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AGDG - Amateur Game Development General

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>AGDG WINTERJAM 2015
>http://itch.io/jam/agdg-winter-jam-2015
>GO PLAY SOME GAMES

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-6
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
http://itch.io/jam/agdg-winter-jam-2015
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
>>
hi guys
>>
It is super early. And I imagine on the other side of the world it is super late. Is this the twilight hour of agdg? Feels neat.
>>
Anyone else hitting a complete wall in coming up with a good, eye catching art style?
It is one of the most key things to get right, but I can't seem to even come up with decent reference material.
>>
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tfw scope is always too large to make a game

I just want a finished product :(
>>
I want to play your games.
>>
>>126616203

It's four in the afternoon here, so probably not.
>>
>>126615552
[email protected]
>>
I'm trying to learn game programming, but C++ seems like overkill for what I want, what's the best option?
>>
>>126616267
make a mobile game
>>
>>126616295
You will if I don't end up killing myself in a week or so
>>
>>126616378
How to make a fun mobile game? It seems everything is just copies of copies of copies that are copies. How to not be a copy?
>>
>>126616394
Being dead is no excuse for nodeving.
>>
>>126616213
copy an existing artstyle
>>
>>126616213
nope
>>
Is there a list of games finished by /agdg/?
>>
I'm making a platformer. How to make it fun?
>>
>>126616425
I hope they have better gamedev tools in the underworld
>>
>>126616213
if you have to worry about "style" then you're too low level art and should be learning the basics instead
>>
>>126616423
remember those little machines at the mall you insert coins to? yeah
don't steal too much i need it too
>>
>>126616423
>how to be original
copy more than 1 source
>>
>>126616378
> Have to learn new tools
> Having to playtest and balance the game around a touchscreen
> Having to make a game that functions on a wide variety of screen sizes

just kill me now f@m

>>126616471
http://www.homph.com/steam/
>>
>>126616498
Interesting combat
Some kind of twist on movement (gravity shifting, grappling hooks, limited flight...)
>>
>>126616423
Take existing mechanic
Add a twist to it
The real question is, do you want to make money with this or not
>>
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changed game's input system to be kb only for now. the benefit is that it can be played with a controller and it generally just works better with what i wanna make out of this game
>>
>>126616754
Looks like you can fly across a whole level. Is this intended?
>>
>>126616754
I think most 2D games should be keyboard only.

A mouse only works with specific genres that require high accuracy, like aiming in a top down shooter, or a lot of menus, like a visual novel.
>>
>>126616754
you gonna clean up those rotations eventually?
>>
>>126616754
nice. her design seems a little bland though
>>
Is there any downside to down voting all positive reviews and up boating all the negative ones?
>>
>>126616754

You gonna add a powerup or item that makes her somersault into a screw attack or some shit so you can kill enemies that way?
>>
>>126616754

c-can i see her nude?
>>
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>>126616845
yea its gonna be a game like downwell (gif) kinda but you go up instead of down

>>126616876
you mean the way they look pixel wise? no

>>126616883
thanks for the feedback ill talk to artist to see if he agrees or not

>>126616946
yea the idea is to have lots of powerups
>>
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Which color do you think looks the best?
>>
>>126617105

>downwell

I really need to fucking get this. From the trailer it seems like it has good sound design, those gun sounds are crunchy
>>
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Well thank you faggots you reminded me of the first game I made.
Pong with mechas
>>
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>>126616952
some anon made this
>>
is it a bad idea to game dev while under the influence of vodka and yoohoo
>>
>>126617204

damn
>>
>>126617163
red, blue or purple everything else has shit contrast to the helmet thingy
>>
>>126617312
black also has good contrast
>>
>>126617312
Even the silver? The silver was what I was learning towards most.

>>126617459
But it doesn't contrast at all with the tights. I'm still not sure why I made that color.
>>
>>126616952
>>126617269
>>
>uncanny valley dev posting free keys on /v/

>not here

nigga fuck you
>>
the better you can be alone and for yourself, the more you'll be creative and productive. but i still don't know how to feel comfortable with myself. you really have to love being alone and for yourself, that's when you start making insane progress..
>>
>>126617578
He has posted them here before.

I got one in last August, but I haven't played it yet.
>>
>>126617578
Would you rather give out keys to
A) Salty jealous nodevs who want you to fail?
or
B) Idiot gamers who are your target audience?
>>
>>126617105
What was this game made in?
>>
>>126617817
Unityâ„¢
>>
>>126616532
not him but i made a flash game like that years ago, it had no gamble shit or p2w tho
>>
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>>
>>126618050
>good art sells games guys

pfft

art guys BTFO
>>
tfw you are so alpha your sampler2d always return alpha=1
fuck opengl
>>
>>126617817
love2d
>>
>>126617817

the build engine
>>
i feel like IK is making animation way harder than it should be
>>
>>126617817
a computer
>>
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so AA seems to be successful, congrats AAdev! I wonder what will be the next successful /agdg/ game.
>>
>>126618352
my game
>>
>>126616723
> do you want money making mobile games

Yes. Making even 10 dollars / month with an increase of a few dollars every other month would be an absolute dream and a huge motivator. I doubt I could even pull 1 / year in todays market.
>>
>>126618372
what is your game? i think hopoo's next game is close to release so..
>>
>>126612887
Where did you get that skelly girl pic? Can you post it bigger? That is my fetish
>>
>>126618352
We shouldn't congratulate people selling unfinished games as full games rather than early access
>>
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Added radar and target tracking. It also supports locking on targets for missiles, but i haven't made any yet. Guided missiles are so comfy. Can't wait to put them in.
>>
>>126618352
one of the games that is not a platformer nor a "lol so randumb" themed game
>>
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>>126618703
>this shit again
>>
>>126618803
Mothdan can't help it, he is mentally ill.
>>
>>126618785
>bird lawyers
>not lol so randumb
pick one and only one
>>
>>126618785
Shit, maybe it wont be my game then.
>>
>>126618034
Meh. Last time one of my game had that, the fan of the first beta started insulting me a lot at the second one (because I took too much time, because "OMG that's not what I wanted"...). As a result, there's nothing after the second beta...
>>
>>126617105
Upwell?
>>
>>126618873
this game didn't justhave a "lol so randumb" theme
the theme it is using originates from medival Europe. and there too all the animals were caricatures of different human stereotypes.

so AA was using a well established theme with deep reaching historical roots
>>
>trying to make music
>not that good at it
>reluctant to recruit a music guy because for all I know I could give up on the game in a few months and then I'd have wasted some music guy's time
>>
>>126619142
use royality free music
>>
>>126619142
http://www.audionetwork.com/browse/m/track/party-hard_45027
>>
>>126619050
im thinking of Wingfall, do you think it sounds good or too generic?
>>
>>126619301
The name sounds good, but if you go upward, why using the word "fall"?
>>
>>126619353
every time you die im imagining that you're gonna fall from where you currently are in the air back down to where you started
>>
> making money off of mobile games

is this even possible? Realistically, how much can you make?
>>
>>126619050
I wouldn't use that name, it sounds dangerously similar to Updog
>>
>>126619353
>>126619301
Wingrise :^)
>>
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>>126619301
Rising Wings

that'll be 5% royalty on all of your game sales please
>>
>>126619396
So the name is good.

>>126619427
It was more a joke than a proposition...

>>126619441
Huu... Already taked...
>>
>>126619427
What's Updog?
>>
>>126619397
nothing retard, your game will appear 0.1 seconds in the store before the new games override it and if you pay 50 dollars for google to spam it, you'll get like 2 dollars back of add revenue
and nobody will want to buy your microtransactions because all bloody games have
>>
>>126619301
Stormrise of the Downfall
>>
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>>126619492
Nothing much, you?
>>
>>126619397
no one ever made money off mobile game so nothing
>>
>>126619568
Uncle joke as fuck
>>
>>126619536
not him but i'm putting "making a successful mobile game" in my backlog, i'll prove you wrong
>>
At what point would you consider a potential game title too hard to spell?
>>
>>126619751
that's gay as fuck and a waste of time for something you won't archieve, don't be retarded
>>
>>126619938
When the average reader (around 6th grade reading level) would ever have to actually think about the spelling instead of simply just knowing.
>>
>>126619918
When I have to google it to check if I'm spelling it correctly.
>>
>>126619938
i know nothing about mobile dev so i wouldn't say it will be a waste of time since it's a learning experience
>>
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>First Person Shooter
>Action Role Playing Game akin to Dark Messiah
>You go into the underground, and there are "100" levels of deepness
>Boss every 5 levels
>Miniboss every 2
>Randomly generated levels/Loot
>Multiplayer

Is this too big of a scope for a first game?
Planning on using UE4 or Unity
I can make music/art already so I just need to learn to code
>>
>>126620220
yes
>>
>>126619918
If it has a word like 10 characters long with unfamiliar build

smth like - Kaksthmürk
>>
>>126620220
Yes, but go ahead and try anyway. It's a good lesson. You need to overscope a couple of times in order to learn how to keep scope.
>>
>>126620220
by deepness i meant depth
>>
>>126620220
>Randomly generated
Wait for the fifth or sixth game to try that.

Personally my first randomly generated game was the eigth...
>>
>>126620220
That already exists and it failed.
>>
>>126620137
>>126620161
So I'm guessing I probably shouldn't use the word "mnemonic" in a title because of the silent m?
>>
>>126620357
>Dark Messiah but randomly generated
prove it nigger
>>
>>126620357
you mean the The Crossing
https://www.youtube.com/watch?v=HSRewknGUeY
>>
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>>126620220
are people falseflagging with anime pictures in this thread? why are almost all the posts with anime pictures so stupid?
>>
>>126620506
Yeah, you have that power too.
>>
>>126620431
Teach it to them in the splash screen with a mnemonic.
>>
>>126620506
>dark messiah clone
>stupid
fuck off anime shitter
>>
>>126618378
The market is indeed a problem. Unless you can get a license for some well-known brand, or get in touch with apple/google to discuss a chance for featuring, your best bet is to viral the shit out of your game.

F2P is a must if you want downloads, only go Premium if you already have a fanbase you know is willing to buy it without playing it first.

Mid-core stuff monetizes best. Mobile games are not played like PC/console games for the most part, so keep session length low - you should be able to do one quick loop of gameplay in 1 or 2 mins (think: one level of Candy Crush / one battle in Clash of Clans / one attempt of Fruit Ninja / a few passes at Crossy Roads), and put most of your progression into a metagame layer of building a character / team / base / empire / whatever.

Video ads that give rewards work really well. beyond that you should only sell in-game currency which can also be earned in limited amounts inside the game (login bonus / daily missions / weekly PVP / whatever).
The key is to make this premium currency plentiful enough that small uses of it feel trivial, but also make spending those small amounts a thing you do every session. This way purchases of currency don't fall into that trap of "too rare to use".

Also remember to prey on basic human vices - loss aversion (pay to avoid losing rank / resources on failure), vanity (unify colors on armor, dye items, buy skins), sunk cost (let them get a good couple of days out of the game for "free" before hitting them with big purchases. They will have put time and effort in that point and don't want to waste it).

If you can get them to do even one purchase, odds are they will make another much easier. offer "first time buyer" or "starter pack" discounts of like -80%. Trust me.
>>
>>126620634
Did you ever play it or are you spouting /v/ memes?
>>
how do you store you animations (for 2D sprites)?
>>
>>126620220
If by first game you mean first real game that isn't just something meant to help you progress your skills without needing to worry about design at the same time, then maybe. Multiplayer will probably trip you up, though, that shit is not easy.
>>
>>126620689
Each frame is it's own png.

I have folders with folders that have folders.

For example a 4th frame for the rapid gun attack by the human character folder will look like:

Sprite/Human/Weapons/Gun/Rapid/04_gun_rapid.png
>>
>>126620483
lol, it seems that it predicted the migration crisis
why else would Templar crusaders be in Paris chettos if not for the islam jihadists there
>>
>>126620796
Game development has moved on since the 90s you know
>>
>>126620796
what if you want to make that frame last longer? do you just copy it to 05_gun_rapid.png?
>>
>>126620935
It works for me tbqh familia.

>>126620962
That's handled in the code.
>>
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Progress:
Added AI difficulty levels. Now you can choose an easier bot if you're a beginner.

http://kish.itch.io/balls
>>
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>>126620898
I'm ashamed to be white because of people like you.
>>126620796
Why not just use spritesheets?
>>
>>126621071
>Why not just use spritesheets?

Because then I have to splice it in the code so in the end it's the same thing.
>>
>>126620796
Isn't that a bit unoptimized? Storing muliple small images instead of spritesheets requires way more disc space and loading time.
I know performance in 2d games is not an issue anymore but still...
>>
>>126621178
No, it's not the same thing

It is way more expensive to load and render 24 images than 1
>>
>>126621209
>>126621223
It's a 2d pixel game.

Who cares nerds.
>>
>>126621178
>in the end it's the same thing.
It's not. Using separate images and hence separate textures is slow as shit except on the newest hardware with bindless texture support.
>>
Any particular trick devs use to change crosshair colour based on the colour that surrounds it, so it doesn't blend in?
>>
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>>126621048
>>
>>126621304
inverted blend mode
>>
>>126621304
Yeah, have a white crosshair with a black outline or a black crosshair with a white outline. There is literally no possible way it will blend with anything.
>>
>>126621440
what if anon's game is full of zebras?
>>
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>>126621071
>"I'm ashamed to be white becauseof people like you"
do whites share a fecking collective hivemind for you considering them a cohesive entity
>>
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making fire for muh mmorpg
>>
>>126617105
>you mean the way they look pixel wise? no

You could do something like RotSprite to make the rotations look better. Upscale with Scale2x/EPX, rotate, then scale back down. The results will look much nicer.

The effort is minimal, too.
>>
>>126621582

looks like a rocket desu f@m
>>
>>126618352
he/they wouldn't consider it an /agdg/ game
>>
>>126621851
What is an /agdg/ game?
>>
>>126621889
a game that is finished
>>
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>>126621582
added to game. time for an inventory system
>>
>>126621889
not sure, but definitely not one where the dev was smart enough to realize he's better than this shit
>>
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>>126620898
damn this post and this music video
https://www.youtube.com/watch?v=5-2nByd2cr4
game me a game idea

a game where you are a leader of a religious cult who is trying to carve out one's own polity, by throwing terrorist acts in places where your religions people are minorities, thus riling up the hate between natives and that minority, making them outcast and thus forced to find acceptance in your new kingdom of heaven
>>
>>126621617
when i have time ill look into those. thanks for the advice
>>
>>126621440
But I want it to be sleek and non-intrusive.

>>126621379
Seems perfect, thanks.
>>
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Someone suggested me to read this a couple of days ago: http://www.gamedev.net/page/resources/_/technical/game-programming/implementing-component-entity-systems-r3382

And after I finished it, the only conclusion I came to is that this is not only less intuitive to implement and use, it also seems much less malleable. So why do people prefer this?
>>
>>126622338
So we can laugh at you
>>
>>126622190
a fucking crosshair is something that people will be fucking looking for in order to aim their shit

you want that shit to be READABLE, not "sleek and non-intrusive"
>>
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>>126621048
I find this game dull.

The biggest reason is that it doesn't have any sort of progression and the skill ceiling is very low. It feels like an air hockey game designed for people living in retiriment homes. The biggest fun factor air hockey is that it tests your reaction time and you have taken it completely out of equation here. Sorry for being harsh, but I honestly don't see this going anywhere.

I still hope you finish this. Sound effects and visual polish will probably make the game atleast somewhat enjoyable. You could also recycle a lot of things from this game to make a billiards or minigolf game if you want to make something foolproof instead of trying to invent new games.
>>
>>126622338
>the only conclusion I came to is that this is not only less intuitive to implement and use, it also seems much less malleable
Can I ask why?
>>
>>126620673
This guy get's it. The difference is that you can shit out a finished product for mobile in a few weeks to a few months tops. Unlike for actual PC or any other platform releases, you need to spend atleast a few months to a few years on the game.

The more games you have on mobile, the better chances you have of making money and the more money they will generate in general. After that, you only need to spend your time fixing game breaking bugs, adding new hats/recolors and a few extra levels here and there.

I would say going premium is somewhat better these days. With going freemium, but with ads and the choice of paying to remove all the ads and leaving in game purchases. The in-game purchases should only focus on vanity, and saving yourself from death, like the anon pointed. It's good to avoid what some games do, where you hit a wall if you don't pay. You should be able to get everything you want in the game without paying, without it taking years. Paying should simply make it much much easier.

Also, releasing your game for money without ads is also good, simply because there are soooo sooo many freemium and free games in general. The Paid tab is actually surprisingly slow compared to the Free tab. You can get alot more exposure there. The key is to make your video short and to the point. Skip all the intro and bullshit story, unless the story is the KEY feature of your game. Other than that a 10-30 second video where you show the action is the best choice.

Another thing is the game should be quick, like the anon pointed out. But i'd also like to add that it should start quick. You get to the menu screen, don't add any unnecessary things It should be minimal, with only the start button, load, options and market. That's it. The first level of the game should feature action in under 30 seconds of gameplay. Add simple combat and other mechanics from the first seconds, otherwise people will simply turn it off and never open the game again.
>>
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>>126618091
>>good art sells games guys
>pfft
>art guys BTFO

>Anime good art.
>>
>>126622386
Nah, it's fine. What is important is that it looks good.
>>
>>126622338
>http://www.gamedev.net/page/resources/_/technical/game-programming/implementing-component-entity-systems-r3382
> And after I finished it, the only conclusion I came to is that this is not only less intuitive to implement and use, it also seems much less malleable. So why do people prefer this?

If that's the conclusion you drew after reading it, then maybe you should find a different hobby. Or better yet, a drag and drop engine and stick to extremely simple games.
>>
>>126618721
I dunno why but that looks like it could be really fun

Something about being able to press the buttons yourself and being able to look around

And the joystick animation is really cool

Keep going anon
>>
>>126622338
>>126622409
Also that's not the article I linked, did you even read the one where it was explained or did you skip to the follow up with the sample implementation so that you could copy the code without understanding it?
>>
>>126622653
I don't care if you like anime or not
Sakura Clicker has much better art than Clicker Heroes
>>
>>126622587
Note that Vanity only works if there is a heavy social/multiplayer element
>>
>>126622338
>less malleable
You're a special kind of stupid, aren't you?
>>
>>126622389
You're kinda tight tho...
It lacks depth. I was thinking about adding some new features like powerups, or other game modes, but I couldn't think of anything that wouldn't break the current simplicity which is basically the best part of the game. Honestly, I'm not planing to invest much more effort into it. I might fix some bugs or add a few more simple things and I'll probably move on to a different project...
>>
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anubis dev please post progress
>>
>>126622653
>Anime good art.
Sorry, Anime GREAT art.
>>
>>126623196
I posted music the other day, that's progress right?
>>
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>>126623196
>succubus(male)

then call it an incubus you retard.
>>
>>126623304
post it I wasn't here
>>
>>126622409
>less intuitive to implement and use
Relatively. Classes are pretty straightforward.
>seems much less malleable
You seem to need to define an entity for even the smallest of things. I think it's a waste.

>>126622754
I read both articles. While components seemed like a good idea from what I read on the first article, the second one, which I looked because I wanted to see an example of an implementation, made it seem like you had to go through a bunch of hoops to get what you wanted and it still introduced other constraints like limited size masks.

>>126622671
I'm a complete beginner. The most I've done was some circles flying around the screen.

pls no bully
>>
>>126623495
>Classes are pretty straightforward.
If inheritance works for your game, then go ahead. It just usually doesn't, and if you're that guy who was talking about a Fallout-type game yesterday then I can almost guarantee that it will be awful.

>You seem to need to define an entity for even the smallest of things. I think it's a waste.
Where are you getting that idea from?

>I read both articles. While components seemed like a good idea from what I read on the first article, the second one, which I looked because I wanted to see an example of an implementation, made it seem like you had to go through a bunch of hoops to get what you wanted and it still introduced other constraints like limited size masks.
It's a sample implementation, but it's still the approach you would take and is the one used by Artemis, for example. The size mask isn't limited, either, I believe in that article it addresses that issue.
>>
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>>126620673
>>
>>126620220
Did you even read your own list?

>proc gen levels and loot
>100 levels
>20 bosses
>shitload of minibosses
>you'll probably want to have monsters on top of that so 100 diff monsters
>action rpg mechanics
>multiplayer

Does this sound like something one person can make as their first game?

>so I just need to learn to code
Make pong or some simple shit first.
>>
>>126623445
https://clyp.it/5qn0z31g
>>
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>>126623906
>>
>>126623940
why the grizzled face
>>
>>126615983
when importing model from blender to unity, is it better to join meshes together if they will be used as a single object or is it better to leave them seperated.
I'm asking because joining them makes ngons and that's not good
>>
>>126624027
not particularly a fan of chiptune

this being an exception https://www.youtube.com/watch?v=2kZ7FhqBDkU
>>
>>126624075
If it's a large complex model, separate parts are better.
>>
>>126623658
>Where are you getting that idea from?
I meant a component, not an entity, sorry.

I got the idea from this bit:
>An entity is simply an aggregation (technically a composition) of components.

What I understood from that is that even if an entity used something completely unique to itself, it'd still need to be defined separately as a component. And I think it's a waste because the more components you have, the bigger the component mask (in his example) gets. Or maybe I'm just horribly misunderstanding it.

>if you're that guy who was talking about a Fallout-type game yesterday
I'm a different guy.
>>
>>126624371
it's a low poly chest, 363 total faces
>>
>>126624535
Why are there separate parts?

The top and bottom?
>>
>>126624394
>What I understood from that is that even if an entity used something completely unique to itself, it'd still need to be defined separately as a component. And I think it's a waste because the more components you have, the bigger the component mask (in his example) gets. Or maybe I'm just horribly misunderstanding it.
The point of ECS is that entities don't have "types", and they don't have unique behaviours for that "type". What's an example of the unique behaviour you are talking about?

It's not like you can't work it into the design. You can have a component that just holds a tag in an integer or something, and a "unique behaviour" system can simply skip over all entities that don't have the right tag.
>>
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camera works and added a tree.
>>
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A game where you have a gun and can cast magic out of said gun
>>
>>126624394
>>126624743
Also, I'd take the sample implementation with a grain of salt. It's pretty naive, there are lots of ways to reduce memory usage and improve cache performance by partitioning the component storage and using packed arrays with sparse lookup tables and such.
>>
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Minimal progress on the game itself
just some finetuning of the shadows ( which is a total fucking bitch in Construct 2).

I did draw a character sketch after doing some research on how animu looked back in the 80s

(not a troll post )
>>
>>126624246
gotta do chiptunes with the old MSX graphics
>>
>>126624535
If you want the chest to be openable then keep the lid and the bottom separate.

As for separate meshes, you know you can join them together with ctrl+J without the vertices having to be connected?
>>
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fuckin' glitches
>>
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>>126625264
bateman?
>>
>>126624535
doesn't matter
but usually in 3D art you try to pack everything into 1 material, in complex models it rarely works
>>
>>126625328
yes, but does then the new joined mesh have ngons on places that they were joined?
>>
>>126625264

Is that Slipstream free-roam mode?
>>
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Multiplayer, health bars, basic combat. Giants someday.

>>126625264
Looking good anon
>>
>>126624954
chaika ripoff
>>
>>126625575
Post webm
>>
>>126625464
No because the actual geometry doesn't get connected. You can have "floating" vertices in a mesh.
>>
>want to listen to music while I dev
>can't find anything I want to listen to
truly having good taste is a curse

post good music
>>
>>126625649
I tried but I'm shit, Ill give it another go next time I make progress
>>
>>126625575
That grass looks really nice for seemingly being just flat colors. Is there a secret?

Also this >>126625649
>>
how do I blur a 2d array of doubles?
>>
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>>126623196
>>
>>126625808
Its just a black and white .png plugged into unity's grass which has two colour options it'll blend between
>>
>>126625662
oooh great,
thx senpai
>>
>>126625705
https://www.youtube.com/watch?v=f-3_pZcFjow
instrumental
https://www.youtube.com/watch?v=9940VxoBTuE&index=15
https://www.youtube.com/watch?v=7VGimSfTM54
https://www.youtube.com/watch?v=FtodoTDckUY&list=PLH-JBusVFR
>>
>>126624876
u should add some delay to the camera so it only starts moving slightly after the player starts walking
>>
>>126625995
cool what is this?
>>
>>126625343
who ? I'm 80sDev
>>
>>126626113
>https://www.youtube.com/watch?v=9940VxoBTuE&index=15

this is great
>>126626337
go watch american Psycho

webm reminded me of it, sorta
>>
>>126624876
>>126626127
i'm trying to go for a runescapeish feel. camera has to be on target at all times
>>
>>126625813
http://http.developer.nvidia.com/GPUGems3/gpugems3_ch39.html
>>
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why aren't you cashing in on the ebin meme market?

https://www.youtube.com/watch?v=nCFAOv6b4e0
>>
anyone else rooting for slipstream to make their goal ?
>>
>>126627898
Of course. He's the only one here with an actual playable game. So I want it to succeed.
>>
>>126627898
I root for every AGDG dev
We're all gonna make it
>>
>>126628289
hahahahahahaha
>>
>>126628289
Y-you too
>>
>>126627646
Those were always terrible and cringe worthy but at least at first they had a novelty to them.

Now it's literally beating a dead horse.
>>
>>126629145
>Now it's literally beating a dead horse.
holy shit
maybe that's it
it's just a metaphor -- the whole thing -- a social commentary
>>
>>126629329
videogames are truly the highest form of art
>>
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>>126626325
deepart.io
>>
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DO I TAKE THE PLUNGE /AGDG/
>>
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> tfw game characters are always the hardest thing to do

How do you even model them properly. This is always where my gamedeving stops because I hit a wall.

> will never do characters like they do in yookalaylee.

kill me
>>
>>126630135
no
>>
>tfw you will never taste vines boipucci after she lays a big chocolate log on your stomach
>>
>>126630135
use UE4 instead

AAA engine for only 5% royalty
>>
>>126630135
learn sepples instead
>>
>>126630285
Scat is a mental illness.
>>
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>>126627646
>Pewdie Pie: Legend of the Brofist
>It's a shitty platformer with mediocre art
>12,968 copies sold at 8.00$
The only fact I can take refuge in is that this game did terrible for the subject matter it was based upon.

But what's worse isn't that the game is about pewdiepie, it's that for every lame, lazy and ludicrous youtube-batiing meme game there's an actually interesting and or fun game not being made.
>>
>>126630285
thank god
>>
>>126630135
It's 50 bucks on steam.
>>
Unity 2d or gamemaker?
Which has better tutorials for absolute newshitters

my 2016 goal is to create something that will make people genuinely smile
>>
>>126630135
Why not pirate it first, and buy it once you go commercial with your game?
>>
>>126630536
>>126630671
nice blunder
>>
What's a meme game?
>>
>>126630654
I think the popular opinion is that game maker is easier, but personally I had a much easier time getting Unity. Maybe that's just a result of being familiar with C# though, but I feel like the editor interface is much more intuitive as well.
>>
>>126630654
Make Undertale
>>
> tfw the 2d platformer market is insanely over-saturated

I swear it probably makes up 70% of indie games at this point.

But how will I do MY 2d platformer now?
>>
>>126630890
LOTS of waifus and use humor.
>>
>>126617817
>>126617863
>>126618162
>>126618226
>>126618265
GAME MAKER STUDIO U DUMBIES
>>
>>126630890
>70%

Honestly senpai I feel like it's been closer to 90% since Meat Boy and Braid.

But I would say there is still not that many indie 2D platformers that are of high quality. Meat Boy is still the only one I would even compare with the Mario games, so as long as your game isn't shovelshit like the rest you'll do fine.
>>
>62 posters
sure is winter here
>>
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>>126630890
maybe 5 years ago

its all "multiplayer survival online horror" games now

>mfw going through my steam queue and half of them are this shit and maybe 5% of them are rated above 70%
>>
>>126630470
>But what's worse isn't that the game is about pewdiepie, it's that for every lame, lazy and ludicrous youtube-batiing meme game there's an actually interesting and or fun game not being made
Are you implying that the people who make those are capable of making actually interesting and or fun games?
>>
>>126630470
> for every lame, lazy and ludicrous youtube-batiing meme game there's an actually interesting and or fun game not being made
you wot m8
>>
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>>126605694
>>126609773
Srry I didn't reply. It's not a space game, no. The game takes place on an alien planet that has a moon. Since I put a day night cycle in on the planet I had to do it with the moon. At the moment it needs to be in geosynchronous orbit (or counter rotate the object or material to match its revolutions)... It would be a lot easier if UE4 allowed light linking, but what-r-ya-going-to-do.

Have another oldish webm.
>>
>>126632039
>>126631768
maybe he's talking about how it's unfair that meme devs are yesdevs and some people with good ideas are nodevs
>>
>>126631324
It's summer though.
>>
>>126631768
>>126632039
No I'm basically saying that other games more worthy of attention pass by the wayside.
>>
>>126632258
nope summer is when there is a big number of posters shitposting really fast
we clearly have a small number of posters posting slowly so it's winter
>>
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>tfw amazing ideas uncontrollably flow through my brain
>nodev
2016 will be different
>>
>>126633021
If your nodev why are you here?
>>
>>126633021
I know that feel
I know that feel too well
>>
>>126633074
reading and learning all these tutorials but not doing anything with them
>>
>>126633074
you don't have to be a dev to enjoy game development
>>
>>126620220
i think you can do it in 100k lines of code. if you write 1k lines per day, that's only 100 days! good luck anon!
>>
>>126633868
>1k lines per day

yesdev as fuck
>>
>>126633868
Nodev spotted

It's not about the quantity of code, it's the quality and purpose they serve

GET
OUUUUUUUUUUUUUUT
>>
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>>126633868
>i think you can do it in 100k lines of code. if you write 1k lines per day, that's only 100 days! good luck anon!

I spend 70% of my time deleting lines senpai
>>
>>126633868
I think the code for a messiah like fps game in itself will be rather easy, the big problem will be the modeling. You need to create enough models/assets for 100 levels, and countless items/weapons/enemies.
>>
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BEHOLD
THE FIRST PIXEL OF MY FIRST SPRITE
TRULY I CAN FEEL THE PROGRESS FLOWING THROUGH MY VEINS
>>
hey 3d guys
make me models for 5$ each
>>
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>No time to work over the holiday weekend because I was too busy being a real person with a real family
> Dungeon generation makes the level WAY too vertical

This is going to be harder than I thought.
>>
>>126634829
>>126634895
pixelmind
Also congrats on your first pixel first anon
>>
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>>126634878
>5$ each
>>
>>126634878
Depends. How complex?
>>
>>126634878
>5$ each
Top kek
>>
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Why is it impossible to setuyp the path to the Android apk in Unity 5? Works without a problem with Unity4 but in 5 the dialog is simply missing
I updated jdk and jre, all the apk packages without any changes
>>
>>126635839
*sdk sorry
>>
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give me a game that doesn't need art/art would be easy to do
>>
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i tried
>>
>>126636495
pong
tetris
>>
>>126636554
no, I mean a marketable game
>>
>>126636509
Would still play.
>>
>>126636654
Super Table Tenis+
Stack n Match Dribble Drop
>>
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>be a dev but not a gamedev
>finally build up the courage to do some shit
>miss every fucking jam possible
>>
>>126636730
no, like a game I can make and get rich off of but for some reason you wouldn't make because you're a nodev
>>
>getting better at art
>tfw stuck
stuck
STUCK
How do i deal with this, its killing me, tryed taking a christmas break and now im back and i could swear i got worse
>>
>>126636802

just keep a schedule mate, and setup some alarm the week before+the day before to prep up
>>
>>126636856
keep drawing
>>
>>126636856
show me the barrier
>>
>>126634878
I'll make you a model, $1 per face.
>>
its really weird how unity API methods start with an uppercase letter..
>>
>>126637294
lern computors 1st
>>
>>126625336
>GOMADfaggot is still around
holy sheit
>>
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>>126637294
as they should
>>
I remember some people in this thread saying never to use global variables. I'm pretty new to this so can I ask why?
>>
>>126637294
That's C# convention.
>>
>>126637294
>what are C# conventions
>>
>>126637294
That's not weird at all...
>>
>>126637663
http://c2.com/cgi/wiki?GlobalVariablesAreBad
http://programmers.stackexchange.com/questions/148108/why-is-global-state-so-evil
>>
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>>126637663
memes
>>
>>126637663
C O U P L I N G
O
U
P
L
I
N
G
>>
>>126637663
if youre making a project by yourself it doesnt matter and they arent bad
>>
>>126637663
They're not inherently bad or anything, just don't have multiple methods that don't run in a specific order affect them.
>>
>>126634878
what model?
>>
>>126638335
>2016
>the year of our lord
>using C
>>
>>126638335
What do you use then, dweeb?
>>
>>126638483
>not using a mix of functional and procedural in D/Rust/C++
>>
>>126638090
It's not about how many people are working on it, it's about scope. Global variables are not so bad, for example, if they're only global for a short script and can't be accessed outside of it, or if they're only accessible from within a single class.

So if you're working by yourself, and the code you write for your whole project is only a few hundred lines in GM or Unity, then yeah, globals aren't going to be a big problem.
>>
>>126638335
>he is unironically using structs to represent data
>>
Progress?
>>
>tfw feel guilty because unity is "easy"

b-but it's fun
>>
>>126638870
Just make game. Use gamemaker, unity, construct or whatever. Use assets if you want. Jus tame a game its all that matters. Learn something in the process
>>
>>126638870

>tfw have no idea how to do anything

teach me pls
>>
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>mfw came up with a bunch of ideas and will spend the next couple of days devving these ideas

the progress train has left the station, first stop /agdg/
>>
>>126638870
>tfw the options in which I can make game are too easy and make me feel guilty so I don't pick them
>the other options are too ahrd so I don't make game
>>
>>126638335
OOP is great if it's implemented correctly, like in OCaml. Encapsulation is done at the module level, and instead of subtyping, there's row polymorphism, which works with type inference.
https://realworldocaml.org/v1/en/html/objects.html

>>126638483
>C is the only language that doesn't force OOP down your throat
>>
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>>126639294
>>126638870
>listening to the enginenodev menace
Never feel bad for making progress
>>
>>126639218
Godspeed, Anon-kun. Be sure to post lots of progress.
>>
>>126638740
>he is unironically using classes to represent data
>>
>>126637663
Global variables are difficult to manage once you have a large amount of code. You stop being able to keep track which of them are used, when they are used and by what code they are used.

Global variables are fine given that you somehow manage to handle that complexity when programming.

Miscellaneous global strings and ints are probably going to make your brain explode even in a very small game, but for example some kind of a resource manager or such can be useful as a global variable even in a very large project.
>>
>>126638870
That's natural. You aren't really achieving anything. It's like you're playing with a toy.
>>
>>126639450

?? how else can it be done
>>
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>using anything but an algebraic data type or record to store things
>>
>>126638713
youre objetively wrong my games are thousands of lines of code and im fine with using global variables. you just need to be experienced to know when to use them and its fine
>>
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>>126615983
>>126615983
>>126615983
>>126615983
>>126615983
who else /MakingFatStacks/ here?

just kidding. I only released on the Google Play Store; should I really pay $100 to release on the Apple App Store? Will that make me money or am I just eternally fucked?
>>
>>126639937
Are you using Unity or some other engine?
>>
>>126640096
im usin love2d
>>
So, what's the best method in Game Maker to have a simple building, tree of whatever where objects/characters can either pass in front or behind it?

You know, if you collide with a tree towards the bottom, you can't walk further and are shown as being behind it, but if you walk a bit higher up, you'll just pass behind its sprite.

Should I make two different objects, one for the bottom part that you can't collide with, another for the higher part that you can walk behind? Write some specific script for the object that changes the "layer" on which the player sprite is rendered?
>>
So I'm familiar with Unity but UE4 looks really cool and is free now.

Is it worth making the switch? I've finished my unity game (kind of) so I wouldn't be losing progress. It'd just take a bit to learn.
>>
>>126640248
Do you have any issues with Unity?
There is a correct answer
>>
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>>
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This still feels weird for some reason
>>
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>Used python, java and c# over the years.
>Start to get into c++
>All that overcomplicated unnecessary weird shit and 20 different ways to do and write everything including syntax itself

I hope this pain in the ass is worth it
>>
>>126640372
At times the performance could be better, but I haven't really had any major issues. I prefer C++ over C# since C++ was my first language, but UE4 itself may take a while to learn.
>>
>>126640549
https://github.com/isocpp/CppCoreGuidelines
>>
>>126640418
That looks really neat, I love it.
>>
>>126640586
>>126640372
Also as a programmer non-artist I feel like I could get away with a lot more using UE4's lightning than I could with Unity.
>>
>>126640742
What
>>
>frogposting
>wojack
>anime avatarfagging shitposts
>mentally ill nodev babble with zero progress to show for themselves
This stops now.
>>
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>>126640742
>>126640912
>>
>>126640498
>"Statistics"
>game is literally 2 minutes old

lucy you got some splainin to do
>>
>>126638552
Procedural
>>
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>>126639384
>POO is great
>>
>>126641039
Statistics is a component that contains data about dropped items -- power, toughness, value, rarity.
>>
>>126639582
Use bytes to represent data, shitskull
>>
>>126636509
What is this game name ? Where can i play it ?
>>
just going to go work on my game
>>
>>126641034
>reddit meme post #5034
You're on thin ice.
>>
>>126641231
wahey
>>
>>126641385
Oh no you don't
*bullies you*
>>
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It's that time of day, isn't it?
>>
>>126639582
Use a comma separated string you pleb.
>>
>>126641636
don't say his name
>>
>>126641636
this is the work of cshitter my man
>>
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>>126621986
>>126624876
Added an inventory area. Items are just placeholders
>>
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>when even the top rated positive review outs you for being a scammer
>>
reminder that no anime posters have games
do not take their """advice"""
>>
d* no
stop
we were having such a good thread
>>
>>126641838
Ill advise you real good kiddo
>>
>>126641752
nice rabbit
>>
>>126641636
>my bullshit reddit memeposting is being ridiculed ;_; g-go away mothdan i know it's you
Maybe Americans are just tired of seeing you here blathering on with memes you stole from us on website built by us while still making literally no games ever
>>
well he's here, see you guys later
>>
>>126641749
I'm talking about >>126640912. I know C-kun is >>126638335, at least his shitposts can potentially foster discussion.
>>
>>126641895
>we were having such a good thread tickling eachother and giggling this is what amateur game development threads are for!!
>you actually believe this
Go have your gay sauna somewhere else there are devs here now.
>>
>>126636509
looks fine would probably look nicer if your plants and grass wasn't growing out of SAND
>>
>>126641673
I'm afraid that one day someone will actually follow joke advice.
>>
Wait wait. C shitter still posts in agdg? What the fuck, didn't he finally kill himself?
>>
>>126642076
Why are you such a little girl lmao this isn't the 7th grade nobody cares about you and your pouting
>cmon guys we're LEAVING :(
no we're not
>>126642085
Has he ever posted progress though?
>>
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>>126641986
thx senpai.
>>
>>126642153
>there are devs here now.
[Citation needed]
>>
>>126642351
He's posted snippets of code before.
>>
>>126642321
ill kill u bicth
watch out fag
>>
>>126642321
I'm still here and have no engine
>>
>>126637663
it's fine, I use over 2000 global variables just as databases i can refer to. Stats and stuff.

Game Maker is almost equally inefficient either way.
>>
Which 2d engine is more ez for making a roguelike?
>>
>>126642495
That kind of use of globals is fine, as stuff that is read only.

It's not really about efficiency until you get into threading, where you basically need to have a lock for every mutable global variable that might be accessed by multiple threads. Obviously, that's not an issue in GM.

>>126642607
libtcod
>>
>>126642495
>databases
>plural
No skin stop
>>
>>126642607
use libtcod
if you didn't actually mean make a roguelike, then gamemaker or love2d
>>
>>126642640
http://www.library.usyd.edu.au/databases/
>>
>>126641832
>Dec 29th patch to fix a knowingly broken game sold on Dec 21
>it's not even early access
Why are we claiming this as one of our own again?
>>
>>126642726
Enjoy maintaining a context for all of them simultaneously
>>
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Is it just me or the Xbox 360 controller analog sticks have a snap when the analog is pointing near up, down, left or right? I tried to Log the raw values and it seems that way. Feels very crappy if I try to get exactly where the analog is pointing. Must be able to turn this off somehow, I imagine? Anyone know? Using Unity.

Webm related.
>>
is "he" here still?
is it safe to post progress yet?
>>
Who is "he" ? Is this another ebin faggot meme ?
>>
>>126642957
No, you can't really do anything about that.
>>
I'm stealing someone's game idea but implementing it differently.

Am I a bad person?
>>
>>126642374
This post is the post of a nodev incriminating himself while simultaneously acting smug and shitposting. It has it all.
>>
hit that button boys
>>
>>126643116
Some of the shitposters here are scared to death that they're going to be bullied by masked avenger namefags so they like to hold imaginary progress posts random and generally whine like babies. Just ignore them they're literally insane.
>>
>>126643132
No as long as your game is good
>>
>>126625705
>the only good music is art music
>art music demands your full attention
guess youre out of luck
>>
>>126640619
That's actually quite neat. Thanks for the link.
>>
>>126643132
literally every game in existence did that
>>
>>126643043
>>126643225
>this again
Bye don't come back
>>
>>126643132

Ideas are worthless, implementation is everything.

You might still be a bad person though.
>>
I'm just gonna play today
>>
>>126643304
random=ransom
>>
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>>126642957
That's not happening for me in love2d
it's not perfectly circular, but there's plenty of precision
>>
>>126642957
>>126643119
Oh, never mind, did some more searching and apparently it happens because the deadzone is per-axis instead of circular. Don't know how you change that in Unity.
>>
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ayyyy
I have no idea how to connect these rooms.
>>
>>126643632
>>126643646
I see. Yeah, when I set the deadzone to 0 it doesn't happen, but then the analog is hypersensetive. I'll just have to implement the deadzone in code.
>>
>>126643981
Keep going
>>
>>126644321
Oh it's you again.
It's time for you to leave.
>>126643651
Do you have any idea what you want to make yet or are you just organically growing a game?
>>
>>126644518
I have a pretty strong idea of what I want to make. Before I even started messing around with monogame I had a pretty good idea. Implementation is proving to be really fun, but really difficult.
>>
>plan to dev all day
>stumble upon something interesting on the internet and waste all day on it
Every fucking weekend, I'm such a weak willed faggot

Sundays make me want to kill myself the most
>>
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sniper turret
>>
>>126644974
Just do it
>>
>>126645012
Why does it spaz to one direction when it shoots?
>>
>>126643651
>monogame
If you encounter any bugs just switch to FNA, it's supposedly better built https://fna-xna.github.io/
>>
>>126645012
These are always fun to watch. What's the sparkly green thing on the table?
>>
>>126645178
kickback, balances it out a bit
>>126645283
loot, gives you money when the raid ends, kind of hard to make out because of the webm
>>
>>126645037
Escape bag or the good ol' noose?
>>
>>126645271
Been looking at that. Since I'm not really deviating away from any of the base XNA functionality so far I doubt I'll run into any bugs or at least any major bugs, and this monogame content manager has really spoiled me, but it's definitely something I'm keeping in mind.
>>
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grapplin' particles
>>
>>126645178
>spazzing
That's not how you spell recoil
>>
>>126645437
Your game looks neat. I'm wondering, what will the visual style be? Since from what I understand its about a witch delivering stuff.
>>
I've been stuck on trying to get vsync to work for as long as I can remember. All my dev progress has completed halted because I just can't understand how to structure my stuff to work right.

I can't tell you how unbelievably frustrating this is.
>>
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>>126645704

Not colorful boxes.

I've been collecting reference stuff but haven't really gotten anything concrete yet. I'm going to try to aim for something like a painterly interwar old world setting on floating islands for the buildings and terrain.

People are harder.
>>
>>126645012
What tool do u use to record this so hidef in such a small size ?
>>
>>126646238
If you're not using Mantle or D3D12, VSync should just werk.
>>
>>126638870
That's called yesdev guilt and it's the result of societal conditioning. You must resist.
>>126639540
This post disgusts me.
>>
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>>126645012
You're gonna make it bro
>>
Should I go back to UE4 blueprints? Trying to learn c# for unity because I was told it's better and still plenty easy but it's too hard for me
>>
>>126632118
Nice-looking water.
>>
>>126646602
Yes, if it means you make more progress.

UE4 is better any way
>>
>>126646602
Learning OOP/C# doesn't come overnight, it comes with practice and reading a book on the topic. I'm speaking from experience.
>>
>>126646409
The problem is that vsync blocks my update thread and everything suddenly seems way less responsive.

I just made a simple square
when I click the square it changes color

vsync off: color changes instantly but tearing
vsync on: color changes noticably slower

I have no idea how to set up my engine to work right with vsync and im losing my mind
>>
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>>
>>126647197

nice PSX grafix
>>
>>126647170
The problem probably isn't what you think it is. VSync has an inherent added latency, especially if your GPU driver is set to use triple buffering.
>>
>>126647170
>everything suddenly seems way less responsive.
Vsync always does that
>>
>>126647281
Where's your game, anon?
>>
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added some stuff, you can try it here if you want-> https://dl.dropboxusercontent.com/u/69039392/WEbGL/index.html
>>
>>126647281
You shut your mouth!
>>
>>126647780
Virus, don't click
>>
>>126647197
>pre-emptively calling your game a walking simulator
That's some quality shitposter disarming right there.
>>
>>126647780
/!\ /!\ /!\ V I R U S /!\ /!\ /!\
>>
>>126647383
Yeah but there are other programs I use that have vsync I compare to and they feel much more responsive so I know its me that's doing something wrong.

Frame {
...Update();
...Sync();
}

^ thats what my update loop looks like

When I call Sync(), it syncs renderable data with the render thread. This will block whenever the render thread is blocked on vsync

I need to figure out how to be blocked for less time in the update thread but for that I need exact vsync timings, like a callback or some shit
>>
>>126647765
I thought the box would move on it's own, judging from your webm and then got rekt. It seems hard to get used to, but it smooth enough to keep others hooked to try mastering it.
>>
>>126648152
>render thread
Don't do that.

Even so,
>This will block whenever the render thread is blocked on vsync
Why? Sounds like standard producer/consumer to me.
>>
You know what's cool? Spiderweb Software is a husband and wife team that's been making computer rpgs since the early 90s. I didn't much care for Geneforge, but love Avernum: Escape from the Pit. They've made a shitload of RPGs and are still at it.

The dream can happen.
>>
>>126647170
Read up on Vsync, it is a special nightmare anyhow.

So basically you add 2 frames of input delay, just for using Vsync. Then another half a frame if the GPU is not synced to the monitor, and another half a frame because syncing from 200fps versus 60 is a lot smoother.
Aero can add another frame too.
Even a non fucked implementation you are looking at 0.5-2 frames of input.

And thats before frame stability. Basically if the schedule fucks up at all, it will go down to 30fps for half a second. Differences in frame output is perceived as lag or jitter. If it happens once, its okay, but if it happens once a minute it will be perceived as terrible.

>>126648152
Suggestions:
1. You have performance issues, and what you are seeing is frame decreases

2. Add magic numbers to round out the frame stability
>>
How do I organize my team?
I have people willing to help, but they need to be pushed in order to get things done. It's me and 4 other people. They do work when I grill them about it but it's hard to keep them constantly motivated.

It's also my first time being a team lead for anything real.
>>
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>>126648541
>Add magic numbers to round out the frame stability
>>
>>126648750

Ditch em
>>
>>126647780
>i hax you
Pathetic.
>>
>>126648750
make a deadline
give everyone things that would be reasonable to make in that time
>>
I was only joking about it being a virus tbqh
>>
>>126647170
Just use separate render and logic threads.
>>
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>trying to think of a solution since yesterday
This shit is driving me insane. Stupid mathematics man.
>>
>>126649158
>I can't read
>>126648152
>>
>>126649283
Rendering should be time independent, so what when 15 seconds passes between renders? The game logic should still advance.
>>
>>126649195
Quanternions you moron
>>
>>126649195

i don't understand the problem
>>
>>126649387
The changes in game logic have to be sync'd to the render thread some how. Say you have a character and the position of that character changes... so new transforms or whatever have to be uploaded to your GPU.

For that you need to sync, and there's a period of time where either your render thread or your logic thread is blocked and you are copying over data that can be used to render.

But my issue is every time I sync I eat a 15+ms wait which screws everything up.
>>
>let's reinvent the wheel
>okay but first let's argue
Every time
>>
>>126649387
He already has the VSync happening on a separate thread.

>>126649593
>there's a period of time where either your render thread or your logic thread is blocked and you are copying over data that can be used to render
There shouldn't be, or at least it shouldn't be more than the cost of the memcpy (i.e. not 15 ms). You're doing something incredibly wrong with the method of synchronization.
>>
>>126649195
describe your problem i'll help you

is it because it's floating?
>>
>>126649403
>fucking quaternions man.webm
Check the title moron

>>126649475
Looking at the ship results in unreliable rotation (green/red axis), I'm trying to prevent that.
>>
>>126649593
Use the mutex pattern for thread synchronization perhaps?
>>
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>>126646612
Thank you. It used to look like shit, but then I worked on it some, then I abandoned the project, and then I came back to it, and now it's coming along okay... http://b-o-n-e-h-e-a-d.tumblr.com/ <- in case you care to see how bad it used to look.
>>
>>126649753
You stupid commercial enginebabies keep whining when the big boys enginedevs are having a discussion.

Go drown in your blueprint mess.
>>
>>126649753
>reinvent the wheel
more like making your own wheel, not just buying one
>>
>>126650018
>whining
Is that how you spell laughing? You guys are walking advertisements for engines like UE4 Unity and GM:S. You're the best public service announcement warning of the dangers of enginedeving. Please continue.
>>
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>Trying to calculate differences between rooms to draw hallways between closest rooms
>End up with trippy-ass squares

goddamn this is cool but I'm nowhere closer to randomly generating a good dungeon floor.
>>
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we have dashing !

oh and animal cruelty
>>
>>126650142
>people who are capable enough and don't need a certain tool are advertisement for the same tool.
>>
>>126648750
as anon already said, deadlines are the best easy solution

you can even ask them to set their own deadlines if they're responsible but just lack motivation
>>
>>126650054
My mistake. Try not to go too fast.
>>
>>126650054
>more like making your own wheel, not just buying one
with homegrown wood and iron mined from the backyard

when the other guy has already made his cart and run a transportation business with it for 5 years
>>
>>126649824
>>126649998
Okay, consider this scenario:

1. Render thread blocks because SwapBuffers was called
2. Update thread is done updates, and calls SyncRenderDataWithRenderThread().
3. ... but the Render thread is still blocked until the next VSync.

So now the Update thread is waiting for the Render thread to unblock... do you see the problem here?
>>
Fucking hell guys, we were having a good discussion.
>>
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>>
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>>126649912
Here, I put a cute grill looking at the ship so you can see the problem.
>>
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I've made this in monogame with no prior gamedev knowlege in 2 days, how did I do?
>>
>>126650573
This always happen when someone starts shitposting about enginedevving, it's almost as bad as language wars.
>>
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>>
>>126650686

What are you using to orient? Quaternion.LookRotation?
>>
>>126650572
Yeah, the problem is that you're doing it wrong. Please just look at the producer/consumer model, although in this case you don't need a queue of data, just the most recent snapshot. Even just naively using a mutex, there's no need for the destination buffer to be locked while the thread is waiting for VSync.
>>
>>126650517
maybe making your own wheel is fun, and nobody uses other guy's transportation service because it's shit
>>
>>126650737
Do you have hitboxes on the trees so you can't walk over them?
>>
>>126650572
https://stackoverflow.com/questions/24135853/at-what-point-does-vsync-wait-block/24136893#24136893
>>
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Oh fuck my Input processing order is fucked
I'm updating my inputs after drawables are updated...

Inputs should be after transforms but before drawables.

Maybe this will fix my laggy behavior because the current way is at least one frame behind.
>>
>>126650932
Yep
>>
>>126650824
No, the default LookAt(transform, normal).
>>
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>>126650312
>don't need a certain tool
Yes we can all see how you don't need a tool which already does what you're attempting to accomplish but can't. Tools are for babies unless you make them yourself.
>>
>>126651031
This >>126650875 is still an issue that you should fix, if this is what you have experimentally determined to be happening. There should be no need for the act of copying to block during VSync.
>>
>>126650805
How'd you do the mirror?
>>
How difficult is it to make a graph with weighted edges in Unity?
>>
@126651152
So weak you don't even deserve a (You)
>>
>>126651204
Thanks for the feedback. anon
>>
>>126651123

That looks like it's about the same thing. It's hard to tell from your webm, but it looks like you're looking across your normal and camera's flipping because of that?

There's a few different ways of handling this, you can either use something less restrained for looking or lerp between old and new rotation to make the flip less violent.
>>
>>126651209
Unity has nothing to do with it.

Graphs are easy to represent, just have a set of vertices and a set of edges that (typically indirectly) reference the vertices.
>>
>>126651263
You're making enginedevs look so good right now.
>>
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what the fuck does this guy want from me?

Also holy shit did the americans wake up? Board was ded one hour ago
>>
>>126651152

>you can't dev unless you invent fire and stone tools, use those tools to create metal and plastic bits and circuits and shit and build a comptuer and operating system and coding language from scratch

lmao
>>
>>126651209

I'm not sure exactly what that means, but you can (pretty much) do whatever in unity that you can do in C#.
>>
>>126650654
I don't get it, dead games?
>>
>>126650686
did you import improperly from blender and that's why your forward axis is messed?
>>
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>>126650926
>nobody uses other guy's transportation service because it's shit
Yeah things that are built by hundred man teams of engineers are shit compared to things tacked together in someone's garage.
>>
Thanks to whoever suggested tiddlywiki
it's amazing
>>
>>126651286
Feedback? I like the wiggle tv, but the light it's shining should look like what's it's actually displaying. Also I have no idea what any of this is supposed to be. How'd you do the mirror?
>>
I doubt Valve could make Portal if they were using commercial engines.

Making your own engine is about control.
>>
>>126651315
>>126651704
That's not the camera flipping, it's the girl looking at the ship.
Actually, I nailed the problem but I just can't "think" of a way to fix it right now because of how quaternions work. As far as LookAt is concerned, the resulting rotation is correct for Z (blue axis), the red/green ones are irrelevant so they constantly change like you saw (Gimbal lock related).

You gave me an idea with Quaternion.LookRotation though. Rather than using the default LookAt I'll just work my way out starting from the perpendicular origin.
>>
>>126651881
>1MA enginedevs comparing themselves to Valve
I love you guys. You're fucking crazy though.
>>
>>126651881
scram, krank
>>
>>126651881
I agree with this, but also realize that most people don't need to make their own engines. Most people aren't trying something as ambitious as portal.

I think engine devs are cool as fuck, but I'm no engine dev. Most engine devs end up with a cool engine and a mediocre game in my experience.

That FPS engine dev is my favorite though simply because he's consistently working on it, and his progress is fun to follow. Dunno if he has a tumblr or whatever-the-hell though.
>>
>>126651163
I'm not copying anything and I haven't set up any of my thousands of lines of code to work that way.

So if I have a GL Object like a texture or something it typically has two functions;
Update() // called by an update thread
Sync() // expected called by the render thread while the update thread is blocked

What you're suggesting is Update and Sync both be protected by mutexes... unfortunately that's not how I've set my stuff up.

I'm notn going to redo everything now because it'd just amount to a full rewrite, but I'll consider it for another version of my engine
>>
>>126651881
lol
>>
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>>126651597

Czech out the new guy.
>>
>>126651881
portal is actually a pretty simple game at the core
>>
>>126652169
FPS enginedevs are my favorite as well.
https://www.youtube.com/watch?v=vkUwT9U1GzA
Ken Silverman started the Build engine when he was just a kid which started a revolution in gaming. Carmack is a god and an FPS enginedev. Without FPS enginedevs 3D gaming would have taken forever to catch on.
>>
>>126651881
Wasn't most of the tech in Portal done by people outside of Valve?

Then they got hired and finished it.
>>
>>126652206
What the hell is Sync() doing if it's not copying something?
>>
>>126650737
Better than 90% of this thread already.
>>
>>126652324
You could just answer my question.
>>
>>126652586
it was originally a game called Narbacular Drop
>>
Is making games on Python viable? Or is it 2slow? I'd use Lua but I don't want to learn another language just for this.
>>
>>126652591
Its the same as a producer / consumer.

The update thread produces data and the render thread consumes that data.

class VertexBuffer {
...void Update(UpdateData data);
...void Sync();

...vector<UpdateData> list_data;
}

So say you wanted to mess with the VertexBuffer; you'd fill out the update data and call Update() from the update thread

Then during Sync(), the render thread would call the corresponding GL methods (it owns the context), like glBufferData or glSubBufferData or whatever.

I thought that I would be spending a very small amount of time in Sync() and the majority of my time doing a lot of Update() calls so I didn't want to use critical sections (ie wrap the list_data with a mutex)

I certainly didn't expect to be blocked on Sync() for pretty much an entire frame duration... live and learn I guess
>>
>>126652926

Too slow.
There's also a particular lack of good IDEs
>>
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>>126651881
I've seen several working tutorials on portal and gravity guns for unity though. The only thing you are right about is that you have the most control with your own engine, though you should always ask yourself if you really need that much control, because you don't need a spaceship to drive to the next supermarket.
>>
>>126652905
Dead game, and not a dead game.

On a related note, did pugdev really kill his family? Also what is he doing now?
>>
>>126652926
Depends on the type. You could probably do a 2d game or a visual novel decently with it, but I doubt you could do more than psx-tier stuff in terms of 3d.
>>
>>126653135
What should I use then? Is Lua with Love a good option? I've been also thinking of going the C# + monogame route.

Either way in both cases I'd have to learn a language just for this.
>>
>>126653074
Oh god, what the fuck man.

Gut the whole thing and write it properly so that the only thing that happens when synchronizing the two threads is a memcpy of a snapshot of the game's state. OpenGL calls should stay on the render thread, the update thread shouldn't know about rendering at all.
>>
>>126653198
>I've seen several working tutorials on portal and gravity guns for unity though.
Yeah I was going to say Portal would be a trivial project in Unity or UE4. A 2D Portal game could be done easily in Gamemaker. What it really boils down to is enginedevs are impressed with themselves and think they are impressing others when they put their tinkering on display like this. It's actually adorable if you think about it.
>>
>>126653431
>>126653198
I doubt these engines let you see through the portal.
>>
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>>
It's really interesting reading negative reviews for games that are similar to yours
>>
>>126653431
>What it really boils down to is enginedevs are impressed with themselves and think they are impressing others when they put their tinkering on display like this. It's actually adorable if you think about it.
Do you go to sleep this angry over people doing something you don't approve of?
>>
>>126653284
playing wh40k 16 hours a day
>>
>>126653575
Are you just pretending to be retarded?
>>
>>126653575
Seeing through portals in both engines is trivial, the hard part is the physics, which is probably hard regardless of engine.
>>
>>126653575
>Create camera on the other side of the Portal
>Make it a texture
>Distort it and give it a circular frame
>Now you're portals

How is this hard again?
>>
>>126653319
Lua is fine
>>
>>126653682
>u mad
Why are enginedevs such shitposters?
>>
>>126646271
sounds really awesome and ghibli-ish

hope you find a good artist to realize it
>>
>>126653883
It's pretty clear from how you post that you're upset over enginedevs, did a cute trap who's an enginedev turn you down?
>>
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>>126653575
>I doubt these engines let you see through the portal.
You are fucking with me right now aren't you? You think you actually "see" through the portals? That someone codes fucking quantum physics that tear apart verticies or some shit? Your post made me laugh really hard, but seriously stop.
>>
>>126651286
Actually he was asking a question. What kind of response is that?
>>
>>126654108
>yeah u mad
Here's a conversation between yesdevs.
"Hey I'm trying to ______. What do?"
"Check out this documentation here yesdev friend."
"Oh that works perfectly. Thanks yesdev friend."
Here's a conversation between enginedevs.
"Hey I'm trying to _____ because if I just used a commercial engine I wouldn't feel like a genius anymore. What do?"
"Here's how I do it. Allow me to fill this post with code that will be useless to everyone else and which you will reject yourself."
"That's retarded. Why are you doing it like that? Just do it like this."
"No that's even more retarded. You know what fuck this burn it all down to the ground."
>>
>>126654108
Can you please stop responding to shitposters?
>>
>>126654642
No it's fun.
I'm not even an enginedev, I'm not even a dev.
>>
>>126654642
>lol u mad u like trap dik lol
>not a shitposter himself
Enginedevs. Not even once.
>>
Blog entry #412:
>Want to make tumblr/twitter
>Scared no one will follow it
>Scared I'll just quit the game after 2 more weeks of trying so there's no point
>Scared I'll get bullied
>>
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>tfw I am an enginedev and I help out GM/Unity/UE4 devs with their questions whenever I can
>>
>>126655101
If you're scared of fucking tumblr of all places, you can't handle gamedev
>>
>>126653074
hi goose
>>
>>126655217
You make me sick
>>
>tfw almost no feeling in my right hand left

It's been a good dev guys.
>>
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PROGRESS:
So the little revolving shields you can get as a power up now double as homing missiles, making them way more useful

>>126650805
is this going to be creepy? Because this has potential to be super fucking creepy
>>
>>126655101
How it went for me:
>post pic with whatever I had at the time
>started following all the devs, finding them through #agdg
>some followed back, one reblogged
>~30 followers
>post progress weekly
>the number keeps slowly growing
>>
>>126655217
I hope you include an appropriate amount of mockery and disdain while helping them
>>
>>126655781

why so chromatic aberration mate?
>>
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>>126655294
im not 'goose'

im a really old enginedev that intermittently drops by on agdg
>>
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>>126655217
>tfw i'm a unity/ue4 dev and i shit on engine devs whenever i can
>>
>>126655217
99% of the time those questions are completely retarded and posted by someone who hasn't even bothered to try reading the documentation or searching for the solution themselves. Please don't encourage such behavior here.
>>
>>126656152
>please dont encourage gamedev talk in a gamedev thread
>>
>>126656113
>i'm a unity/ue4 dev
You can't even false flag competently. Truly useless.
>>
Whenever my download count on itch.io goes up I can't help, but feel I've disappointed someone somewhere.
>>
>>126656113
>tfw i'm a unity/ue4 dev

oh, thats interesting. are you using them both in the same game?
>>
>>126656579
This is what happens when you release a unpolished game.

Polish is everything.
>>
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>>126656579
>view count goes up
>download count doesn't
>>
>>126656582
Is unity/ue4 the new c/c++
>>
>>126656152
There are unique correct answers to all of those questions though which makes them more valid than enginedev questions for which there is only one correct response and that response is as follows
Just use a finished engine you special snowflake
>>
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>>126655975
RGB channels split when you take damage and stay split when you are at low health.
>>
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>this thread
>>
>>126656809

looks cool t b h
>>
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why is this game never included with /agdg/ games?
>>
>>126656582
This made me laugh.
>>
>>126656956
because delko left
>>
Why is there so much hostility towards engine devs here? Not all of us are trying to create a super high production quality game

A lot of us want to learn how to make game dev tools as well, so we can work on things like Unity or Unreal one day in the future

Like are you all just joking around or something? You wouldn't have any engines to drag and drop your games into if there were no enginedevs.
>>
>>126657048

Where's your game?
>>
>>126656921
ur fuckin cool t b q h w y f
>>
>>126625264
>promising new project

This looks great, anon. Please.. keep us posted.
>>
>>126657048
Because there are plenty of enginedevs but no enginedev games
>>
>>126656956
because everyone is jelly of delko
>>
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>>126656907
>>
>>126656907
>this thread
https://www.youtube.com/watch?v=o4gHgViPgfc
https://www.youtube.com/watch?v=IawDnX45hao
>>
as always, murricans wake up and shit the thread up, gj merribros
>>
>>126657123
There are plenty of "devs" but no games no matter which way you spin it.
>>
>>126657339
That just isn't true
>>
>>126625264
this feels real vaporwave
>>
What is a good way to create a rainshadow effect?

What I am trying to do right now is basic and produces too many straight lines
>>
I will decouple the universe
>>
>>126657406
...

>>126657428
Sound lad.
>>
>>126657014
Reptile guy left, dreaming sarah guy left, painters guid guy left, uncanny valley guy left, aerannis guy left (?), xenoraptor guy left, yet those are considered agdg games
>>
>>126657428
I coupled your mom
>>
>>126657424
just raytrace the individual drops
>>
>>126657525
Delko is the only one who outright rejected AGDG and said he's leaving because he hates us. He wouldn't even want it to be considered an AGDG game. And with the state AGDG is in right now, who would want that?
>>
>>126657123
Pretty much this. It doesn't help either that the most well known enginedevs are rabid shitposters and pedos. The most famous enginedev project in agdg history was a game about kidnapping and raping kids and other enginedevs who shall not be named literally voiced support of it. Sorry enginedevs it's not your fault but stigmas exist for a reason.
>>
my dream is to take all my video game money and be on the forefront of marijuana cafees as soon as it gets legalized in my country

i'll have a huge franchise like starbucks but with cannabis. the best part? i don't even smoke pot
>>
>>126657842
That'd be a pretty spooky enemy
>>
>>126650183
http://www.roguebasin.com/index.php?title=Dungeon-Building_Algorithm
>>
>>126657842
Most languages would coerce the integer to a float, or simply not compile at all.
>>
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>>
>>126657841
my dream is to move to japan and live a quiet life with a cute maid
>>
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>>126657827
>other enginedevs who shall not be named
other than rotate, who?
>>
>>126658070

cute particles
>>
Just got straight D's at community college this semester. Needed to get C's to transfer back to a real uni. Going to have to drop out. AGDG im a shitty gamedev, a worthless student, and going nowhere. Fuck my life; I can't do anything right
>>
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Did you push changes yet, anon? I'm pushing right now.

>>126657842

Isn't it usally int/float that causes that, not float/int?
>>
>>126658342
How do you manage straight D's? Were you actually trying to pass your classes?
>>
>>126658370

i use visual studio online, so i checked in.
>>
>>126658227
That's true rotate did say the child raping game was cool. But it's possible that was because he's a sycophant who is constantly trying to gain favor with everyone regardless of who they are. He thought the project was more popular here than it really was and soon after it got driven off the board altogether.
>>
>>126658484
rotates is just a nice guy why are you so jelly
>>
>>126658484
Or maybe it's because he actually belongs on 4chan unlike the rest of you new moral crusading pearl-clutchers.
>>
>>126658448
I underestimated the work load and got cocky since I have two years behind me already. I figured it would be a breeze.
>>
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>>126658342
just remember that people can only rise so far. Don't force it if you can't learn things fast and well.
Find something that makes you feel like not dying and do that.
>>
>>126658656
Floats shouldn't be implicitly cast to integers. What retarded language are you using?
>>
Do you think 3 people (a lead programmer, an artist, and a writer/musician/secondary coder) is a decent team for an isometric RPG?
>>
>>126657506
>...
The fuck kind of argument is that?
>>
>>126658629
I don't give a shit about IQ. I give a shit about not being a worthless fucking NEET in my parents house at 21. I can't do labor, and retail won't (and I don't expect it to) allow me to move out of the house.
>>
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I'm tired of being a lazy piece of shit faggot and finally make my own video game. I want to make an isometric RPG in the vein of Diablo 1/2, how do I go about doing this?
>>
>>126658801
I mean, if by "no enginedev games" you meant literally zero games by enginedevs, you're wrong. There's Slipstream at least, you can hardly find a way to make that one not count or count against enginedev like with Loli Sim. Also that school beat-em up with Love2D, that's essentially enginedev.
>>
>>126658591
>muh 4chan pedo culture
Nothing is more pathetic than anons who think this is still 2009 and every board is /b/ and memes are some kind of social currency. And he happens to tick all of those boxes.
>>
>>126658737
>a writer/musician/secondary coder

Sounds like you can drop this guy and you'll be better off doing it 2 man team.
>>
>>126658832
You don't, especially if you're a complete beginner. Start with Pong and work your way up from there
>>
>>126658832
I was like "fuck, let's team up!" until you said Diablo. I'm more interested in Fallout 1 + 2, Arcanum, etc.
>>
>>126657525
I didn't leave
>>
>>126659010
>There's Slipstream at least
Literally one example after how many years, and all the enginedev shitposters are the most eager to see him fail. Meanwhile http://www.homph.com/steam/
>>
>>126636509
aspergers
>>
>>126658370
there are no changes to push
>>
>>126659027
>picking a post-chanology year as "old 4chan".
You're the kind of person I'm talking about.
>>
>>126636495
a grand adventure of a blank piece of paper fighting polar bears on the northpole
>>
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>>126650183
i actually invented a pretty straight forward and dirty dungeon building algorithm last week

what you do is just make a random line of connected rooms like so --[]---[]---[]--[]
sometimes the rooms have a room on top or whatever
[]
|
---[]---[]---[]

and then you just roll it up like you'd do in blender with a lattice, pic related
>>
>>126658656

That really shouldn't be the case, most languages work like so: https://ideone.com/28nstk

>>126659272

That really shouldn't be the case.
>>
>>126636495
a platformer
>>
>>126659204
This is kinda what I was saying earlier. There are a lot of engines, but not many games to speak of.

They should probably team up with someone and knock something out.
>>
>>126659167
>I didn't leave
Post progress then
>>
>>126659204
>all the enginedev shitposters are the most eager to see him fail
Source?

Also why the fuck does it matter how many enginedev games there are and how many there aren't? Why does everybody have to turn it into us vs. them?

I bet nobody who says things like "enginedev isn't gamedev" or "using Unity isn't gamedev" actually has a game.
>>
>>126659273
Go back to wizardchan.
>>
>>126658370
Every time I try to take a step forward I end up closer to a corner form which I would never escape
Save me, anime!
>>
>>126659273
Hey since we're on this subject. What the fuck is chanology? I've been here since 2005, and I see it spoken about occasionally, but somehow it missed me in my random board-hoppings.
>>
>>126659074
To be honest, it's more like a mix of Diablo and Fallout. I want my game to have RPG elements like Fallout 1/2 and with a more cohesive story - But with combat, class system, and random loot drops like Diablo.

I doubt you'd want to team up with me anyway, I have 0 experience.
>>
>>126657827
holdup , im only here for a week?
what game did u say ?
>>
>>126659605
Take your hurt feelings and go.
>>
>>126659057
This guy is actually me... I'm basically creating all the content, and also coding a lot of the in-game items and statting characters and such. It'd be way slower going without me. The whole project is kind of my baby too. I'd sooner drop the lead programmer and just have more roles than leave the project. He's just a better coder than me.
>>
>>126658832
>>126659909
>Ideaguy the posts

How about you fuck off?
>>
>>126659069
Okay, how do I make Pong? Is Tetris next?
>>
>>126658070
doesn't it need to go faster to be fun ?
>>
>>126660024
Says the neckbeard who even r9k would be ashamed to take ownership of.
>>
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>>126659667
Stop trying to escape
You're gonna step off this corner and fight
>>
>>126660028
That's awkward for you then.

You're the person who is holding that project back but you're the only one who knows that.

Now you have 2 choices:

1. Ignore it, make your teammates hate you and fail in the end due to you being on the project
2. Tell them and quit, they'll become successful and you can do whatever non-dev related things you want since you never actually cared

What's more important, your ego or your teammates being happy?
>>
>>126660147
You're dividing an integer by an integer, which gives you 0, and then converting to float to store it in m.

Cast maxCamber to float or write 100.0f and that will fix it. I don't understand how you did p right but not m.
>>
>>126648750
A G I L E
G
I
L
E
>>
>>126659861
You're talking to a next level sperg. They have many imaginary internet wars to claim veteran status in but just remember it was all in their heads like most every other accomplishment in their life.
>>
>>126660380
>you're dividing an integer by an integer
oh shit I didn't notice I made those integers -- in my mind they were floats
I'm retarded
>>
>>126660007
There are certain words and names here that can't be spoken.
>>
>>126659861
IRL protests against the church of scientology orchistrated by /b/.

Cringey stuff.
>>
>>126616339
If you've been exposed to programming to at least a somewhat moderate degree, you should just jump into C++, and attempt to deal with it.

If not a modicrum of programming experience, then try C# or Python
>>
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>tfw you feel that code is getting inconsistent and messy but you look over it to clean up and it's fine
>>
>>126660380
>>126660534
>I don't understand how you did p right but not m.
I removed f from 100 to take the shot
>>
give me the reason why I will give up GameDeving this time
>>
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>>126660627
>tfw you know your code is becoming more and more spaghetti and when you'll need to go back to it in the future you'll be lost
>>
>>126657525
who is the reptile guy
>>
>>126660304
Thanks anime!
>>
>>126660843
I don't know, you tell me.
>>
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>>126658629
>IQ 135
>Laziest shit in existence without any discipline whatsoever

At least deving is fun.
>>
>>126660982
one of the guys who made megabyte punch and lethal league
>>
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>>126660967
why not rewrite? it'll be fun only waste ~2 months
>>
>>126660612
>C#
Please don't unironcially recommend this garbage to people, especially not beginners.
>>
>>126660627
Live in a room of shit long enough you'll forget what shit smells like
>>
>>126661168
This post is safe to ignore: reason not given.
>>
>>126661168
I actually like it.
>>
>>126660627
remember one class one responsibility and you'll be fine
>>
>>126661293
And the definition of "responsibility" in this case is probably best given as "reason to change".
>>
>>126661059
>smart but lazy :^)
>>
>>126661427
I dont really know what you mean, can you try to explain that better?
>>
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>>126660170

I dunno, I think the slight pause works well. I can easily change it if it's a problem later though.
>>
>>126661504
>The single responsibility principle states that every module or class should have responsibility over a single part of the functionality provided by the software, and that responsibility should be entirely encapsulated by the class. All its services should be narrowly aligned with that responsibility. Robert C. Martin express the principle as follows:
>A class should have only one reason to change

>Martin defines a responsibility as a reason to change, and concludes that a class or module should have one, and only one, reason to change. As an example, consider a module that compiles and prints a report. Imagine such a module can be changed for two reasons. First, the content of the report could change. Second, the format of the report could change. These two things change for very different causes; one substantive, and one cosmetic. The single responsibility principle says that these two aspects of the problem are really two separate responsibilities, and should therefore be in separate classes or modules. It would be a bad design to couple two things that change for different reasons at different times.

https://en.wikipedia.org/wiki/Single_responsibility_principle
>>
>>126660151
Pick a language, pick an engine, and start googling
or read the OP
>>
>>126661724
This already looks so radical, please don't give up
>>
I've rewritten my code three times so far and it still ends up like spaghetti after I let feature creep get to me, what the fuck should I do
>>
>>126661724
that looks quite fun, offering whatever 3d services I can do when you get around to adding assets to your gaem
>>
>>126660595
Oh. I remember that. I didn't know that was the name. What the fuck ever. Kids gonna kid.
>>
>>126662037
rewrite it again
>>
>>126662037
team up with another, see who gives up first
guaranteed results
>>
>>126661218
I had to use it for a website that one time, it was absolutely unbearable with random dependencies and configuration files breaking for seemingly no reason. I guess it was more the fault of Visual Studio than the language itself, but I have never seen anyone use C# without it.
>>
>>126662156
>C# for a website

u wot
>>
>>126660052
That's why I'm asking for help, so I don't have to be an idea guy anymore you dip.
>>
>>126662156
>website
>asp.net
>visual studio
>blames C#
you are retarded
>>
>>126662037
Stop rewriting code.

It's job is to work, not look pretty. Next time make a class diagram or smth. and do it better then.
>>
>>126662037
Don't allow yourself to use globals to manage dependencies. Since you will be forced to explicitly pass in dependencies everywhere they are needed, which can be cumbersome, you will end up "organically" modifying your design to decouple things so that you don't have to do it as much.

>>126662420
>class diagram
Biggest meme ever invented. Class diagrams are fucking useless.
Also, spaghetti is a big problem when it comes to functionality, not just looks.
>>
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>>126662156
What the fuck
>>
>>126662328
lol I bet this guy wasn't even around for chan-ology. I'm a /b/tard. Being a pedo is cool and rotate dindu nuffin.
>>
>Spend hours going through the same lines of code all because I misinterpreted a tutorial
I should just kill myself right now.
>>
>>126662420
>It's job is to work, not look pretty
I suppose we are not talking about behemoth 10 year corporate codebases
it's like cleaning your desk before doing your homework -- you either have lots of space where to put all the shit you need for your homework, or you'll spend half of the time getting bitten in the ass by the clutter
>>
>>126662420
writing code is basically
>expand class with random code until it works
>move random code to new classes/methods where it belongs
skipping that second step will get bad quickly
>>
>>126662913
Cleaning up code is definitely not a bad thing, but rewrites are a very drastic action to take. A 4th one is most definitely not in order.
>>
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>>126663492
but muh clean slate
>>
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oooh baby
Fuck now I gotta trim this shit.
>>
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>>
>>126663165
Refactoring is good. Total codebase rewrites are bad and generally a waste of time because you didn't fix the issue that caused the spaghetti in the first place.
>>
>>126663492
Your code isn't going to get much better if you don't rewrite it and actually pay attention to what you're doing this time, see >>126662697.
>>
>>126663859
you should make the base of the moving plants static
>>
>>126663870
Yeah I didnt realize he meant total rewrites, oops
>>
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>aiming to get first area + feature complete combat for demo done by march, so can make a kickstarter ASAP
>Get very messy code rolling for combat phase
>Get it so that it displays all the dice, the numbers cycle through 1-6, and pressing "z" stops the dice when the player attacks for tactile RNG
>For some reason doesn't add the value the die land on at that point to the cumulative damage
>Graphics need a ton of tweaking, everything is an incomprehensible mess of giant cubes, some dice are stuck at 0 which is a blank face

They never said winning was easy. The key is to make it. Implementation is the hardest part, debugging is easy.
>>
tfw no nice dev gf
>>
>>126664289
For some reason, I'd hate to have a dev gf.
>>
>>126636509
>Rendering grass blades individually
Come on man that's a newb mistake.
>>
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>>
>>126664163
>SAMelonDude pounded on The Captain for 0 damage!
Porn game?
>>
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>>126664678
im aiming for a crysis 4 system requirements
>>
>>126664845
global.verb = choose(" pounded on "," clobbered "," robusted "," mutilated ")
>>
My advice for refactoring is to just focus on reducing code duplication. Its fast to do and you generally end up using better OOP patterns while doing it. Even if it doesn't get you all the way to a clean design it will get you closer so you could just do the rest of it later if you need to. This has worked pretty well for me working in a 5 year old codebase with millions of lines of code.
>>
>>126664921
>robusted
haha oh boy
>>
>>126664873
system requirements so high that I can't even load a screenshot of the game
>>
>>126664921
>robusted
SS13 get out
>>
>>126661059
>never measured my IQ
>but in Dental School and doin' fine
>can't concentrate on deving at all
>all the graduates make great money
>probably will just pay people to make my game by the time I get free time
idk how to feel
>>
>>126664921
>robusted
the fuck

>mutilated
>sounds too permanent

some ideas:
slapped
murked
knocked
>>
>>126664763

He's right you know
>>
>>126664763
I don't care where you put your braces as long as the entire file does it that way. People who go dump their own special snowflake style in the middle of a code are the real fuckasses.
>>
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>>126653693

this vegan prick aint half wrong.
>>
>>126665281
>but in Dental School and doin' fine

Is that supposed to say something about you?

All it tells me you wanted to be a doctor but aren't smart enough so you chose to be a dentist.

You'll never make it.
>>
>>126661724
spiderman game when?
>>
>>126665281
>>never measured my IQ
>>but in Dental School and doin' fine

why does this make me think of 90s alternative rock/college rock lyrics
>>
>>126665303

Stop sameposting and get back to work.
>>
>>126665421
>All it tells me you wanted to be a doctor but aren't smart enough
man 4chan harbors all sorts of retarded ideas
>>
>>126665790
Mad Teethfag on suicide watch.
>>
>>126665871
here's your reply
>>
>>126665183
the whole setting is heavily inspired by SS13. The captain's armor is basically /tg/'s Captain's SWAT suit, the player character is a "Generic Worker" who wears a grey jumpsuit and a gasmask.

>>126665282
Nah, the wacky, zany verbs each weapon is given is a must with the setting and a reference to Wasteland which served as the major inspiration.
>>
>>126663859
It looks more like kelp underwater
>>
>>126664763
John Romero doesn't know shit about code, he's a level/game designer. It's been said multiple times on interviews and such that Carmack was the only one who worked on the game's code.
>>
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just made hover zones, they still bug out sometimes

would love some feedback
>>
Hail satan
>>
>>126666495
The "~*GOAL*~" seems really tacky. You should get rid of the asterisk and tilde or replace it with an actual sprite.
>>
>>126666666
>>
>>126666854
its obviously placeholder you nitwit
>>
https://www.youtube.com/channel/UCwWQXO0OiWY6iY03y0-QfHw/videos

Please tell me there's a better organized, more concise place to get started with this?
>>
>>126666913
No shit. The tilde and asterisk look tacky, even for a placeholder.

It's something a 14 year old would do for emphasis.
>>
>>126666927
written tutorials
>>
>>126666458
>John Romero doesn't know shit about code
> he's a level/game designer
>Carmack was the only one who worked on the game's code
>It's been said multiple times
That's all bullshit. Absolutely nothing you said was true.
Back on the Apple II, Romero used to program in assembly, I doubt you even understand the basic principles of that.
>>
just downloaded 8 gig tutorial on asset pipeline in games
wish me luck
>>
>>126666854
I really like the ~*GOAL*~. I think it's cute.
I still can't get the game to load though, I think that's Unity's fault.
>>
>>126667213
Assembly doesn't have brackets so he's full of shit either way
>>
I have a stripe generator and i have 2 parameters to make the distance between the lines not fixed.

The first parameter is the maximum variation in distance between the lines, and the second is the seed used for the RNG to determine this variation.

How should i name these parameters. They are visible to the user, so i need a self explanatory name.
>>
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>>126667047
i'll try to make something better eventually. for now i could just add a goaltext object and let people write whatever they want
>>
>>126666495
Not my kind of game, but its nice to have something with a focus on mechanics in here
>>
>>126666854
>>126667047
>i know it's obviously a temp placeholder but i'm going to bitch about it anyway

here's what your "must provide criticism no matter how irrelevant" culture gets you.
>>
>>126667651
RETURN THE GOAL SPARKLES
>>
what kind of games do cute girls make?
>>
>>126668324

cute girls don't make games lmao
>>
>>126661724
Did you write the character controller yourself or did you use a tutorial?
>>
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>>126658629
>Tfw electrical engineer
Thanks for that anon, really needed a confidence boost.
>>
>>126665396
Do you have DoW2? Play Elitemod with me.
>>
>>126668503

That's all mine, why?
>>
>>126658629
>social scientist above materials scientist

just lol
>>
>Get back to my game after months long hiatus
>Need to code a modular AI system
Never do tactical RPGs guys. It's a chore.
>>
>>126669734
>Never do tactical RPGs guys. It's a chore.

>Current project is a tactical rpg

Well. Shit.
>>
>>126669734
I dropped my Tactical RPG when I got to the AI too.

It's a curse.
>>
>>126669734
>>126669986
I think it's actually every type of game that's a chore.
>>
when was the last time you fapped to emily grey agdg
>>
>>126670757
had to google who that was. holy shit am i glad i did.
>>
>>126669734
>>126670105
But AI is easy. Why would you stop there?
>>
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>>126668234
>>126666854
fixed the goaltext so people can type in anything they like until i get something better
would love more feedback/ideas
>>
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>>126670596
Not quite.
I made many platformers and action games and it was all pretty straightforward, you just coded gameplay, some interactive stuff and it was all fun and games.
For this game I have needed to make a bunch of boring subsystems. For example, this an example of the script that controls battle events.
>>
>>126670757
But she looks 14.
>>
>>126669734

This is the only reason I want to make games though
>>
>>126671032
I think your scripting system needs branching.
>>
>>126670918
Making shitty AI is easy.
Making good AI that is also computationally fast is hard.
>>
>>126623906
>https://clyp.it/5qn0z31g
I feel like you have way too many things going on with this track
>>
>>126671179
It has branching in the dialogue system, branching makes no sense for events other than to optimize evaluation, which isn't needed.
>>
>>126671225
Doesn't it only need to run during the enemy turn anyway? You can let it execute over a few frames and nobody will care.
>>
>>126671375
What I mean is that it would probably be less of a chore (isn't that the problem?) if you didn't have to write:
>reallyReallyLongNighUnreadableBooleanExpression & !condition; foo
>reallyReallyLongNighUnreadableBooleanExpression & condition; bar
>>
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>>126642373
working on a tilesheet now
>>
>>126671701
Nice.
>>
>>126671391
I said fast but I meant to say "not too slow".

>>126671563
No, the chore was writing the system that parses that. Writing the conditionals is absolutely no problem. Also, what would you even write instead? The lack of whitespace is because we already got syntax coloring so there's no point to it.
>>
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>>126671701
wrong file
>>
>>126672024

NEW THREAD
>>
>>126658629
>be in middle school
>take IQ test
>result is about 99, below country average
>"well at least you can become a janitor i guess"
>fast forward 13 years
>starting phd program in january

These tests mean absolutely nothing and I assure you they'll be treated like phrenology in 50 years.
>>
How do make myself stop attempting to solve NP-Hard problems and just like make engine
>>
>>126673619
https://en.wikipedia.org/wiki/Suicide_bag
>>
>>126673619
By realizing that whatever you're trying to do was already done decades ago and just reading shit up instead of reinventing basic knowledge.
>>
>>126673975
I could never do that to my wife

>126674079
I'm bad at searching through archives for papers that actually contain valuable data
Thread posts: 760
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