than it should be
the ground texture looks higher res than the walls, the stairs seem poorly texture mapped with stretching on the sides
it looks interesting from a design standpoint, i'm be curious to look around
but it's hard to say too much about the design without actually playing through it though
basically looks like a sweet goldsrc map
>>
>>122184574
>Agreed, but I don't have a budget to hire an army of 3D artist to make unique rock formation for every inch of my levels like AAA companies do.

Assets are reused a lot more than you think anon.
>>
>>122184574
>unique rock formation for every inch of my levels like AAA
ah but my friend, the pros actually don't do that. they usually just make a handful of very easily reusable rock formations, which can simply be copied and rotated and look unique and interesting when assembled into larger structures this way
>>
>>122184634
Thanks for pointing out the texture misalignment and scaling, will fix.
There isn't much I can do about the lighting for now.

>>122184794
You're right about that, but still that would mean that in order to have coherent artstyle I'll need to increase detail level on everything else too.
For now I'm sticking with flat faces.
>>
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So I have been trying to apply quantum functions to my game and am having a couple issues, like how can I generate a constant value for an absolute value elevated by n?
>>
>>122184574
If you want to do level design I'd recommend you to try to become at least a somewhat competent 3D/texture artist yourself. It's difficult to make interesting maps while being entirely dependent on open domain models and phototextures.
For rock formations, you integrate the large plain rockfaces into the level geometry and do ridges and other high-detail areas with models.
>>
>>122184970
go to the archives...
the truth is out there
we are anonymouse we never forget
>>
>>122184974
>being entirely dependent on open domain models and phototextures

I plan to work in AAA, so I should have a decent team of artists to back me.
>>
>>122182867
desu Zoe Quinn is a great woman. I agree Wu is shit-tier though.
>>
>>122185043
me too but i aim to be "game director" so i dont need to know anything
>>
>>122184974
Though I'm the programmer :^)

I don't want to use model based workflow. It's slow to develop and too high barrier of entry for modders to make levels with unique geometry.
>>
>>122184574
>stealing assets like clarent and project tundra dev
Lol this place is a joke. What a bunch of thieves.
>>
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>>122183815
Iteration update.
More stuff that suck and needs improving?
>>
>>122185189
Gwyn dev stole entire artstyle.
>>
>>122185184
Modders don't need to make use of the models. If you look at Source mod maps, they all look like shit and don't make use of any features at all, including textures, but that doesn't stop them from releasing maps.

>>122185343
It's a bit too dark for my tastes, but I suppose that's subjective. I prefer being able to see the entire room.
>>
>>122184963
in that case
bumps
specular
occlusion
not shit tastic diffuse
secondary mapping to hide the tiling better

>>122185343
use more polygons for the map if you intend to make a cave.
>>
>>122185343
can i see some different views of the level? or is there too little to show at this point
>>
>>122185418
That's why I'm using BSP-like level editing. Source had 10,000's of maps released because it's easy to learn.

And agreed that it's too dark.

>>122185497
I don't want to use norm/spec maps for now, because it won't fit with some other things I want to do.

More polys are possible. That's basically saying more detail.

>>122185594
It's just a "sample" level for the style. Only with that room.
>>
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>>122185343
More well lit.
>>
>>122186008
you are not going to make it, senpai
>>
hey aerannisdev, are you here?
>>
>>122188009
im always here
h-hold me anon
and never let go
>>
>>122186008
I liked it because I'm fond of 90's FPS
But the weapons is too "modern"
>>
>>122192895
I want modern-slightly-futuristic weapons artstyle.
>>
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>>122183815
this is really fucking cool. need to play it to properly crit but from this image i just notice that your details are crammed up together, instead of just having decently spread out focal points/interest across a level.
>>
>>122183815
I like the lighting and colors here much better than your other posts. It's such a retro aesthetic that aiming for more "realism" probably won't always do you favors. Also the walls look very straight and boring even though they're apparently rock. The places where you've added some extra geometry it looks oddly angular and blocky rather than organic, and I don't mean because of the poly count.
>>
>>122184856
>assembling larger structures from small, atomic things
This reminds me of function composition. It's a really great way of managing complexity.

I wonder, are there any programming paradigms that utilize very safe function composition?
>>
>>122150324
Do you have a hit indicator while using the gun?

>I'm not sure if I really like the dark-soulsian approach of punishing mistakes with HIGHER difficulty, but I do like the whole "reduce the grind-for-red-orbs-to-buy-unlocks down into an in-match experience" thing of it.
I really don't like it when games punish you with a higher difficulty for playing better. Punishing you for playing worse is pretty standard though as you suggest, taking that too far is problematic.

The sweet spot in my opinion is to reward the player for playing better by making them more powerful but also making the difficulty increase, so it feels really good and could make you "win" more efficiently while juiced up but there is challenge in maintaining it.
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