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/agdg/ - Amateur Game Development General - SYNTHETIC NIGGA HOURS

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Thread replies: 796
Thread images: 135

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>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
Source: https://developer.valvesoftware.com/w/index.php
Unity: http://unity3d.com/learn/tutorials

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

> Free audio
https://machinimasound.com/
http://freesound.org/browse/
http://incompetech.com/music
>>
First for enginedeving.
>>
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http://strawpoll.me/6436242 Vote pls
>>
3rd 4 fuck u
>>
>>127520205
https://www.youtube.com/playlist?list=PLaW5cpjBPpWrO1dRq4PAERAnoX2h2QldR
here ya go m8
>>
>source is back in the OP

Did someone post shitfam's bail? A new era of literallyinsane shitposting is upon us.
>>
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Remember to juice your game
http://i.4cdn.org/vg/1451972197997.webm
>>
>>127520389
Thats more motivational and gamedev, I have had people ask for help on many algorithms. I focus on technical and implementation.
>>
>>127520205
>people voting Dungeon Generation and Beginners guide to game dev
There's literally millions of those tutorials already.

Do AI or Event system, it would be more interesting.
>>
>>127520443
Wrong image FFS
>>
is there a worse meme than Juice?
>>
>>127520389
>says no money in game development
>sells his games at a premium
>>
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>TFW writing story shit and noticing Undertale inspirations that slipped in without me even realizing it
>feel kind of disappointed with myself
>suddenly a revelation: Undertale is Cave Story
Holy shit, I never thought about it, but it's Cave Story. Everyone compares it to Mother/Earthbound, but the goat characters look just like Mimigas, the whole premise is about humanity venturing into an underground inhabited by monsters, you play the role of a silent youth, arrive after a slew of important events have already happened, and there's weird sci-fi villainy going on with supernatural villainy in the background.
Undertale is Cave Story.
Somehow this revelation makes me feel much better about sharing an element or two with it, knowing that Toby was probably heavily inspired by an older indie legend himself.
>>
>>127520570
>motivation
i dont peddle that crap
>Beginners guide to game dev (covering how to start and where)
is what it is
>>
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To the anon asking about FOV being different when I get a sprite; this is my plan -- to shift to a larger or smaller radius based on different effects or equipment. But I think I'm going to keep it symmetrical.
>>
>>127520438
Notice a certain G* is posting in this thread.
I think we know why meme shitposts are back in the OP.
>>
>>127520615
You're not the first one to notice this. I don't mean that in a "your opinion is unoriginal" way, I mean that your opinion is perfectly legitimate and others have come to the same conclusion independently. Even the name "Cave Story" is similar to the name "Under Tale," which leads me to believe it's more homage than derivative work.
>>
>>127520604
whats the correlation?
>>
>>127520589
holy shit those breasts.
Hngg
>>
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well, this was an unexpected bug
>>
So out of curiosity, have any AGDG devs completed games that became really successful?
>>
>>127520785
Fury is very self conscious about her external cooling!
>>
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>>127520443
Onii-chan where's vulkan
>>
>>127520824
>You got a child
>>
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>>127520723
>>127520438
>>
>>127520582
Well cast your vote. Ill be doing them all just in vote order.

>>127520641
Exactly and I aim to do algorithms people want implemented

Everything done is most likely already in a tutorial somewhere, I want it to be more for here and I can interact and help.
>>
>>127520824
Spooky
>>
Was an updated Monday recap ever posted?
>>
>>127520824
It's like death himself is trying to tell you the world doesn't need another Yume Nikki clone.
>>
>>127520824
No it's a feature and now your game has a deep story.
>>
>>127520657
I like that idea.
Plus you can have him turn by mouse controls anyway if you wanted which would make sense for field of view.
>>
>>127520740
>Even the name "Cave Story" is similar to the name "Under Tale,"
I can't believe I didn't piece that one together.
>>
>>127520971
>another
I'm sure there's tons, but did any of them ever get successful the same way there were plenty of big-name story-ish action platformers following Cave Story?
>>
>>127520853
Risk of Rain is the most obvious example. He's made several millions from it.
There are others though that haven't made millions.
>>
>>127521112
wHIP THE VOTE NOW FOR 12 DOLLHAIRS
>>
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r8 my line of sight
It takes in two objects, shoots a laser from the first object, then returns true if that laser hits the second object.
Right now it doesn't check for objects in-between the two objects, but I'm working on it.
>>
>>127520641
>>127520959
Also to continue on that, part of my content will be pointers to other peoples useful stuff, like your videos. I am working on a site for everything while I am not home
>>
>>127521192
Isn't that the game that was made by a shill who only comes here to shitpost and never post progress?
>>
>>127521217
>an entire function to get x,y,width,height
>not storing them as points
Shit design
>>
danny's awake. abandon thread
>>
>>127521217
Anon please, use vectors. They exist for a reason.
>>
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Reposting from last thread:

Got the variants working reliably, past a few upside-down bones/sockets. I'm fairly satisfied.
>>
>>127521217
Stupid but functional, I guess.
>>
I haven't made any progress today other than tweaking movement.
I spent nearly all day trying to decide on a UI theme for my menus and I still don't have anything picked out. I go back to uni in a week, I only have so much free time left. I can't keep wasting days like this.

Suffering.
>>
>>127520474

This game looks so fucking boring, and they're charging 20 bucks for it.
>>
>>127521336
They might be getters which would indicate he is doing proper encapsulation.
>>
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Can someone explain the "danny" meme
It's been months and I still don't get it, yet agdg always brings it up
Who the fuck is danny
>>
>>127521217
To add onto my other post, you should use vectors and maybe consider using cylindrical coordinates instead of cartesian since you're dealing with a lot of angles. It'd probably be faster.
>>
>12 freedom tokens for a flash GUI

has he lost his god damn mind
>>
>>127521756
bbbuT the JUICE dude
>>
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>>127521559
h-how could it be improved
ai, line-of-sight, and pathfinding have always been the hardest parts about game programming for me
>>
>>127521919
Start by actually using vectors, and use references instead of pointers.
Also, it seems a bit fishy that you are supplying a direction AND a game object to look for. Either supply a direction and find the first thing, or supply only the object.
>>
>>127521803
Some schizophrenic from /x/ who pops in from time to time.

>>127521845
That seems like it'd be problematic since you'd have to interface the polar coordinate LOS system with the cartesian grid of the game world. Unless you want to have a bizarre round play space with tiles that get bigger as they go out from the center.
>>
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>>127521803
an /x/ poster, pic related
>>
>>127521919
>ai,
Be a little more specific on what you want the AI to do.

>line-of-sight,
I prefer using non-cartesian coordinates for this considering the line of sight is either going to be a sphere, circle, or cone. It really helps make the math easier. But you should be more specific, what exactly are you trying to accomplish? Is your game 3D, 2D, 2.5D, top-down, etc?

>and pathfinding
For most games, you can get away with A*
>>
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>tfw if you took the path of an artist instead of programmer you could at least make some money
>>
>>127522257
Fucking don't it's not worth it
Art makes you want to kill yourself

Unless you were planning on doing furporn, then you don't even need to be good and get a lot of money
>>
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>>127522203
>>127522203
Reminder Gogem is a literal who 'flash' dev.

STEAM GREENLIGHT HYPE



Ryan doesn't even play games so he knows very little about them. He just cobbles together messy if statements until he essentially has one of those annoying Ad 'games' you get on the sidebar of newgrounds.
>>
Does this ever work for you, Ryan?
>>
>>127522526
Woah dog, these bants are getting personal, love thy neighbor.
>>
>>127522203
>Googum - Chaotic Evil
>Rotate - Neutral Evil
>Mothdan - Lawful Evil
It all makes sense now
>>
>>127522203
27k free money
>>
>>127522151
>That seems like it'd be problematic since you'd have to interface the polar coordinate LOS system with the cartesian grid of the game world.
Cylindrical assuming he's in 2D.
It wouldn't be problematic at all really, it helps draw LoS as a circle or a sphere as it should be in most games. Otherwise you end up with a square like this >>127520657 which doesn't look as good imo.
Converting from cylindrical to cartesian would just be one function since it's already stored as a vector. He could check for collision by sweeping the phi along a constant r. He's already using trigonometric functions, so it wouldn't be slower than what he's currently doing and it'll look much nicer.
>>
>>127522145
I can change it so that it has the start object, then returns the first object that it collides with. Then I'll only have to check if that object is the player, and if so, the enemy can see the player.
And what do I need vectors for, exactly?

>>127522218
>the line of sight is either going to be a sphere, circle, or cone
A straight line is pretty much fine for my game, since it's a sidescrolling 2D platformer.
>>
>>127522203
oh my god rotate i am laffin
>>
>>127522984
If all you're doing is checking if the enemy can see the player, just do a line from the enemy to the player. No direction.

Vectors will clean things up so that you aren't having to deal with X and Y separately.
>>
>>127522428
what is patreon
what is gumroad
what are commissions

the fuck do programmers get? competing with indians for pennies in contracts and the unity asset store?
>>
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>>127522746
[cringes internally]
>>
>>127523150
we get to make a good game
>>
>>127522901
guess I'm making my FOV circular tomorrow
>>
>>127523284
>implying the world wants good games and not simple feel good experiences
>>
>>127523150
>what is patreon
Something that requires you to be decent or do porn
>what is gumroad
You tell me
>what are commissions
Unsustainable unless you're decent and/or do porn
>>
Is there any success stories with a single person making a 3D game?

I have seen a ton of 2D indie games from a single dev get really successful like Undertale, FTL, Risk of Rain, Fez, Cave Story and even aviary attorney. However, I cannot name a single successful 3D game from a single dev.
>>
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>use the tag killercurves ironically on a post
>this is now in my suggestions
>>
>>127523468
Banished, and he's an enginedev too
>>
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Re-posting this because because I really like this fire, he is so friendly.

>>127522257
You say that like some of the most profitable items in Unity's asset store weren't made by programmers.
>>
>>127523468
3D is hard to get right. No one in their right mind would do 3D by themselves with the intention of making money.

My game is 3D, but I'm making it for fun not really to sell.
>>
>>127523468
>Undertale, FTL, Risk of Rain, Fez
these weren't made by one person

and even Pixel who created cave story learned and got help from his programmer friend
>>
>>127523464
But what I think that anon is trying to say is that there's no programmer equivalent, there's no way to make money as a programmer aside from getting a job in which any FOB can steal from you at any moment.
>>
>>127523468
I mean there are a few, just not in AGDG. Definitely not as many big hits as 2d games.
>>127523578
Wasn't banished made in unity?
>>
>>127523636
I'm pretty sure Undertale was at least 95% Toby.
Getting help/inspiration from someone isn't really the same as them working on the game itself
>>
>>127523705
>What engine was used to make this game?
>None, it’s Shining Rock Software's own engine written from scratch using C++.
http://banished-wiki.com/wiki/FAQ#What_engine_was_used_to_make_this_game.3F
"Shining Rock Software" is one dude.
>>
>>127523571
I have probably 50+ transgendered people or "non-binary" people out of ~950 following me
tumblr is a weird place
>>
>>127523756
pretty sure you're a dumb fuck

look up the fucking credits for the game you dumb fuck
>>
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>you will never get this upset over aggy daggy
>>
>>127523654
If you have a degree or experience or generally just knowing your shit then getting a job as a programmer is piss easy.

There is way less need for artists and the barrier of entry is also pretty high. It's a popularity game. You have to be top of the top in order to have work come to you nonstop.
>>
>>127523874
everyday i wake up and thank Allah that im not Mothman
>>
>>127523826
admittedly that game looks kind of fugly, so I'd bet most of the programming went towards gameplay logic.
There aren't many successful 3d enginedevs, even the god tier ones go crazy: https://www.kickstarter.com/projects/joshparnell/limit-theory-an-infinite-procedural-space-game/posts/1122988
>>
>>127523105
>If all you're doing is checking if the enemy can see the player, just do a line from the enemy to the player. No direction.

I'm not sure if I understand. I need to know the direction the enemy is facing, so I can shoot the laser the right way.
>>
>>127523874
is this real
>>
>>127524141
That has nothing to do with determining line of sight.
>>
>>127523874
wew lad
>>
Thank you for making a Vulkan thread
>>
>>127524141
>>127523105
Why would you do that though?

I feel like due to the nature of OOP you should be able to make stealth/detection relatively easily by not cheating; there won't have to be any references to the player within the AI, it can be perfectly blackboxed. You just do cone raycasts to see if the AI sees an enemy.
>>
>>127524391
Thanks for reminding me I need to watch S2
>>
>>127524442
>due to the nature of OOP
>cone raycasts
Anon what the fuck are you talking about
>>
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>>127524150
>>127524247
yeah it's real as fuck
>>
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>>127524501
>>
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game: Dad Project
dev: EyeC
tools: GM:S, GraphicsGale
website: buh
progress: Added battle transition
progress: Added punch attack
progress: Finished dialog system/box
progress: Enemies can be killed
progress: Working on stats
>>
>>127524574
>his mortal threats

How autistic can one person be?
>>
>>127524574
>>127523874
fuck off
>>
>>127524574
>defend self
>while attacker sleeps
is mothfan #Yallquaeda?
>>
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test door knob for my door baking normal maps. the one on the left is the low polygon with baked normal maps. what do you guys think of how the normal maps look on it? i thought it looked kinda weird
>>
>>127524442
>>127524501
I mean, if you're that worried about yourself cheating with the enemy logic, just have a "man in the middle" that knows about all enemies and the player and tells each enemy if they can see the player.
>>
>>127524758
Gogem, I like you. I don't care what agdg says about you. I think you're cute.

I still won't buy your game though.
>>
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>>127523874
>>
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>>127524741
oh man don't talk like that or someone is gonna mail you a bomb or some shit

>>127524896
same but only because im not down to play Liberal Crime Squad II: Conservative Crime Squad
>>
game: Whip the Chode
dev: Googum Produce Aka Ryan aka PIGPEN
tools: Macromedia Flash MX 2000
website: lemonparty.org
progress: Added bungle infection
progress: Bought an Adele CD
progress: Caught ex banging a black guy
progress: While looking through her phone
progress: Downloaded pics, jerked off to them and cried.
>>
>>127524985
>googum
>ex
>>
>>127523874
>>127524060
>>127524574
>>127524728
>>127524758
>>127524896
>>127524940
>>127524964

This has to be samefagging. It just has to be.
>>
>>127524713
>ev: EyeC
The dev of that gif was you?
>yet another game to be dropped after a week
>>
>>127524764
It looks pretty much identical. At first glance I couldn't tell that was low-poly.
>>
>>127524764
looks like they baked perfectly. but shouldn't you put smooth shading on your high poly model before baking, so you don't have that faceted look?
>>
>>127524985
i thought googum was glorious NEET master race how can he have an ex? am i being lied to?
>>
>>127524896
>I still won't buy your game though.
it's fine if you want to pirate it but that means you gotta go shill it for me first so someone will do that

>>127524964
>Liberal Crime Squad II: Conservative Crime Squad
fuck does that even supposed to mean, brother?
>>
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as I look in the face of death, I decided to remake some assets to pass the time

I think I'm finally finding a direction, a "style" in pixel art.
>>
desu i admire gogem because i don't have the courage to post my game here
>>
>>127525234
why aren't you shilling your game on other sites right now

you could make it big time
>>
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>>127525234
I'm sorry your game isn't working out
>>
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>>127525071
you got me
>>
>>127525241
Lets keep it that way, Whodev
>>
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>>127524985
>mothman, once so distressed by "doxxing" that he would make posts about staying up at night with his High Powered Rifles, has resorted to doxxing people who don't actually give a shit
>>
>>127525318
it'll probably die as fast as any other niche shallow retro game
>>
>>127525153
yeah i actually did do smooth shading before the bake

>>127525152
ok thanks
>>
>>127525230
>fuck does that even supposed to mean, brother?
your game seems a lot like Liberal Crime Squad (a political UI widget game) but I didn't personally like LCS so I doubt I'd like your game either

LCS seemed like a good game tho
>>
>>127525318
>>127525321

it's 2 l8 m8s

I'm kill

only a miracle could save me now

>>127525370

>le shallow niche game

I always knew it was a niche game, I just didn't know it would be so hard to raise 6 thousand dollars from that niche
>>
>>127524985
Why is Mothdan picking on gogs again?
>>
>>127525560
there are like three people who ACTUALLY give a shit about wangan maximum tune, and probably fewer /o/ types who would play anything but their favorite Initial D ripoff meme game anyway

>>127525706
Psychosis.
>>
>>127525234
>no more shitty vector UI and smoke
>all pixelated
You did good
>>
>>127525706
he picks on all other namefags, its like he has a mental condition where he has to be the center of attention at all times so he goes after any other namefag like a rabid dog. just look at how he went after rotate
>>
>>127525781
I missed what he did to rotate, enlighten me?
>>
>>127525781
and remember his saga with "reek"? when rotate left and googs was too busy elsewhere, he had to invent characters just to attack.
>>
Am I allowed to namefag if I finish a game and get it greenlit?

When am I allowed to no longer be a whodev?
>>
>>127525856
invent characters? wait what
yo someone explain this mothdan guy to me please I guess I just missed all of that shit.
>>
>>127525518
that game looks to be more of an RPG based around stat accumulations, nothing like Whip the Vote.
>>
>>127522526
I somehow feel its always the same person complaining
>>
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>>127526062
we antichamber now
>>
>>127525853
same harassing shit he does to everyone else but rotate is literally a child and had a bit more fun with it

>>127525874
>caring about being a ___dev
literally the cancer that killed these threads
>>
give it to me straight guys

is there a future in gamedev?
>>
>>127526019
Dan Ashley is resentful that people don't like his weird /x/ game cobbled out of Unity Asset Store free content, so he shitposts here constantly.
>>
>>127526694
Theres no future for you
>>
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>>127526802
>>
>>127526062
I don't have that reaction image of the guy staring at the fork, so instead, fuck you, and looking good.
>>
>>127526694
im gay
>>
>>127526694
not really, it's best kept as a hobby

it's not like it's exactly hard to have a real job and do vidya stuff on the side
>>
>>127526892
shut up Googum
>>
>>127526694
i dont understand you people
if you want a neckbeard robot stay at home computer job become a fucking webdev

games are entertainment. Entertainment is an unreliable source of income.
>>
>>127526694
>is there a future in gamedev?
Want to make a living out of it?
You'll need a great game, a lot of luck, and more time spent marketing than having fun making your game.

Hobbyist master race
>>
>>127527340
>>
best resources to learn how to make your own engine?
>>
>>127527646
K&R
>>
>>127527341
webdev makes you hate your life
>>
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If you don't advertise your kickstarter, it fails.
>>
>>127527646
K&R
Anime
>>
>>127527857
yes, thats why you get a real job
you still are going to make money off webdev (or its possible) compared to game dev
>>
Start a project 2 weeks later want to start a new project.

How do you not burnout?
>>
>>127527418
draw it in your style saying that.
>>
Has anyone made a SFW version of Sengoku Rance yet?
>>
>>127527869
What if I want to use the Kickstarter as the advertisement?
>>127528102
Either stop relying on motivation and use dedication, or do a project that you really want to do, that's been on your mind for ages.
>>
>>127528102
show me your project, you might just not be good enough yet to see something through
>>
Did lolisim get arrested? Or did he move to 8/agdg since his stuff always gets deleted?
>>
>>127528326
He was busy. He posted some screens the other day.
>>
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made a better version the one on the left is low polly one
>>
>>127528823
maybe you're spending too much time on things which don't really matter in the grand scheme of things
>>
>>127528951
Maybe he has high integrity for this incredible art form that we attempt to make a meaningful contribution to.
>>
i am a musicbro
any musicbros have any tips for making more upbeat dancy tunes?
i basically suck at drums
>>
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Will I get vulkan before school starts
>>
>>127528102
I bet you cheat on your partners too
>inb4 >partners
>>
bottom-left or top-left alignment for sprites?
>>
>>127526062
No, seriously, how the fuck does one make this?
>>
>>127528102
i do it by only starting projects i can finish in like a week

i've wasted years trying to make big games as a 1MA it just doesn't work
>>
been working at least an hour a day i try to do a lot more but guys for those of you out there just keep doing it least even 15 minutes a day even for the days you dont feel like it. this thing keeps happening where i take a day off then it turns into weeks/ or one time months

never going to happen again though
>>
>>127529252
Middle-bottom
>>
>>127529040
kick + snare is the baseline to most drum rythms. listen to something you like and then steal it.
>>
>>127529265
it's called, i believe, stencil buffering.

https://www.youtube.com/watch?v=5DKIP9N-OB4

google to learn more
>>
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>>127528120
>>
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why aren't you stealing famous characters and making cheap knock off dental games, agdg? don't you even want to be successful?
>>
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AGDG I need ideas for a simple anime game
Not a platformer since everyone's tired of them
>>
>>127529702
I love you, you stupid faggot.
>>
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>>127529830
>>
>>127529830
A game about the trials and tribulations of the Kronos group as they struggle to release the Vulkan API
>>
bomberman but you're killing anime forever
>>
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>>127530024
>>
>>127529674
ya i probably have to just rip stuff off more
ill give er a go
>>
For anyone familiar with cocos2d-x Lua; would you recommend it over Love2D?
>>
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>>
>>127530105
>Vulkan
It's time to let go anon
Some things will never be
>>
>>127530301
the game has a sad ending
>>
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>>127529830
if you need any more just grab one from the whiteboard.
>>
>>127530348
i think i read somewhere recently that vulkan was performing much worse than the next direct x, doesn't that imply that vulkan is dead from the get-go?
>>
>>127530509
no
>>
>>127530451
>A game based on rock paper scissors
I'll take it
>>
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If I were to develop a game using an engine that I pirated rather than paid for, what are the legal ramifications for such an act?
>>
>>127529067
End of january at the soonest.
>>
Anyone do ludum dare?
>>
>>127530509
It more likely just means more time has been spent on drivers for DirectX 12 right now, isn't that shit already out?
>>
>>127530659
death
>>
>>127530572

Gogem got a game onto steam that was based on rock paper scissors.

The funny thing about gogem is that he says to be original and not to copy other game ideas yet he copies something out of a manga.
>>
>>127530509
DirectX and OpenGL both exist at the same time.
>>
Someone give me a punny name for my MC's computer's operating system.
>>
>>127530572
I want to make a game based on rps too.
Not literal rps like gogem, something like FE and Pokémon (the starters at least) have.

Anyone have any idea of three things that could fit in a rps system?
>>
>>127529830
Flash porn game.
>>
I'll work on my game tomorrow, I swear.
>>
hahahahahahahaha
>>
>>127530659
If it was Unity they can legally raid your house and gangrape you until you become a cock craving slut.
Read the EULA.
>>
>>127531081
YESTERDAY YOU SAID TOMORROW

DON'T LET YOUR DREAMS BE DREAMS

AND

JUST DO IT
>>
>>127531129
Will they actually gangrape me and force their dicks on me? I'd love that.
>>
>>127531069
Go to bed kreig

>>127531163
You go to bed too, vine
>>
>>127531129
No, I'm referring to GameMaker. However, if that isn't a metaphor and they'll seriously fuck me and make me a cock craving slut, then that sounds great.
>>
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>>127530732
>yet he copies something out of a manga.
manga arent video games.
tv shows arent video games
movies arent video games
books arent video games
steal all you want, just not from video games.
>>
>>127531360
Because reasons.
>>
>>127531360
Yeah, it's okay to copy books as long as you're not AAdev :)
>>
>>127531360
So if someone posts an idea for a game I'm free to steal it because an idea for a game is not a game? Great logic, goog
>>
>>127529475
Middle-bottom doesn't work that well on pixels with odd numbers though.
>>
>>127531525
im pretty sure AA wrote his book, it's the only thing he had to do.

>>127531492
because copying a videogame to make a videogame is cloning.

>>127531592
>stealing idea
ideaguy please
>>
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can someone please help me out, i'm not too good at this.
i'm tying to write a function in unity which checks if a component i'd like to destroy is attached to the gameobject, is this correct? should i be concerned about object being yellow, the function seems to work.
>>
>>127531660
>>stealing idea
The ironing
>>
>>127531665
Unnecessary gymnastics. Whenever you use a Unity component you can access the GameObject attached with just gameObject.
>>
Anyone have experience with Poser/Marvelous Designer?

I was recommended these programs if I want to jump straight into character/avatar creation. How detailed can you make a character using these?
>>
im doing it guys
i will go big with UE
i will make progress
i will just like make game
>>
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>>127529067
>>
>>127531665
I think Unity already does a null check, I just tried to Destroy a non-existent component and didn't get an error.

But anyway, why do you have that random type parameter there?

Generic version:
public void TryDestroy<T>(GameObject go) where T : Component {
T component = go.GetComponent<T>();
if (component != null) {
Destroy(component);
}
}
>>
>>127531964
do you have years of experience in 3D modeling?
>>
>>127532410

No

I tried learning Blender but bleh. Too much to take in at once.
>>
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>>127531665
>>127532351
Wait nevermind, your code is confusing. Don't name your generic type parameters of other classes.
>>
>>127532524
both of those are advanced programs and you wont make anything good with them if you dont know 3D modeling
>>
>>127531964
>poser
It's ok. I think my dad made porn with it once.

>Marvelous Designer
never heard of it
>>
>>127532673

I don't wanna spend forever trying to get anatomy right when its already done for me for the most part. Thats the thing.
>>
>>127532560
i didn't know that unity checks if something is null before it tries to delete something because i could have sworn i've seen it throw an error before when i tried to delete something that was null. but since it does, i can just use a normal destroy. thanks for your help though.
>>
did you set any gamedev resolutions?
>>
>>127533063
yeah 1920x1080
>>
>>127532687

https://www.youtube.com/watch?v=Z1di8iIkDcE
>>
>>127529830
something with cute character models and interaction with other cute characters that follow anime tropes, it doesn't need to be cute or innovative, gameplay is negligible

weebs all want the same thing. just look at yandere simulator
>>
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I'm trying to brainstorm some simple but not too abstract/"Gamey" hacking mechanics for a game about basically playing guardian angel for someone from afar. Something more involved than "push buttan 2 deploy skript" but nothing ridiculous like the minigames of DX:HR or any weird tile-matching nonsense that's overtly just a busywork minigame, while still remaining realistic. I can't think of anything that would actually be fun to play with. There's solutions, for sure, but I can't think of anything that's not just busywork.

Are there some movies I should watch with good hollywood hacking to draw inspiration from? Cyberpunk stuff I should go look at? send he;lp
>>
>>127533063
- going to learn pico-8
- release game on android
- finish one of my larger games
- actually market it correctly
>>
>>127533063
Yes
>get my game in playable state
>learn more C# and algorithms and general programming
>get better at modeling and animating
>learn Gamemaker (I want to make a small RPG in it eventually)
>>
>>127533159
this seems neat but it seems more like it's meant for fashion industry stuff where you'd want to churn out patterns for stuff for chinks off of Alibaba.com to sew for you than for real-time rendering environments
>>
>>127533206
>going to learn pico-8
literally why, it's a meme
>>
SDL users, can you clear something up for me.

I'm getting back into C++ after forever (I wouldn't call myself a programmer by any means, I've been struggling to learn for years, along with keeping at it consistently).

Anywho. an SDL Surface is where all the magic happens, right? and SDL Window is just the box containing that screen
>>
>>127533352
it's cute and fun and I'll enjoy it
>>
>>127533286

What should I go for then? I do not want to create characters from the ground up if I don't have to, same goes for their outfits, especially if it's not exactly for game use atm.
>>
LibGDX with Java, Scala or Clojure?

Java is obviously the worst language but probably more mature?
>>
>>127533382
Yep. Or you can use SDL to create an OpenGL context and render everything with that.
>>
>>127533063
well there's "get laid" but i think it counts as gamedev because i met some guy off the internet who is apparently an indie dev and participated in a bunch of Ludum Dares or something
>>
>>127533478
Java, the others are meme languages.
>>
webdev is more rewarding than gamedev
>>
>>127533592
webdev almost made me suicidal, not even kidding
>>
>>127533479

I'm waaay before OpenGL at this point.

For some reason, watching tutorials, I can understand whats going on, but if I go to say, do it myself, I become utterly lost. Some thats thats just me not really knowing wtf I'm doing.

At one point I thought I understood pointers/references, but meh, even then I didn't know when the hell to use them, how to use them, it just seemingly never wants to stick.
>>
>>127533592
webdev is way too easy to be rewarding
>>
>>127533478
>Java is obviously the worst language
Java is only attacked because it's garbage collected and runs in a VM so I don't know why you'd say that.
>>
>>127533592
what's a fun backend to work with?
>>
>>127533648
putting up your wordpress blog and running the server infrastructure for a multi billion dollar company are different things
>>
>>127533721
server infrastructure is sysadmin stuff, not webdev
>>
>>127533684
ASP.NET MVC 5

nothing comes close to it
>>
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>>127533474
>especially if it's not exactly for game use atm.
i'd recommend pic related
>>
I recommend C++ for your game. It's a good language.
>>
>>127533865
Okay.
>>
>>127533559
>>127533661
Those things aren't why it's shit. Being verbose as fuck with no type inference is what makes me feel like I'm going to die of old age while writing it. As well as requiring multiple objects just do the simplest of things.

>BufferedReader in = new BufferedReader(new InputStreamReader(url.openStream()));
>>
>>127533721
>implying that's webdev

engineers do that
>>
>>127533838

Yeah no
>>
>>127533838
hey, it works for burrito galaxy
>>
>>127533890
reminder

http://www.javafind.net/gate.jsp?q=/library/36/java6_full_apidocs/com/sun/java/swing/plaf/nimbus/InternalFrameInternalFrameTitlePaneInternalFrameTitlePaneMaximizeButtonWindowNotFocusedState.html
>>
>>127533921
>IT IS LITERALLY IMPOSSIBLE TO DO CHARACTER DESIGN WITHOUT A FULL 3d CHARACTER POSER SUITE WITH PAGES AND PAGES OF FREE ASSETS
nigga come on
>>
>>127534000
why is stuff like this allowed to exist
>>
>>127534139

....I can make the clothing myself, thats not a problem.
>>
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Anyone have state diagrams for AI in a stealth game?
>>
>>127534000
>Java 6
>Java Swing
>>
This is just off the top of my head at this point, but if I wanted to have my character on the "ground" in a 2D game, aka the bottom of the screen. Wouldn't I have to set the position to like, the negative screen height minus the height of the sprite? If I wanted to move the character?
>>
>>127534249
you forgot the "randomly detect player sometimes when they're not looking so it makes the game harder" state
>>
So I was thinking about stress-testing units.
Is there anything about stress-testing units in the current state of art?
>>
>>127533159
>"now let's look at our fabric from different angles to see how it works"
>turns model 180° to find that there's no fabric, only delicious ass

great fabric
>>
give me some good programming books
>>
>>127534249

You forgot "He's coming to? roger that."
>>
>>127534415
that's awfully broad, what kind of programming?
>>
>>127534410
>>turns model 180° to find that there's no fabric, only delicious ass
2bh a garment would be made of several panels, split up between front and back
>>
>>127534415
SICP
>>
>>127534326
you mean the screen height minus the height of the sprite

this is assuming you don't have any physics or some shit though, are you new to programming/gamedev?
>>
whats a pointer?
>>
>>127534509

I've been off/on programming for like 5 years now, I've watched tons of tutorials, tried figuring things out on my own, and it seems I take 1 small step forward and 20 steps back because shit ends up confusing me more.

I started with C++, then I used C#/XNA for a while, now I am back to C++. And thats what I plan to stick with, C++/SDL
>>
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>>127534415
Game Programming Patterns
>>
>>127534578
an address to memory
>>
>>127534415
Loomis
>>
>>127534578
The thing next to your thumb and middle finger, used often in programming for itchy noses
>>
>>127534509

I've even followed the LazyFoo SDL tutorials, and I'd think I'm getting the hang of it, but as he gets into the later chapters, all this code gets thrown at me, that I semi understand what he's doing, but if I go to do it myself, I'm lost.
>>
>>127534371
I mean hitting it until it dies, and then seeing how much damage it made in that mean time and assigning a value to it.
>>
>>127534249
Condition : BATMAN takes out enemy
Next state : "Just run away it's fucking Batman"
>>
>>127534830
>Next state : "Just run away it's fucking Batman"
Wasn't that an actual mechanic? Like, the more varied your takedowns got, the higher chances enemies would get spooked by random shit and distract themselves, or panic when they see you and drop their weapon. I know "Spook a terrified enemy" was a challenge in one of the Arkham City challenge rooms.

Anyway that chart is a way simplified version of what can go down in that game, where did it come from?
>>
>>127534371
>>127534756
what
>>
>>127533173
follow these steps to comeup with a good idea
Takes this idea that you have
Forget it
Come up with something that is way better
Voila
>>
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I'm thinking about having my main menus based off the C64 GEOS. When you're actually in game, the menus will be different. This is just when you're outside of hacking missions.

I've finally nailed down a time period. I'm probably going to shoot for 1989.

It took a lot longer than I expected to make this. There aren't any C64 GEOS icons for download so some of them I had to draw by hand and scale up.
>>
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>>127535250
you forgot the "hit that fuccin blunt" part
>>
>>127535390
Looks fire senpai
>>
>>127535221
Assigning them a value so in my randomly generated areas I can automatically balance them.
Or I can assign a corresponding cost to summoning them.
And a corresponding value in GP to their loot when they die.
Basically making everything proportional more easily.
>>
>>127535390
>999m

quick bro buy some apple stock
>>
>>127535390
Ur making a vaporwave game?

Damn son thats gonna be like the next trend get yung lean on your soundtrack and shits gon be massive
>>
Can anyone recommend a good SDL/C++ combo tutorial that assumes you're an actual beginner? Most of what I come across goes way too fast and don't exactly tell you wtf they do/etc.

And I know theres SDL Documentation, but it's all over the place, and doesn't exactly have a "this is where you must start" in terms of knowing shit.
>>
>>127535250
I can attest to this working for me many times.
>>
>>127535769
Isn't Hotline Miami the first Vaporwave game?
>>
>>127535921
no, its just a call back to Miami Vice style
Vaporwave is Miami Vice like colors mixed with old anime, windows 95, and statues
>>
>>127535921
Vaporwave is a fad so dumb that even the people into it can't describe it beyond self-referential memes.

The main hallmarks are roman busts, pink-teal gradients, out-of-place japanese text, and S A D B O Y S tumblr nonsense.

Hotline Miami is, by comparison, pretty "authentic" Miami Vice kinda throwback. Like if Vice City were made as a top-down GTA instead of a 3d one.
>>
>>127535769
Nah its not a vapor wave game.
It's an fps dungeon crawler. The player is the personification of hacking software from the perspective of a cheesy 80s hacker movie.
>>
so many hacking games coming out of agdg all of a sudden

fukken hivemind
>>
>>127536189
How many hacking games? I've only seen Vestigial's
>>
>>127536189
What are the others? I've only seen one other besides my game.

Tbh I kind of nicked the idea from Black Ice. I liked his concept but I think he implemented it poorly and dont like the direction his game is going. So I'm going to try and expand on his idea a bit.
>>
>>127536362
I'm positive I've heard of at least one or two others being played with, and I've been wanting to do one for a while

There's also that cyberspace-y shooter. Maybe not so much "hacking game" as "hacking mechanics" or "hacker aesthetic" is a better descriptor
>>
>mfw need events and delegates now
Damn those menus got me. Can't get effectively around it.
>>
>>127536525
Cyberspace-y shooter? Are you talking about the one done in UE4? Because that's my game heh. I haven't seen any other games like mine posted yet but I could've missed one.

Outside of missions will have a stark contrast to inside missions.
>>
>>127534000
Yeah let me just go ahead and get booty blasted by some shit no one ever has to use.
>>
>>127535580 here
Does that make sense?
>>
>written an entire game
>seriously down to every encounter
How do I find someone to work with and make this thing happen? I don't know have to develop games.
>>
>>127537026
you already put that much effort into putting your idea into a script, how hard could it be to learn to program?
>>
>>127537026

You sir, are my idol, I WISH I could get THAT far on anything. I don't have the creative drive for some reason, I really want it.
>>
>>127537026
just, like, make game...
>>
>>127536820
not even a little

sounds like you need some brain pills
>>
>>127537026
Ideas are cheap.

Scratch that, they're free.

No, actually, you'd have to PAY someone to realize your ideas, because anyone with the skill to do that already has more ideas of their own than they have time to make.
>>
>>127537184
Yeah, I'm willing to pay some money for it.
>>127537064
Where should I start?
>>
>>127537026
https://www.youtube.com/watch?v=lGar7KC6Wiw
>>
>>127537250
That's actually in my liked videos already!
>>
I wrote down my protagonists blood type on a piece of paper

anyone want to make the rest of the game?
>>
>>127537246
1. Make tic tac toe.
2. Make pong.
3. Make tetris.
4. Make 2D sidescroller.
5. Make top-down shooter
6. Make the minimum viable product based on your game - the smallest portion of it that could be called a standalone game. Like if your idea is GTA, you'd make a game where you JUST drive a car around.
>>
>>127537313
https://www.youtube.com/watch?v=55P-UHdZ7WI
>>
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>tfw making a game is extremely hard
I can't even make a quality slot machine game. Why do we bother, bros? Wouldn't it be easier if we just freelanced the tasks?
>>
>>127537250
It's amazing that this is still relevant 5 years later.
>>
>>127537332
What if my game is an epic 400 hour adventure with co-op where you can both control the flow of time independently, with an infinite number of solutions and approaches to problems you face in the game?
>>
>>127537439
if anything, it's only gotten more relevant what with the Indiepocalypse and all

>>127537436
slots are shit tho, video poker 4 lyf
>>
>>127537458
then you start with the flow of time mechanic
>>
>>127537458
then give up now

that shit would take years for a team of hundreds
>>
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>>127537458
>ideas guys
>>
>>127537458
This is the main problem with idea guys. Even if they are willing to put a lot of effort into planning, they still have absolutely no clue about scope.
>>
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>>127537458

>tfw the only games you want to make is a miner dig deep clone with some extra modes and items, and two of the modes throw in some monsters to fight
>The other game being a Ys clone

Pretty big in scale admittedly but I'm gonna start with single screen dumb arcade games first.
>>
>>127537771
You're right, but I think he was trying to sound ridiculous.
>>
>>127537332
are you the same guy who tells people to make tables and chairs when their models dont meet your expectations?
>>
Why are 99% of the tutorials I come across that say "beginner" aren't that? They throw a ton of code at you without really explaining wtf they do, etc.
>>
What's a good name for a component that holds weapon objects?
>>
>>127537980
wocholdr
>>
>>127537954
No fundamentals, no dev.
>>
>>127537124
Lol you jest my man.
Procedural shit don't apply only to maps.
Basically you have 3 elements in an RPG: Monsters, Magic Items, and Spells.
Monsters are made of Spells and Magic Items are made of Spells, and Spells are made of effects which are the basic unit. And effects affect hit points and time, which are the basiccest units of all.
So we can reduce Monsters to hit points and time, basically HP x time, and get a good heuristic going, coupled with affinities we can guide their distribution anywhere.
With Spells, again, HP x time will get us their value, so we can stick them in the character progression tree wherever we want.
Magic Items contain spells, basically, (or effects if you want to be more rigorous), and the spells' value can be transformed to GP, so it can be distributed to high-GP loots and shops.
It can all be balanced my man.
Fuck using it only for map generation.
Fuck spending hours testing and balancing some inane shit.
This is the way;
>>
>>127538201
You write like Francis E Dec went into game dev instead of getting spooked by niggers in detroit
>>
>>127537026
If it's a 2D game I can dig up a basic engine for you.
>>
Hi I'm Tyler Tomaseski.
>>
>>127538249
It's called stream of thought. Because I didn't want to write pages about it just to get the point across.
>>
>>127537458
>considers what this actually means for gameplay
>...
yeah i could do this. would take like, 2-3 months.
>>
>>127538546
You reckon you can simulate independent control over the flow of time in 2-3 months?
>>
>>127538692
no, that's finished in the first day or two. im not a nodev.
>>
I feel so retarded when trying to code as a beginner, I keep forgetting simple yet necessary variables that I don't even think of.

Is there a good/efficient way to map out everything I'd need so I know what I'd need to code/not forget anything?

Like, initialize SDL, create window, load image, put image on bottom, it can never be that simple, you have to add like 500 diff things to each thing to get them to work right, and it irritates me to no end.
>>
>>127538770
I thought you'd make the engine in the first days, not the specific mechanics.
Btw it depends on how much is ctrl-z-able and accelerate-able, and if it is something puzzle-heavy I reckon it's not gonna be just the players and AI.
>>
>>127538770
You're not thinking of this as another turn based UI game, are you?
>>
>>127538793
>code beginner
>using SDL

im dying
>>
>>127539024

Well I'm not exactly NEW to programming per-se, I've been on/off for a few years because I seemingly can't make any progress, and it frustrates the fuck out of me. Even with all of these beginner resources/tutorials.
>>
>>127539007
>make an engine
ideaguy please.

>>127539018
realtime is just turnbased moving automatically
im thinking ///of powerlines/// with rules for procedural interactions of entities to create their own scripts instead of it being designed branches. not that hard.
>>
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there are now 5 progress posts in this thread

good work everyone
>>
Just finished some generics to my navigation menu allowing to set either bi-directional or table selections.
Was going to post a webm and then realized that agdg wouldn't care about placeholders anyway so I'm just posting.
>>
>>127539164
sorry it's 7 i overlooked some posts
>>
>>127539164
I don't know how you play your game, I just can't do it.
>>
>>127539164

that's a hard game anon
>>
>>127539162
Is this what you're going to work on next? Whip the Flow of Time?
>>
God reddit and it's retarded posting guidelines are fucking useless, why do I even bother.

Is using a premade character model program a bad idea? I've got no experience but I'd have less problems learning to do the clothing than having a hassle trying to get the anatomy right.
>>
>>127539514
nah, honestly sounds dumb to not have it designed and who the fuck plays co-op anything?
i was just thought experimenting how doable it was, it's doable.
>>
Does anybody have a webm of that eltile clone?
>>
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I really need a free low-poly model of a "snowcat" type vehicle. I've searched far and wide and came up with nothing. Anyone have and idea where I could find one?
>>
>>127539686
But just think, you could be the next Johnny Blow.
>>
>>127539164
christ that looks hard but fun
>>
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>>127539721
nvm found it
>>
>>127539837
who?
>>
>>127539789
http://www.turbosquid.com/
>>
>>127539946
me
>>
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>>127539913
stop posting my game when I'm too sick to work on it. it's not even that good ~b-baka!
>>
>>127539946
You know Johnny Blow, the world's greatest indie developer and creator of numerous hit games, such as Braid and.
>>
>>127539913
babbys first gmod contraption: now in Unity
>>
>>127540151
anon your game looks super cool. I hope you get better and can continue to work on it.
>>
>>127540218
More like Johnny Blows his money on retarded shit.

AMIRIGHT?!

I should really stop shitposting.
>>
>>127539164
That would work even better as a mobile game, where you'd have to yank your mobile up and down to control it
>>
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>>127540218
>world's greatest indie developer
>some nerd i never heard of with some game i never played
>>
>>127539913
thats a small planet
>>
>>127540279
>I should really stop shitposting.
New thread motto right there
>>
>>127540151
Could you explain how your fly by wire system works? Seems to work really well for your AI.
>>
>mfw people complaining about my games instead of just like making their own
>mfw the indiepocalypse is here
>>
>tfw fixing bugs in a shader code even though i don't know shader coding so i had to use my experience from other languages
i managed to fix the bug, but i don't know if won't create other problems.
So this is how code monkeys feel all the time. Dayum.
>>
What do you think of the average gamer?
>>
>>127539950
>featherless t-rex

triggered
>>
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>>127540240
I was thinking of how to best do obstacle avoidance. Some kind of 3D node graph around the object that is raycast through maybe?

I can't find anything on google about pathfinding in 3D space and that's the best I've got.
>>
>>127540615
The average gamer only plays mobile games
>>
>>127540692
what about a collider that tells the spaceship when its getting to close to an object an provides an direction for it move in to avoid collision?
>>
>>127540778
You're thinking of "kids", not "gamers".
weirdo
>>
>>127540865
What's the difference again?
>>
>>127540404
>how it works
it basically doesn't

I have steering variables clamped to a -1 to +1 range, and target velocity/angular variables that are set externally by input or AI, then build the steering from the target deltas

then that steering is basically transformed directly into physics forces and the thruster effects are activated based on an ugly if/else tree

the thrusters are child objects in pairs with dummy objects as parents so one pair can only activate in one direction at a time

I tried normalizing the physics forces to simulate thrusters not being able to do double duty but I don't think it really works like it should, probably have to find a dumber solution
>>
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>>127540461
Except it's objectively not here.
>>
>>127541061
It already happened senpai
>>
>>127540952
Mostly financial independance.
>>
>>127539950
Yes I checked, but there are no free ones.
>>
all you need to do is find your niche and then exploit it as much as you can
>>
all you need to do is just like make game
>>
I'm seemingly more of a hands on/visual learner, will 3D modeling save me countless migraines as opposed to trying to learn programming? Logic and all this syntax make my head spin.

And when it comes to Maya/ZBrush, where would I find the basics/tutorials on how to exactly get from like, Step 1, to 100, etc. in terms of learning? I've only messed around in Blender very little but never got far.
>>
>>127540814
well if it's just local avoidance you can spherecast in the direction of movement

I'm thinking if it has to say, pursue you past a station or an asteroid, it should go straight to the edge and then back to the target, and not get stuck running in circles trying to avoid the obstacle while following something behind it
>>
is it okay or frowned upon to name classes the same thing if they are in different namespaces?
>>
>>127541206
>I'm seemingly more of a hands on/visual learner
I thought I was like this too and had abysmal grades in math back in school. But once you're past a certain threshhold with programming it becomes a lot more natural and hands-on, like playing with legos or whatever. Keep at it mate.
>>
>>127541325

it's ok, it happens all the time
>>
>>127541352

I've been on/off with programming for like 5 years, and I haven't progressed for shit, it just continues to give me migraines.

Art is more my alley anyway (though I've never been able to really draw for shit). I can never commit to anything and stick to it, I give up after the first mistakes.
>>
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>>127541087
>that fat asscancer fuck and his underage fanbase coin the term "indieapocalypse"
>mfw the next month Earthbound indie clone with memes shatters all records

Best silver lining ever.
>>
>>127541061
>a dip that is the same as every other dip in the general rising trend
>ITS OVER GUYS THE ELECTION IS WON

man even that font choice is obnoxious
>>
>>127541325
I dislike it desu, but it obviously happens in "real code" so it's okay I guess.
>>
>>127541479
>one game makes money
>THEREFORE ALL GAMES WILL MAKE MONEY FOREVER

you should hit a casino with that kind of thinking
>>
>>127541061
it will go rapidly up now because every loser will be like "wow less released games on steam? now is my chance to release my shit and become rich lel"
>>
>>127541574
He's not talking about the dip, he's talking about the plateau. Learn to read data.
I will admit that five months isn't much to talk about, but that is half a year where it hasn't risen.
>>
>>127541448
>I haven't progressed for shit

Not everyone is an autodidact. Do a MOOC.
>>
>>127541869
>five months

its even less than that

it's statistical noise
>>
>>127541842
I'm 100% sure the reason it isn't going up faster is because there just aren't enough people who can finish games. I'm pretty sure Valve hasn't decreased their Greenlight acceptance rate dramatically a few months ago for it to have an impact now. So it really is the case of people just not finishing their games (those who were Greenlit already). If this is true then we'll see a natural limit that can't be surpassed because there just aren't enough people making good enough games.
>>
>>127537436
>freelanced
Man that shit is so lame. I would be down for freelancing but freelancing websites are plagued with race-to-the-bottom indians and other foreign poors.

In order to actually make it you have to constantly be managing your customers and often you can have huge dry spells where you have no work even then. I'm just not social enough for that shit, even though I already have the skills to get the work itself done.
>>
>>127542091
it's still enough shit releases to easily drown our games though
>>
>>127542087
>its even less than that
It hasn't risen since July. The graph is right there, we can all read it.
>>
>>127542186
Your game is only drown out if it's shit. Sorry buddy.
>>
>>127541916

Where would I find a good FREE C++ course that actually has you do shit instead of "here's what this does and here's how I did it?
>>
>>127537436
>can't even make a quality slot machine game
>want freelance work
Dude making a good slot machine game is like scarcely above the absolute basics.
>>
>>127542250
0/10 try harder
>>
>>127542330
Show me a good game that has less than 5000 sales on Steam right now.
>>
>>127540461
>hey chef, your food is shit
>just make your own then goddamn
THE RESTAURANTPOCALYPSE IS HERE
Sorry, just bantz, I know analogies are useless aside from helping beginners understand stuff.
>>
>>127542361
Why should i bother arguing with a shitter who is just going to be le ebin troll with
>that? good game? LOL XDD
with literally any good game posted.
yeah we are done here
1/10 for making me type this reply
>>
>>127542260
What you want is a book, not tutorials, mate.

Just grab a torrent of some c++ programming ebooks and use whatever has the most clear writing.
>>
>>127542445
Alright, so you can't prove your claims that good games get drown out because there are so many games on Steam. That's good to know anon. You know what I'll be doing? Making a good game and making money while you cry that your shitty game gets drown out because it's everyone's fault except your own for not making a good product. Fucking loser.
>>
>>127542469

I've got dozens of C++ and programming books in general. Book learning is not my thing.
>>
>>127542510
>Making a good game
ok anon, you have fun with that. we believe in you here in aggy dag--

>and making money
pfffhahahaha yeah right fag
>>
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>>127542527
If you want to actually learn things, use a book
I don't know why you'd ever want to program in C++ and not C#, but if you can't learn from a book, no web tutorial will help you, and if the tutorial is free, it's gonna be shit either way
>>
what are some indicators that you are looking at bad code
>>
>>127542527
>Book learning is not my thing.
Probably just a hang up on your part more than any difference in how your mind works. Research seems to show that there's not actually that "everyone has a different learning style!" thing people love to spread. But that aside, perhaps this would work for you:

Books have examples/exercises for you to do.

Skip the reading, actually type out the exercises instead of opening attached files (if they even exist), fuck with them to really get a feel for what's going on.
>>
>>127542784

I learn better via hearing/visuals, I can't really focus when reading. I tried C#, didn't care for it, I'd rather use C++.
>>
>>127542527
>Book learning is not my thing.
This is why Western civilization will eventually collapse
>>
>>127541243
Maybe this will provide some insight
http://gamedevelopment.tutsplus.com/tutorials/understanding-steering-behaviors-collision-avoidance--gamedev-7777
>>
>>127542846
Book learning is not my thing either anon and I'm doing just fine. Seems like you've failed to catch up with the technological advancement called the Internet.
>>
>>127533592
why not both?
>>
>>127542846

Some people learn different ways, thats why the education system is fucked, you can't force everyone to learn one specific way.
>>
>>127542806
if it makes no sense
>>
Regardless, are there any 3D modelers hanging around? I figure I'll pirate Maya and ZBrush and go from there, but as an absolute beginner idk what tutorials/whatever I should look through, though there is probably tons of official documentation. Idk
>>
>>127542902
>>127542913
>being this retarded
What I mean is, Western kids today have literally the best and most opportunity and means in the world to learn things, and everyone is just posting selfies on instagram. If you think that China is not going to be where the US is today, and we're not going to be where China is today, you're in for a rude awakening.
>>
>>127543035
What the actual fuck are you talking about mate? How did this go from book learning to China? Are you fucking retarded?
>>
>>127542806
* No/small amount of comments (no comments is fine if the code makes it entirely obvious what's going on within a few seconds of looking at it)
* Bad variable/function names, ie they don't describe what they do
* Functionality isn't compartmentalized. Stuff like one method doing a lot of different things, a given variable being modified all over the place making it really hard to track how it's changing, etc
* Repetitive code, like the programmer doesn't trust the computer to do what it's supposed to do in one try
* Overuse of regular expressions
* Too many lines to do simple things
>>
>>127543116
>* Functionality isn't compartmentalized. Stuff like one method doing a lot of different things, a given variable being modified all over the place making it really hard to track how it's changing, etc
Newbie detected.
>>
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>>127542826
Congrats on failing the genetic lottery
Also, congrats on failing the logic lottery too

Books have you do exercises to understand what the fuck you're doing, and are basically a resource to solve the problems/exercises
>>
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Relevant.
http://www.huffingtonpost.com/2015/03/12/american-millennials-least-skilled-study_n_6852650.html
>>
>>127543035
>and we're not going to be where China is today,
but china owns, you can buy bulk lots of human lives AND whole shipping containers of fetish diapers off the same website
>>
>>127542806
If it's posted here, it's bad code and you should laugh at it.
>>
>>127543176
Ok nice Ad Hominem but did you actually have something to say?
>>
>>127542913
>>127542826
Research has disproved this. People keep spreading this shit though because it has excellent face value (ie it sounds like it just has to be correct).
>>
>>127543208
i blame liberals for fucking with our school system
>>
>>127543281
If you're compartmentalizing functionality that isn't used in more than one place just to make a method look nicer then you're wrong. Each method, class, etc you add to your code is a node. Each thing that calls that node is a connection. You want to minimize the number of nodes added and you want to minimize the number of connections. Creating a function that is going to be called only in another function adds 1 node and 1 connection. You didn't need to do this because this functionality isn't being used anywhere else. You've just added something else to your code that increases its complexity for no good reason.

People who blindly say "functionality not being compartmentalized" is a bad thing are fucking retards with no experience or at the very least are the same as people who say "globals are bad", meaning, they completely forget about context and that their "rule" isn't general at all to be even considered valid.
>>
>>127543248
>you can buy bulk lots of human lives
The fuck? Might I press you for more details on that?
>>
>>127543342
Well, it is technically best to approach education in a balanced way between hands-on work and Book Learnin'.

It's just that America is a shithole that can do neither one right
>>
>>127543432

America is basically:

Here, read book.

Don't understand it? Tough shit, read it again/repeat grade until you do, don't expect us teachers to help you.
>>
>>127543404
Eh, I also didn't say the degree, jeez.

I suppose I should have said something to the effect of "Code isn't compartmentalized when appropriate"

I'm sure you can agree that you can't just let everything be a retarded mess either.
>>
>>127543562
I actually think that for indie game development you can let things be a much bigger retarded mess than people would normally think and that this provides you with great improvements in development speed with minimal long term code management costs.

For instance, there's a section of my game (making new attacks, skills, passives and such) where I just copy paste a lot of stuff from myself instead of abstracting commonalities away. I've found that reusing the process of getting those new attacks, skills done is a much better use of my time than reusing code itself in a good way. As such, I just copy paste from a previous attack that is similar enough, change in the way that it needs to be changed and move on. The amount of times where I need to change how a class of attacks or all attacks behave generally is really rare compared to the amount of times I need to add a new attack, so the benefits of having this abstracted away nicely are actually really small. This is just one example, there are many others.
>>
>>127543375
these people will cease to exist with better education, don't worry about it

oh wait, actually there's a huge PC movement in murica and dumb people are screaming themselves into positions of power. the next world war will fix it though, don't worry about it.
>>
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Was long time ago I posted anything.

Kind of funny AI bug found during development.
>>
>>127543405
ok I was joking but you can seriously find ANYTHING on Alibaba. It's like chink Amazon but better since it also offers bulk deals right from the manufacturers themselves

http://www.alibaba.com/product-detail/4-5-14X50-SFX-EU-IR_60282500035.html?spm=a2700.7724838.30.150.8Zn0iS
http://www.alibaba.com/product-detail/ABDL-style-adult-baby-diapers-baby_60216458954.html?spm=a2700.7724838.30.200.4TnP1S
http://www.alibaba.com/product-detail/New-design-hookah-shisha-nargile-water_1565661637.html?spm=a2700.7724838.30.1.caLUcG
>>
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>>127542881
that demo is shit desu, breaks in like 5 seconds

20 million hours in paint to show what I mean
>>
>>127543848
Not him, neat squiggles mate.
>>
I'm working through Unity tutorials but all of them are videos, are there any good text tutorials available? I prefer reading over watching videos.
>>
>>127521454
lol'd heartily at the stocks, thanks
>>
>>127543510
yes, except the book is wrong

dat common core teaching, man

>>127543761
>the next world war will fix it though, don't worry about it.
what a meme! ha ha ha
>>
>>127543848
why not use nodes around obstacles to create that ideal route

or even something like, take the direct route line, the radius of the object in the way, and make an arc out of it

it might get complex and need some hackery with multiple objects but it could work

>>127543947
>Unity
stop
>>
>>127543947
>I prefer reading over watching videos
Then game dev is the wrong choice for you
>>
>>127544030
that's what I was thinking for each sufficiently large obstacle to have it's own node graph, it seems stupid but it's the best way I can think of
>>
>>127543947
Catlike coding

Literally the only ones i know
>>
>>127544095
>Catlike coding
Thanks, I forgot about this one.
>>
>>127532329
>using smooth brush on pixelated work
REEE
>>
>>127539162
You need an engine if you're gonna make a game at the level. And I mean engine-like things. Even if you have a pre-made tool you're gonna have to set up thousands of things.
>>
>>127543017
ill be honest with you
i been doing 3D modeling exclusively for a year and some,ill give you my impressions on different software and such but its not set in stone
maya/max- good all around program, LT is not worth it unless you have your own studio and its probably THE program to get right now, you can get student version for 3 years or something for free on the website. max if you need the plugins and cool renders its just a middle of the road modeling program.
zbrush/mudbox - i been using zbrush for several months now and its pretty hard to get into if you don't know anything about 3D, from what i heard zbrush is not replaceable as its the most mature sculpting program around
Blender - despite all the hate it gets, the modeling tools are phenomenal. everything else is on the weak side but depends how much you work with it the effort you put in learning it will outshine any problems or shortcomings you have with the program
substance/quixel - must have if want to have good results, coat3d is probably more diverse, i had fun with it.

best tools you can work with - maya,zbrush,topogun,xnormal,substance.keyshot
best tools you can afford - blender,mudbox,3dcoat,xnormal
>>
>>127544505
You can get the full 3ds max license for free for 3 years too
>>
>>127544498
you can make that game in anything, there is nothing about it that is so special you'd need to make an engine from scratch......there is no game that you need to make an engine for.
Unity would be the best for it since it has easy time controls so you can do cool slowdown/speedup effects for the visuals.
>>
>>127544505

Yeah I messed around in Blender for a tad bit a while ago. I never got into fully learning it bc I never took the time to sit through the tutorials and just wanted to jump straight into trying character modeling.

I just torrented Maya 2016 so I'm going to bust my ass to learn that, I'll grab ZBrush sooner or later. What worries me is my computer sucks ass, especially the GPU, I hope it can handle Maya until I can build a PC.
>>
>>127544638
yep, max is a good program but maya is getting closer to max in terms of modeling so its best to start with maya anyway
>>
>>127544804
'no'

Maya is still awful; Max is the program of choice in the industry. Maya is only better at animation.
>>
im going to take advice on game development from googum
>>
>>127544842

*choice of the industry*

Whys that matter? Nobody here will ever be in the industry.
>>
What kind of game do you even make once you've realized that games are not fun?
>>
>>127544931
Gee, why does it matter why builders use steel hammers? I'll just stick to my plastic hammer thanks.
>>
>>127545048
restricted russian roulette
>>
>>127544931
industry using max since the 90's but it don't mean other programs can't do what it does
>>
>>127544889
I'm going to take advice on game development from googum!

you need the exclamation mark or it doesn't work
>>
>>127545095
>has never used a mallet for anything
please stay away from all of my furniture.
>>
>>127545102
http://rrps.wikia.com/wiki/Under_Consideration#Russian_Roulette_Bet
>>
>>127545141
Doesn't mean they automatically do, either. And they don't. Maya is inferior to Max when it comes to game dev, it's just that simple.
>>
Test
>>
>>127545252
so are you going to substantiate any of these claims or just keep parroting "It's the industry standard! It's the industry standard!" like industry standards mean anything?

you remind me of the kind of person who's impressed by those Ford F150 ads that go on about MILITARY GRADE ALUMINUM as if it has any meaning
>>
>>127545401
Maya has worse tools for poly modeling than 3ds max does

Edge modeling in Maya is like cutting yourself with a blunt knife
>>
>>127545453
but we are discussing 1ma or possibly 2ma and he needs to animate
>>
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Space is easy, space can be simple to make.
What would you put in your overhead space game other than heavy feeling laser hits, slow ship destructions, and planet backgrounds?
What would one put in a fun space game?

pic not mine.
>>
>>127545453
ok so yes you're just gonna keep saying "its worse" with no real reasons
>>
>>127545453

Do either of them have a character modeling add on bit so you don't have to create the model from scratch?
>>
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>>127545520
>>
>>127545521
I gave you a specific example of a toolset that is better in 3ds max. I used an analogy, and I know that's tough for people with autism to parse, but stay with me. Edge modeling is 90% of game dev modeling, thus Max is better than Maya.

>>127545497
Max is OK at animations. Unless you're doing high quality animations you're better off with Max.

>>127545547
wat
>>
>>127545520
2001 : A space odyssey monoliths, obviously.
>>
>>127545520
Aliens
Black holes
Meteors
Space debris
>>
>>127545668

what I mean is, Blender has a script or w/e called MakeHuman, wondered if Maya has sort of the same.
>>
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>mfw almost any indie could implement the gameplay of the old deusex within a week with more polish
Not saying they could make level design and story progression though, just saying, the core gameplay would be piss easy.
>>
>>127543960
i'm afraid it's not a meme. if there are 2 billion muslims and 1 percent of them are extremists who can't be reasoned with, that means 20 million people will have to die eventually unless this entire planet is ok with terrorism just being a thing. that's a pretty big war that's bound to happen eventually. if that's a controversial opinion then we're also due for a chinese revolution where a lot of people will die fighting for human rights and we're due for an indian revolution where a lot of people will die fighting for human rights; that's billions of people fighting. or how about all the people who will have to escape the consequences of climate change at some point in the future? the west can't actually sustain an infinite amount of people, that'll cause a lot of conflict. there's also the ongoing corruption in various western political systems that won't be tolerated forever by the populus and can basically only be dealt with with violence. the human race is fucked for hundreds of years to come.
>>
>>127545721
No. But you could download a free model and use that as a base, if that's what you're after
>>
>>127545753
It's literally just a first-person shooter, yes.
>>
>>127545804

That would definitely be a major help, once I learn my way around Maya/more about 3D modeling. I don't wanna take forever learning anatomy right now, even though I'll have to learn it eventually.
>>
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No monday recap?
Also lasers
>>
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>>127545520
asteroids. a lot of them.
>>
>>127545893
you could make face sculpts in max and practice retopo on them, would help you in the long run
but if you are not planning on sculpting at all just stick to polymodeling
>>
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>>127545684
Has anyone successfully used the 2001 aesthetic in a game yet? I think we are ready for a full on 2001 series (2010, 2061, 3001) Could be very spooky
>>
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>>127545797
thanks hippie
>>
>>127545721
Maya has a built in IK rig (with a shitty sample human, but you can make your own in 5 mins as well).
You can customize a lot of things about the IK rig as well, our auto-rig an existing skeleton as long as it matches the standard t pose, but most packages on the unity asset store for example use maya's out-of-the-box skeleton.
>>
>>127545893
I just didn't bother to learn that shit; I've only been making inanimate objects for over a decade
>>
>>127546031

Is sculpting a pain in the ass compared to polymodeling? Iirc it is.
>>
>blueprints
>easy
What a clusterfuck.
>>
i feel bad about telling that guy the other day he should make his game into a megaman clone

he got really upset and said fuck this place

i feel like i let a potential dev down by not being positive enough. he may never dev again and it's my fault.
>>
>>127546004
Hey, did you just land on that 'roid and then jump back in your ship? Is that your game?
>>
>>127546062
I don't think so, but the new alien game is about the best example i have of scifi design. It was 100% true to the original movie, which also had amazing design.
>>
>>127546062
>has anyone done what has become generic sci-fi yet?
nope
>>
>>127546110
everything in 3D is a pain in the ass when its high level, but some things like UV's and retopology are essential to anyone
>>
>>127546152
you were talking to yourself, schizodev
>>
>>127546152
good. less competition for us haha :)
>>
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>>127546193
>>
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>>127546175
Yeah i was working on it 6-12 months ago as my project for learning programming, I'm working on something else now (as an artist mainly).
I got a shitton of webms, I'm thinking of uploading them somewhere.
>>
>>127546152
what was his game?
>>
Does using a mask for player collisions in Game Maker make collisions cleaner over-all? What's the best way to go about it?
>>
>>127546354
not bad!
>>
>>127546250
>schizodev
/x/ really did ruin this general forever
>>
>>127546354
>That shadow
It's funny every time.
>>
>>127546354
Oh, shame. That game looked comfy as fuck.
>>
hey guys need a hand here how do you find to angle between tow objects in gamemaker ?
>>
>>127520109
If everyone in china jumps at the same time america would be hit by a tidal wave
>>
>>127546430
I use the same dimensions for all my player sprites, all centered, and have a red rectangle sprite with the same dimensions and centered too. Then I just do mask_index=sPlayerMask, sPlayerMask being the red rectangle. You can then change the player sprite to whatever and the mask will always be in the same spot.
>>
>>127546247

Does Maya have official tutorials/documentation covering all that stuff? I've gotta set it up here, just wondering ahead of time.
>>
>>127546618
angle=point_direction(x,y,x2,y2)
for the angle from the other object:
angle=point_direction(x2,y2,x,y)
>>
>>127546756
thank you
>>
>>127546663
>I use the same dimensions for all my player sprites
Things fuck up if you don't, right?
>>
>>127546618
point_direction() will get you the angle from a constant anchor. I guess if you got both objects directions, you could do basic math to get the angle between them.
>>
>>127546702
yes all autodesk products are thoroughly documented not to mention the books and unofficial training online
>>
>>127544751
That's what I meant, engine-like things. You can't just start a new project in Unity and run and have gameplay.
The mechanic then comes from altering this gameplay's effects. Reverting an explosion, reviving an ally, I dunno. It needs the content first, and each case might need a different treatment.
>>
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>>127546587
I'll probably return to it someday when i need a break.
>>127546532
>>127546473
tfw more responses than when i was posting progress while devving it

On a related note does anyone know where i can dump a dozen webms and have them accessible via a gallery?
>>
>>127546841
probably.
it's fine to have amounts of empty space in every player sprite, as long as they're all aligned up properly. then the empty space doesn't matter when you use a collision mask.

(you would have empty space around all your player sprites if you want some player sprites to be larger than others, due to needing to enlarge the canvas for certain animations, if you want to keep the dimensions the exact same across every sprite)
>>
what pixel size for sprites?
>>
>>127547007
Does imgur do webm?
>>
>>127547026
That's all about choosing a resolution and art style.
You can have tiny ass sprites like 8x8 and a tiny resolution and people will laugh at your game.
You can have big ass sprites like 32x32 and never finish your game due to the detail needed and your art will probably look like shit if you're new to pixel art.

Working within a restriction (pixel art) makes art easier and nicer to look at. The bigger the resolution the more apparent your lack of art skills will be.
>>
>>127547202
no it does gifv for some dumbshit reason
>>
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>>127547026
>2016
>using pixel sprites
>>
>>127547243
>using anything related to that punkbitch bandwagon faggot Drake
>>
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>>127547243
>it's no longer 2015
>>
>>127547026
docent mater just do what you want to
>>
http://strawpoll.me/6444766
>>
>>127547243
>tfw don't follow music so I don't get this meme
>>
>>127547349
https://www.youtube.com/watch?v=uxpDa-c-4Mc
>>
>>127547209
yeah i've been doing 32x32 and they looks pretty terrible. guess i'll just practice more.
thanks.
>>
>>127547230
.gifv is literally webm, just renamed.
>>
>>127547349
I don't think you need to hear someone sing to understand basic body and facial language. I'd get checked out for autism if I were you.
>>
>>127547026
Draw in 1x and scale up according to the players' monitor size.

Save yourself a headache later and work out the resolution shit early.
>>
>>127547448
not really, webm actually works while gifv does not

also you can just rename all gifvs to .gif in the url bar and it will direct you to the relevant gif, they just use some web player and refuse to allow webms

anyway jokes aside you're wrong too, webm is a different format and is closer to a proper video codec than a simple animated image for web
>>
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>>127547313
>>
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>>127547467
>>
>>127547547
http://blog.imgur.com/2014/10/09/introducing-gifv/

Ok bro.
>>
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should i have hp bars on my enemy or nar
>>
time to stop with the polls dee
>>
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>>127547230
>>127547202
>>127547448
It has galleries but i don't want my stuff compressed to a gifv or whatever. Also half of them have sound.
I do have an ftp but i've never done anything with it besides using it as file hosting, maybe i should just download some cookie cutter stuff for it.
http://justletit.be/~brum/CChalp.webm

>>127547547
>50mb gif laughinggirls.bmp
>>
>>127546965
>You can't just start a new project in Unity and run and have gameplay.
what?
>It needs the content first, and each case might need a different treatment.
the base of all the content is literally just entities with states - the underlying programming of the content is rules of different entities behavior and the rules of their state changes.
first thing you need to program is the entities procedurally generating their state changes through time based on the initial state and player added changes in the timeline....it's like two days of programming at a breezy pace before a lick of content. ...or you can do all the content first and its 2 breezy days at the end of the 2 months. probably better to do it at the front.
>>
>>127547682
Don't
get
Maya

You can get a legit 3ds max license for 3 years by lying about being a student
>>
>>127547615
Hold on. They'll allow you to upload massive .gifs for them to convert into .webm for you, but they won't let you upload a .webm?
Why?
>>
Daily reminder that AGDG loves FUD
>>
>>127547739

Not him but why exactly does it matter, does 3ds have a better interface/easier learning curve than maya, or is it just because it's "industry standard"?
>>
>>127547821
What's that?
Fucked up displays?
>>
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>>127546062
mass effect noveria
>>
>>127547906
I meant to say "spreading FUD"

Anyhow:
Fear
Uncertainty
Doubt
>>
Any good resources that delve into level design? Been playing alot of banjo kazooie and spyro lately, want to try my luck with making levels and hub worlds similar to those games.
>>
>>127547868
They both have their own strengths and weaknesses.
3DS is probably better at modeling and non-destructive modifier workflow, and it has fumefx.
Maya is probably better at having more things out-of-the-box and needing less plugins, and better for animation. It also has a easier to use UI. (although the built-in simulation etc features are probably not as good as commercial plugins like fume)
>>
>>127547639

hp, stamina and mana?
>>
>>127548003
top left is players stats
>>
>>127547709
you need to work on your presentation camerawork

there's a reason e3 demos are slow, nobody but you has seen it before
>>
>>127548037
and almost its ho shield and mana
>>
>>127547975
It's a tough one, i think you kinda need gameplay but you also need level design to shape the gameplay to some extent.

Practice makes perfect as always i guess, but if you want a design like that you definitely need a lot of content.

Besides that I'd say.. just look at examples and try to think why they're good, i think dark souls is a great example of having a sort-of hub (although it has multiple ones and interconnected paths as well)
>>
>>127547975
Honestly, level design very heavily theoretical. There really aren't any good resources, you have to listen to people ramble on about it and you have to learn other fields and apply them back into level design and you're not going to know how to do any of that unless you've already jumped into the deep end.
>>
>>127548054
It's just random fun, nothing serious. I did make something that's akin to what you're describing for a previous demoday.
http://justletit.be/~brum/flyabouttest.webm
>>
>>127547975
i discovered the most important thing about level design is THEME. you have to pick a theme and then design around it, putting objects in that would realistically be in that theme.

Level design is art more than anything. It kind of annoyed me when I realized this.
>>
>>127548002

better at modeling meaning easier in a sense/less hassle?
>>
https://theintercept.com/2014/02/24/jtrig-manipulation/
Daily reminder that government is shitposting in AGDG to keep us down.
>>
>>127548160
>>127548127
>>127548246

So in the end, just have to start small, do some levels that are functional and basically trial and error. Oh well, I knew there wasn't a straight answer to the subject since like you anons said, it's highly theoretical and depends on many things and decisions about the game itself.
>>
>>127548160
Both theoretical and varies on a case-by-case basis, developer intentions, philosophical approach etc.
What i absolutely love is when people build a "livable" world and then add form content around that, sort of what Tolkien did with LOTR.
I'm not sure what a great example is in terms of games, i think dark souls is very intentional. Original deus ex springs to mind due to how non-linear the levels are, plus the game is carried by that fact.
>>
>>127548198
no I mean just not jerking your mouse suddenly, looking at things for more than a second, that kind of thing, not a well produced edited video

your attempt at nodding in approval when the cigar appears instead comes off as a seizure induced by rapidly switching posters, kinda ruins the joke you know what I mean?
>>
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>>127548281
>Glenn Greenwald
>>
>>127547713
The fuck? I'm saying you need to program the entities first and their own behavior before you add their behavior modified by the mechanic/ability.
It can't be independent from the things it modifies.
You can do it in two days if it's gonna have no complexity at all, I dunno, the op didn't specify so you'd be technically correct, but it wouldn't make for a very impressive game.
>>
>>127548340
Spyro does level themes incredibly well. Haven't played banjo though.
desu I don't think there's much theoretical about it, never underestimate how essential theme is.
>>
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>want to use a library to avoid reinventing the wheel
>it's available in 32 bits only
>>
>>127548340
Not necessarily start small, but have a working example of your game and what you want to achieve, because the level design you want to create definitely needs a lot of foresight; so possibly start small to experiment, then scratch that when you have your gameplay and core mechanics, then do leveldesign that's interwoven and well thought out.
>>127548258
Well from my limited experience with 3DS it seems to be better at time-saving scripts/modifications, kinda like a workhorse toolset of non-sculpted modeling.
That being said i use maya and zbrush and i rarely do hard surface modeling, so i don't really need the powerhouse that 3ds is.
>>
>>127548403
government sponsored shitposter spotted
>>
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>>127548374
I know motion sickness is a thing some people have but i really don't bother accounting for that. I didn't really stage anything, i just made a video as fast as possible in order to showcase a feature and try to stay within the filesize limit. If i had a bigger audience i would have put the kind of effort you're looking for into it.
>>
>>127548507
Sounds like you'll have to make your own wheel.
Out of curiousity, which library?
>>
>>127548621
traitor faggot lover spotted
>>
>>127548374
Its back from when they were posting progress nightly with a demo available, not really promotional material

But still too fast mouse looking in an FPS clip is legit criticism
>>
>>127548281
Those fuckers! >:(
>>
What's the main difference between a theme and a story? which one should you start with? When should you start focusing on the story?
>>
>>127548507
rebuild it from source bitch
>>
>>127548507
Were you trying to use a proprietary library or something?
Surely you know how to build libraries yourself.
>>
>>127548783
http://lmgtfy.com/?q=theme
>>
>>127548507
is that dinosaur okay?
>>
>>127548707
Hoard's malloc
I want to try it out, see if I can gain that free performance for no effort

>>127548794
That's what I'm doing, but I'm on Windows and when I link the x64 libraries it says I'm mixing architectures. I'm not sure how to tell cl.exe to build x64 directly

>>127548854
Sure, run nmake.exe
Don't how to modify it to build x64 though
>>
>>127548773
Yeah personally I'm only doing art stuff these days and I'd rather just post that to tumblr and have 2-10 notes than post it here and have <3 replies with 2 of them asking where the game is.
>>
>Want to go to sleep
>Have a tiny bug that I can't ignore
>Finally fix it
I'm so happy right now that I don't even care that it was an obvious issue I should have figured out instantly.
>>
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>ReSharper defaults to incorrect bracing
>>
>>127548940
No one warned him about stairs bro.
>>
>>127548470
why would you need to know the rules of the content state changes to program how it works? the rules of that are CONTENT..
>>
>>127548940
dude thats not a dinosaur, thats yoshi
>>
>>127548946
I'm not familiar with nmake, but usually if a program supports multiple target architectures you can pick a specific one with an argument to the likes of --target=x86_64.
>>
>>127548539

Is Zbrush used for the hard surface modeling sotospeak, I know it's for sculpting.

Once I get to where I can model characters, is there some sort of work flow most people use like a background image or something? I can't draw for shit at the moment so drawing a realistic person to model over may be quite difficult. And thats not counting the outfit.
>>
>>127549294
Zbursh can do almost anything. Drawing skills are kinda needed to transfer over to sculpting if you're doing characters. I don't do organic stuff for that reason, just environments.
>>
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One day I will understand how rigging and animating works

One day...
>>
>>127549401

I can somewhat draw, but my faces barely ever look right, I know faces are never really "symmetrical", but mine always look off in "facial symmetry" terms.
>>
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>>127549472
http://justletit.be/~brum/monster1idle.webm
>Not feeling like animating a human
>Decide to rig/animate a small monster instead
>Monster ends up way more complex than a human
>Humans are very standardized so there are tools and presets for them
>mfw
>>
>>127549596
Well for humanoids and other symmetric organic things you sculpt with symmetry, so that shouldn't be a problem.
>>
>>127548981
>It was an obvious issue I should have figured out instantly
Aren't they all?
I just spent like 20 mins hunting down something that I myself changed intentionally while debugging and forgot to change back.
>>
I'm using UE4 v4.10.1, but I can't see any way to display the dimensions of objects. I only see "scale" and it's a pain to have to use decimals for everything. Is there any way to change this?
>>
>>127549650
That's pretty fucking great, anon.
>>
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>>127549940
Literally me
Also
>Spend an hour writing a new method
>Looks perfect, run game
>Method literally does nothing
>Double check everything, still nothing, rewrite half of it
>Add debug
>debug doesn't show up
>mfw never called the method
>>
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>>
>>127550051
Thanks but I'm shit, i was unable to make any other animations like moving due to not being able to rig it properly.
>>
>>127549983
If you hover over a mesh in the content browser there is 'Approx. Size'

If that's what you mean
>>
>>127550080
Holy shit, that's big compared to the last few weeks. Good work agdg.
>>
>>127550080
Whoa where do all these game come from?
>>
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got this working too, just in time for demoday
>>
>>127550215
They come from progress
>>
>>127550183
Yeah I see that. That helps a bit, but if possible I'd like to edit the pixel count itself. I know setting it to 5 is 500 pixels, 1 is 100 pixels, etc, but it would save so much time if I didn't have to do the math before inputting the dimensions.
>>
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>>127550080
googums entry
>>
>>127550349
isnt the game out and costs money?
>>
>>127550528
its in early access
>>
>>127550080
>leto still fucking with the camera

that shit is never gonna work right
>>
>>127550562
Do we have to pay to play the demo day entry?
>>
>>127550610
no, i know people say that demos lose you sales but i dont have people searching to find it
>>
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JUST
>>
>>127548724
>reveal government crimes against humanity
>traitor
hahaha hohoho
>>
>>127550610
technically yes, but only once. After that you can play all new versions free
>>
>>127550662
ok good, ill be there then
>>
>>127550707
>crimes against humanity
lmao look at this green party voter
>>
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>>127550080
>mfw obvious bullshit entries being allowed in are why neo-recap has been allowed by the tireless shitposters
>>
>>127550662
>>127550708
I dunno which one is real

But if i have to pay to play a demo

Then im not playing it
>>
>>127550689
Wouldn't it be better to use one single mesh collider?
>>
>>127547975
https://www.youtube.com/watch?v=YUU7_BthBWM
https://www.youtube.com/watch?v=FRBisIZvl24

These videos skim some basics in a pretty entertaining form. You can probably find some more from the GDC channel. Making good levels is very challenging and this is one of the reasons why so many AAA-devs go for open world games.
>>
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this is kinda fun on its own
>>
>>127550862
I tried, but it's using a rigid body and won't work for some reason. Unless I convex it but I need it as a hollow cup.
>>
>>127550080
Hey, guy who makes the recap collages, could you change the design since it's the current year?
>>
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>>127550689
what the fuck are you doing
>>
>>127550918
>juggling with one hand
Neato.
>>
>>127550946
I have no clue if this would work but... What if you created a convex collider for the cup and also an accurate one for the fluid simulation part, but you kept the fluid simulation part as a separate mesh, and moved it to the simulated rigidbody cup's position via code, outside the rigidbody's hierarchy?
>>
>>127550075
wew lad
>>
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>>127550993
>>127551081
>>127550862
>>127550689

Bethesda please hire me
>>
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>>127551242
>>
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>>127551242
>>
>>127551326
>>127551376
yo chillll
>>
>>127551242
i think in those situation you're supposed to make a a dummy mesh which fits over your model and use that as a collider
>>
>>127551440
>>127551081

I'll try doing this, thanks guys
>>
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>>127551242
sup kid
>>
>>127549138
You need to have an idea what kind of game you're making. Not everything is gonna be the same, you'll have special cases.
(Actually most puzzle games are a bunch of special cases bundled together.)
If you're thinking only of combat then alright. But you still need to think about what you're affecting before programming the effect.
>>
>>127551242
im cry
>>
>>127551242
Haven't you seen that webm from Fallout 4 where the pole can't go through a hollow tire?

You're already above Bethesda
>>
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>>127551559
>>
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>finally am at the point where I could make a 2d game and finish it, polish it, etc.
>can't decide what to make
>>
>>127551242
>>127551559
>>127551763

you can't make concave collision meshes in unity 5 (actually is updated physx issue)
>>
>>127551803
Robots and mecha.
>>
Is there anything wrong with making clones/ripoffs?
>>
>>127551890
No but you can solve it more elegantly than that, jesus christ
>>
File: 2016-01-05_21-29-51.png (520KB, 647x397px) Image search: [Google]
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Trying out some weathering techniques on Substance Painter.
>>
>>127550080
>whodevs

remember, 9 year lurkers know who gogem and mothdan and all the hottest maymays that keep being shitposted are
>>
>>127551969
Only if the thing you're ripping off is 'in' at the moment

If you're doing it because you love the original and there isn't something like it, I think it's fine
>>
>>127551969
Trying to cash in on a market for a kind of game you have no passion for is shitty. Making a game that draws heavily on a game you enjoy is a good way to get started because you know you'll probably like the finished product.
>>
>>127551803
Whatever isn't a platformer/metroidvania.
Nor some shitty retro shit.
We already have enough of those.
>>
>>127552089
not that guy, but I wouldn't mind seeing more metroidvanias, can't get enough of those.
>>
>>127551591
im gonna take a guess what led you here
>pretend to be an ideaguy and come up with an idea you think is completely impossible
>it's actually doable and really not that difficult to build the framework for if you know how to program
>you're a baby programmer and cant understand the framework even after ive explained it to you
i'll re-estimate the dev time for you not realizing that the framework of the time-procgen can be made before any content or minutia gameplay...6-18 months (dev time) depending on how much shit you end up having to recode.
>>
>>127552138
This. /agdg/ may have enough 15% finished metroidvanias, but the world doesn't necessarily have enough completed ones.
>>
>>127552141
Hey Googum, why don't you use a trip? People could impersonate you easily.

And if you're going to attentionwhore, you might as well go all out.
>>
>>127551973
like how?
>>
>>127552141
>>127552257
This, but so I can filter you.
>>
>there are STILL people unironically replying to G* and other shitposters
And you people wonder why /agdg/ has gone to shit? Stop feeding the shitposts.
>>
>>127552647
I doubt that the people shitposting about shitposts are the same people who genuinely care or worry about shitposts.
>>
>>127552138
>>127552207
Should the anon make a Metroid clone or a Castlevania clone? Those games have different mechanics. The only similarity is that they are side scrolling. So I don't know why you people keep mashing the words together like they're the same thing.
>>
What is the best way to habdle sidescrolling hack n slash spritework for having different melee weapons and such?

I'm thinking Castlevania
>>
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>>127551763
>>127551973
Mine is specifically for breakable pots that can contain rigidbody items.
The colliders are not initialized before the pot breaks, then they initialize and split from the main object as it keeps breaking apart. It's 8 shards with 2-3 cube colliders for each shard.
Kind of no way to get around it, unless you break your object apart into all pieces on the first hit, and not have it physically contain the loot.
>>
>>127552927
The term is shorthand for any platformer where you explore one large map and gain powers that allow you to reach places you saw before but couldn't reach.
>>
>>127553062
Animate them
>>
>>127553582
No shit

But whole sprite? Segmented?
>>
>>127553687
probably layer the non-weapon animation so that you can reuse most animations of it with any weapon.
>>
>>127551998
>Implying being a whodev stops you from being a dev
I bet Notch was a whodev when he started Minecraft
>>
Is it possible to cut sprites based on a collision point through GML?
I.e. on a rope or thin wire
>>
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Would you play a metroidvania with flying mechanics?
>>
>>127553991
I'd play a Ranma game
>>
>>127553840
He still is
>claims he devved for fun and games were his passion
>make 2b$ or w/e
>never make a game again, even though he has the money to make his dream game
>whine on twitter about not having any friends and being lonely in his multimillion $ villa
literally not a dev, just a gold digger
>>
>>127553991
If you can actually make it, yeah.
>metroidvania
Ideasguy term

But I believe in you
>>
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>>127553991
Flying as in the character has wings?

Or flying as in you get to pilot a badass mech with flying capabilities?

If it's a mech I'm all for it. Although I guess wings are acceptable too.
>>
>>127554227
Mechs are GAY
>>
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>>127553991
Yes.
>>
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Working on collectables

Anything I should change?
I know the UI isn't great but I don't know what to do, I feel like a shape should fill up or something
>>
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vulkan?
>>
>>127552141
I'm not the op of the idea.
You say 6-12 months now, but you said two days before, I was merely calling you on your bullshit.
You've explained nothing, just abstractly said something about content state changes. I said that if you're gonna have different types of objects that behave differently, you need to cover each case. If those objects/behavior are just content, like you say, then content needs to come first. If you're going to simply "add the rules for the state changes" later, like some magical solve-all structure, you still need to know at least what form those rules are gonna take. You're gonna have to design the world first.
Basically, so you can understand in simple terms, you can't write the method that alters the structure before knowing what the structure is. Saying it's simply data doesn't solve anything.
>>
>>127522257
why do people post this gif
>>
>>127554579
Why do people post anything? None of it matters.
>>
game: Pigpens Playground: 遊び場!
dev: The Gogem
tools: Macromedia Flash MX 2000, DreamWeaver
website: shotahentai.com/futamoms
progress: Watched Over 10 hours of Anime
progress: Reactivated Crunchy Roll Account xD
progress: Browsed teh Chons for a little
progress: Opened up a new Flash Document
progress: 550 x 400 24fps
>>
>>127554521
>>
>>127554521
>>
>>127554725
its sad how true this is
>>
>>127550080
holy shit, progress BTFO
>>
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>>127554736
>>127554521
on the 21st there's gonna be yet another series of "preparatory" presentation stuff about vulkan like at gdc, gtc, whatever

i.e. no vulkan this month
>>
>>127554980
I'm not fazed, I'm still working on other stuff at the moment
>>
How can I make my camera wrap around the map (kinda like civilization)?
I have the feeling my solution is dumb, but I can't think of a more practical one.
The map is tiled twiced in width and the camera teleport at some point. Thus, I have to either display some meshes twice, or teleport them with the camera...
>>
>>127554445
It disappears too slowly. It should start disappearing as soon as the player touches it, not a few seconds after.

Also maybe make it swirl around the player after they pick it up? Might be cool.
>>
>>127554032
I don't have a passion for devving as much as I have a passion for making my ideas come true.
And even then I long for companionship.
Gaining billions of dollars can make you reevaluate your priorities, I suppose.
>>
>>127555052
we all are
until the great rewrite of vulkan

>>127555056
if(cameraPos < leftLimitPos) cameraPos = rightLimitPos
>>
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>>127555056
You don't have to tile the entire thing twice, just the edges and corners to half the camera size.
>>
>>127555172
You're actually retarded, thank you for using a trip so I can filter you.
>>
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>>127554031
>>127554031

like this one?
http://www.youtube.com/watch?v=eNo5nk_fd3s
>>
>>127555242
retarded how?
Don't you mean you want your camera to behave like it were orbiting around a sphere/planet(like in civilization)?
>>
>>127554521
>next-next gen api that won't be relevant on the consumer market for more than a year
>>
>>127554651
No, things matter. The effect we have in the world is our greatest accomplishment and joy. That's why we struggle.
>>
>>127555161
So what is that new priority of his? Posting shit on twitter and never doing anything productive again?
>>
>>127555378
You didn't answer his question in any way, it seems like you didn't even read what his question was.
>>
>>127555439
>AGDG
>caring about what is "relevant on the consumer market"
>>
>>127550965
Sure. What did you have in mind?
>>
>>127554445
have all the particles be sucked into the player and flash a light source briefly
>>
>>127555546
This, I like this idea. Try that and see how it goes.
>>
>>127555161
>making ideas come true
even better, you can be a full time ideaguy with the billions and hire people.
>longing for companionship
Workplace is proven to be one of the best places to gain that. friendships and romantic relationships bloom in a good workplace.
>>
>calling rotate retarded

hope you realize rotate is kind of a big deal here
you wont last long if you dont respect your elders
>>
If you make a platformer, how do you stop it from being the typical Castlevania or Cave Story clones that saturate the indie community? Shit like Chasm is just redundant.
>>
>>127555623
isn't it a bad idea to dip your ink in the workplace?
>>
>>127555662
https://www.youtube.com/watch?v=Q4F-zdpFb9I
>>
>>127555661
Rotate isn't even here right now.
Also what has he ever done? Made the very basic beginnings of an engine, and then shitposted nonstop? Why should I respect him?
>>
>>127555526
>filtering out 90% of your fanbase before they even heard of you
>>
>>127555172
>if(cameraPos < leftLimitPos) cameraPos = rightLimitPos
I have something like that. it works well, but I need to have some things displayed twice, or teleport all meshes in the camera's fov.

>>127555186
Since the map can be zoomed out pretty far, it seems like half the camera size will be half the map...

At least I'm not missing anything obvious. Thanks!
>>
>>127555694
I don't know, my brother has been a neet all his life. Like the WoW-grinding, neckbeard 0 girlfriend tier. I paid for his housing and food with my money for like 2 years, even though i'm 10 years younger.
He got a call center job at 30, his workplace is full of 25 years old. He is getting pussy nonstop.

Unless you work at a cuck company like google with massive HR departments and redtape then i'd say workplace dating is cool, as long as both parties take it lightly.
(google cuck: https://medium.com/@tossayo/google-fired-me-a3ad8cb9fd8d )
>>
>>127555487
Shit, I don't know. Not up to date to the devworld news.
But I was thinking getting the things he value in life, like friends, love, etc. Maybe he'll come back sometime, but he's already left his mark.
>>
>>127555838
It's not going to be nearly 90%. D3D11 was a software and hardware issue, Vulkan is just a hardware issue and support goes back pretty far (especially on Nvidia which is a majority).

Also, do you really expect anyone starting a game with Vulkan now will be finished within a year? Unless that game is far too simple to benefit from Vulkan at all.
>>
just use opencl t b h
>>
>>127555894
If he wanted to get his social life in order he probably wouldn't move to a completely different continent and then whine on twitter about being alone in his villa sitting around waiting for his few friends to finish their dayjob so that he can interact with them.
>>
>>127554529
>You say 6-12 months now
6-18
>you said two days before
yeah the main structure that everything depends on is literally 1 or 2 days if you realize how to do it and that it's the core of everything then the dev time for the content (not having to be recoded multiple times) is only >>127538546
> I said that if you're gonna have different types of objects that behave differently, you need to cover each case
except that's wrong, theres no NEED to do that first, the fact you think you do means you've already fucked up and will need to recode a shitton.
>content needs to come first
content never needs to come first, you should know this.
>you still need to know at least what form those rules are gonna take.
why would you need to know that?
>You're gonna have to design the world first.
pffffbbbttt
it's a timeline mate, timelines dont need worlds. i swear.
>>
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Not 100% yet but I'm happy with it
>>
>>127556139
I know this is a Mothdan joke but Pigpens Playground actually sounds like a cute title.

>>127554725
>>
>>127556139
Hey Googum, you ignored my post. >>127552257
>>
>>127556228
Why does he have a little black dick?

>>127556231
>Pigpens Playground actually sounds like a cute title.
very comfy Gogem.

>>127556139
>>
>>127556349
To please agdg.
>>
>>127556507
tell them to stop fucking around
>>
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>>127554725
>website: shotahentai.com/futamoms
>>
>>127556228
fix it now
>>
>>127556602
I DONT KNOW WHO IT IS THERE'S 80 PEOPLE HERE AND I CAN'T HEAR IT FROM OUTSIDE
>>
yo
agdg has the hottest games,show me your engine or get shamed,this is the thread where shitposters are so better have a game or ill drop you hard
time for some lolis,platformers and rage if you don't like it deal with the sage
anyone who talks shit about my secret club can ask rotate if he can get some love
>>
>>
>>127557067
>nasty rodent anime for nasty little rodent api
>>
>>127555056
You could just use two cameras.
>>
>>127556139
Hey, when I said design I meant the structure. When I say content comes first I mean the structure of the content. Of course you can keep adding content indefinitely after the engine is ready, not disputing that.
Of course there's different types of objects, like Npcs and terrain. Npcs have an AI attached, you're gonna have to treat them and undo their actions differently. Every action is gonna have a different undo, a different update cycle for acceleration/deacceleration, it's all work, and thinking of how it behaves normally comes first.
But if you're gonna develop the structure that everything in the gameworld depends on in 1~2 days you're gonna have to think a lot about how the world is gonna work first. If you've already solved every problem in your head beforehand then ok, but that's not how development usually works.
>>
How about a game where it access your webcam and takes random screenshots of you. It'll then do a facial recognition thing to add your face onto enemies. I'll also use a microsoft sam like program to have it read (Distorted) random text files off your computer.
>>
File: robot.jpg (60KB, 425x800px) Image search: [Google]
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>tfw you will never get to program this qt robot
>>
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>>127557972
a game that will randomly whisper your name at midnight
>>
>>127557972
>games that require accessories

Unless it's filled to the brim with meme potential, it will most certainly fail.
>>
>>127555531
Oh I don't know. I'd go for something less rounded and more flat but that's just me.

I'll whip something up in Photoshop.
>>
>>127520824
I always wondered if horror devs aren't afraid of their game gaining conscience and trying to kill them
>>
new thread when
>>
>>127558492
when the king of AGDG proclaims it
>>
>>127558597
i proclaim it
>>
>>127549940
>decide to hardcode some part of the code just for testing purposes and forget it there
Every fucking time
>>
>>127555246
>ranma and female ranma are different characters
>no human genma
>no water transformation mechanics
Lame
>>
>>127555246
>asked for street fighter
>moms got me this instead

One simple mistake can turn your child into a massive weeb.
>>
>Decent modeling skills with 3ds max
>Download Blender because licenses
>Try to make something simple
>Close it 5 minutes later
>Deinstall

Will they catch me?
>>
I AM THE GOD EMPEROR OF 4CHAN

MAKE A NEW THREAD NOW
>>
>>127557972
Why would I want to look at myself while playing a video game?
>>
Would I be able to make an App game that randomly texts someone, "I'm gay now" to random people in their phonebook?
>>
>>127559785
You wouldn't know it was happening. it would be a horror game, I'd have it be really clever too. It would be like a dark and stormy night and when the screen lights up from the thunder and lightning it snaps the picture. You wont know it's doing it.
>>
>>127559816
If the user gives your app access to their contact list and messaging app then yeah.

But who would give those permissions to a game app?
>>
>>127559952
>But who would give those permissions to a game app?
>Thinks people read permissions
>>
>>127559785
well your face is on the enemies so it sounds like you'll be practicing at killing yourself
>>
>>127559952
Bascally anybody who plays the big name mobile games.
>>
File: 1448666575475.gif (5KB, 100x117px) Image search: [Google]
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>try to make 2d game on unity, with pixel art
>already getting fucked over by camera resolutions and aspect ratio

I think I'll stick with 3d for, even for sidescrolling.

If I want to make a proper 2d game, what should I use?
>>
>>127560046
>>127560302
That's why Google changed it so now you get asked for permissions as they are used.

No more 20 permission lists that no one reads.
>>
>>127553687

This aint rocket science kid, segment the qeapon so it isnt tied to the player sprite. Otherwise your sprite count and animation code is going to balloon out of control. Literally just make a player template in photoshop/paint.net/gimp you can create weapons on, delete the player layer, then draw the weapon sprite directly over the player sprite in-game.
>>
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hating it desu senpai
art is hard
>>
>>127548693
you sir are not gonna make it
>>
>>127560498
leave
>>
new
thread
when
>>
>>127560368
SDL2
>>
>>127548693
Wait, are YOU the spaceship-2D-donuts-cigars-something dev? The text style is oddly familiar...
>>
>>127560753
This thread is fine. There's no need to have 2 threads.
>>
>>127561017
Bump limit reached & page 10
>>
>>127561017
>776 posts
>>
>>127560489
>one piece fans
>>
See you in court.
>>
>>127561017
>781
its red
might as well do it now
>>
IT'S TOO LATE NOW
WE ARE PAST THE POINT OF NO RETURN
HOLD ONTO YOUR PROGRESS
>>
surely we can't let the thread die
>>
return;
>>
>>127561603
>mothdan post
>>
File: newtank.jpg (121KB, 1665x888px) Image search: [Google]
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ive made new better tank
other then missing ropes and shit i think its done
well the back needs fixing
>>
>>127561773
that's a lot of triangles friend
>>
>>127561773
rolling for this
>>
>>127561889
the more the merrier
>>
this is the last thread
d*nny got his wish.. his crusade is over.. as he rides off into the sunlight..
>>
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>>127561773
reroll

>>127562021
you mean - the memer XD
>>
>>127522257

>look at artists on patreon
>literally all of them live in their moms basement
>>
new thread
>>127562129
>>127562129
>>127562129
new thread
>>
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>>127520109

>tfw your program is working but not as intended
>tfw you have to go line by line to figure out whats wrong since no debug messages are being generated
>>
>>127554385
Straight from the dick sucking lips of a faggot
>>
>>127555838
>anime shitposters
>caring about actually making game
you must be new to seriously reply to shitposts, they're just here to socialize with cool devs
Thread posts: 796
Thread images: 135


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