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/agdg/ - Amateur Game Development General

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Thread replies: 795
Thread images: 147

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zelda jam edition

>DEMO DAY 6 SOON
>https://itch.io/jam/agdg-demo-day-6

New Jam Next Month
>https://itch.io/jam/agdg-zelda-30th-jam

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
>>
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The guy who wrote this predicted the 2008 crisis and made 2 billion dollars in profits. /agdg/, there's no luck, only hard work
>>
who even decides on these jams? is it just whoever makes the OP?
>>
I cant draw for shit, who wants me to program their game?
>>
>I found something that works. I'll post an answer. -- 2 years ago
>>
>>127319240
Nah, someone proposed it yesterday and some other anons agreed. A lot of us don't want this Zelda one not me, I love Zelda
>>
>>127319240
a secret council of agdg devs composed of vine, hopoo and progressman
>>
>>127319240
my mom
>>
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i feel like I'm doing too much work for props that's going to be used like once
>>
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>>127319325
Mapped out the first levels collisions.
Now to work on enemy behaviour.
Luckily I know a shit ton about Zelda so I could essentially code them from memory.
>>
>>127319508
Not fair, the Jam starts feb 21th!
>>
>>127319240
It was me. I came up with the idea and asked them to make it after I saw that one anon said he was going to attempt a recreation of the original game for the anniversary.
Sorry.
>>
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a new day of dev wish me luck
>>
>>127319603
What program is that?
>>
>>127319580
I'm the guy making the remake and coincidentally the jam.
Don't worry I'm making a different game jam game for the Zelda Jam.
>>
>>127319190
Saying that luck doesn't exist is stupid. You simply cannot predict most of the consequences your actions will have. But there still needs to be action to facilitate any sort of consequences - lucky or otherwise, so I agree - "luck" is no excuse.
>>
>>127319603
name of program pls
>>
>>127319667
Oh alright then. Keep it up, I'm looking forward to it!
>>
>>127319682
I actually think that literally saying it doesn't exist is an apt mindset to have and not stupid at all. When you're trying to model a plane or what have you, you work on the assumptions of covering all your bases so that the plane absolutely can't fail, you don't leave anything up to luck. The same applies to any other activity. If you're RELYING on unpredictable consequences of your actions to achieve something then you're already going about it the wrong way.
>>
>>127319660
>>127319698
localhostd kanboard
https://github.com/fguillot/kanboard
>>
>>127319886
thank you very much
>>
>>127319886
where's the exe file?
>>
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Back at it. What kind of main character do you envision in this?
>>
>>127320062
a transenvironmental mermaid
>>
>>127319846
Yep, agreed. Luck shouldn't be a factor in your work.
>>
>>127319445
Is that Source? Are you making Left 4 Dead?
>>
>>127320062
Cool stuff. The wild, untamed nature suggests some kind of an animal or primitive creature, to me. Do you have some sort of a prototype going?
>>
>>127320004
not sure if you're joking but you need to install wamp and put kanboard in your www folder, it's web based
>>127319961
you're welcome! post your devtasks with me!
>>
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>>127320062
a cute little girl looking boy going on an adventure hunting monsters in the woods
>>
>>127320314
Soooo

Link?
>>
https://gitlab.com/groups/deprecated-by-blueprints
Add the user "agdg" to any repo and you'll be added to the group.
>>
>>127320347
https://www.youtube.com/watch?v=T6cl2LPm7LE&feature=youtu.be
>>
>>127320062
you will make a girl screencap this
>>
>>127320423
This just a source control site?
>>
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>>127231683
>>127231683
>>127231683
ping
>>
>>127320203
I think is a school shooter
>>
>>127319445
that's fine and good detail, as long as you don't get burned out.
loving the look of it.
>>
>>127320527
>im playing in the snow today
cute
>>
>>127319445
you can do art pretty well so why the pixels?
>>
>>127231335
is it large and secure tho? If it's run by some neckbeard on his home htpc then i don't want it
>>
Are there any downsides to letting people know I browse 4chan? I don't know why but it sounds like a terrible idea.
>>
>>127320523
Yup. A few people wanted to share code so I made a group. I'm hoping >>127231683 can manage it better.
>>
>>127320897
Who cares?
>>
>>127320897
Never ever do it.
You'll either attract autists or have people think you're some kind of criminal.
>>
>>127320928
That's a pretty cool idea. I'd be up for using that when I have something substantial to work with.
>>
>>127320960
I'm just afraid of becoming an unknowing target, 's all. Living a life of lies sounds like a better idea, but maybe I'll still post my throwaway learning projects here.
>>
>>127320062
cute boy on an adventure
>>
>>127320897
Not generally.
>>
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I wonder if I should let enemies stack on top of each other.

>>127320062
A girl of course.
>>
>>127320928
You're doing fine, that guy is a shitposter so rather have you, a neutral person, handle it.
>>
>>127321241
remove this
>>
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Here's the link to the psd for the guy who asked in the last thread
https://mega.nz/#!VMZ3CBLT
>>
>>127320203
nah it's for a game I'm making. it's in blender right now but will be imported to unity

>>127320530
kek

>>127320554
hey thanks bro

>>127320691
you mean the brick wall? it's a placeholder, I already tried replacing it with my own but it just doesn't click. i'll probably revisit it but right now it'll do. overall it's still gonna be pixelshit because I'm partially nostalgic to early 3d games like soul reaver, front mission and metal gear solid. Also I'm probably gonna pander to metal gear solid fans since there could be a market for 'clones'.
>>
I want to add second remote repo to push to from my bit, but i am getting an error that it already exists. What am i fucking up?

git remote add origin urlblahblah
>>
>>127321346
>pander to metal gear solid fans
Go for it. We hungry.
>>
>>127321112
I guess I don't understand because I have like 3 friends and they all have been on 4chan at some point. It's not something I'd go around boasting about, it's just a website. If someone made a big deal about it (positively or negatively), they're not someone I'd want to talk to anyway.
>>
>>127321495
It's not like I'd outright tell people, but if I posted my shit on AGDG it would be easy to trace it back here.

The problem isn't browsing 4chan per se, it's just the people that make a big deal out of it, both the people who hate it and the people from here that just want to ruin other 4channers lives and shit, I've seen it happen too many times to not be wary as fuck, there's a reason we're defaulted to Anonymous here.
>>
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Not so subtle reminder!
>http://itch.io/jam/agdg-zelda-30th-jam
>http://itch.io/jam/agdg-zelda-30th-jam
>http://itch.io/jam/agdg-zelda-30th-jam
>The entire month of February.
>Stream at the end [semi-confirmed]
>>
>>127321635
I've never seen that happen, personally, I don't think there is any real risk. I mean, the Risk of Rain dev used to post here, and even put a little AGDG statue in the game.
>>
>>127320258
>Cool stuff. The wild, untamed nature suggests some kind of an animal or primitive creature, to me.
Hey, thanks. I haven't considered beast protags before, it might be worth looking into. (also applies to >>127320151, but in a different way)
They aren't quite my forte either, however.
>Do you have some sort of a prototype going?
Nah, I've only got art assets that aren't engine prepped yet.

>>127320493
>>127321241
>>127321216
>>127320314
Oh, the /agdg/ norm?
>>
>>127322000
Hopoo is incredibly talented/skilled and an important part of this community, even if you tried making shit up to defame him you'd be shot down almost instantly by the community.

I'm just a nobody, people could make shit up about me and everyone would believe it. I remember people doing it not too long ago to that guy making a 3D platformer about alien slug people living inside rocky bodies or something.

Or it can be something as little as what happened to Arikado, where no matter what he said about the placeholder art people wouldn't stop giving him shit for it, until he left.

I don't know, maybe I'm just naturally a scaredy-cat, but I've already had my share of defamations elsewhere and I'd rather not let it happen again.
>>
>>127320062
An owl-girl!
>>
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>>127322197
don't go for the generic cute shit it doesn't work anymore with a market this saturated, i know it's hard to believe but you have to think about universe consistency instead of throwing autism-bait and praying for it to work
>>
>>127321726
>he's going to use Twitch again
>he wont even upload the vods to Youtube
Honestly worst streamer.
>>
>>127322340
>Hopoo is incredibly talented/skilled
not nowhere near that but he is talented and has a good personality so he is the only good namedev here
>>
>all 2d artists want my money
>look at some random forum
>load of 2d artists looking to collab

lol
>>
>>127322656
>they'll bail on you after a week because they're not getting compensation

lol
>>
>>127322717
well you reserve at least 500 dollarinos for anything to happen, that is if you keep the assets if the project goes down
>>
>>127322656
post link, i'm looking for a 2dartistbro, outside new artists can't find decent ones
>>
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you guys lied vertex skinning is not easy at all
>>
So I keep reading here that multiplayer is really hard, is that even with an engine? I would've thought Unity would handle that shit for the developer.

(I'm making an RTS but I haven't taken a look at the networking part, I've been developing it as singleplayer with the assumption that converting to multiplayer won't unleash all evils)
>>
>>127322340
I miss that 3D rock platformer. I don't really remember what happened. People kept accusing him of using stuff from the unity asset store, right?

I think Arikado overreacted when he left. Maybe he just wanted to leave for real and used that as a final reason to leave.
If someone is accusing you of stealing art just ignore them. It's the dumbest thing to get worked up over, there's been devs that straight up ripped an entire games sprites to use while they were developing, and no one cared.

Truth is most people don't actually care about dev drama and they don't just blindly believe any random bullshit that's posted.
>>
>>127322989
http://forums.indiegamer.com/threads/2d-artist-looking-for-programmer.49452/

here is one but you have to dig deep in the forums OR you can go to wayofthepixel and personally ask some of the artists there
>>
this question is too dumb to ask anywhere else so i'm just gonna ask it here, sorry.

does water ice get harder as it gets colder? as in, is water ice at a temperature close to absolute zero as hard as my dick?
>>
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Hey snow games, want a free Triforce pattern to use for the Jam page?
>>
>>127323159
With an engine it isn't that hard, but if you don't consider it from the start, i.e. make your singleplayer game and then 'add' multiplayer, it can be fucking pain depending on how you have done things.
>>
>>127323149
Is that an N64 Golden Eye clone?
>>
>>127323235
>People kept accusing him of using stuff from the unity asset store, right?
People were trashtalking other devs while impersonating him.
>>
>>127323159
An engine makes it easier, but it's still not the easiest thing.
You should really plan for multiplayer from the very start, you'll only make it harder if you try to add it after the game is finished.
>>
>>127323460
>>127323338
Alright, and thanks for the tip.
>>
>>127323306
tl;dr: No, hardness of ice doesn't change with temperature.

The reason why ice is hard is because Water molecules build H-bridges. It you cool ice further these bridges don't become stronger and the amount can't increase either. So I can't think of a reason why it should get harder.
>>
>>127323324
Thanks, anon! I'm going to use it but I'm going to make the background blue
>>
>>127323562
No problem!
>>
I'm kind of new here so I was wondering what other theme-Jams have we had here?
The only ones I know of are the Winter one and the Halloween one.
>>
>>127323372
> create a meme game based on goldeneye64 body glitches

good idea here :^)
>>
>>127323602
http://itch.io/jam/agdg-zelda-30th-jam
What do you think?

>>127323672
We've had:
>Winter Jam
>Trap Jam
>Halloween Jam
>Waifu Jam
>>
>>127323759
Very cool. Great job!
>>
>>127323680
It ain't bad.
Goat Simulator was basically a havoc physics bugs showcase and became a big success.
>>
>>127323392
Ah I see.
If he had a name on he could have waited until someone using his name posted the trashtalk and then post a nice progress post just seconds after it. That will make it clear that the real dev isn't the one being mean.
>>
>>127323829
Hey, I didn't do anything this time.
You guys came up with the theme for the jam, the banner image and the background.
This is probably the most community driven jam yet.
>>
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>there will never be an AGDG get-together
>>
>>127323983
Steamchat has had several
>>
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>>127323983
>AGDG meetup
>everything goes fine for the first 10 minutes
>suddenly shitposters get in the party
>lots of screaming and shouting
>5 minutes later shots are fired
>everyone are running for their lives
>1 guy gets taken down by a high powered rifle
>>
>>127324047
So his point stands
>>
>>127323983
>tfw you could never go to one since you live in Scotland.
>>
>>127323983
>AGDG get-together
>"hey fag, where's your game?"
>"here it is"
>takes PC, generator, screen, mouse, keyboard out of suitcase and sets up the game
>>
>>127323983
You can come to my house and hang out if you want to
>>
>>127323983
can you imagine meeting dan ashley in real life?

do you think he would bring his high powered rifle?
>>
>>127324127
Where do you live?
>>
>>127324074
>AGDG meetup
>hey danny fuck off
>no you fuck off rotate
>hey vine I love you
>but I'm danny
>no I'm danny
>no you're gogem
>no I am!
>no you're vine
>but I'm a guy
>so?
>fuck off rotate
etc
>>
>>127323983
yeah I don't really wanna get shot by d*
>>
>>127324109
>that one guy dressed as progressman
>vine is a barely passable trap with stubble
>two certain devs start fighting
>googum brings a barbecue and a neck brace
>>
>>127324197
India
>>
>>127324197
Venice
>>
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Drafted some human characters, a boy and his sister. Thoughts?
>>
>>127323983
Good thing there's no girls here as most people have no game
>>
>>127324378
Something about making the boy more feminine and making the sister a real onee-chan type.
>>
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>>127324573
Oh snap hahaha
ha
ha
;_;
>>
>>127324378
>learn 2 anime
>>
>>127324378
Looks too animeish, clashing with the great pixel art background
>>
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>Order this on Friday
>Says it will be delivered on sunday if I order in the next 8 hours
>Order it
>It's sunday
>this


FUCK
>>
>>127321241
Those goblins are pretty freaking cute, mang. The stacking is hilarious and doesn't seem to make them shitter to fight against but it doesn't look very good right now. Maybe you could make their hit box shorter so they look like they're actually standing on each other instead of floating above each other.
Also I hope you give that game some good reasons to have the stamina bar like how dark souls uses it to prevent the game from just being roll roll roll attack attack attack.
>>
>>127324723
There's countless PS1 and SNES games that have anime characters over very detailed / shaded backdrops.

Some people call it the masking effect.
>>
>>127325281
I always loved those
>>
>>127321241
Looks great.I would make some hind of shading on his arm to see it better but I know that's just a placeholder so it doesn't matter.
>>
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>3 days late
>'early delivery'

>can't make music the way I want to for 3 more days
>>
Hi guys. I was wondering which is better: Construct or Clickmedia Fusion?

Also which would be more suitable to make a game like the Gamesoft ones?
>>
>>127325768
don't they use openfl? why don't you use haxeflixel directly instead of having more middleware?
>>
>>127325084
did you even choose one day shipping
>>
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>>127325569
>can't make music the way I want to for 3 more days
v-vulkan

>When all you have is a hammer, everything looks like a nail.
>>
>>127325913
Yes

I'm fucking pissed

canceling my amazon prime subscription right now
>>
>>127326090
you can complain and get a refund at least, happens every now and again
>>
>>127326139
>get a refund
I want the fucking keyboard though
>>
>>127326193
Why you crying so much over a small 2 day delay family
>>
>>127325768
I am always going to recommend Game Maker above those two. All three were considered children's toys last decade and have all tried to establish themselves as professional tools this decade, but Game Maker's definitely the one that put the hard work in.
>>
>>127326193
I meant on the shipping costs
>>
>>127325159
Now that you said it, I might give the goblins a totem mechanic like in Diablo 2, where they stack on top of each other to attack, since their attacks are such short range.

>>127325462
Cheers, I'm not really good at art, that's why the arm is like that sadly.
>>
I'm making a game in SDL2 in c++.
Where do i get sprites and how do i arrange them? I want a grid where there is walk(left, right, ecc). When i download spritesheet they usually are difficult to work with(1st item being attack 2nd being crouch and not in order) how can i do this? There is a program or i have to use photoshop and whatnot?
I'm really struggling with this and can't find a proper answer
>>
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>>127326225
>Why are you complaining that you got fucked over and your time wasted
nodev please go
>>
>>127324665
ore? what's real anime
>>
>>127326347
I guess it's good you have all this free time to shitpost then, to cry about a 2 day delay.
Child.
>>
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>>127326429
>implying I'm some noname musicfag
programmer masterrace
>>
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>>127326427
ore?
>>
a programming question from a newb

I have one instance containing a list of points
I have another separate instance charged with displaying shit on screen

how do I give that list of points to the display instance
>>
>>127326429
you can tell by the pictures he is using that his posts are safe to ignore, replying to mentally ill people is useless
>>
>>127326332
well, you could make your own sprites and format it how you wish
>>
You have 40 words to describe a good mechanic that would discourage grinding
>>
>>127326551
ore no ore
>>
>>127326649
if it's oriented object programming you could do something like this

separateInstance.displayFunction( instance.getPoints() );
>>
>>127326775

weapon and armor degradation
>>
>>127326775
If you grind, the game deletes your save and bricks your system.
>>
>>127326775
enemies dont respawn
easy.
>>
You are a yesdev, no matter what whodevs say
Memes can't bring you down
You are a yesdev, no matter what enginedevs say
So, don't bring AGDG down today
>>
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>>
>>127326775
if you start grinding, katy perry appears under your bed and promises to suck your dick if you stop
>>
>>127326775
enemies level up when they fight you
>>
>>127326775
black man yelling "NIgger, Step it up!"
>>
>>127326775
Enemies don't respawn.

Either individually, or as a species, and if you kill loads too quickly then they become extinct
>>
>>127326936
>>127327014
>Enemies don't respawn.
How does that discourage grinding?

If anything, it completely removes the ability to, which is not discouraging.
>>
>>127326956
Thanks for noticing me senpai.
>>
>>127326972
Stealing that.
>>
>>127326775
no xp system
>>
>>127326972
>enemies level up when they fight you
>keep fighting them
>they keep leveling
>they keep giving more and more exp

0/10 see me after class
>>
>>127327208
>each class of enemy gives the exact same amount of xp
>orc lvl 3 = 150xp
>orc lvl 40 = 150xp
>>
>>127327208
not even that guy, but you added on a bunch of shit he didn't say

what if enemies never gave more exp, for example

always the same experience points, but they get progressively more difficult. hell you could even make them give less as they get stronger
>>
>>127327208
>0/10 see me after class
He never said they'd keep dropping better loot. He just said they'd level up.
>>
>>127327071
people often run past enemies to save time anyways
>>
>>127327369
Depends on the game man. In some games resources are super important and passing up monsters basically ensures you'll get fucked over.
>>
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reminder that ECS is a meme that just fucks your shit up and only hurts you, in exchange for placebo
>>
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>159 posts
>no progress posted
>>
>>127327071
We don't know what kind of game it is
>>
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>>127327108
>>
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ok which you you fucking animeposters did this
>>
>>127327502
You couldn't figure it out, could you.
>>
>>127327559
>2mins ago
probably you shitposter
>>
>>127327502
ECS is not a meme but it's meant for big projects, not for 1MA games.

If you're the only one working on a project structure it however you like best.
>>
>>127327559
Now that's some quality funposting.
>>
>>127327559
>Justine
bruh
>>
>>127326775
Enemies learn your tactics and your weaknesses
If you fight too much, by the end of the game the final boss can predict all your input and kill you without being damaged
>>
>>127327752
I think I may have become markedly less intelligent by reading that post.
>>
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>>127327631
>>127327737
>>127327750
it gets better
>>
>>127327925
>teasing literal children, but back on AGDG
>>
>>127327925
>>
>>127276269
>Not link just make game
>>
>>127327961
>just now
It's him.
>>
>>127327869
I'm so sorry, I don't think you will survive natural selection
>>
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>>127326775
You start the game at max level and lose xp if you win fights but you lose stamina if you run from battle. If you hit 0 stamina you go back to the last stamina recharge place (same as dying). They are so sparsely placed that you have to battle to get between them.
>>
>>127327998
How the hell did I link to that instead of OP?
>>
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>think about making a game
>realize it probably would be so shit nobody would play it
>>
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>>127326775

Make story battles non-level-scaling but make random battles level-scaling.

Then rip and tear.
>>
>>127326936
>>127326964
>>127326972
>>127327003
>>127327014
>>127327173
>>127328215

shit ideas
>>127326891
>>127328063
good ideas

holy fuck AGDG can't even ideaguy properly
>>
>>127327629
I did
sort of
thing is I have dependencies all over the place and everything's a clusterfuck
it works, but the backend is complete shit
>>
>>127328215
... So people would have to grind to beat the story mode, and could grind endlessly because you always have challenge your level available?

FFT is one of the biggest grinding game, man
>>
>>127328232
>katy perry sucks your dick if you don't grind
>bad idea
How gay
>>
>>127328350
enjoy your STDS normie
>>
>>127327501
if killing everything is required to progress, why would you try to discourage grinding though?

i've never played a game like that anyways. the idea behind discouraging grinding is because your game is so stupidly easy that playing it correctly ( fighting every enemy you run into ) removes all challenge.

i can think of more than a few examples of mainstream games attempts at limiting the players grinding potential, or at least giving them the option to opt out of it. the thing to remember with these games is they are trying to appeal to a wide audience, to give people options with how they can play.. which is a good thing i guess.

personally, i think if you are trying to limit grinding, you should just balance your game to make it harder, so cheap tricks like that aren't necessary. you dont need to worry about an 8 year old getting the game for christmas and not being able to beat the first level. mainstream games like this do exist, but are much more rare.
>>
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Who's your indie role model?
>>
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>worrying about how to stop the player from grinding instead of making a game where they shouldn't need to grind in the first place
>caring if the player grinds at all
>>
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neat, i think i got this new animation system in place :)
>>
>>127328350
That mouth sucks off Russel Brand, senpai. You might as well ask for Larkin Love instead, so you get a thicker Perry with certified tongue skills.
>>
>>127328427
>Faggot who abandoned his unfinished game
>role model
>>
>>127328457
Is that 20 fps
>>
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>>127328427
any one hit wonder who got enough money to just do whatever they want for the rest of their life
>>
>>127328262
How do you even manage that?
>>
well looks like you are reddit famous now anon
https://www.reddit.com/r/programming/comments/3z8vrl/programming_2d_visual_effects_downwell_trails/
>>
>>127328414
Makes sense in Dungeon Crawl. They want you to fully explore floors (I imagine), but they don't want you to stick around gaining items/experience by killing monsters over and over on the first floor, as it would both be unfun and also ruin the pacing/balance of the game.
>>
>>127328457
Are you running this on a GBA or something?
>>
>>127328610
He posted that himself pham
>>
>>127328697
it got the upvotes I mean, basically top 5
>>
>>127328610
back2reddit
>>
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>>127328560
>>127328680
sharex obliterated the quality apparently
>>
>>127320062
ok get this
it's a medieval knight, he has bad memory and doesn't know how he got there
you have to get back to the action, only to find out you have no face and the helmet is your face
>>
a maths question i guess.
i have numbers 60 and 30
60 has to be 1 (100%) and 30 - 0 (0%) for one of the bool states
30 has to be 1 and 0 - 0 correspondingly for the other bool state

the idea is i'm trying to create time bars with custom sprites, which decrease overtime for 2 players in GM:S, and i'm stuck with draw_sprite_part function for several hours
i can calculate decimal values, but no fucking idea, how to implement them, i just can't get maths
>>
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>>127328457
>snow level
>that diablo 2 style whirlwind

v-vine pls
>>
>>127328427
Probably the guy who made Banished

Didn't pick a meme genre, just made the game he wanted to and made a game people like.
No twitter drama, no personality, I don't even know what he is called.

I haven't even played the game
I just imagine he's a cool dude
>>
>>127328880
what maths
>>
>>127328956
That's the fate of devs who don't interact with the community
People don't play their games
>>
Why isn't there any dev-fuel better than shitposting?
Shitpost some hours away and you feel like devving for days straight
>>
>>127328880
I have no idea what you're asking.
>>
>>127329128
And the 1.5 million sales were from sockpuppets?
>>
>>127328880
You can get the percentage of progress between two values Min and Max with
>t = (Value - Min) / (Max - Min)
So you do
>t1 = (Value - 30) / (60 - 30) = (Value - 30) / 30 = Value / 30 - 1
>t2 = (Value - 0) / (30 - 0) = Value / 30
>>
>>127325084
>delivering during weekends
haha land of the slaves more like
>>
AGDQ in less than an hour, how hype is this year gonna be?
>>
>>127329380
it's been shit since 2012 tbqh
>>
>>127324109
>hold on I have to debug my keyboard driver
>>
>>127328302
>... So people would have to grind to beat the story mode

>Make story battles non-level-scaling

did you even read it?
>>
>>127329380
Is there any event which has more autists/m^2
>>
>>127329380
AGDG finally has a meet up and all they're doing is playing games fast? where the devs at?
>>
http://strawpoll.me/6437110
>>
>>127327294
thats not how experience works dipshit. defeating harder enemy requres more work and allows learning more experience from the ordeal
>>
>>127329541
minecon might be up there
>>
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What AGDG projects do you miss?
>>
>>127329461
I beat the god damned game

There's no challenge in the main story once you have 2 maxed out Calculators and a bunch of ninja/monks
Meaning that it doesn't not discourage grinding, because grinding is easier than getting good

You really don't understand the initial question
>>
>>127328757
It's really easy to get top 5 for ~1 day on most subreddits and you can tell in advance if something you made/wrote is going to do it or not.
>>
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>>127329380
I thought AGDQ was Ameteur games done quick where people make good games as fast as possible

a lot better than this gay speedrunning shit
>>
>>127329628
skateboarding metroidvania
>>
>>127328457
nice, i love diablo-likes i hope you finish this
>>
>>127329562
>speedrunning others games

mite b fun
>>
>>127329636
doesn't discourage*
>>
>>127329636
>There's no challenge in the main story

There's no challenge to the main story in general if you play intelligently.

But if you spend all day grinding like a retard, you're eventually going to get wrecked by 10 monks or 10 red chocobos on the way to your next roll-over story mission.

Eat shit, grinding faggot.
>>
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>>127329749
>he can't kill 10 monks or 10 red chocobos
>>
>>127329636
>Meaning that it doesn't not discourage grinding,

it seems you haven't played it, because equipment is unlocked by story missions, which means that if you're grinding random battles, the enemies are going to be far better equipped than you

which, you know, is punishing grinding
>>
>>127328579
pretty much this.
i enjoy game dev.. but to be honest i am not sure if i would continue if i made enough money to retire be able to travel and shit. most people dev simply because they can't afford to do anything better
>>
>>127329749
And where did I get wrecked?
Any encounter could be beaten by spamming max level spells on something like CT multiple of 5

>>127329868
That's almost a good point, but once you reach a point where you can't beat random encounters, then you can breeze the story missions, unlock the new gear and keep grinding. It doesn't stop grinding at all
>>
>>127329730
I dream of one day a speedrunner will want to play a game I make and beat it as fast as they can.
>>
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>>127329884
>most people dev simply because they can't afford to do anything better
That's a pretty depressing attitude to have
>>
>>127329868
if you aren't benefiting from the battles it isn't grinding
>>
>>127330010
Those people only think they would, but 90% them wouldn't, they simply haven't soulsearched enough to admit it to themselves.
>>
>>127329703
That guy made an absurd amount of progress way too fast, that's never a good sign.
>>
Goals for this year aggydaggy?

I want to make enough money to hire a competent artist that won't leave me in the middle of my project because I paid him enough money for him to transition from male to female
>>
>>127330016

if you're losing the battles because the enemies are using chapter 4 equipment when you're in chapter 2 of the story, because you spent all of chapter 1 doing retarded shit with Dark Knight or Calculator, yes, that's grinding

it's just that the game penalized you, eventually, for grinding

The Last Remnant does this too if you grind out your battle rating level.
>>
gamepad support fuck yea
>>
>>127330139
Gather up the balls to talk to an artfag I haven't talked to in 4 years and get him on board
>>
>>127330139
I want to learn 3D modeling so I can make my dream game.
>>
>>127330104
I'm sure you know them better than they know themselves.
>>
>>127330143
that's like saying you went to subway and ordered a tuna sub on italian bread and he gave you a BLT on wheat
>>
>>127330139
I want to finish my language so I can use it
>>
>>127330139
post something in here
it's never finished enough
>>
>>127329884
>>127330104
Nah

I dev in my free time because I like devving.

If I had money I'd just dev more, nothing would change.
>>
>>127330143
So what's the solution for player who grinded anyway. Without forcing him to restart the whole game.
>>
>>127330104
You shouldn't live your life with that much negativity. It's not healthy.
>>
>>127330208
It's actually absurd how many devs don't bother with it.

It's free negative reviews on steam.
>>
>>127330139
>not working with rates
wew lad
>>
>>127330343
Wait, including it guarantees negative reviews?
>>
>>127330347
>not working with rates
What is this?

I was paying xir/xer per sprite and then he abandoned me and now I'm left with clashing artstyles
>>
>>127330139
improve my artwork
study more
finish frog game
finish cavern kings
>>
Reminder that there is already a game that is better than yours.
>>
>>127328854
Vine, quick question but you know those 3D dungeon sets you made? Would it be a good idea to make something similar and then make a 2D tileset out of it?
>>
>>127330446
Yeah but it's release was delayed so I'm in
>>
>>127330340
Real world is cruel and shitty and the truth hurts.
Real life isn't a chinese cartoon.. the sooner you realize it, the better chance you'll have to actually achieve a modestly happy life.
>>
>>127330446
but no ones made a trap-only-rape-rpg yet
>>
>>127330427
stop hiring indians with no referrals then
an artist like that probably don't give a fuck about feedback
>>
>>127330343
no such thing as negative publicity
>>
>>127330446
There are better games than World of Warcraft out there but that game still makes like 50 million dollars a month
>>
How do I make sure my game is legally secure?

And by legally secure I mean, some faggot can't make a t-shirt with my characters on it, and sell it at wal-mart
>>
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>>127330490
if you were to do that i wouldn't spend too much time on the details in 3d, since it's easier to just use it as a proportions measurement sorta thing

ie; this WIP boat was meshed out roughly, then i detailed it all in pixels.
>>
>>127320162

We are making GAMES.
>>
>>127330653
Pay for the rights on the design of your character?
How else do you think this society works?
>>
>>127330653
ask a lawyer
>>
>>127330653
use copyright
>>
>>127320062

Owl. It screams owl.
>>
>>127319445
This location reminds me of that 2nd mission in Deus Ex.
>>
>>127330139
Get the Anubis game on Steam.
>>
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>>
>pick up item
>open inventory screen
>item is in my inventory
>close inventory screen
>item falls out of the inventory into the room
>open inventory
>item appears back in the inventory
it looks too cool i almost dont want to fix it
>>
>>127330678
Thanks, Vine, I'll give it a shot.
>>
>>127330520
Yeah, I've experienced the real world. It's not as bad as you pretend it is. Maybe it's because I don't live in a third world country. But I've been plenty happy while being an optimist.
>>
>>127330678
>>127331062
Also, what ever happened to the bee game?
>>
>>127330139
take my game to a playable state
learn more C#
learn to model, rig and animate better
learn algorithms
learn Gamemaker
>>
>>127331162
global warming killed the bees
>>
>Grossed 12k this year
>9k after taxes
I just want to make videogames
>>
i want to play soma but i don't enjoy being scared all the time

don't make scary games
>>
>>127330139
>Goals for this year aggydaggy?
Besides just like make game? Get a gf
>>
>>127328457
>the axe is still there when the whirlwind is active

disgusting senpai
>>
>>127330520

That doesn't mean people don't want to do anything, edgelord.
>>
>>127331351
money changes people anon
you should watch the big short
>>
>>127330139
Finish my engine enough to start working on the game
>>
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>>127330897
I see what you mean
>>
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>>
>>127331661
oh my god dude
>>
>>127331661
>I want the adventure time audience
>>
>>127331661
What was this called again? I liked it better when it had the scarf.
>>
>>127331231
:0!
>>
>>127331815
>i want the nodev weeb shitposter audience
>>
>>127331940
>butthurt uncreative faggot
>>
>>127330678
>those boat squiggles
Not your best work! Seems like they should be more bold or something, at least on the sides of the boat.

Not that you even need my shitty retarded feedback but those are some sexy crates.
>>
>>127332105
where is your game
>>
>>127330327

to git gud

grinding is for people who are bad at video games.
>>
>>127332162
where is your original artstyle
>>
>>127332105
where is your game?
>>
>>127332105
>>127331940
>literal children
>>
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>>127323149
it's the worst
>>
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What do you do when you give up on your game? Do you shift-delete it or do you store it somewhere?
>>
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>>127332292
>giving up
>>
>>127332292
I've 1.5TB of Onedrive space. I just store it there until I come back to it.
>>
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>>127332292
put it in the "old games" folder

then delete the folder once it becomes populated with like four or five failures
>>
>>127332292
store it you dunce, all that code, all that art, don't let it go to waste, resuse it for your next project or come back to it
>>
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>A game where you shoot people with real guns
>But non-lethally
>>
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>>127330343
>>127330634
>>127330415

>It's free negative reviews on steam.

???
>>
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working on particles using a ramp
how does this look so far?
>>
>>127332374
There's only like 5 released games from AGDG, so unless you're one of those 5 devs then yes, you already have or will give up.
>>
>>127330634
negative reviews means your game gets buried
>>
>>127332491
Not having controller support = negative reviews, it was strangely worded but come on
>>
>>127332535
more than 5.....
>>
>>127332292
I've never given up and I don't intend to start now.
>>
>>127332512
Should make two different particles, explosion and smoke ones.
>>
>>127332580
That's how I understood it at first, but then I thought maybe some people are touchy about their gamepad support and they're easy on the dislike button.
>>
>>127332292
save it and make a video of your failed gamedev exercises like 3klicksphillip once you become popular doing something else.
>>
>>127332157
yeah im not happy with it, ill probably hit it with a few more layers of polish
>>
lol sonic music
>>
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post music to gamedev to
>>
>>127332940
I'm listening to a complete collection of Zelda soundtracks for inspirational reasons.
>>
>>127329353
thank you, it works somewhat!
>>
Can someone post the AGDQ shitposter dev card please
>>
>>127332940
https://www.youtube.com/watch?v=aVlpy5USN-E
>>
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>your game will never be speedrun
>>
>>127333424
Just send your game to some speedrunners on youtube
>>
>>127332940
https://www.youtube.com/watch?v=DUEjbW4OKEU
>>
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>your game will never be played by more than 10 people
>>
>Dev finds a bug with the game
>Fixes it
>"speedrunner" autist starts threating he'll kill him
>Dev is scared for his life
>Removes the fix to appease the autist
>This is somehow a good thing
>>
>>127333505
wont work they need to dedicate time to it
>>
>>127333570
Speedrunner wannabes are probably a significant portion of the Ori ownerbase, they were probably afraid people would refund.
>>
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>>127333570
>huge glitch in game everyone abuses, eventually it becomes the norm

>second game comes out with glitch fixed, everyone hates it, company loses lots of money
heh
>>
>>127333775
Yeah but your game is fun, so they will do that.
>>
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>>127333570
>speedrunners are autists

in other news, water is wet
>>
>>127333832
>Speedrunner autists
>Significant portion of anything
>>
>>127333841
I hated playing against K-style tryhards, I just wanted to have fun.
>>
>>127333841
I'm glad I'm not the only one who found the new game super boring
I mean, the original GunZ without the k-style is pretty boring to begin with, I don't understand why they thought their new game would be successful

Someone should consider making a game built around crazy gameplay like GunZ's glitchy gameplay
>>
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>Ori is in the indie section
Why did this become a thing?

By no fucking reasoning is it an indie game
>>
>>127333424

future perfect tense is "speedran," you foreign shitskin
>>
>>127332940
https://www.youtube.com/watch?v=D8yf8VXe9zo
>>
>>127333968
>gamedev autists
>human
>>
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Any idea bros on? Give me a 2d idea please. Gonna try and make it in Godot.
>>
>>127334086
Didn't you know.

2D platformer or a small scope game = indie game nowadays.
>>
>>127334154
Multiplayer qwop
>>
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>>
>>127334032
Well, it was boring against people who used macros to get the perfect moves every time
But flying around the map with wall cancel and other movement abuses was pretty fun
I would still spray everywhere though, I wasn't very good at butterfly and other close combat shit
>>
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>>127332940
https://www.youtube.com/watch?v=omhHQ2mVWXU
>>
>>127334151
You're in the wrong thread autist.
>>
>>127334062
SHOW ME YOUR S4! The main issues with these games are the melee combo hit stuns.
>>
>>127334224
Like, every player controls a limb?
>>
>>127334294
You're in the wrong universe, shitpile

end() your life.
>>
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>>127334262
>deanonymization
>Islam
>>
>>127334345
Either that, or competitive race
>>
>post progress on twitter
>someone responds to my tweet telling me good job
>their tweet also includes a googleplay store link to their games

Absolutely disgusting. I think I have hepatitis now.
>>
>>127334086
How is it not an indie game?
>>
>>127334154
you're a boat and you float
>>
>>127334262
What do those words even mean
>>
>>127332292
What do you mean give up? That the game is terrible/not fun/plagued with errors that you won't develop it anymore?
>>
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>>127334379
>hating on a cutie nerd grill
>>
>>127334468
The game made by AAA devs from around the world and published by Microsoft?
>>
>>127334447
its a doggy dog world anon
>>
>>127332292
I PURGE IT WITH FIRE
>>
>>127334515
Nice excuses senpai
>>
>>127334379
she's a blonde with germanic complexion and accent that can speak english, german, bulgarian and turkish and studied in istanbul :^)

>>127334512
heard of handwriting analysis?
think of that, but when it comes to coding, writing, drawing style
shit works
and it's spoopy
>>
>>127334227

>only 50 max for the lowest tier

FUCKING MORON
>>
>>127334489
Sounds Comfy. Thanks anon-Kun.
>>
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>>127334693
Why would someone need to analyze my code to know it was I who wrote it when I'm the person distributing it?
>>
>>127334615
Just because the developers once worked in professional companies doesn't mean they're still AAA devs. They left their companies and formed their own independent company to make games.

You're allowed to be jealous that they work a lot harder than you do, but that doesn't mean they're not independent.
>>
>progress is almost looking a demo
You know, don't want to be that guy but when I think about it I don't even think I'll be posting it in here in the end. I've been making lots of progress and it's definitely not thanks to agdg considering that you never replied to any of my posts.

I'd definitely piss me off to have someone claiming that I'm an agdg dev and have my demo affiliated with this place after that.
>>
>>127332940
https://www.youtube.com/watch?v=3FcoUHVDRqY&t=14s
>>
>>127334804

>50 max

the word you're looking for is "min," you foreign shitskin

why is AGDG full of retards? go back to your own country's sites and stop shitting up mine with your imbecilic posts.
>>
>>127333841
The k-style butthurt was pathetic, but I hated Gunz2 for another reasons, mainly being the lack of dedicated servers, rendering the game unplayable.

Still, you gotta be stupid to discard the k-style, it was easy money
>>
>>127334926
>nodevs
>>
>>127334262
My code is easy to recognize
It's the code that tries to shove template metaprogramming to every problem
>>
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I've made this guy's skin a bit lighter than it used to be because I realize he didn't stand out too much from the background. I think the darker skin looked cooler, but screenshots of my game look like shit when the character doesn't immediately pop out.
>>
>>127334971

wut, no the word is maximum you fucking contrarian retard
>>
>>127334926
Post progress.
>>
Any blenderbros know how to set up blender for low poly texturing? to achieve the http://www.kennethfejer.com/3d.html sort of look
>>
>>127334262
I wanna see you recognize my code when it's all copypasted from various sources on the internet :v)
>>
>>127335104

if 50 is the minimum, it's the min

which is what you are complaining about, because it repels those who would want to donate to the project but can't do so unless it's $5/15/25/<50/etc.

god damn fucking retards
>>
>>127334835
nobody gives a fuck about you and your shitty code

meanwhile in the real world, think of plagiarism, NDAs, coding for other companies while you're hired(e.g. recently bethesda sued oculus because apparently carmack was coding for oculus while being paid by bethesda)

>>127335042
meanwhile I still haven't found a pertinent use of templates beyond what stl offers and a json parser
>>
>>127335191
under user prefs, disable mipmapping.
>>
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>>127334943
thanks, i'll never dev again
>>
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'morning aggy daggy. Looking into why I don't have a pixel perfect camera (pic related, just look at Leto), afterwards I'll be tweaking walljumping. Aiming for Demo Day 6.

What is everyone else working on today?
>>
>>127334262
My code would be easily identifiable because of all the variables with "fuck" in their names.
>>
>>127335280
template<size_t PostId>
struct Pleb : std::false_type {};

template<>
struct Pleb<127335280> : std::true_type {};

static_assert(Pleb<127335280>()::value, "Compiler can now assert you are a pleb");
>>
>>127335280
They can also use it to identify us on 4chan

Hi mom!
>>
>>127335267

lmao you might be certifiably retarded
>>
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I posted yesterday about "blending light" in GM:S
today I have the metaball effect with a gradient object, but I can't figure out the lighting itself.
If anyone knows how to use subtract blending alongside this, i'd greatly appreciate knowing how.
This is for the 'My First Game Jam', and i'm doing a platformer based on light

a project file on this would be amazing if you have the time
>>
>>127335446
move your camera at the float scale then set its final position as ints
>>
Anyone know of a good linear algebra library for C?

If it plays nicely with OpenGL (i.e. stores its stuff in the same way OGL expects) that's a plus.
>>
>>127335914
Kazmath
>>
>>127335410
why
>>
>>127334615
I bet you think Dust: An Elysian Tail isn't an indie game either

disgusting
>>
>>127335990
Thanks brah.
>>
>>127322340
That reminds me of the Yanderedev.
Sure, he was an attentionfag; but he still ended up getting way too much hate, and in the end this community was so toxic for him that he had to leave.

I guess the best approach is to stay with a low profile, and make sure that no one can trace you back to the information that is not relevant to your dev persona.
Or maybe just don't post on /v/.
>>
EngineDevs who have worked with ECS, how do you handle collisions between different objects? Say you have a ball hit a brick, and a missile hit a brick. How do you get the ball to bounce, the missile to explode, and the brick to die in these instances? I'm totally lost. Should I write different CollisionEvent structures for each type of collision that could happen?
>>
>>127336343

https://www.patreon.com/YandereDev?ty=h

ahahahassu who is laughing nowssu?
>>
Sundays always make me want to kill myself
>>
>>127336405
Your physics should be in a separate entity
Each "Physics" related component should subscribe to the physics, saying "This component represents a D-length cube in the physics world that bounces off walls", or "This is a mesh with these vertices that slides on surfaces"

The ECS will then query the physics and ask it if this component had a collision this frame. If it did, it can generate events if the component was interested in receiving those messages (ex: it wants to play a sound, or lose HP).

Otherwise, the physics are going to handle physics on their own without knowledge of the external system. The only thing physics knows about is the shape of objects and the properties of their materials

Well, it's probably one of many ways, but this solution ensures your engine doesn't become a dependency hell
>>
>>127336405
If the game logic is that specific and simple, you probably shouldn't be using ECS.

That being said, ECS is good for emergent logic, so the ball bounces off anything, the missile explodes when it hits anything, and the block breaks when it has a sufficient force applied (either by the ball or by the explosion). You obviously don't need to have a full rigid body physics engine, but that's the general idea.

The point is that there are no specific interactions between pairs of entities.
>>
>>127335082
what if you made the background lighter?
>>
>>127336579
Got to get that progress done for recap monday!
>>
>>127337767
The game in general is bright and colorful while the character is pretty dark in comparison. The character doesn't really stand out against it.
>>
this song is so addicting https://www.youtube.com/watch?v=8NaeaLW8CLY
>>
/agdg/ is my waifu
>>
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wew, thanks vulkan
>>
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>>127338409
Please explain
>>
>>127336343
>toxic

>>>/reddit/
>>
AGDG can't be your waifu, it's not a person. Motavion on the other hand...
>>
>>127338409
All that creep watch out for zergs
>>
>tfw the game you're making requires a fuckton of content
>tfw bad at modeling, animating and texturing
Why did I choose to make a collectathon?
>>
this one too https://www.youtube.com/watch?v=0rtV5esQT6I
>>
>>127338514
vulkan will be the first anime API
>>
>>127338514
it's borked and the public release is supposed to be near
are you not excited?
>>
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>I'll have to balance these stats eventually
>>
>>127338838
What is that a screenshot of?
>>
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Added placeholder sprite and pixel based collision. Going to swim a bit then dev til late.

Remember to drink water and take breaks AGDG.
>>
>>127338838
the screenshot, you dingus
>>
If I put StartCoroutine inside the Update method, will the coroutine restart itself every frame or just once? I need the coroutine to start after a certain condition is met so I can't put it inside Start().
>>
>>127336853
That's what I've got right now. The (very basic) PhysicsSystem contains a vector of PhysicsComponents, and operates on them. It'll generate a "PositionUpdateEvent" for each entity that moved, so the RenderingSystem can know which entities moved and update their position on the screen accordingly.

>>127337036
I think I get what you mean. I've been caught up in having specific things happen when the PhysicsSystem detects a collision, not seeing the bigger picture. The ball should bounce when it collides, the missile should explode when it collides. ExplodeOnCollisionSystem would check the CollisionEventQueue for certain entities and explode them, BounceOnCollisionSystem would do the same but bounce instead of destroy.
>>
>>127338838
>>127338980
I reverse image searched it and apparently it's an Nvidia driver problem with DXT compression..? What does this have to do with Vulkan being broken?
>>
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>>127338656
Pick a random cute placeholder model and make your own shitty animations m8. If I can do it, you can do it.
>>
>>127339020
Take breaks on a reward system
>Set a goal for a 30 minute or 1 hour session
>Achive that goal
>Take 15 minute break
>>
>>127339109
why you have to ruin the fun
>>
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Got pixel perfect. The hype is real.

Now to apply the same change to everything else....

>>127335756
Thanks for the idea about the camera, turns out I was able to leverage the asset I bought months ago to achieve the same thing you mentioned.
>>
>>127339107
>ExplodeOnCollisionSystem would check the CollisionEventQueue for certain entities and explode them, BounceOnCollisionSystem would do the same but bounce instead of destroy.
I wouldn't use a "collision event queue". Just have some way to get collision contacts through the component that says "this entity can collide, here's how".
>>
>>127339107
You sure you need to notify the render?
I mean, you could probably get away with redrawing everything every frame for now
>>
>>127339154
Well of course I'll use placeholders while I'm making it but I'll have to model a lot of fish, bugs, tree, birds, plants, etc after that. Then again, that's still far away, but still.
>>
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mobile wizard rpg with autistic levels of detail and little to no balance
>>
>>127339107
>>127339292
>>127339295
Also, yeah, it sounds like you are really abusing events with that rendering setup. The renderer needs to draw everything again every frame, anyways, no need to deal with a ton of extra complexity (and CPU cycles).
>>
>>127339438
what is witchingdev's game?
>>
>>127339586
who?
>>
>>127339295
The way I've currently got everything set up is that each component is unique & private to a system. So the RenderSystem right now just has a vector of {x,y,w,h,spritedata*,ID}, while the PhysicsSystem has a vector of {x,xVel,y,yVel,w,h,ID}. If the PhysicsSystem moves some entity, it'll need to let everything that holds an {x,y} know, so it'll generate a message for other Systems to query.
>>
>>127339586
literally who
>>
>>127339336
Well for props like fish, plants, crops for now I'm not bothering because it's just waiting my time.
Just do like me and use shapes or, if you really, really, really don't want shapes, cliparts or something. but like you saw cliparts are ugly as f*ck in 3D for some reason
>>
So, one difference between the 2d and 3d Zelda games I've noticed is that the 2d ones feel almost cramped at basically all times. There are no big, open areas. The 3d ones, meanwhile, have huge, sprawling fields, rooms that take up the space of like three rooms, and so on.

Is there a reason for this? Would it be possible to do a 2d Zelda-like that can give the majestic, open feel of the 3d Zelda games?
>>
>>127339336
Sounds like your scope is expanding beyond your reach.
>>
>>127339336
unless you are planning on selling it use placeholders
>>
>>127339817
An open field in a 2D game is just a big screen of green in which you can't see where you're going
>>
>>127319886
Is there anything like this that doesn't require a webserver? Meaning software I can install
>>
>>127339817
>that can give the majestic, open feel of the 3d Zelda games?
only Wind Waker has this
>>
>>127339879
>>127339764
Those thins would be the things you collect so I can't exactly use placeholders forever.

I'm in no hurry and don't plan on making money on it, so I'll take my time.
I just hope I'll get better with practice.
>>
>>127339674
http://www.gamedev.net/page/resources/_/technical/game-programming/understanding-component-entity-systems-r3013

That's a very poor design, IMO.
>>
File: 1448660863961[1][1].jpg (99KB, 851x603px) Image search: [Google]
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procedurally generated porn when
>>
>>127340147
What does that even mean
>>
>>127340147
Wait, did that program take a picture and make a 3d model based on it?
>>
I sort of want to collect anonymous data about players (with their permission) and how they play my game. Do I have my game literally just email me information?
>>
>>127340245
No. The one on the left is a more complete version of the 3d sculpture on the right. It's made in Japan so look at it right-to-left.
>>
>>127340245
nope left is not real
>>
>>127340196
when are we getting procedural generated porn

>>127340245
no. it was a 3d model that was rendered to be life like
>>
>>127340359
Look up game analytics
>>
>>127340418
>>127340395
>>127340392
jesus shit
>>
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OK, I think I'm ready to begin prototyping this thing.
>>
>>127340082
Yeah, I agree. I thought I was decoupling everything, but now I've just made the Systems & Components tightly coupled so much so that the Component is nothing more than a private Struct within the System.

I was trying to pack as much data as possible per system into an array, so that way I wouldn't have to do something like Entity->GetComponent<Sprite>() to get the sprite info, and then Entity->GetComponent<Position>() to get the x,y,h,w to know where to draw the entity. It felt like a lot of pointer chasing, but it was so much simpler than this system-messaging mess I've created.
>>
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Vul kan
>>
>>127340556
prototype THIS thing

*unsheathes penis from its foreskin*
>>
>>127340049
>>127340049
>>127340049

Anyone?
>>
>>127340625
The great thing about the relational database approach is that you can change the memory layouts of different component "columns" to compromise between indirection and padding. You can also split it up into different "tables", where entities must have certain components and can't have others, to further optimize.

The biggest thing to throw out is the notion that the entity owns its components. The entity is a "row" in the "database", nothing more.
>>
>>127340647
Enginefags time to shine
>>
>>127340625
>>127340959
Also, keeping that in mind, the "framework" of the entity logic is going to have such a minimal performance impact on anything that you should probably just do what makes the code simplest.
>>
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reminder if you are not using one of these you are making a meme and not a game
>>
>>127340556
The low res version is cool but the big version looks really bland and not that interesting.
>>
I'm not autistic enough for enginedev, I tried.
>>
Any pixel artists want to team up for a 2d rpg? Programmer here.
>>
>>127341739
>programmer
>team up
how far into the project do you plan on giving up?
>>
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>tfw thinking about Zelda Jam game instead of my real game
>>
>tfw when you have a literary analysis to prepare for but devving instead
what do?
>>
Gamemaker user here, making a 2d platformer, want to throw things in an arc(like Axes in Castlevania). Can anyone help.
>>
>>127341880
C H E A T I N G
>>
>>127341901
>literary analysis
what the fuck
>>
>>127341914
Learn how to calculate curves.
http://www.bbc.co.uk/education/guides/zs9wxnb/revision
>>
>>127341914
https://en.wikipedia.org/wiki/B%C3%A9zier_curve
>>
>>127340392
Jesus fuck I didn't notice at first glance
>>
>>127341791
>implying nonenginedev programmers actually have to do anything
>>
>>127342026
I'm not working on it, just thinking up things to put in. But yeah, I'm really tempted to start.
>>
>>127342340
>nonenginedev
>programmers
Pick one.
>>
Hey Gogem look: http://steamcommunity.com/sharedfiles/filedetails/?id=590911637
>>
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>>127342665
>http://steamcommunity.com/sharedfiles/filedetails/?id=590911637
>>
>>127342136
>>127342149
Thanks these should help.
>>
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>>127342665
>>127342840
Heh
>>
>>127342340
there are no artists here from the ones that actually dev
if you really want to make revshare with someone plan everything ahead on a document for him to show, don't take him on a venture and go silent when you don't feel like doing it anymore
>>
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>>127342665
>Popular discussions
>"How long until Jim Sterling covers this"
RIP
>>
>>127343132
im not the anon you intended that for
>>
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1 day into gamemaker and I've already realized I have to ditch those premade things and pretty much exclusively use custom coding. Also have the offset the y-axis on one of the walk sprites so that the character bobs up as he walks instead of bobbing down.
>>
I want to try out level design, anybody can recommend a good game with a good map editor? I'm thinking about CS:GO and Hammer Editor.
The map editor should have a lot of textures and assets.
>>
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>>127342665
A classic
>>
I've never made 3D models or a 3D game before.
Should I start now and make the Zelda game 3D? I don't even know if I'll be able to finish it even if I start now.
>>
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>left image
>creates a white box over the inventory slot i'm mousing over

>right image
>creates a white box over every inventory slot

why is that? the if statement seems to only check for the mouse position. so wouldn't that mean it would still create a white box over every inventory slot so long as i'm mousing over the correct locations?
>>
>>127343390
Warcraft 3/Starcraft 2
>>
>>127343578
Have you made a few 2d games. Or atleast tried.
>>
Why aren't you making your game in FromScratchâ„¢ 2016 edition anon? It's like you don't want to finish a game
>>
>>127343578
>i never programmed a line of code
>should i program my own os?
>>
>>127343320
sorry im just saying.
if you want to revshare with someone show him that you are serious make goalposts,schedules,level design,give him descriptions to your character etc
this is work we are talking about,not some unity wankjob
>>
>>127343643
Yeah I've made a couple little 2D jam games.
>>
>>127328457

Keep at it! Also, it took me a minute to realize that was a parka. Polishing shouldn't take priority, but think about adding horizontal "ridges" instead of it just being one rounded rectangle later on
>>
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>>127343675
>>
>>127343578
If you think you'll manage, go for it.
Even if you don't make it for the deadline you'll have learned something.
>>
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>>127343793
then go for it. Small scope. And I mean small because it's going to be all new to you.

But, good luck anon!
>>
>>127342665
if this becomes more successful than rrps i'll die of laughter
>>
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Currently writing a Gunpoint custom level importer for Clonepoint. Here's my current progress.
>>
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Weapons can be equipped dynamically now by passing a blueprint to a function.

Made an axe to test that.

Also implemented blade tracing for collision detection.
>>
>>127334262
I refuse to waste my time watching it, what is that shit about?
>>
>>127343619
code is run for each instance of an object.
What's the problem here? Its working correctly and you dont know why?
if you actually wanted all the others to highlight, you should use "with"
>>
I'm giving up on game dev, good bye AGDG
>>
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artfag here- how difficult is gamemaker
>>
>>127345096
not so hard
I believe you can do it, anon
>>
>>127345096
Not very. Have fun.
>>
>>127345096
Depends what you want to do with it, but generally it's pretty simple.
>>
>>127344725
i was trying to change it from mouse controls ( drag and drop ) to a more traditional control system like final fantasy for example. no matter what i tried it would still highlight every inventory slot white.

i decided to just delete it all and start over though. i need to git better at using arrays.
>>
>>127345096
It's pretty simple, I managed to make a top-down action rpg when I was ~16 and I was pretty stupid then
It's not like I'm better know but you download that shit and try it by yourself
>>
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>>127332636
alright, like this?
I made the smoke particles start off fully transparent so they wouldn't block the explosion particles as well
>>
>>127345096
easy to learn
medium to actually make something good (not drag and drop code)
slightly harder to make something people would be willing to pay for.
>>
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Was briefly sad but now I'm just laughing
>>
>>127345436
>slightly harder to make something people would be willing to pay for
It's a pretty constant difficulty no matter what engine you use, to be quite honest
>>
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>>127345545
>>
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>>127345210
>>127345212
>>127345262
>>127345294
>>127345436
cool beans. thanks, anons.

also if there's any particularly good tutorials y'all know about so i'm not just doing drag and drop garbage that would be great
>>
>>127345545
I would just erupt into laughter the instant I executed that.
>>
>>127345895
>Youtube
Shaun Spalding
SlasherXGames
Heartbeast <<< Especially this
>>
Is there a way to have collision boxes frame-specific on separate frames of animations in Unity
I want to make use of invincibility frames, think Dark Souls/Monster Hunter rolling
>>
>>127346025
Not that guy but does Heartbeast also have threads for absolute beginner that teach you GML?
>>
>>127346171
He has a book out.
>>
>>127345376
not him but better
I would take out the rest of the smoke from the explosion particles, the gray color.
>>
>>127346292
Oh cool, I'll check it out. Thanks
>>
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practiced retopo and added some rocks
>>
>>127346169
Check animation events in Unity. Like, one animation event that you paint directly into animation enables invincibility, and other disables it.
>>
>>127346389
Damn that animations looks good.
>>
>>127346416
Oh, thank you anon
I was wondering if those events might be the solution but I don't actually understand how they work (yet)
>>
I want to dev but I risk missing out on dank memes
Is it worth it, anon-chan?
>>
>>127346881
Memes are forgotten faster than good games made by yourself
>>
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progress today:
- turn timers;
- fading timebars;
- effect boxes popups;
next: drawing tokens from each player's deck and actually playing the game...
>>
If I want to make a hole in the ground during the game, is my only option to divide the ground up and replace the mesh with the solid ground with one with a hole in it?
>>
>>127347218
Dunno what this is but I like it.
>>
Good tutorial for making 2D sprites?
>>
>>127347585
Learn how to draw.
>>
>>127334447
they probably didn't even read your tweet, it was probably just a bot
>>
>>127347514
Fuck
>>
>>127347297
>>127347407
it's a small card game (sorta, but cards are called tokens)
you play tokens and they give you a bonus (ATK, DEF or heal). Effects last at least for one turn, some are instant (like heals). When the turn ends, you deal damage to your opponent, depending on your and his effects.
Whoever kills opponent, or depletes his deck first wins.
>>
>>127347514
you tried
>>
>>127347625
Fuck
>>
HE'S HERE
>>
Example of how frog riding will work. On land its movement is limited to small jumps and in water it can swim in all directions. Just like the Mario 3 Frogsuit.

Please excuse the terrible splash effect and lack of animation on the frog. I intend to change that when I'm not using placeholder art.

Any more ideas for animals to ride are welcome.
>>
>>127344381
Ooh, neat. How are the lines done? Before I watched the webm I thought you'd do hilt-to-blade raycast, but it looks like you're doing something entirely different.

>weapons can be equipped dynamically
As opposed to setting them equipped before gameplay starts, or?
>>
>>127347880
You forgot the pic
>>
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>>127347880
forgot webm
>>
>0 reply again
of course
>>
>>127348138
Ask for feedback on whatever you've done. Don't just post a screenshot/webm without any context.
>>
>>127348083
Is this a Wonder Boy III: The Dragon's Trap tiles?
I like them
>>
>>127348275
yep, just placeholders for now, I like them too.
>>
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>use anim as shorthand for animation in code
>1/10 time I'll accidentally type anime
>>
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>STILL can't get walls to work right and block the line of sight realistically
God damnit I'm probably making this harder than it should be
>>
>>127348458
Maybe you should just name the variable anime and be done with it.

>>127348524
I saw an article abourt exactly this shit not too long ago, I'll go see if I can find it.
>>
>>127348458
at least it's not animeme
>>
>>127340708
Try Trello?
https://trello.com/
http://www.andrewconnell.com/blog/project-task-management-using-trello-for-kanban-boards

It's still online but you don't have to host it yourself, and there's an app for mobile if you feel like you need to add tasks when you're away from your computer. If you're ever away from your computer.
>>
>>127348458
Every fucking time.
>>
>>127348083
The characters need animations desperatly.
Animal suggestions: flying bug (flies for a shot amount of time), bird (flies high and for a long amount of time), snake (pretty long and can crawl on the walls)
>>
>>127348524
I think this is the article I'd seen http://www.redblobgames.com/articles/visibility/
>>
>>127348458
just use code completion
>>
>>127340708
pen and paper
>>
>>127348778
>http://www.redblobgames.com/articles/visibility/
>Cast rays to walls, fill in the triangles between angles
Oh noooo I have no clue how to do this in my grid-based map. I guess I'll have to learn trig and algebra and.... math.
>>
>>127348682
Thanks fám

and yes, I am
>>
File: Untitled.png (261KB, 1925x1062px) Image search: [Google]
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Not sure if I should post this here but since I make animations for games and you guys like them, I figured why not.
This look decent for a portfolio?
>>
>>127348458
happened to me once
doesn't happen a lot because I usually speak aloud while typing names and anime doesn't sound like anim
>>
>>127349004
Well, you already have some way of telling if a tile is a wall or ground, right? And there is only 8 directions from the player (left, right, up, down, diagonals). Just "walk" in those 8 directions until you hit a wall and essentially you've just done a raycast, no maths needed.
>>
>>127349079
No weapons animation guy, that looks positively shit. Like, early 00's shit.

Get Squarespace and use one of their prebuilt designs
>>
>>127349079
looks like blender from like half a decade ago when it was garbage
>>
>>127348524
http://www.roguebasin.com/index.php?title=Field_of_Vision

Pick your poison. Since it's a roguelike, I'd be more concerned about correctness and symmetry over performance.
>>
>>127349307
Well I'd like to make my own without using a template. It's a portfolio, I don't want it to be too cluttered; more straight to the point. What can be improved?

>>127349337
Fair enough. Any advice?
>>
>>127349214
You're right anon!
I'll keep at it. Hopefully I'll get enemy generation, shop placement, a basic UI, and LOS implemented by the end of the day.
I just woke up. It's 3pm. I'm barely going to get UI and LOS done let's be real.

>>127349362
Already have that open in a tab. Going through some of them right now to try and fix this shit. Thanks matey.

Man I don't even have a real graphical tileset yet.. Art is hard.
>>
>>127349004
There are a lot of ways to implement that, give it a read and understand the concept and try to put it into code you know. Most shadow casting is done through shaders but you could probably get away with a jaggedy one with just using single tiles as your ray casts like this guy says >>127349214
>>
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so like
i applied the sprite pixel perfect script to all the tiles
and since the tiles aren't actually aligned right
I have gaps
but at least the tiles
look nice
rip my will to live
....brb adjusting the transform.positions on these...
>>
>>127349562
>>127349004
The only way to learn is to challenge yourself. I believe in you anon, considering what you have already accomplished.
>>
>>127349462
>>127349307
>>127349337
Also, I'm hosting it on my own domain, if that makes anything different.
>>
>>127349214
And to fill in the triangles you keep track of the last ray and this ray, saving each ground tile they've come across, then you can light up all ground tiles they've walked and any ground tile in between those tiles x and y positions. I think that should do it.
>>
>>127349079
The lighting/render itself looks pretty bad and low-quality, sorry to say. The gun model looks mostly okay, but the hands could use an additional edge loop or two and the textures are very low-res / "dirty" seems like.
>>
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Added dry fire functionality for missiles. Basically the player can fire the missiles without dettaching them from the ship allowing him to gain massive acceleration, along with using the engine, or as emergency movement if the engine does not work.
>>
>>127349759
Such is life in the unity Zone
>>
>>127349004
>>127349214
>>127349848
I'd be wary of doing this, because visibility ("shadow casting") in roguelikes is done for gameplay reasons and not for aesthetics. So it's very important that the results are well-defined and especially symmetrical (if X can see Y, Y can see X).
>>
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>>127349918
>Vapor trails in space
>>
>>127349857
The models aren't mine, as the render displays. The focus is on the animation.
>>
>>127349939
p much, I knew I was going to have issues
it's okay though, working on a solution now
>>
>>127349462
fonts should be low-contrast, only use the orange for things likes mouseovers

don't put a border around the videos, you want people to look at them, not interact with them

put as much information on a single page as you can instead of splitting it up, links for a static bit of info would be the same as making a news article a choose-your-own-adventure

It's a CV, you need easily accessible contact info, no matter what the user's doing. Same principle as putting "proceed to checkout" on every page on a store, you want to maximize conversions
>>
>>127349759
Stop acting like a cute girl and post proudly your progress without spoilers.
>>
>>127350161
Now this is what I was looking for.

Thank you anon.
>>
File: dev.gif (2MB, 510x274px) Image search: [Google]
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Does your editor have juice agdg?
>>
>>127350403
That is seriously beautiful. Best editor I ever saw.
>>
>>127350403
you do realize the plugin that does that is notorious for crashing the entire editor...right?
>>
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>>127350403
>>
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>>127350403
>>
>>127350505
Visual Studio is indeed a best IDE
>>
>>127350028
I'm not quite sure what you're getting at here. You uploaded a png, non-animated. Do you mean the orange frame around the window? If it was a bit less vivid orange, would look better. If you mean the reload/gun animation - impossible to tell from a single frame.
>>
>>127349825
>>127349462
http://www.squarespace.com/tour/artist-websites/

Don't make your own

Making/doing everything by yourself is absolutely retarded
>>
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>>127350403
>he uses a gui based editor
>>
>>127332940
future funk:
https://www.youtube.com/watch?v=PzGb0vqWT4Y&list=RDPzGb0vqWT4Y
>>
>>127350914
>gui based editor
What?
>>
>>127350898
Too far in to change my mind, anon.

>>127350838
The center element is an animation reel, a video anon.
>>
What would it take for you to play or buy an RPG Maker game?
>>
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Do skeletons, skeletal meshes, and physics assets need to be in the same folder? I'd like to separate them into their own folders so I don't have to scroll through literally 3x the files to find one asset, but I don't want to accidentally break something.
>>
>>127351113
valkyrie profile style combat
>>
>>127351113
a good soundtrack
https://www.youtube.com/watch?v=EU_Y-uIyq14
>>
>Make cool design
>Alright almost done
>Don't know where to put arms without making him look retarded
JUST
>>
>>127351273
this times ten
love this ost
>>
>>127351113
Interesting story, graphics and custom battle system
>>
>>127351113
The only two RPGmaker-esque games I remember playing and enjoying are barkley and undertale
So memes, I guess
>>
>>127351162
Not as far as I know.

Why are those things skeletal meshes anyway?
>>
>>127351390
Barkley is made in game maker, though. And Undertale too.
>>
>>127349918
Those particles are a bit too strong and eclipse your spaceship. Did you think about using something without fire and smoke like a light trail from the thrusters?

You could also make it less intense as it's further from the camera
>>
A Zelda jam is a fucking stupid idea, fuck off whoever thought it was a good idea. Also 1 month is way too much time, considering jam games get forgotten in 2 days. A jam should be short and have a theme that actually allows creativity instead of aping off as much shit in the given time. You realize you're just asking to remake the fucking game right? Pointless.
>>
>>127351113
for it to look interesting enough to play
>>
If I took a guitar solo out of a song and remade it in LMMS and then used it in a game, would I get sued?
Link related
http://vocaroo.com/i/s1lQm0ClVHmO
>>
>>127334227
I heard if they even get close to 6K Super Systems is going to get the campaign pulled for copyright infringement
>>
ahhhhhhhhhhhhhhhhhhhhhhh
>>
>>127352408
Yes you can, all depending on where you live. A lot of people get in trouble for making songs that sound very similar to others. Now thats if you sell the game.
>>
>>127352248
Where's your game?
>>
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>>127336343
This is a /v/ thread by YandereDev from December of 2014

http://4archive.org/board/v/thread/275820104

Pic related is him a few months later. You have to know when to separate yourself from a board and how to do it. You shouldn't leave literally crying and posting sadfaces you should just do the old Irish goodbye and slip out in the night without telling anyone. And you should never let people know that all their shitposting about you is actually bothering you because that just makes it obvious that 4chan isn't for you.
>>
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>>127352248
i think you need a nap anon
>>
>>127347924
Basically yes. It's just a standard preparation for the inventory.
But for now I'm going to work on enemies i guess.
>>
>>127352840
God I hate tripfags
>>
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What should've been a <300 poly placeholder model ended up being a semi detailed model.

I guess this is the progress of the day.

i still dont know shit about how to apply topology
>>
>>127352918
Be careful. People often become that which they hate. Mothdan became a shitposter and rotate became a tripfag.
>>
>>127352840
And you wonder why all the good devs are leaving this place?
>>
>>127352762
I already made games and I'd happily take part in another agdg jam again if it wasn't a shitty theme and time limit.
>>
>>127330104
I want to become popular and respected for doing something cool with a medium I like, not rich. Programmers will always have career options that are a lot more stable than making games.
>>
>>127352969
What problems are you having specifically
>>
>>127353086
Is it because people reply to old posts for the sole reason of shitting up the thread?

I bet it's that
>>
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>>127352840
or you could just stop posting and gradually fade away without saying goodbye just like my last girlfriend.
>>
>>127335640
I explained everything yesterday but unfortunately you didn't see the post.

>>127265152
>>
>>127353243
;_;
>>
>>127353086
>And you wonder why all the good devs are leaving this place?
Why?
>>
>>127353243
That's exactly what was meant by the Irish goodbye you sadfag. Oh wait I forgot you just like to tell people you had a girlfriend.
>>
>>127352408
Atleast use a less know song, that is for sure.

https://www.youtube.com/watch?v=sI7XiJgt0vY#t=58

It is this, right?
>>
>>127352840
I know what's better. Leave crying and start demanding that everyone come to another website with you. Then come back after that fails and continue shitposting and crying about how nobody likes you. Then continue to obsess over another dev who you think "pushed you out" and shitpost agdg to death about him everyday along with the other resident mentally insane poster. Sound familiar?
>>
How am I supposed to make progress on my rendering library when Vulkan is just around the corner?
>>
>e-drama again
>>
File: QUestion.png (22KB, 300x188px) Image search: [Google]
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So I'm making this Warcraft fan game, and I'm unsure of the legality of using WoW songs in said game
>>
>>127353801
Use Mantle, unless you're a Nvidigoy.
>>
File: Untitled.png (298KB, 1925x1062px) Image search: [Google]
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>>127349307
>>127349337
How's she doing so far

Contact is hovered over with the mouse.

Still thinking of a way to display contact info readily.
>>
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Fuck I broke it even more but I'm so close
>>
>>127354058
Anonymous, please
There are no Mantle drivers for Linux
>>
>>127354036
To add an actual question, is it legal to use the music if I give all credit to Blizzard and the song writers and what not, or would I have to do some legal dance to be able to do that?
>>
>>127353892
Oh right, better sweep that under the rug and forget it happened.
>>127354054
Sweep sweep.
>>
>>127354163
Fair enough.

You could implement Vulkan using MESA.
>>
>>127354036
It's illegal but so long as you don't sell it nobody cares
get to it nerd
>>
>>127354093
Weapon anim guy

Don't make a website with a black background

Ever
>>
File: inports for dmi.png (22KB, 288x192px) Image search: [Google]
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could you guys provide me with a spriting guide, trying to improve.
>>
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>>127351490
tl;dr of it is I'm making a modular item, and instead of inputting offsets for every component, I want to use bones to snap them to the right place regardless of which component is picked.
>>
Danny, mods can see deleted posts you know.

You're FINISHED now.
>>
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I think I figured out how to make my game scale properly on all possible resolutions. The native size is 320x240 and since it's a mostly vertical game I decided that the width should be constant. So on all resolutions the size of the game horizontally is going to be 320. But vertically the game is free to be any size, so what I do is check to see what desktop dimensions the user has, then I figure out what's the closest vertical height to 240 that matches this. So, for instance, for 1920x1080 it's going to be 1080/4 = 270. So now I make the height of the game 270 so that it fits on the screen vertically and scales up nicely when fullscreened, and make sure to add black borders to the sides to make up for the missing pixels, which would be 1920 - 320*4 = 1920 - 1280 = 640. So each black border has 320 pixels on each side (or 80 when scale is 1). In this way I get a game that fits the screen vertically all the time and is always a constant size horizontally, which isn't a big deal because the game is mostly vertical anyway.
>>
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>>127353197
What do I do when I have a panel like this that rotates in and out. It's a separate panel that will be animated later (Airbrakes) on I'm just not quite sure how the verts around it should be structured.
>>
>>127354384
Dark backgrounds are better IMO.
What color should it be then? It's not black, it's a pattern of dark greys, but still. What would be better?

Is the layout improved?
>>
>>127354723
players with tate monitors.
>>
>>127354789
>Dark backgrounds are better IMO.
No they are not. Look at any modern website and you'll find that they are bright as day.

Layout is still early 00's geocities garbage.

Just
Use
Squarespace
>>
>>127351113
LISA. So, not much, just a decent story, a distinct artstyle and passable soundtrack.
>>
>>127354384
It's not black

>>127354789
That colour works. It's a nice colour, neutral and not too dark. His monitor settings are probably off or something. Layout looks better now.
>>
>>127354909
tate monitors?
>>
>>127354916
>bright as day
Which sucks and puts ridiculous amounts of strain on the eyes of people who work in the evenings and not in a cubicle with fluorescent lighting. Dark backgrounds are fine if your screen isn't directly hit by massive amounts of light.
>>
>>127319134
I'd like to state that I'm against a Zelda game jam, the game is so overhyped its unreal. Also why are the jams so frequent now? DD6 hasn't happened yet and already focus is on the next one

>If you don't like it, don't participate

Yeah I won't be, but I'd like to hear other people's views on the topic and encourage some useful discussion.
>>
Nah but seriously, great progress on your "game", shitbreath. No not the game where you spam agdg about the same thing everyday for months on end because you literally lost your mind, the other one. Have you cobbled together more than 5 seconds of gameplay yet? It's only been a year don't worry I'm sure everyone is still super impressed.
>>127354937
Whoops what is this doing here? Sweep sweep.
>>
>>127355074
You heard the man.
>>
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>>127355074
game played in 9:16 resolution, with a rotated monitor
>>
>>127355369
could you please stop using your street languages and speak clear english senpai
>>
>>127351245
>valkyrie profile
An excessively long cutscene for every action?
>>
>>127341235
should godot be on there?
legitimately asking
>>
>>127351113
See >>127351386. The battle system doesn't even have to be super-customized, even: it just has to look and feel significantly different from the default. I think the art style is key for me, though. If you're using default or ripped assets, there's no way I'd touch your game.
>>
Again, the mods can see deleted posts, if you're afraid of getting banned, maybe it's because you know you're finished?
>>
>>127354705
>it's a dannyposter
We all saw your dozens of shitposts and samefags get stringbanned last night yet you're still posting. About the same shit. You have an illness.
>>
>>127354759
Oh christ, okay

First of all, you want to avoid nGons (faces with 5 or more sides). Only quads, all the time. If you don't do this, exporting to a game ready format will most likely fuck up geometry, shading, or both.

The way I look at it, you should separate the wing from the rest of the airframe. The model does not have to be one contiguous mesh, and in fact shouldn't be.

This tutorial will explain what I mean better than I ever could. Ignore the fact that it's a sketchup tutorial for Crysis, the general principles apply to all game modeling

http://playuptools blogspot se/2011/08/part-iii-general-advice-on-modeling.html

You'll have to fix the url first (thanks chinkmoot)
>>
>>127355574
Go away literally insane shitposter.
>>
Just trying to give you some advice, if you're afraid of getting caught it just means you know you're in the wrong.
>>
>>127355980
The exception to this rule is (completely) coplanar faces, such as ends of cylinders etc., but for the most part, do what this guy says, stick to quads or tris.
>>
>>127353795
>Sound familiar?
Sounds like the ole potato famine of 2015.
>>
who is Danny
teach me the AGDG lore plz
>>
>>127356215
a figment.
>>
>>127356215
No, don't give him more attention. He knows he's shitposting, so just ignore him and hopefully he'll get banned again.
>>
>>127356215
>this again
And now we watch as literally insane shitposters post the same literally insane shit about the same person they've been posting for over 6 months now.
>>
>>127354036
It's not legal
However, no one will ever play your game, or see your game, and you wont ever finish your game.
>>
>>127356356
>HERE HE COMES EVERYONE
>8 hours later
>HE'S COMING I JUST KNOW IT
>OMG OMG OMG
You're doing the most posting on the subject. Please get out.
>>
>>127356404
I wish off topic irrelevant shit got banned already.
Think moot2 will reply if we send him a request email for a thread mod?
>>
>>127355141
zelda is like the ultimate video game meme. I just don't get it
>>
>>127319445
Are you making a boondock saints ps1 game?
>>
>>127356608
if you want regular and rigorous moderation then why even post here?
>>
>>127355138
Don't make it 255 255 255 white, obviously. No good websites do. But don't make your website only readable to dweebs who sit in the dark fucking up their eyesight.
>>
>>127356678
>[thing] meme
Stop this.
>>
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I put things in my balls. Castlevania things
>>
>>127356608
It does get banned. Last night a whole string of shitposts about danny and samefagging from the same people were yanked and they're still here because they dodge bans and have openly admitted it before. One of them is a dev who admitted to dodging bans by resetting his router and he doesn't even deserve to have his name mentioned. Let's just say he's literally obsessed with you know who along with another mentally unstable individual who has never even made a game.
>>
>>127356978
Cool
>>
>>127356978
>no jew bunny that tries to scam you into paying real money for virtual things
1/10
>>
>>127355141
I agree, having a jam so close to DemoDay seems like a conflict of interest. Also, the theme of Zelda and drawing "inspiration from The Legend of Zelda series directly or indirectly" is very broad.
>>
>>127356865
There's a difference between lax moderation and the thread becoming completely unusable.
>>
You did it, you got all the nodevs banned, you may rest hero, and leave the thread. Thank you for your kind work.
>>
life is so much better now
>>
>>127357263
I'm a NODEV, and I will never be defeated!!!

MUAHAHAHAHAHAHAHA
>>
>>127357110
The devs who do DDays don't tend to do jams and vice versa. It would seem a bad idea to try and do both.
>>
>>127357110
should be classic dungeon month or something and everyone not working on a main game, makes a prototype. Its practice for artist programmers, idea people and etc... Rapid prototyping is actually also a great way to improve your coding skills
>>
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>>127357081
I got you covered anon
>>
>>127354386
no

if you want to do good pixel art you need to learn how to fucking draw first

sorry
>>
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>>127355980
>>127356154
Thanks anons.

But after reading the sketchup tutorial would that mean if I wanted some kind of receeded panel enclosure like pic related it'd be better to create a separate section blocked off with the orange line? The tutorial didn't really cover holes with complex shapes but it did give me a better understanding as of what to do.
>>
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Hmm, I just keep running into issues here.

I have all of the Components (gun parts) as Skeletal Meshes. I want to attach all of the parts to the Grip (or receiver, but that'd be later); each Component has a bone that should be attached to another Component, but I can't figure out how to do so. I've never done my own models before now, so I'm not sure what I'm doing wrong.

tl;dr how do I attach a bone to a bone? I'm only seeing how to attach an object to a bone, and that's not working since the cast would always fail.
>>
>>127354104

Fuck it, post your code, I can fix it for you.
>>
>>127357937
Yeah, pretty much. It'd what I'd do for simplicity.
>>
>>127357937
Separate section? Like a separate mesh? The panel needs to be a separate mesh, that's all. Depending on the detail, you may not want to have the hole/cutout shape be anything more than just a cube, without the little "leg" protrusions (and just have them on the panel that swings out)
>>
>>127358008
I feel like you should definitely be using Sockets instead of bones
>>
>vine hates anime
Welp, she's dead to me now.

>>127357110
DDay is in like 3 days while the Zelda Jam starts Feb 21st, I don't see the conflict.

And I mean, it's not like the last Jams were so strict with the theme.
>>
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>tfw you trying to dev and doing nofap
>someone posts cute anime girl
>picrelated
>>
>>127358353
Anon... I had to make it start on the first to stop it overlapping with Demo Day 7
>>
>>127358053
Ok but don't laugh... :(

but do criticize
http://pastebin.com/yPx3UAzr

I'm aware of a few logical flaws like continuing after walls are found (seeing through walls) etc.
>>
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>>127357937
Pic is a quick illustration of the most economical way to cut out a rectangular shape

I (>>127358248) am also working on a plane by the way (nice coincidence)
>>
>>127353243
Or you could simply not exist like my first girlfriend
>>
>>127332940
https://www.youtube.com/watch?v=RodrZ2we_hQ
>>
>>127358501
Aw shit. Well that makes sense, and I understand those who are against it now.
it makes no difference to me since I'm not going to do Demo Day for a long time
>>
WPF UI is hard
>>
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roll for progress
0-4 more card ui autism
5-9 try to make some 3d props
>>
>>127358501
Of all the themes to go with why Zelda?
>>
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>>127358248
>>127358667
Thanks anon, got any pics?


>>127358248
Well I suppose with a cube it'd be fairly straightforward. However I want to learn how you'd do complex panels otherwise I'll never be able to do it.
>>
What's the best way to equip items on a sprite that give it different combat abilities and attacks in Game Maker?

I want to give my character a Sheev spin
>>
>>127358703
Don't worry internet gfs aren't real. His didn't exist either.
>>
>>127358949
>WPF
>Windows Presentation Framework
>UI
What the fuck are you doing?
>>
>>127358906
>>127359051
Did you just delete your post so that you could add the newline so the thumbnail doesn't cause a line break?
>>
>>127359038
I started working on a Zelda remake just as a small personal project and someone on here suggested a month long Zelda jam.
I did a strawpoll which ended up with people wanting one so I made it.
>>
What are some must haves for metroidvanias?
>>
>>127359237
bestiary
>>
>>127359237
Ball form
>>
>>127359187
no i just replied to the wrong guy
>>
>>127359237
Sequence breaking.
>>
>>127359003

I likes it
>>
>>127359038
>>127359204
Also because February 2016 is the 30th anniversary of the series.
>>
>>127359003
I like it. It has that old pokemon vibe.
Make tallgrass like now.
>>
>>127359204

>>127359237
emphasis on exploration
ability upgrades of some sort
>>
>>127359186
I don't even know, how the fuck do I make a C# text RPG then? I honestly don't know where to start with the actual UI, should I download Unity?
>>
>>127359237
being boring
>>
I'm going full hermit mode, fuck this world, it's either make game or die.
>>
>>127359948
rip anon

F
>>
l a n g u a g e t i m e

I'm a code monkey and I need a constructive hobby to change my mind from the mind numbing ERP building shit and crap legacy code. Problem is every time I try my hand at this shit, my pride gets in the way and I end up giving myself way more work than necessary.

So, I'm going to ask here while I Google and shit. What's a good language and framework I can make video games that fits the following requirements?

>2d capable, 3d too much work
>not WYSIWYG, simply not the way my brain works
>fast! not too heavily abstracted. I have CPU intensive designs in mind (think Dwarf Fortress)
>parallelism/concurrency capable in a way that's not retarded
>garbage collection or sane memory management (no C/C++)
>software stack must be FLOSS and compatible with Windows, OS X and Linux
>doesn't force me to learn a new paradigm (not interested in ML languages)
>healthy community with multimedia libs that aren't dead

Right now the main contenders are Go and Rust. Any other ideas? Anybody try to write vidya with those two?
>>
>>127359686
when you say text rpg what exactly do you mean?
>>
>>127359948

Doesn't work, I've been a NEET for almost a decade
>>
are they're any cute zelda enemies besides octorok?
>>
>>127360010
I've already thought of suicide today.
>>
>>127347218
I like the aesthetic!

>>127348083
A Snail would be cool. Your frog is really cute btw.

>>127348524
>>127354104
You can do it! You make a lot of progress each day.

>>127349759
I like your MC. Keep at it!

>>127349918
Neat mechanic! Hopefully the rockets won't explode when you're riding them. Did you ever figure out how to reload the rockets?

>>127354723
You should post progress more. I really enjoy your game.

>>127356978
That looks really cute

>>127358008
That's what sockets are for. Keep playing with it, you'll get it eventually!

>>127359003
I really like the billboarding sprites in a 3D space look.
>>
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Is 4 footstep samples enough?
>>
>>127360120
>>
>>127360130
"nice"
>>
>>127360059
Rust and SDL2.
>>
>>127360103
better than wageslaving for a decade.
>>
>>127349307 (You)
>>127349337 (You)
>>127349857 (You)
>>
>>127360059
>>127360308
However, don't expect to get far with Rust if you aren't prepared/willing to learn about functional programming.
>>
Why you don't making JRPG?
https://www.youtube.com/watch?v=IptvSQY9Qa8
>>
>>127360071
An RPG where all information is given to you through text alone (with a visual map for dungeons however), and the combat is Final Fantasy style, but just all text
>>
>>127360460
>Collegehumor

kys
>>
>>127360267
My life is in a really shitty place right now: I'm about to graduate in a thing I hate, I just quit my job because I couldn't stand it, I have next to no friends or any meaningful relationships with other human beings, and I can't seem to manage to work on the only thing I'm interested in (game dev)

Fuck me, I can't stop thinking about the easy way out every other hour.
>>
>>127360059
Java + any of the bunch of 2D libraries for it.
>>
>>127360308
>>127360448
Sounds about right.

I could give Go another shot.
>>
>>127360242
4 is plenty if you randomly change playback speed by small amount each time
>>
>>127360267
Meant for >>127360104
But I guess it works this way too.
>>
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>>127360059
I switched from SFML and C++ and now I'm using C# and Monogame and I've been having a pretty good time so far.
>>
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>>127360405
>>
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>>127349918
Hey man! I was clearing out some of my webm and gif folders today and came across this and it reminded me of your rocket trail thing.

I know this is on earth but you'll notice that the exhaust from the shuttle itself is actually producing no smoke trail, also it looks cool as fuck.
>>
>>127360649
If you're thinking of something along the lines of DF, Go is probably not what you want.

>>127360605
>>127360682
>C#/Java
>fast! not too heavily abstracted.
>parallelism/concurrency capable in a way that's not retarded
>>
>>127360242
depends on your game, but yeah probably.
some use just 3 per material. lots of older games just 2. stuff like the realtime myst games use 20 per material (10 for walking, 10 for running). soma did an interesting thing where they actually recorded all the footstep sounds in different spaces, reverb wasn't added later. so they don't only have different materials, but different materials in different spaces (small hallway metal, or large bunker concrete or something, for example), which means they've got quite a lot.
personally i usually end up using 7-10 per material. 4 is totally fine and good for lots of stuff, if the sounds themselves are good. hopefully they sound pretty similar actually. if they sound too different the repetition will be really noticeable.
>>
>>127360738
Man, that's so cool
now I wanna see some Space Brothers
>>
>>127360059
>not interested in ML languages

>main contenders are [...] Rust

I thought Rust was heavily ML-inspired.

As someone who has used Go a lot I don't think it's a good language for gamedev and the libraries/wrappes I've seen for it have all been incomplete, unmaintained or both. It has great concurrency primitives but no one uses it for graphical applications, it's all about the web dev.

You should probably go with Java or C# if you really don't want C/C++. Out of those I prefer C#.
>>
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>>127359051
No pics I am willing to share here yet. I'll post something tomorrow if you're around.

With a complex panel like you suggested, or with a complex wing, I'd do this (see pic). Again, you're going for a super complex piece of geometry, which I'm not sure you need. Think about the distance from which the model will be viewed in the game. Look at it from that distance, and don't forget that textures can add a lot of detail. I think you'll find that you can get away with a lot less poly detail.

Also in deleting and reposting your post, you fucked it up and replied only to me and not to >>127358173.
>>
>>127360775
Go is not particularly much faster than Java/C#.

With lambda syntax introduced in Java 8 creating a thread that executes a function is only slightly more verbose than creating a goroutine and functionally equivalent.
>>
>>127361212
I'm not sure why you're bringing that up, because I'm not recommending Go.

Rust, on the other hand, has "sane" threading to me because of how strict it is about uniqueness.
>>
>>127361214
>>127361214
>>127361214
>>127361214

new bread
>>
Hiadi Hoe, Wagekeks. While you're rushing to work, choking down FILTHY leftovers or FAKE ENERGY BARS, I am ordering a subway sub by a qualified sandwich artist made just for me. I may even leave then a tip, since it was so personalized and they asked what I wanted. NEETS are treated like celebrities, and it's how we make the best games.
>>
>>127360775
>If you're thinking of something along the lines of DF, Go is probably not what you want.

Huh, and why is that? Sounds ideal to me... Only real issue with Go (and the reason why I'm asking instead of just going with it) is community's lack of interest in multimedia. For them, it's just a tool to write web backends and odd tools easier...

If you're talking about gc pauses then in my experience those aren't noticeable and probably not a problem in a turn based game even if they were.

>>127360998
I haven't looked at Rust that much. It just gets shilled so frequently.

I write C# at work so I guess I'd be familar. Gonna take a look at Monogame.

>>127361212
Interfaces are also slow and hard to work with when dealing with data structures. My main pet peeve with the language.

Speed wise though, while not faster than C and company, it's definitely fast enough.
>>
>>127361356
Well, I thought Rust was already out of the running because he didn't want an ML language.
>>
>>127360775
>Implying Java is slow
>Implying Java is too heavily abstracted
>Synchronization is retarded because arbitrary reasons
Yeah ok, if you just want to start shit based on arbitrary subjective claims you can make a new thread.
>>
>>127360542
Unity would be better. It's meant for game dev, unlike WPF.
>>
>>127360837
>>127360665
Thanks.
>>
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>>127361475
Java is really slow, try to write some simple benchmarking for java and c++ if you do not believe the literal thousand sources that prove this claim.
>>
>>127358173
my bad anon, thanks

>>127361049
I'll prefer to have this detailed up rather than leaving it as a block of cube rotating up and down. It's noticeable enough from the gameplay distance that I'll use for it. though i think this detailing might bite me back later on. we'll see what happens
>>
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>>127362014
>Can't be C/C++as it needs to be garbage collected
>Needs to have a good 2D library
>Needs to be the same paradigm
>BUT JAVA IS TOO SLOW
Kill yourself.
>>
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>>127362617
>Java isnt slow! Here a graph showing its way slower.
I forgot trolls where a thing for a bit.
>>
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>>127362617
That graph literally shows that even in the best case Java is slower than c++ at its worst.
>>
>>127363170
>>127363416
>It's slower than C/C++
>So it's a slow language!
Are you guys retarded?
>>
>>127362014
It's still one of the fastest garbage collected languages.
>>
>>127340959
>The great thing about the relational database approach is that you can change the memory layouts of different component "columns" to compromise between indirection and padding. You can also split it up into different "tables", where entities must have certain components and can't have others, to further optimize.

Different anon, but I've never really understood this. How can the components be "columns" if they are all stored in a contiguous memory array? Wouldn't that make the "entities" the columns instead?
>>
>>127363621
>It's still one of the fastest garbage collected languages.

Java isn't C#.NET
>>
>>127363565
Almost all computer languages are insanely fast so the only real way to talk about the speed of them is to compare them to eachother, and in that sense Java really is slow, and thats not even considering how horrible its garbage collection is and how much that will slow down a potential game.

tl:dr in the reference frame of "computer languages" java is slow.

Not saying java is shit but it is slow.
>>
>>127363931
>Post image that shows a lot of programming languagesbeing compared
>Java is pretty much near the fastest ones, 4th or so
>AH but you see, if we talk relatively, being in 4th place is being slow
You make absolutely no fucking sense.
>>
>>127364094
Look Java is good for some things, and yes c++/c is hard but damn, just accept that Java is horribly slow compared to most languages used in games.
Its fine if you can't learn other ones but please accept that Java, in all respects is WAY slower than both Rust, C++ and C.
>>
>>127364094
You do realise most of the languages used in games in that graph are shown to be faster than Java right? Saying java is quick just because Pascal is slow makes no sense either.
>>
>>127364602
>Say only way to compare languages is relative
>There's a fucking image right there where it's 4th
>JUST ACCEPT IT'S SLOW
No, you're not getting out of this hole you dug yourself into, fuck off.
>>
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> Another Language War

POST PROGRESS
>>
>>127364947
>Most of the languages used in games are faster than Java
So, C and C++? I never said those were slower than Java. They also don't have garbage collection which is what the guy asked for. Now tell me about those other languages usually used for games often that are faster than Java, I'll be waiting.
>>
>>127356885
Photoshop CS6's dark interface is god tier. Just the right level of brightness and contrast to be unintrusive but clear.
>>
>>127358309
>>127360130
Noted, will do.
>>
>>127365023
So let me explain this more clearly.

In a graph comparing an arbitrary set of languages, yes Java is the fourth which indeed makes it kinda quick.
If we take out the languages mostly used in games nowadays the graph would show something like:
C, Rust, C++, Java, C#.
Now it is still in the top 4, but also the second slowest.
We could if we wanted add more languages that where quicker before C, but in this case thats irrelevant since most of those languages aren't used in games.

If we also take in the fact that you in a game have to think about garbage collection, C# actually is quicker in the end.

Java is SLOW for games, java is GOOD in the speed compartment when compared to alot of shitty almost unused languages.

Tell me 3 games that run well that are written in Java and you've convinced me, its that easy.
>>
I did nothing but play with makefiles today
It was fun
>>
>>127365967
So the argument is now "languages that are fast relative to other languages, but only those used in games", nice goalpost moving.
However, let's do that, and let's also keep the actual conversation going, so now we discard all the languages that don't have gc, which is what the poster asked for. And rust, because what fucking game have you seen coded in rust?
And now lets add other languages used on games like AS3 and html5/js, game maker lang, python (vns), etc.
And what do we have? Oh shit Java is first!
>>
>>127354201
Usually as long as you arent attempting to make money in any way shape or form its fine
Although blizzard is extra stingy sometimes, you should be fine though
I mean at worst theyll tell you to stop
>>
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anyone need a laugh, agdg?
Thread posts: 795
Thread images: 147


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