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/agdg/ - Amateur Game Development General

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Thread replies: 816
Thread images: 150

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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
>>
This'll be a shitpost free thread. If you see "him" or any shitposters like "him", don't reply.
Thanks!
>>
first
>>
I give up

I'll be back with new game in 3 months
>>
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Fuck, I hope I can get this working before demo day. Got really good feedback last time.
>>
>>127562206
no u wont

Is there going to be a demoday stream?
>>
>>127562191
thanks moth ashley
>>127562229
pyroteknick? more like pyrotechbitch lmao
>>
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>>127545987
>>127520964
reposting monday thing for those who missed it
>>
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falling for you
>>
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gun2clone is progressing.
>>
>literally spend 2 days implementing menu generic classes
Fucking finally. Didn't expect that shit to take so long.
>>
Is there any general for shitty choose-your-own-adventure Fighting Fantasy style games? 'Cause this looks like it's for way better stuff (i.e. actual games).
>>
>>127562681
neat, whats up with the curved view
>>
>>127562829
Choose your own adventure games are more of a games than RPG maker ones and Visual Novels.
>>
>>127562829
/tg/ or visual novel general
>>
>>127562682
wb anon
how did gunpoint clone turn out?
>>
>that terrible feeling of not knowing if your game is too hard or too easy

but I guess that's what demo day is for, huh?
>>
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>6 days left to apply for college
>working on my engine instead
>reached the stage of procrastination by progress
welp, this is hell
>>
>>127562829
/tg/ CYOA General
Good luck, 99% of everything there is either shit, ignored, waifu or CYOA-creator circle jerking
>>
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Asteroids can now heir their shit slapped.
I can now easily put damage on any object.
Also mesh particles are expensive as fuck as i found out
>>
is there any reason why floor(32.00) return 31?
>>
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>>127563260
i know that feel
>>
>>127563068
>/tg/
Well, that's where I came from, and I don't think we have any CYOA (as in, the games, not the jpegs) threads.
>VN general
I'll give it a look over. I hope they don't mind too much about the visual aspect...
>>127563263
At least it isn't PACYOA. Even I know that was shit, and I was part of it.
>>127563260
I've got ten days, I think.
>>
>>127563413
int floor(int i)
return 31
>>
Do you guys actually enjoy the process? I hate everything about each part so far except for when its finally done and over with.

Does it get better when you have more stuff your game to work with and you can actually see it coming together?
>>
>>127562970
Too high field of view
>>
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>>127563496
>PACYOA
Oh god
Were you there when Waifugate happened? I caused that
>>
>>127563094
Released an update on New Years day, but only got 3 downloads. My (last?) update is going to be a tool to convert Gunpoint custom levels to Clonepoint's format.

Link to the current build is below:
http://rohit.itch.io/clonepoint
>>
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>>127555546
>>127555604
>>127555139
Been trying to get that done, accidentally made this.

It's pretty spooky
>>
>>127563413
https://ideone.com/7wlgp5
It doesn't in the relevant language
>>
>>127563667
depends on what im doing
making art assets is usually chill
programming for visual stuff is usually fun
programming systems is not
>>
Worked the majority of the day on getting rid of a lot of glitches in my UI system. PastMe was not a very smart person it seems.
Also added a few things like making stuff scrollable.

>>127563148
I know that feel. Literally no idea whether stuff is too hard or too easy. Its probably too hard and everybody playing it on demo day will die

>>127563325
Nice.
>>
>>127563715
I don't think so. I was at the start, then I left when it became [certain players] worship (also coincidentally after the elfs dropped), then I came back when I was starved of a group and needed my fix. And then I left again because it was still shit. I was Synapse, who then became Uplink or some shit. Who were you?
>>
>>127563667
Anything 2D art.
Anything animation and rigging.
>>
>enginedevving

god fucking damn it
>>
>>127563667

Ironically drawing stuff is the most fun part even though I have 0 skill in that dept. I don't really hate the programming part but it can get tedious especially when your programming systems
>>
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>>127563667
love-hate relationship

except sound, fuck sound
>>
>>127563667
I like the entire process, except for 2D animation.
>>
>>127564005
That name isn't familiar to me, you probably weren't playing when I was
[spolier]I had a lot of characters, the two important ones were Albatross and later Hanai, and they were both popular for wildly different reasons. I'll tell some stories later in /tg/[/spoiler]
>>
>>127563667
The process is enjoyable. Learning, failing and bugfixing is the most stressful part. And once your mechanics are completely done, the most exhausting part is creating 2d/3dcontent to fill your game with.
>>
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>still sick as fuck
>have to go out in the now arctic cold to get more food and water
they used to call me... sakamoto
r-remember me
>>
>>127562970
It's the brim of his sorcerer's hat
>>
>>127564837
I think I remember Hanai, from when I returned. To be fair, I wasn't back very long.

Also, ctrl+s = automatic spoiler.
>>
>>127565078
>his
>sorceror
>>
Faggot who was failing to compile a library into 64 bits on Windows here

Turns out I had the wrong compiler in my Path environment variable
Alright, now to find a way to automate this in my build
>>
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reminder that it's all hopeless
>>
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>>127564837
>Fucked up spoiler tags
>>
Mover, Shaker,
Brute and Breaker.
Master, Tinker,
Blaster and Thinker,
Striker, Changer,
Trump and Stranger.
>>
>>127565340
ctrl-s when typing
>>
>>127565224
use an ide faggot
>>
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>>
>>127565572
Loving
Every
Laugh
>>
>>127565572
It's not like VS makes it immediately clear how to do it either. With a normal compiler it's literally just adding -m64, in VS you have to dig through a bunch of terrible menus.
>>
>>127565734
it's pretty demotivating watching one game after another from here fail KS and then steam if it gets there
>>
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I can't wait to submit my puzzle game to the jam!
>>
>>127565734
Stop shilling already.
>>
>>127565936
well the game has 3 levels isnt very fun and has like 1 car
>>
Wew lads one more peer review and my new article is going to be live
>>
>>127566037
i love it, 9/10
>>
>>127565572
The library came with a makefile

I'm using Visual Studio myself, but I won't learn another's project environment just so I can make a proper visual studio project

Please stop thinking people like to complicate their lives for no reason
>>
>>127566015
>implying it's the dev
There's someone here who stalks Kickstarters and Patreons and posts them in the thread to make the devs look bad

First it was Monster Girl Island, then that other H-game, now Slipstream, and it's probably the same guy that posted rotate's VR webms for months
>>
>>127566196
rotate was posting rotates webms for months
dont believe his lies
>>
>>127565936
all we can do is learn from their mistakes anon.

lesson one: shill your game
>>
>>127566393
their only mistake was bad PR. and nobody here can PR for shit, nor they want to because it's tedious and you are likely to fail anyway
>>
>>127566303
I know he posted his own, but there was one that just kept being posted over and over again without any text (like >>127565734), and it had a 4chan filename
>>
Is there a game to talk about game design rather than gamedev?
I want to brainstorm shit with random people on the internet, not post my slow as fuck progress, see others' slow as fuck progress and bicker about the game industry.
>>
>>127566556
You can talk about game design here. This is a safe space.
>>
>>127566556

game design is part of game dev, isn't it

so why the fuck can't we talk aout it here
>>
Just anime it
>>
Imagine if it was 10 years ago... being indie would be sooo easy
>>
>>127566745
except you had no fancy tools that make it easy
>>
>>127566556
Every part of gamedev is gamedev.
>>
>>127566805
There was Game Maker, but yeah, it was significantly less powerful (on its own, without plugins) than it is today.
>>
>>127566745
>10 years ago
>have to actually learn advanced calc so you can build an engine
>have to comb through a ton of documentation just to render a window
>3d completely unfeasible
>no digital distribution
>no social media to shill

don't think so
>>
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>>127566556
Sure! Not sure where you want to start anon. Personally with my own Puzzle game I think a puzzle game that has enemies, traps, and a time-limit on every level all at once will be interesting! I hoping the player will enjoy the challenge. I'm also having to go through everything and add 3D worldspace UI since I'm adding optional VR support.

Do you have a project anon?
>>
Is designing a story literally around "The Man Who Sold The World" and second hand Metal Gear memes too pleb tier?
>>
>>127565113
Getting into character for Hanai was hard, especially because I'm such a massive introvert
Anyway I'll stop being off topic
>>
>>127566957
in 2006?
>>
>>127566196
>First it was Monster Girl Island
And now that he makes loadsamoney isn't posted anymore.
He doesn't post either fuck
>>
>>127566556
No, you'll get bullied for being an idea guy
>>
>>127566957
Reminder that John Carmack wrote Doom completely alone 20 years ago

Reminder that you're a bitch
>>
>>127563667

The only thing I hate is interface.

Can't speak much of art or music/SFX though, as my pals are handling that
>>
>>127567084
MGIdev is based as fuck. He lurks and doesn't post because he gets banned for lewd. He is probably one of the most yesdevs on agdg
>>
>>127566556
>I want to nodev
>>
>>127567084
he does post like once a week or two
>>
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I spent the last hour making a new Recap Monday template. I hope it's not too shit.

I'll upload the psd too if anyone wants to edit it.
Of course if you don't like it, feel free to trash it.
>>
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>>127567370
>asset store porn shovelware
>yesdev
kek'd
>>
>>127566957
> advanced calc
> geometry
> hurrdurr matrix products
> difficult

The rest are reasonable.
>>
guys i cant texture over remote desktop
>>
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You only had a less saturated market, everything else was harder.
>>
>>127567770
>MGIdev = Yanderedev
Here's your reply
>>
>>127567770
u retarded bro?
>>
>>127566957
uhh, so enginedev is what now?
also when it comes to rendering, you could say 10 years ago people working with bleeding edge (consumer) rendering technology had the easier end because of fixed pipelines
>>
Can you land a job in gamedev that involves touching no code?
>>
>>127567770
>thinks assets have anything to do with being a yesdev

hello nodev
>>
>>127567770
It's still funny that because of this guy this girl will always be seen as the yandere girl now.
>>
>>127567896
If you're a really good artist... maybe.
>>
>>127567745
psd file here
https://mega.nz/#!FcgnmIYT
>>
>>127567896
you can get into QA
>>
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making shovelware is practically nodev territory, sorry that you'll never make a great game such as RoR (Risk of Rain).
>>
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Suppose I have a list of vertices a, through g and they create the solid in the black lines. How do I take those vertices and create a new set of vertices that's a sort of smooth version of them (blue)?
>>
>>127568307
shitposting is literally nodev territory, sorry that you'll never make a great game such as RoR (Risk of Rain).
>>
>>127567745
I like it.
>>
>>127568307
>great game
>such as RoR (Risk of Rain)
You're really pushing it.
>>
>>127568450
Something like marching cubes or dual contouring, any voxel surfacing algorithm
>>
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Are chunks of 2d maps of a single level loaded into memory all from the start or are they instantiated and destroyed as the game goes? Think sidescroller.
>>
>>127568450
https://en.wikipedia.org/wiki/Interpolation
>>
>>127566475
>their only mistake was bad PR

The biggest mistake was to limit the 5$ backer pledges to only 50.
>>
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>>127567770
What actually kills me the most about h-games is that they still use shaders from 2006 with lowpoly meshes, combined with designs that only work well for 2d characters.
>>
>>127568502
In a level-based sidescroller, you'd load up the whole level at once, unless there was something serious going on. Tile-based maps are very cheap to store.
>>
>>127568475
Where's your game
Huh? Huh?
*opens and closes hand in front of your face*
>>
>someone complemented my C++

>>127568502
depends on how big your stuff is
if it's fairly simple, I think the overhead of chunking would make matters worse
>>
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>>127568490
Those sounds complicated. I'm fine with just something that gives me angled lines like the green one here. What would be the logic used to detect and skip some vertices?
>>
>>127568630
playclub had nice unity shaders family
>>
>>127568721
Well, the simplest solution is to just have things that way in the first place.
>>
>>127568653
I'm alt-tab working on it while you're busy shitposting.
>>
>>127568704
They lied because they felt bad about you still using C++ when C89 exists
>>
>>127567084
>Monster Girl Island
>2k per month

not bad, i need to get in on this porn game stuff
>>
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how many of you are making games that aren't platformers
>>
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shovelware is factually (objectively) worse than nodev, at least if you're a nodev you're a piece of shit but you're not ruining the market

people who pander and make shitty shovelware (yeah even if it's relevant to your sick fuck fetishes) only bring the medium down
>>
>>127568768
That's impossible and out of my control. The output is always from a tile based thing.
>>
>>127568861
What's wrong with diagonal corner tiles?
>>
>>127567259
he wasn't alone, he had a team
>>
>>127568903
What do you mean? Nothing. I just need to figure out logic to turn a tile only thing into what I mentioned.
>>
>>127568825
It's a 2.5D platformer, is that any better?
>>
>>127566979
cRPG. I wanted to talk about different takes, like buffing magic items while nerfing character progression. The idea is things could be more interesting and players more versatile if they didn't depend so much on their characters' build. Magic is versatile as fuck if you try to think of all the possible effects instead of just DPS, like in Worm >>127565405
Maybe I just wanted to talk about my idea, lol. Because the stage of devving I'm at isn't fun at all.
>>
>>127569026
I guess you just detect corners that go "in" like that and replace them with a diagonal.
>>
>>127568785
oh and he's also an artist

reminder that art is where the money is
>>
>>127568776
I'm tempted of doing C, but C++11 has standardized multithreading, type deductions I mean it's not that big of a deal, but I got used to auto everything, on top of c++ itself with lots of syntactic sugar
>>
>>127569224
Don't, C gains you literally nothing over C++ for game development (who ever heard of gamedev for embedded?)
>>
>>127568785
Please do, we need that patreon porn market to be saturated too so you can experience your own indiepocalypse
>>
>>127568450
why not have a smaller list and use a bezier curve?
>>
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>>127569224
It's not too late for you, Anonymous
You can still change
>>
>>127568740
Playclub looks like DOA from ps2. Back when sexy beach came out, the graphics could be considered good, but now? They should at least have graphics like black desert online, considering a porn game depends a lot on graphics.
>>
>ask an anon where his game is
>he gets offended

nice community
>>
>>127569846
wheres your game?
>>
>>127569889
never fucking reply to me again unless you're contributing to the thread
>>
>>127569889
i don't have one
>>
>>127569958
>ask an anon where his game is
>he gets offended

nice community
>>
>>127568630
>you will never render an anime character nicely in 3D
>>
>>127570018
its called life anon
>>
>>127570018
I already have.
>>
Would I still be able to obtain a Registered version of GM 7.0?
>>
Hey aggydaggy, how the fuck do you guys get an artist. I have literally 50 dollars to spare and I want at least some frames for my character to start with.

What do.
>>
>>127567084
I still post all the time, you just can't tell It's me.
>>
http://strawpoll.me/6436242

Happy to see people voting. Reminder, these guides pertain to algorithms, not how to program in general or how to make games.
>>
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>>127567745
Could you post the background tile and font names?

>>127568240
What's the decryption key?
>>
>>127570329
>$50 for an artist
wow big spender
>>
>>127568450
>All these shit replies
Concatenated B-Spline curves is what you want. However you'll need to replicate the start/end points a few times depending on the grade of the bases for those points to be actually touched.
>>
>>127568825
Fightan game
>>
>>127569846
nice
>>
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>>127570329
Find a local college and you can easily find a starving artist there, ask on other boards or look online.

>>127570367
forgot my picture
>>
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
>>
>>127562681
I'm in love with your game. Do you have a blog for it? And do you plan on adding motion blur? I know everyone hates motion blur but I'm a sucker for it, I wish it was in more FPS games,especially like this where you get that sense of speed.
>>
>>127562394
>Whip the Chode
That Googum post.
>>
>>127570640
what are you doing anon
>>
>>127570385
Sorry about that.
!rcJITcjeZSHcikBa8hlUAHND1bnl7zt5UbJK71SAuNI
>>
>>127566745
>tfw I write all of my shit in C
>tfw I write all of my own tools

I could have done all of this just as easily in 2006, fuck this life.
>>
Someone please post a webm of that cute game that was posted months ago with the little dancing witch that has to defend herself against waves of rude witch hunters/inquisitors by dragging skeletons and dead enemies to coffins and pots and they come back to life and she can place them anywhere. It was a very simple but cute 3D art style and adorable techno/pop music.
>>
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Reminder to upload your Demo Day 6 games early to maximize your feedback, fun, and thread participation.
>>
>>127571173
I would gladly fuck your life, anon
The life of a C dev is the cutest and most fuckable :3
>>
>want to dev, constantly feel like fapping.
the fuck is up with me today.
>>
>>127571192
Skeletal Dance Party
>>
>>127571321
you haven't caught on the hottest meme of 2016 - #nofap2016
>>
>>127570991
>>127570385
Sorry again, the font name is cube font
http://dl.dafont.com/dl/?f=cube_font

Also, I tinkered with the levels for the background tile.
>>
>>127570991
No problem. What fonts did you use?
They're loading as images in gimp.
>>
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>tfw been working on shit I can't even see or test for hours now
>ADHD, depression and IRL keep interrupting me
I just want to like make game for fuck sake.
>>
>>127571426
Thank you my friend.

https://www.youtube.com/watch?v=_zMnuz7CSFg
>>
>GLERROR 1282

ANYONE had experience with this fucking error i'm about to go crazy, combed through my code for hours and I dont see anything wrong
>>
>>127570329
>50 dollars to spare and I want at least some frames for my character to start with.
>50
It costs $700 for a 32x32 sprite on average.
Get a job dude.
>>
>>127571783
There's a really easy fix:
Switch to vulkan or direct3D, opengl was a mistake
>>
>>127570329
>50$
you might find luck in eastern europe or asia, or some art school with poor students.
>>
>>127571783
That's GL_INVALID_OPERATION
>>
>>127571783
That's the INVALID_OPERATION error. What call specifically is raising it?
>>
>>127570640
we get it danny, epic!

googum is the one yesdev you can't bully out, because he has no self awareness
>>
>>127571798
>It costs $700
plus tips actually
>>
>>127572089
Who the fuck is danny
>>
>>127572209
shut up reek
>>
>>127571798
a character spritesheet is no more than 70$
you guys are that dumb to get ripped off
>>127570329
why would you pay for art in the first place
>>
>>127572349
>>127572154
>>127571958
>>127571798
post examples of art that has been paid for
>>
>>127571550
Thanks, is that just for the header and footer?
What did you use for the tile titles and progress lines?

>Also, I tinkered with the levels for the background tile.
Okay, I'll try and sample it from the template.
>>
>>127572513
i don't need to because im not dumbass that contact people with no rates
>>
>>127572604
what
>>
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>>127572604
>prove it
>I-I don't have to!
>>
>>127571783
Install the opengl debugger faggot.
>>
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2 hours of tutorials for IK legs...
>>
>>127572913
you fixed his knee :D
>>
>>127572349
>70$
>Around 7 hours of work at minimum wage
>For a complete spritesheet from a professional artist
AYYYYY
>>
>>127572810
http://wikime.deviantart.com/journal/Commissions-open-527442095
>>
>enable snapping to 1x1 grid in vector graphics program
WE VECTORIAL PIXEL ARTIST NOW
>>
>>127572982
none of that is game suitable, just blinking / spinning bullshit

try again?
>>
>>127572835
>the

>>127572913
is he having an aneurism?
>>
how do you guys deal with being easily distracted?
>>
what to do when VS is okay with some code but Unity says its a syntax error?

This, in particular:
localTimeChange?.Invoke(null, null);
>>
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>>127572349
>a character spritesheet is no more than 70$
>idle only costs 20$
>>
>>127573275
It's probably because Unity uses an extremely outdated version of C#. If it doesn't work in C# 2.0, you can't use it in Unity.
>>
>>127573221
If we knew how AGDG wouldn't be this active
>>
>>127573349
wouldn't pay close to 20 for that. Literally after one guy I Would just recolor your shit and make it all myself.
>>
>>127573349
those sprites look like fucking garbage
>>
>>127573134
>not game suitable
because of? its not like walking cycle is extremely hard for people who are already making animations for work
>>
>>127573349
if you want to pay for the newgrounds game look then go ahead.
>>
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>>127572913
That's going to be a beast of a drop kick when it lands
>>
>>127572835
sorry im a newfag

>>127572008
>>127572013
Thanks anons.
When you asked what call was raising it my 2 brain cells finally rubbed together and I was able figure out it's coming from my level trying to render. This is the code here but I can probably figure out whats going wrong now that I know what to actually look for

public void render()
{
bgTexture.bind();
Shader.BG.enable();
background.render();
Shader.BG.disable();
bgTexture.unbind();
}
>>
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>play something you made in 2014
>it feels better and is more fun than anything you've done since

Time to finish this.
>>
>>127573587
There is a huge difference between animating a walk cycle and blinking a fucking eye open and shut
>>
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>>127573702
>using an object oriented language with OpenGL
>>
>>127573793
Are you me?
>stuck on progress for a while
>play an older version of your game
>it's fun
We can make it
>>
>>127570367
DUNGEON GENERATION
DUNGEON GENERATION
>>
>>127573036
>we vectorial scalar now
>>
>>127563667
I love to program
I love to idea guy
I love level design
I love doing texture work
I hate modeling, rigging and animating.
but I have someone who does it for me
>>
>>127573675
too bad the AC games suck

i bet the people who create them have alot of fun with what they do though
>>
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>>127573824
>>
>>127573892
What about it? If the guide comes first I will most likely to the top 2 since the guide is small
>>
>>127572913
I'm sure it'll have great gameplay.
>>
>>127573587
making animations for work on deviantart isn't the same as actually knowing how to fucking animate, cus that person clearly fucking can't animate
>>
>>127568825
I'm making a 3d platformer.
>>
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>>127562129
Hell yea got a the scoreboard working which shows up after a team wins the game, wood still doesnt look right though think im gonna work on that now, think the details are a bit too small
>>
>>127570367
>beginners guide is winning

as if we don't have enough of those. do we really need someone else to tell us to go use unity or make pong?
>>
>>127573984
>i bet the people who create them have alot of fun with what they do though
Are you kidding?
Did you not read all the horror stories
>>
>>127573824

NO
SHUT UP
I COME TO FAR FOR SECOND THOUGHTS
>>
I paid $500 for a vector 2d character with 6 animations (idle, jump up, jump down, walk, push and fall), a ~30 tile tileset with a bunch of transition tiles, 12 props, a full screen background, main menu and preloader

It made over $10,000 in 2013, the height of Flash games

Professional art is worth it.
>>
>>127573795
http://lepixelists.deviantart.com
>>
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>>127574194
>2013, the height of Flash games
>>
Daily reminder that buttsecs make you double your progress.
>>
>>127574118
Once I have my site set up clarifying will be easier. Ill be pointing to good places to learn code and how to gamedev, I will also go over how to set up for rapid prototyping with algorithms. I promise all content even if it doesn't seem useful to you will have something you might like or point you to something you would like to try
>>
>>127574285
2012-2013 was when Flash devs could make $50k+ from Flash sponsorship, it was the height of the market
>>
>>127574036
It's just my choice so I thought I'd voice it. Second one is State Machines.
>>
>>127574459
I thank you for it as its for everyone here including you. Criticism and thoughts are the only way we can learn and improve.
>>
>>127572982
>deviant art sperg who make 10 pixel cute bears who bob up and down
Imagine approaching that guy wanting him to actually animate a game character lol
But yeah try again
>>
>>127562394
>no CASH_OUT
uh oh
>>
>>127571568
Sorry again, again. I used Champagne & Limousines for the titles and progress lines.
>>
>>127574761
i didnt post in the last recap either
>>
>>127574757
ok lets try again
http://wayofthepixel.net/index.php?topic=17389.0
>>
Can someone link or post a picture of a good sprite animation for enemy death? Like the death cloud in the shape of a skull that appears when you kill an enemy in Zelda LttP. I tried looking for that one specifically but I can't seem to find it.
>>
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Sorry guys, I couldn't wait.
Get ready for mecha Zelda!
I won't work on it for more than a month so it doesn't count as cheating, right?

Whaddya think?
>>
>>127574973
Such blatant plagiarizing
>>
>>127574432
>>127574285
Luckily Flash died to never return since.
>>
>>127575336
RIP in pieces you piece of shit garbage technology
>>
>>127575240
This is why we should keep the jam theme a secret from everyone.

People like YOU end up CHEATING
>>
>>127574884
No worries, I appreciate the help.
The changes will take a few weeks.
>>
>>127575240
Is everything supposed to look like it's made of fabric?
>>
>>127575240
Dude, just, no, don't get me started on that project. I have to stay focused on my current game.
Don't hype me up. Do not hype me up
>>
>>127574973
wow that's like chinese mobile game knock off territory

if you can stomach that at all go for it but bleghghghghg
>>
>>127574905
Why anon? You're already Greenlit, you should be doubling down on progress
>>
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>>127575571
>not being on the recap means no progress
>>
>>127575490
I'm sorry ;_; I'll go back to my main game from tomorrow until the Jam starts.

>>127575531
Not really but I picked random textures from my folder. I mass downloaded all sorts of textures from pinterest so I have a lot of random ones.
Also the game wasn't supposed to have a mecha them at the beginning so there's that too.
>>
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>>127573824
>those skiddies making an "engine" in managed languages
>half of them don't know how to use pointers
The shit you see on AGDG
>>
>>127575725
dumb doggoposter
>>
>>127575240
Cooper?
>>
>>127575725
>I h-have progress, you guys just a-arent allowed to see..!
uh huh
>>
>>127575540
>artstyle =/= ability
>>
>>127575885
it is the path they chose to get gud, sooner or later they will take the next step.
>>
>>127576034
>sooner or later they will take the next step.
Giving up?
>>
>>127575997
It's under NDA, sorry
>>
>the top result for motavio is a blog abandoned after one post
>>
>>127576082
that might be a step, not everyone was made for everything. Best to have tried then not to
>>
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>>127575997
>not being on the recap means you didn't post progress
>>
>>127575974
who?
>>
>>127576103
Shut up Tyler Tomaseski
>>
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>gwyn is dead
>clarent is gone
>>
>>127573702

>fixed code
>now just have a white screen with no error output

FFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU
>>
>>127576454
fallen to the cruel hand of danny...
>>
>>127576454
Oh shit you're right! Where's gwyndev?? I want my 2D Tomb Raider
>>
>>127574884
>>127575523
Thanks again!!
>>
>>127576470
White screen is good. It means something is rendering. Your shaders are probably not compiling or are otherwise not working.
>>
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>>127576346
That was a good thread
>muh design choices!
top kek
>>
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My roommate and I are finally realizing our dream of just making game despite having no experience doing so.
Using gamemaker. I'll start posting progress soon, working on making a HUD right now
Game is called Palette
>>
>>127575885
That's only an issue if their main motivation to enginedev was for performance.
>>
>>127576578
Became a furry like Slow and is now making a frog platformer instead of gwyn.
>>
>>127568956
Also John Carmack is a math genius
>>
>>127576862
If I understand correctly, everything moves only when you're moving, right? That looks fun.
>>
>>127576609

thanks anon, will give that a shot
>>
hey guys, i found a FFIV soundfont and decided to write something. what do you think? i'm aware it's a little bit all over the place, i kinda just wanted to see what i could do with the instrumentation. i do need to work on making sensible transitions though

http://a.pomf.cat/gjghqp.mp3
>>
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>>127576454
>all cute games will never be delivered
suffering
>>
>>127576454
>slick cunny and cowtits will never come back
;_;
>>
>>127577265
Im not music pro, but I really liked it and it reminded me of final fantasy
>>
>>127577265
Sounds really cool, anon.
>>
>>127577409
Charlottedev is still alive
remakedev is MIA
>>
>Making main menus for my game
>Get almost done
>Realize I have f.lux on

Fuck, welp time to recolor everything.
>>
>>127573984
>Fun
>AAA devs
Ahahahahaha
>>
>>127577265
That's pretty great, wish some parts were longer
Full OST when
>>
>>127577337
but the Anubis game is coming along nicely...
>>
>>127577656
Charlottedev hasn't been working on Charlotte though, right?
>>
>>127577912
>>127574123
they have to enjoy what they do

what kind of dev in their right mind would be in the game development industry if they didn't want to be? the pay is shit unless you're some high level senior and the work is 10x harder

devs that work on business software make more money and have much more relaxed work environments
>>
>>127578137
Nope
>>
>>127576862
looking good, i like the main character sprite

>>127577496
>>127577612
thanks!

>>127577967
i like the idea of making a full soundtrack for a fictional game (similar to what coda and surasshu did for http://bc.s3m.us/album/tree-of-knowledge ). i'd probably give up after like 3 songs though. i wish i could finish any project...
>>
>>127578215
RIP
>>
>>127577912
Working on an unfun game can be fun if you get to engineer cool TECHNOLOGY like that.
>>
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I want to make a diablo clone for my first game, I got game maker steam edition.

What guides do you guys recommend?

It's going to be pretty basic with 1 character with a small skill tree. I love these kinds of games and I really want to make one myself just not sure how to start out.
>>
>>127578282
Even if it's to be your first "real project", start off with simpler stuff first.

Reason being that you will probably come to hate your idea if you have to keep redoing it or if you struggle really hard on it.
>>
>>127578282
>It's going to be pretty basic with 1 character with a small skill tree
No, it isn't.

Make pong first or you'll never get any where
>>
>>127578282
why do you think nobody else makes a diablo clone? cus it's a lot of fucking work that takes a lot of fucking know-how

probably better off aiming lower
>>
>>127578282
>I'm going to make an isometric game with a fully animated character in 8 directions of movement as my first game

top fucking kek you millennials never stop making me laugh at how entitled and retarded you are
>>
I don't dev games anymore
I dev my shame
>>
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>>127576916
I'm not a furry I just think little animals (mostly birds) are the cutest.
>>
>>127578954
GOD DAMN IT YOU DUMB CHICKENFUCKER
GET OUT
>>
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>>127578403
>>127578413
>>127578436

Well I have made some basic stuff, platformer with moving enemies some that fall of ledges some that turn back and when I jump on them they get destroyed. I have tried a pacman kind of game where the enemies chase me and I collect pills from the ground for points etc. Really basic stuff but I'm loving this and want to make my first game that I can show my friends. Maybe not a diablo clone but would be really happy If Id manage to make 2 waves of enemies charge at me like they do in Hero siege. So maybe more of a hero siege clone?...
>>
>>127576897
My motivation to enginedev was to get better at programming

It didn't help much, I copied all my code from the internet.
>>
>>127579154
You should solve simpler, more complete problems to improve your programming
Trying to tackle something as open ended as enginedev is definitely not the best way to start
>>
How come every "weird" indie game is either a platformer or a rpglite/top-down walking simulator? Why are they devoid of gameplay? Is it because the weirdness is enough to sell the game by itself?
>>
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reminder to learn low poly to make the best art style!
>>
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>exercising my natural needs on the toilet bowl
>flush it
>wipe
>my shit is deep red on the paper (pic related)

Am I going to have colon cancer like Total Biscuit? I won't be able to dev if I have cancer.

Fuck ;_;
>>
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Unreal 4 q.
I have a point light on a spring arm.
I have a normal-mapped sprite that the character is standing on.
The point light is attached to the same boom as the black sphere.
The light works correctly in the preview.
Why is my light offset on the platform to the right? What am i doing wrong?
>>
>>127579276
Yeah, I realize that now. I was dumb, like most of us when we were younger.
>>
>>127578814

Well fully and fully, more like few frames that looks like skipping around and just up down right left is my plan.

Also planned one 1 sword attack, 1 bow and maybe one magic to start out with and just make stats for them and not a new animation for everything.

And not a milennial, just some old geezer fucking around on my sons old pc.
>>
>>127579380
>>127579380
that looks like a duplo thing I built when I was 4
>>
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>>127579038
>>
>>127579308
with indie games people buy games from people. flappy bird dev could release a game tomorrow and people would eat it up

the only time people are in it for the actual game is when said indie game heavily influenced by a past game for notalgia
>>
>>127577265
yo whered you find the soundfont ive really wanted to do this for either ff7 or OOT instruments
>>
>>127579381
Did you ever tell someone to get cancer and die?
>>
>>127579380
you mean learn how to paint? cause low poly models are all in the texture

you could make a cube with wheels look cute if you paint it well
>>
>>127579381
If I recall correctly, that red means that it's lower intestinal bleeding. So it's probably not THAT bad, but you shouldn't take my word for it.
>>
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Haha funny...
I should work on proper mechanics someday...
>>
>>127579541
And people say indies are better than the industry
>>
>>127570660

blog is http://sstrandberg.tumblr.com/
>>
>>127579586
I don't remember. I've been posting on /v/ for a while so probably.

>>127579710
Thanks for the advice. As long as it's not cancer...
>>
>>127579846
I said don't take my word for it. There's no reason you shouldn't go to the doctor, Anon.
>>
>>127579564
if you google 'video game soundfonts' you can find a bunch of them in the first few results. i didn't see an FF7 one, but i found OoT here: http://glitchkill.proboards.com/thread/6130/popular-video-game-soundfonts
>>
>>127580015
Yeah. If it happens again I'll go. It's probably going to take a whole day.
>>
>>127579714
Is that supposed to be toilet paper?
>>
>>127579381
If it happens once and it's light coloured, you probably just strained too much. If it's persistent, get your fucking ass (literally) to the doctor immediately.
>>
>>127579689
I'm not that anon, but I find the modeling the hardest part. Sure the texture make a lot of the low poly model pop. But actually making a low poly model look good and animate well is kinda hard.
>>
>>127579523
I got that kind of bird
Wish it was amiable enough to let me put on a hat on him
Or even let me pet him
Or just stop fucking screaming off his lungs every 5 seconds

I fucking hate birds
>>
>>127579714
Is that cape a health bar or just placeholder? I'm hoping it's a health bar.
>>
>>127579541
>flappy bird dev could release a game tomorrow and people would eat it up
This is exactly what is going to happen when Hoppo will release his new game.
>>
For anyone using Unity, having this piece of code attached to ~50 objects in my scene is causing my game to crash.
>transform.Rotate(Vector3.Normalize(axis) * speed * Time.deltaTime);
Does anything look wrong with this?
>>
>>127580620
no shit, remember when he put a prototype up on demo day and multiple sites wrote articles about it?
>>
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>>127580409
I fucking love birds. If I wasn't so poor I'd get one but, then I'd probably realize how troublesome they are. For now I'll just make games about them.
>>
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Say characters in your rpg have bloodlines. Do you put the male or the female first?
>>
>>127580620
Actually that's probably a good thing if you've made a good game because marketing is one of the most annoying parts.
>>
Today I learned how to make a template on a wiki.

>mfw I should spent hours to fill this wiki
>>
>>127580620
>proven devs get priority attention

yeah, what a ridiculous concept right? zozzle
>>
>>127580907
To avoid drama, do some arbitrary ordering
Like alphabetical order of the first name or something
>>
>>127580124
>http://sstrandberg.tumblr.com/
thanks m8 will post here when ive got something one day
then we can finally be friends
>>
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>can you make it 3D?
>>
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>>
>>127580854
Birds are assholes, some people are into that sort of thing
>>
>>127580854
>playing by himself
>still takes five moves to win connect four

literally retarded
>>
>>127580638
how big is axis?
>>
>>127581261
maybe he made that move after
maybe hes actually so good hes trying to get more than 1 4-in-a-row sequences
>>
>>127581136
that game looks cute
>>
>>127581136
This is the future you chose.
>>
>>127581136
is that Tyler Tomaseski?
>>
>>127580638
It's literally just Update() { your code } and that's it? I find that hard to believe.

Are you using physics and expecting your non-force applied rotations to solve a ton of intersections too?
>>
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I have an idea for a game I'd like to create. I'm new to this and I'm not quite sure how or where I should start.

I figure I should work on a proof of concept first or something?
>>
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>>127573793
>play old game
>it's really fun and solid
>look at the code
>it's an absolute iredeemable clusterfuck
>>
>>127581264
Axis is a Vector3(1,0,0). I normalized it just to save me a headache in case I wanted to toss some crazy numbers in there. The application crashes, with or without the normalization.
>>
>>127581361
>maybe he made that move after

so he doesn't understand the game rules and is making illegal moves? literally retarded

>maybe hes actually so good hes trying to get more than 1 4-in-a-row sequences

not an optimal strategy when playing by yourself, literally retarded
>>
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>>127580431
It's a placeholder of a health bar
>>
>>127581630
That's weird. Have you tried having only one object with that scripts instead of 50?
>>
If I'm making a turn-based RPG, does it make me a cheap, lazy asshole if I just make the other party members follow the leader centipede-style, where it's just like

>character 1 moves
>character 2 moves to character 1's previous position
>character 3 moves to character 2's previous position if unoccupied
>character 4 moves to character 3's previous position if unoccupied
>>
>>127580907
Disregard what he >>127581023 said. These days good isn't good enough, if you want people to know about your game you might want some drama.
>>
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>>127562129
Hey guys, do any of you have any good resources on simple graphic manipulation for javascript? I've got basic operations down, but when it comes to adding things graphically I'm at a loss. I just want to make a simple pong game, but I'm not sure what I should be calling in order to draw rectangles on the screen.

Guidance would be appreciated.
>>
>>127581773
>cape is a health bar
Man that's fucking genius.
>>
>>127581264
>>127581483

This is the code that I'm using for rotations: http://pastebin.com/bquKQFHW

Line 21 is the cause of the issue, commenting it out stops the crashes from occurring.

>>127581830
With just one or two objects in the scene its fine. 10 of the objects as seen in >>127562229 is enough to crash it.
>>
>>127581978
putting your HP on the player model isn't really a new thing
>>
>>127581023
The one from the relevant bloodline,

From the structure of what you've got it looks like you're tracking a specific family, so you'd put the one that's "marrying in" on the right and the one that's from the family that you're tracking on the left.
>>
>>127581978
Journey did it first
>>
>>127581978
I ripped it from Journey desu
>>
>>127581978
well
>>
THIS IS CRAZY

Let's say I have a for like this

for i = 0, 12, 2
print(i)

This will print 0, 2, 4, 6, 8, 10, 12

Now imagine I do this

for i = 0, 12, 2
if i == 2 i += 2
print(i)

This should print 0, 4, 6, 8, 10, 12, no?
But it prints 0, 4, 4, 6, 8, 10, 12. Why does increasing the i doesn't make the i of the for loop increase as well and jump over one iteration?
>>
>>127582226
>>127582219
>>127582195
>>127582149
It's still pretty cool. And I mean, that's just two games out of millions.
>>
>>127581926
Webgl obviously.
>>
>>127581136
This does not look practical at all. Why would you want a camera like this?
>>
>>127582289
> i += 2
i resets its value each iteration to whatever it's the next one. When it's i == 2, it' prints 4 because that line.
>>
>>127582037
You didn't answer the physics portion. Do you have 50 rigidbodies all intersecting with each other and you're trying to have them resolve after you rotate them outside of the physics system?
>>
>>127582289

dude what
your loop adds two if the number is 2 and then prints it, and then it goes to 4 and prints that

to fix it do if i == 2 then break
>>
>>127582289
Because you're using a retarded abstraction in a retarded language
>>
>>127580907
Order of importance
>>
>>127582289
This may surprise you but I can't telepathically tell what language you're using so I can't give a meaningful answer to that.
>>
>>127582683
if you know a language you can recognize it
>>
>>127580907

where are your male-male, female-female, gender fluid, and polyamorous marriages, shitlord?
>>
>>127582289
It's because it's a foreach, not a regular for. To expand (nicely) on what >>127582608 said:

The code is roughly equivalent to something like this:
>list = [0, 2, 4, 6, 8, 10, 12]
>for i in list:
>..// blah
>>
>>127582037
Have you tried not normalizing the vector3s?
>>
>>127582683
You can tell be the shitty syntax it's python
>>
>>127582873
>>127582750
>>127582683
>>127582608
>>127582560
It's Lua. I still don't understand. How can I get a loop to jump over the NEXT value if some condition happens?
>>
>>127582570
They have rigidbodies attached, but there are no intersections occurring. Additionally they are being rotated via the transform rather than adding torque.

>>127582823
Yeah, no change unfortunately.
>>
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>>127579437
Big picture is in editor, other is ingame, Its a point light (that i dont move). Why does it show up incorrectly ingame?
>>
>>127582761
>polygamous
yeah, there are concubinages
others are suppressed by something alike "secret police"
>>
>>127582973
http://www.lua.org/pil/4.4.html
>>
why the fuck does demo day start at fucking ~3am in the fucking morning fucking EST (aka only timezone that matters)?
>>
>>127582973
>>127583265
>NEXT value
oh, just use a compound conditional statement then, no?
>>
>>127582973
You'll have to do something like this:
>skip = false
>for i in 0, 12, 2
>..if not skip then
>....if i == 2 then skip = true end
>....print(i)
>..else
>....skip = false
>..end
>end
>>
>>127583461

lmao
>>
>>127583461
Alternatively just
>for i in 0, 12, 2
>....if (i != 4) then
>........print(i)
>....end
>end
Although if you want to skip multiple values it's probably more attractive to just loop through a collection.
>>
>>127583461
thanks this works
>>
>>127583461
nice language lualards
>>
>>127583738
That's right. Lua is extremely flexible, so flexible that we decided not to include a "continue" statement or a regular for loop that isn't a hidden foreach.
>>
>>127583461
Thanks for reccomending lua.
>>
>have been programming for 7 years
>still get confused about for loops
why
>>
>>127583461
>>127583796
You could also "implement" a regular for loop with a while loop.
>i = 0
>while i <= 12 do
>..if i == 2 then i += 2 end
>..print(i)
>..i += 2
>end
Which is a lot nicer.

This is why people say that, despite all its great ideas, Lua is extremely retarded at times.
>>
>>127583785
Depends if the semantics are "skip 4" or "skip the next thing after 2".
>>
>keep starting game, implementing one single thing, then deciding I don't want to do that kind of game
>could have made serious progress by now
How do I figure out what kind of game I really want to make?
>>
>>127584020
You either programmed 30 seconds a day for 7 years or you're Cristian.
>>
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>>127581415
VR is amazing! Even for 3rd person god type of games.

>>127581368
Thanks here is another gif since you at least like it!

>>127581480
No

>>127582553
First person VR games have a lot of motionsickness issues, combined with this being an Oculus title/sit down VR I decided to go with this fixed camera that doesn't move, it only moves with the player leaning around the scene with their upper body. The game plays like ZELDA 1 NES style combat but a huge adventure, and every scene is connected via doors. there is also features and items that use the HMD's tech.

You never wanted to play a JRPG where you are from a god angle and can lean your body in the world and look at smaller beings and feel important? Its fantastic for VR.
>>
>>127584358
just like make it
>>
>>127584375
Nah I actually program a lot. I guess this is just that one thing I never had to do for whatever reason and I only realized Lua handles it differently just now.
>>
>>127584020
I'd be fucking dumbfounded if a for loop was a hidden foreach loop too and I've been programming for 20 years

that just seems like an odd design choice
>>
>>127584428
>You never wanted to play a JRPG where you are from a god angle
No because in JRPGs they usually kill God. I don't want to die.
>>
>>127581136
>>127584428
>literally who namefag
>.gif
Neat idea, but please learn how to 'chon.
>>
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>>127584491
>I actually program a lot
>never had to use loops
Something's not adding up
>>
>>127584428
>making a game with cutting edge VR tech
>still uses gif

poetic
>>
>>127584491
>lua
>7 years
oh shit nigga
>>
>>127584689
Maybe anon just used a bunch of while loops
>>
>>127584689
Never had to do jump over elements in this way in a for loop while using Lua.
>>
>>127584491
Lots of languages prefer foreach to for now, though Lua is the only one that hides it that much. Even in Python it's clear that it's a foreach since you use range() to generate the list.

>>127584689
>>127584745
He's probably new to Lua, not programming in general.
>>
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>>127584689
Real men use if statements and goto
>>
>>127584689
I've seen worse. At my uni I'm a research assistant for UAV control algorithms and we have our own in-house simulation software most of us work on. There was an Indian girl there who didn't know what a while loop was and she didn't understand bitwise operations. Her main job there was developing the sim. I think she was fired though, I haven't seen her in a while.
>>
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>>127584985
>real men
>branching
>>
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>>127584835
I'm actually not that new to Lua. I guess I just never noticed.
>>
>>127585016
>people like this get hired
tfw you picked the right industry
>>
I'm having trouble with OpenGL 3.3, I still don't know shit about it despite reading about twenty diffirent tutorials. I really wanted to learn about writing game engine that meets today's standards but I decided it's time to give up. I know how to handle basic OpenGL 2, like glBegin and other shit. And there's another problem. It's slow as fuck when you do this all the time and I

fuck, I suddenly realised I should go with Unity from the beginning, please ignore this shitpost
>>
>>127585065
Loops are branching, idiot. Unless they can get unrolled.
>>
>>127584646
I've actually seen him post quite a bit on /v/ in the last few months but yeah, his game was already pretty much finished then.
>>
>>127585156
*unrolls dick*
>>
>>127585104
Yeah, our department was kind of desperate for people. Tbh, I feel like I was hired because of that but I've been here since sophomore year so I guess they like me enough to keep me.

It's pretty easy to get hired as a computer engineer, in general though.
>>
>>127585313
yes, but is it interesting?
>>
>>127585156
>not laying both branches out linearly and having whichever branch is not taken operate on dummy data
>>
>somewhat enjoy platformers and ARPGs but the only style of game I actually care about enough to want to make them is turn-based WRPGs like Ultima and shit
>have the skills to make a platformer or maybe a Zelda-like game but not to make an Ultima-like game
>>
>>127585431
Branching is going to be faster than that pretty much all of the time, except if you're dealing with the GPU and the branching is pathologically non-contiguous.
>>
>>127579381
Does your asshole hurt when you wipe? Because if so, it might just be an anal fissure.
>>
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>>127584564
Shit you just spoiled the final boss fight of the game where you have your knight kill you...


>>127584646
I use my twitter developer name.
https://twitter.com/TheeWhiteReaper

>>127584717
I am a casual when it comes to webms... Do you have a great way to make them? Iv been making my GIF's with..

>Cutting Edge Gyazo.

here is mp4 if it makes you feel better:
https://i.gyazo.com/d7432ef3a57268dd721072f305527cfe.mp4

>>127585258
Never said it was finished, far from it actually. Gaining progress as usual though.
>>
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First time doing some lighting in Unity, any tips on making the lighting better? Tips for the look of the room too.

don't be gentle on me, please
>>
>>127585460
if you can make Zelda you can make Ultima, they're the same thing using different fake perspectives
>>
>>127585425
I like it. They mostly have me designing circuit boards and interfacing them with the control systems since I'm an undergraduate. They only let graduates work on the algorithms. I do that as my day job then game dev as a hobby when I have time. After I graduate I already have a job lined up at Textron Aviation doing basically the same thing.

Hoping soon I'll have enough money to hire artists for my games.

Livin' the life.
>>
>>127585674
Mark shit as static, GI the fuck out of it.
>>
>>127585817
what?
>>
>>127585738
Ultima has far more complicated stat systems and I'm using Game Maker and uncertain how to create classes (in the RPG sense) and apply them to characters and such.
>>
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>>127585882
>>
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deving at 200% zoom is comfy af
or my eyes are ded
>>
>>127586013
thanks!
>>
>>127585912
Not knowing how to do something is no excuse for not doing it.
>>
>>127586025
>programming
>non-English
>>
>>127586025
i do the same thing
but its cause my eyes are dead
otherwise i hunch forward all the time to see
>>
>>127586025
What the hell are you making
>>
>>127586147
What this guy is saying
>>
>>127586147
>>127586258
this is not my usual thing
it's a side thing
>>
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making music for the first time after watching a milking tracker tutorial and i think i understand the basics on how the program works but...

and it sounds like absolute shit

like super shit

i just mashed random keys but its not working

how do you make good music?

is there a technique on how to mash the right keys?
it sounds like a garbled mess right now
>>
I want to make an rpgmaker porn game!
>>
>>127586381
I hope you're an artist
>>
>>127586381
I miss simloli ;_;
>>
>>127586348
Use only these notes:
CDEFGAB
if you want it to be happy, start and finish on C
if you want it to be sad, start and finish on A
if you want it to be kinda fantasyish start and finish on D
>>
>>127586381

literally the easiest way to make dosh. get a good artist and shill your shit on porn game threads and you are guaranteed to 1k minimum with patreon. its fucking baffling but it works
>>
>>127586527
Why did he disappear anyway? Did he post something illegal? Or are the mods really anti-loli?
>>
>>127586527
>just spouting random words for no reason
I don't understand what that game has so do with an rpgmaker porn game.
Surely you're not implying Simloli was using RPGmaker?
>>
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Posting this again to ask a quick question.

Should I leave the name of my in-game OS as agdgeos? I just did it as a placeholder, but it's kind of growing on me. I'm about to implement the menus into the game and I don't want to have to change the spacing on the menu bar later on.

Also might replace "Deaths" with "Streak" to give it a more positive connotation.
>>
>get 21:9 1440p screen
>been using 4:3 since ever

My fucking dick.
I can already feel the productivity flowing.
>>
>>127586727
This is a SFW board, no porn here. Same reason monster girl dev doesn't post.
>>
>>127572913

are you using blueprints or c++?
>>
>>127586909
oh fuck off you wanker reddit scum like you need to be removed
>>
>>127586564
Actually looking at your screen again i think you need even more help,
stick to my original advice, but only EVER have max 4 notes playing at once.
3 of these notes will be

Happy: CEG
Sad: ACE

Then just one other instrument playing a melody over those (following the rules i mentioned before). Those will just be sustained for eternity because you definately dont have the ability to change chords/harmony.
>>
>>127586787
I wanna post on geoBOAST
>>
>>127586973
Why the fuck are you mad at me? I didn't make the rules.
>>
>>127586991
Heh yeah, the idea there is it's an IRC channel of your fellow hackers. You boast certain handicaps (half health, stronger enemies, etc) and if you complete the next mission with those boasts then you get more money and increased loot.

Took the idea from the first Fable game. I really liked the concept, but haven't really seen it in other games.
>>
>>127586909
Did he post porn though? There's another guy making Divine Arms I think, and that's a porn game too.
>>
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It's time to work, Anonymous
Don't tell me you've given up on your new year devolution already
>>
>>127580287
i can model it in 2 minutes
>>
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I was holding myself back too much. I was afraid the game would lose its tone/consistency. But, you know what, fuck all that. I'm gonna go full cuhrayzee from now on

I'm gona make all kinds of crazy tracks, other planets, vaporwaveland, inside a computer, I don't even care anymore. I'm gonna turn up the contrast on everything, make all kinds of crazy sprites I can imagine and throw in every single idea that sounds passable
>>
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>>127586909
I post whenever I want senpai.
>>
>>127587371
do it, nigguh, do it
>>
>>127587408
Based.
can you tell us what girls the game will have other than the ones we already know about?
>>
>>127587371
good, itll probably sell better that way anyhow especially if theres no 5 dollar backer limit
>>
>>127585603
Nah it didn't, that's why I'm worried. I wasn't constipated or anything.
>>
>>127586727
He posted recently. But combined with being busy and AGDG being bad he hasn't been around.
>>
>>127587371
That sounds cool, do it!
>>
>>127587313
>merica waking up
>>
>>127587371
Do it
Put
>dinosaurs
>space
>jungle
>sci-fi
>different time periods
>theme park
>underwater
>medieval castle
Go all out
>>
>>127587552
I have Patreon votings for that but I have a Giantess and an Eldritch abomination planned since those are unlikely to ever win a voting and I need something with impact for the "final bosses".
>>
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These prototype placeholders are tedious to make so here's what proc gen looks like with only two possible segments.
>>
>>127587958

YEAH THANKS FOR THE IDEAS I hadn't thought of dinosaurs
>>
>>127587960
Looks neat. Which engine?
>>
>>127587235
Your game sounds great tbħ
>>
>>127587897
>waking up at 2:40
Please, I just got back from taking my cat to the vet
>>
>>127587959
>Giantess
BASED
A
S
E
D
>>
>>127588069
judging by the shadows id bet unity
>>
>>127587371
b-but the waifus

it will have waifus right?
>>
>>127588242

only if I get the shekels

I'll have to learn how to draw girls before I start lmao it's possible but it would take some time/money
>>
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>>127588242
80s waifus best type
>>
>>127588095
>2:40
>living on the gay coast
5:45 here.
>>
>>127588446
But Anon those are total fucking sluts
>>
>>127588069
>>127588182
yeah, Unity
>>
>>127588564
get out my face nigga
those are hard working pure maidens
>>
>>127588446
Everytime I see something from Golden Boy I think of this scene. https://youtu.be/QickU67A8j4
>>
>>127562394

Wow, the Dad Project thumbnail did not turn out well.

I'll have to remember that for next time.
Damn you automated systems!
>>
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Experimenting with different styles of 2D walls. Not sure which one I like best.
>>
Is there any hidden option somewhere to get Unity to stop appending a # or incrementing the # when you duplicate a GameObject?
>>
>>127588660
>those are hard working pure maidens
>those
>pure maidens
Anon you're scaring me
I don't even want to think sluts looked like in the 80s
>>
>>127588954
imo they should be so much wider than they are deep
>>
>>127588954
Bottom left look nicest desu.
>>
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>>127585258
Working on the AI for Dream Knights (The VR RPG), adding more temples, and online multiplayer and mechanics have been the biggest reasons why its not finished yet.

The knights combat is similar to NES Zelda 1 where you run up to an enemy and swing, but I want to give dynamic layers to AI like dodging, patrolling, teleporting, switching from ranged to melee etc.
>>
>>127588963
>>127588963
I want to know that too. At least in the past it added the number and that was it.
Now it adds (number) which is really annoying.
>>
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Making decent progress. Anyone got anything to say about my not-tangela enemy (it his you with vines in melee range) or my water physics?
>>
>>127589214
Nice shiny tangela.
>>
>>127589214
There should be an initial rush when you hit the water, but after a moment you should massively slow down. It feels like you just change the velocity of your character to a slower constant rate with no variance.
>>
>>127587371
Esse é o espírito fãm
>>
>>127589214
It's inspiring to see you make progress so fast.

I'd make the background less harsh though.
>>
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>Tiles from heightmaps generation is working as intended and fast
>Junctions between tiles is broken

That's half progress, I guess. Coffee break!
>>
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>been here since that dwarf game with the doubles machine
>still hasn't made game

i i just don't know anymore
>>
>>127590556
THE WHOLE TILE NOT JUST THE CENTER THIS PEOPLE I SWEAR
>>
>trained in game art but not game programming so can't really dev
>trained in 3D but not 2D so can't make a sprite based game
I'm just going to make a sloppily sprited 2D game
And learn Unreal Engine because blueprints
>>
>>127589482
>typing Portuguese on 4chan
eww
>>
>>127591119
It's Spanish you dork
>>
if i have two points along the circumference of a circle (and their angles), how do i calculate whether going cw or ccw is the shortest route from point 1 to point 2?
>>
>>127591076
Or team up with someone
>>
how to communicate between physics and rendering without coupling
>>
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>DEMO DAY 6 SOON
>2 days, 8 hours, 45 minutes, 27 seconds
>>
>>127591195
it's portuguese
>>
>>127591287
I worked with a team but got burned out of any pay or profits when the alpha build was done. Real scumbags. So right now I'm iffy about teaming with people I don't personally know.
>>
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>>127590556
>>
>>127591407
updatePhysics(stuff);
render(stuff);
>>
>>127591467
I've come to terms with the fact I'll miss it

It's the healthy thing to do
>>
>>127591076
>trained in 3D but not 2D
How is this even possible? You need to know 2D to make good 3D.
>>
>>127591576
Your so DUM
>>
>>127591627
YOUR WHY THE GOD DAMN NIPS ALMOST BEAT US IN WW2
>>
>>127591119
>espirito
>not espíritu
totally spanish.
>>
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>>127575336
>flash died
>facebook games still using flash
>flash games more popular than buggy browser reliant html5 games
>webgl is even worse than flash when it comes to performances
>mfw
>>
>>127591592
Write a contract next time.
>>
>>127591698
I'm a competent illustrator, I just suck with tablets and have never sprited before
>>
>>127591617
that seems bad
>>
>>127591258
lots of simple ways
just calculate angle1-angle2 and angle2-angle1 and see which one has a smaller absolute value.
COME ON MAN THIS IS FUCING EASY MATH
>>
>>127591815
Why?
>>
>>127591076
Turn your 3D models into sprites like ghost trick.
>>
>>127591258
If you already have the angles as a number between 0 and 2PI it's trivial. If you have the angles as a number between 0 and PI you're doing that part wrong.
>>
>>127591789
was for
>>127591195
>>
>>127591872
That's a great idea
>>
>>127591789
>>127591951
lol that's Italian you retard
>>
>>127591851
they rely on the same structure but different information
it seems like it would lower the cohesion of the systems
>>
>>127591698
>You need to know 2D to make good 3D.
You don't. It helps quite a bit though.
>>
>>127592090
in italian it's spirito
espirito is a portuguese word
>>
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>>127591407
I do double buffering:
say Game is what binds them together so:
Game has say State
Physics picks up State from Game and does stuff with it, stores it in Game
Renderer picks up this State from Game, copies it into its own State2, works then with State2
repeat

so State resides in Game, different systems can pick it up and do stuff with it independently
>>
>>127592165
update(common, updateOnly);
render(common, renderOnly);
>>
>>127592274
It's espírito not espirito, you illiterate scum.
>>
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>>127588419
>wanting to gimp yourself even further
>wanting even less people to take your game seriously
why? because of 2-3 nodev weebs that aren't buying games?
>>
>>127590743
What do you mean?
>>
>>127591830
the difference of two numbers is the same no matter what order you subtract them in
>>
>>127587371
You have been broken and now you are capable of anything
>>
>>127592472
Chespirito?
>>
>>127592591

YES YES THAT'S HOW I FEEL

I JUST DON'T FUCKING CARE ANYMORE
>>
>>127592165
>>127592375
I mean, yeah, I'm being kind of facetious here.

But seriously, it's that simple. It's the same principle as ECS. Position could be common, velocity could be update only, mesh could be render only.
>>
>>127592302
globally mutable state reee
>>
>>127592571
You have to take the vertices of the tile and put them at the height you get from the heightmap (or the interpolated height if you're into that). Not just the centre of it.
>>
>>127592594
I pity the gringos who have not watched El Chavo del Ocho
>>
>>127592717
>renderer picks up state and makes its own copy
make it writeable only to certain systems - job's done and readonly to the rest(like the renderer)
>>
>>127591407
whats the use? just render what the physics engine says is going on?
>>
>>127587552
>>127588118
>>
>>127592274
>>127592090
>>127591951
>>127591789
>>127591747
>>127591576
>>127591195
>>127591119
>>127589482
Slipstreamdev is Brazilian, thus he speaks Portuguese. See https://twitter.com/ansdor
>Belo Horizonte, Minas Gerais
Minas Gerais is a Brazilian state, from the Central-West region. https://en.wikipedia.org/wiki/Minas_Gerais
>>
>>127592691
i just feel like what the rendering system uses to draw shouldn't exist outside the rendering system
>>
>>127588053

Cowboys and indians
B&W cartoons
Ancient greece with gods and shit
>>
>>127592910
I wrote that like a total retard
>>
>>127592953
I was just seeing how far I can take it, I know all of that stuff.

The inability of millennials to recognize someone acting purposefully as a retard is astounding.
>>
>>127592589
aaaaaah fuck
gotta go kill myself
>>
>>127592825
That's what it does.
That's a small mistake : it's reading the heightmap a pixel to late. Shouldn't be too hard to fix.
>>
>>127593115
It's alright, I just felt like being pedantic :)
>>
>>127592472
my keyboard doesn't have that key mr butthurt
also still not italian
>>
>>127593001
Well, I suppose you could jig it such that the rendering system contains the render-only data and the update system contains the update-only data. But I don't see much point in that.

The problem with having state accessible is that anything could change it. If you're disciplined about modeling updates as state-to-state functions, for example, you won't run into any problems.

The other reality is that under a somewhat sophisticated main loop, the state that gets updated has to be copied and/or interpolated to be rendered anyways, so there's a "physical" barrier that only the common stuff can get through.
>>
>>127587371
Just my personal opinion, but if you'd add some variance to the prop sprites it would help break the repetition. Even if it's just tinting them slightly different colours or shades of grey. As well as randomly flipping them (the ones that can be flipped without ruining things anyway (Ex those trees and bushes)). Though its more work having actual alternate sprites would help too (since you unfortunately can't scale things (mixels)). Different height palm trees, broken fences, fence gates, etc. Also not sure how much of a hassle it would be but could have road decals, skid marks, leaking oil trails, pot holes, cracks, puddles (assuming you have weather system) etc
>>
>>127593393
I think you meant to say pedo.
>>127593420
If your keyboard doesn't have that key then you don't speak Spanish and you don't know shit about what you're talking.
>>
>>127593673
>If your keyboard doesn't have that key then you don't speak Spanish and you don't know shit about what you're talking.
kek ebin logic m8
>>
>>127593770
этo имeeт cмыcл
>>
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Got arbitrary polygon generation working from a pixel map. The way the maps are going to work is that they're divided into 20x20 sections. Each pixel represents a 16 pixel tile, and the map is going to be a big stack of 20x20 sections. You start at the bottom and make your way up to the top through multiple sections. Those sections will be chosen randomly or based on some algorithm that I figure out later based on how the game feels to play.

Either way, all sections are chosen, put together and put into a grid, which I then read and generate multiple polygons for that will make up the map. What I wanna do next is take each of the lines generated for this polygon, subdivide it into multiple lines that are randomized along the normal of the original one so that it has a cavey/irregular feel to it.
>>
>>127594412
Your game is more technically impressive than it lets on.

Good job m8
>>
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> going to work on animations for Leto
> check the animator
> the ones I need to do are already there...??
> but don't work

Unity animator a shit
>>
>>127594412
nahyahh~~!!!

is bat-sama a girl :3

i want to marry her!
>>
>>127593918
>damage control
>>
>>127594412
this looks awesome
>>
>>127587408
nice AA2 model.
>>
>>127575336
The program Flash is being reborn as Animate this year on Adobe CC.

The focus will simply be on exporting it to more modern formats over swf flash player stuff. Although, that's been an option for a long time now anyway.
>>
>>127594639
your waifus a shit
>>
>>127595154
>leto
>waifu
Uhhh
>>
>>127589408
Not him, but how do you do that? I've been working on water lately, and it just needs something like that to feel right.
>>
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Started today's work by putting a shopkeeper portrait in.
>>
>>127593445
I would like to be able to update/replace systems freely in the future, I'm just having trouble coming up with a decent API for each system that would be maintainable if I were to completely overhaul a system
>>
>>127594667
if you like feminine penises it should be ok
>>
>>127587371
http://www.bigfestival.com.br/about

you're competing, right?It's R$15,000 and there isn't much competition.
>>
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>Wait, are YOU the spaceship-2D-donuts-cigars-something dev? The text style is oddly familiar...
Huh? I don't know, I'm 2.5/4 of those but not sure who you are talking about.
>>
>>127595443
>girl
>not waifu
?
>>
>>127595618
He's probably a shut-in.
>>
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>>127594834
I'm not controlling it, I'm going all out.
>>
>>127595618
>>127595772


>We accept games that were published up to 2 years before the date of the festival.

my game's not published
>>
>>127595872
there's awards for games that aren't finished
>>
>>127595872
>3. What games are eligible for submission?
Any independent game that is ready to be played and which has not been commercially available for over two years by the first day of the Festival.

>5. Does my game need to be finished for me to submit?
Your game needs its core mechanics implemented as well as its respective visual and sound assets. Make sure your game represents the whole experience it is supposed to offer before submitting!
>>
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so famz what was your favorite run so far?
>>
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>>127595537
I support 99.9% of AGDG games including everything Googum makes and Aviary Attorney even after the false advertising.

I actively want this game to fail though. just thought I'd let you know.
>>
>>127596193

I can't stand those smug gay furry faces too m7
>>
>>127596193
Ironically this is the most likely to succeed game on this place right now
>>
>>127596164
Transformers

But you're in the wrong thread
>>
What's a better dev OST
Bastion or Transistor
>>
>>127596164
Wrong thread maf
>>
>>127596390
It says /agdq/ right there
>>
>>127596321
Depends what your definition of success is to be fair
>>
>>127595547
Then sure, have systems contain stuff that is unique to them. You will need to somehow ensure that the stuff the system owns can be coordinated with the stuff outside, though.

I think you're probably also overestimating how flexible you need things to be. I would suggest not programming as if the code you're writing right now must be used for another project a year from now. If the code can be reused as is, great. If not, there's still a lot less work than rebuilding it from scratch. You will probably also find that you will want to rebuild things from scratch instead of fitting them into an existing framework.

Or you could completely throw performance out the window, have each system store all the state that it uses, and keep things synchronized with message passing. I wouldn't recommend this.
>>
>>127594639
>big forehead using the same engine as me
wow lewd
>>
>>127596498
you're wrong maf
>>
>>127596541
Check some furry porn patreons and you'll understand
>>
>>127596561
yeah that's what I was thinking
I could always ignore deprecated shit in the future
>>
>>127595821
keep telling yourself that
>>
>>127597097
I will, try and stop me famm
>>
>>127596193

>mfw this nigga makes over 100k while you wallow in this hell for all eternity
>>
>>127596193
Can't blame you for the sentiment.

>>127596541
Money.
>>
>Work has me exhausted
>All of my effort has to be on refactoring right now
>No food in the fridge
Life is hard.
>>
What's a fair price per sound effect if I'm already on board for the music at about 70€/minute? I've never done sound design as a job before.
>>
>>127597570
I wish I could give you ten bucks like you asked for.
>>
Post dev music

https://www.youtube.com/watch?v=stgrSjynPKs
>>
>>127595537
Your call but something extremely annoying about rpgs is their repetitive dialogue, either let player skip the shop welcome dialogue or have it dynamic (Ex, greeting changes based of time of day, player gets referred to differently depending on game progress (Basically substituting something with a var), conditional dialogue (Eg you seem hurt pretty bad (if hp is low))) and randomized from a set. It's so easy to implement that it's a real shame most games don't do it.
>>
>>127596193

that game look better than 99% of the stuff in here

why do you hate progress
>>
>>127597676
I never asked for ten bucks. I'm just too lazy to grocery shop because being out of the house is time I'm not devving.
>>
>>127597830
https://www.youtube.com/watch?v=kgW9l7CR1WQ
>>
>>127597857
Your cursor isn't frozen in the shop, so you can skip any dialogue by moving to a new item or leaving.
>>
please stop posting, it's really cutting into my productivity
>>
>>127597894

Autism, duh.
>>
C++ & OpenGL > Anything else.
Prove me right.

I thought so, you can.
>>
>>127597894
> gay progress
> furry progress
> degenerate progress

This is backwards progress.
>>
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Slowly getting there
>>
>>127595537
I don't care about the fur aesthetic. Do you have a blog for progress? The game itself looks very nice.
>>
>>127596816
>success is money meme
Game porn is low-risk middle-reward atm because patreon is still pretty new, once big patreons start going full jew 1-2 years from now it'll be kickstarter all over again

I'd rather make good games like undertale/ror than shitty opportunistic porn just because there is a "bubble" right now
>>
>>127598487
Vulkan though
>>
>>127598487
My language & Vulkan > Anything else
>>
>>127598487
OpenGL implementations are written in C
Therefor it follows that the optimal language for OpenGL programs is, in fact, C
Checkmate, Bjarne
>>
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do i serve humanity better by keep learning how to draw or by killing myself?
>>
>>127598660
Site is in the GIF.
>>
vine, i'd like to see your tutorials but don't want to pay for a patreon

if you put them up on gumroad i'd buy them that way 2bh
>>
>>127598803
The whole point of C++ is that it can use C libraries just as well as C.
>>
>>127598689
>>127598693
Where's your game made with Vulkan?
>>
>>127598670

here comes the waves of

>undertale
>RoR
>good game
>>
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>>127598487
>>127598689
>>127598693
>>127598803
>posting deprecated meme tech
I'm glad I'm using UE4 blueprints, the best gamedev technology available to us atm.
>>127598845
porn will be deprecated when we become robots, you're wasting your life.
>>
>>127595537
love how clean the art is (I mean I know it's porny but you get what I mean)
>>
>>127597830
>>127597993
https://www.youtube.com/watch?v=y904xPTvCXU&feature=youtu.be&t=3m25s
>>
>>127598940
If you can't see that Vulkan is objectively better than OpenGL (even though it isn't out yet), you should kill yourself

t. spent a lot of time with Mantle
>>
>>127598487
>A single person making a game that isn't CPU or graphics intensive? Better code in the language that has the slowest development times and is easiest to fuck up, the irrelevant performance gains will be worth it!
Amazing shitpost friend.
>>
demo day 6 song on the way
>>
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>>127598693
>creating a language with types
>adding artificial difficulty to writing a program
>limiting your computers potential execution paths
Wow it's like you don't even love your computer
>>
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am i gonna mkae it guys?
>>
>>127598845
this is about the quality of what middle school girls produced on the side of their notebooks. I wish I was joking. You need to take a life-drawing class because going from 0 to 2D references is a recipe for shit. That is, you need to learn to create what is called a gestural core and work outward from that to the edges. You can't expect to draw outlines and have it come out okay until you know what you are doing.
>>
>>127598940
It's in hidden in the future, if I ever get my depression fixed and don't kill myself
>>
>>127599125
Where's your game?
>>
>>127599125
>A single person making a game that isn't CPU or graphics intensive?
How do you know that?

>>127599153
Yeah, I'm limiting the execution paths to ones that actually work :)
And type inference
>>
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>>127599153
>not making videogames and posting in the videogame development general
>using a signature for people to recognize your posts on an anonymous imageboard

You're not very logical so your opinion is probably invalid (didn't read the post).
>>
>>127586930
blueprints
>>
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>>127599164
nice undertale clone.
>>
>>127599389
It gets posted, but the point of anonymouse imageboards is that you can pretend to be a cool guy only when you post actually identifiable info.

>>127599396
>How do you know that?
I assume we are talking about games that can be finished.
>>
>>127599396
All paths that don't generate a hardware exception work
>>
>>127599680
That's not an answer.
>>
>>127599680
It's not difficult to make a simple, yet hardware intensive game that can benefit a lot from that level of control. Say a shooter with thousands of enemies at a time, or a puzzle game with large emphasis on cloth or fluid physics.
>>
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reminder
(image too large for 4chan)
http://justletit.be/~brum/FullSizeBP.jpg
>>
>>127599280
>>127598845
Pic related. If you take a figure drawing class you can at least understand how to do shit like this.
>>
>>127598845
just keep at it, everyone sucks at first
the artists are the ones who kept trying
ignore the hate
>>
Been banging my head against a wall trying to get these solids to work even though gamemaker HAS IT'S OWN SOLIDS but I didn't want to use them cuz the internet told me not to. STOP GETTING YOUR RETARD HEAD STUCK IN THE DAMN WALL.
>>
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>>127600065
>>
>>127600328
Shoulda used C+Vulkan
>>
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soundfont music guy here, i made something else. i'm not sure quite what this is suitable for, to me it seems mostly like a battle theme or something. constructive criticism and opinion please!

http://a.pomf.cat/scfgrr.mp3
>>
>C
Loving
Every
Laugh
>>
>>127600652
sounds like it belongs in a handheld garfield game and you are walking on the sidwalk avoiding cars to get some lasagne (this is a good thing)
>>
Memes don't real.
>>
>>127600652
What do you use to make music?
>>
>>127600652
GROOVY!

27s to 30s is the best part. You should expand on that melody
>>
>>127601108
27 to 37
>>
>>127594908
Thanks for the compliment(?)
>>
>>127600065
What the fuck
>>
Idqk anymore desu senpai.
>>
>>127595537
The shop keeper looks adorable. Is there only going to be one shop keeper? It'd be neat if there were a couple.
>>
>>127600930
i could get behind that, honestly

>>127600993
>>127601108
thanks, i use Renoise which is a pretty complex DAW but it's what i've used forever. that song was the SMRPG soundfont. i haven't written any game soundtrack-like music in a while but i felt inspired to write some after playing undertale.

i wish i had a game to add my music to...
>>
>>127596193
>in which there's someone like you but for any given game project here
>>
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>>127601510
Lol'd at expression substitution. Didn't even know that was a thing anymore.
>>
>>127590556
Fixed! That's a second half of progress here...
Actually wrote the code earlier and forgot to uncomment it...
>>
>>127601551
Ideally each shop would have their own keeper. Only two shops in the demo, but gotta see if I have time to make another portrait after getting other stuff set up.
>>
If I want to chat online with AGDG devs outside the thread, what is the best way to do that?
>>
>>127602190
steamchat
>>
>>127581554
If you're new you should probably start with something simple to gain experience.
>>
>>127602190
>wanting to talk to faildevs+Hopoo

Befriend people from reddit instead.
>>
>>127602190
Create a twitter and use the private messaging feature.
It's how I chatted with a dev from here a certain day.
>>
>>127602190
Wherever rotatedev and googum aren't hanging out, so steamchat.
>>
>>127602378
Does Dan post on steamchat? Because if he does IRC wins by default.
>>
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>>127591258
i finally found a solution, if any of you were interested
m_Rotation is trying to get to m_Turning
rad is the number of degrees in a radian (for quick conversion)
can any of you guys find a simpler way to do this?
>>
>>127602559
He doesn't. He doesn't go to IRC either.
>>
>>127591258
>>127602608
http://www.gmlscripts.com/script/angle_difference
The sign will show you which way is closer.
>>
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In Game Maker, I have the main character sprite switch to an attack animation when a button is pressed.

Most of my sprite changes rely on checking the state of things (like vertical speed, direction, etc.) This makes it easy in most cases, but things like attacks are an exception.

As soon as the sprite animation is over, the player should go back its normal state, but it just keeps looping. How do I solve this?
>>
>>127587371

That sound cool. I'd advide putting it in the game in a structured way though, perhaps something like mario-kart-cups or something, where some cups are more cuhrayzee.
>>
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gamedev is hell

gamedev is life
>>
>>127600652
Thanks. I'm listening to this on a loop now.
Great job.
>>
>>127601729
Want to make music for my game senpai?
>>
>>127602768

idk much about game maker, can't you do something like make the atk anim a state that runs for the length of the animation then reverts to the standard idle afterward
>>
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Got some more animations rigged with Leto and wallclimbing, feeling good. She also looks behind her if she's walldragging enough, which you can see at the last part of this webm.

Yes that sprite is missing her gun shhhh
>>
>>127602768
isn't there a method for checking the end of a sprite's animation? Check the documentation. Since there's a premade tile for it in the action selector it has to exist.
>>
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Progress: remade the base character sprite for the nth time.
>>
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>>127603176
the updated unity controller for her as well, for those who are interested
>>
>>127602768
There's an event under "other" or "miscellaneous" that's literally "at end of animation."
>>
>>127603176
Looks good, but when she looks over her shoulder while on the wall, a gap suddenly appears between her sprite and the wall like she's floating. Need to just shift it over one pixel or somethin'.
>>
>>127599280
don't be so mean. He is literally where he should be at if he just started figures.

>>127598845
Looks good for how figures need to be built
>>
Do you guys use floats/doubles to store the position? Why?
>>
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>>127602864
>>
>>127603591
I find controllers to be too messy and complicated after you pretty far into work, I personally suggest just making a fsm to handle states and everything related to them

>>127603849
Depends on how small or big values are going to be. I suggest floats
>>
>>127603849
i use a struct of two floats
they're quick/efficient
>>
>>127603849
Floats are 2x faster with SSE and map to the GPU better (where you should be using floats, for the same reason).

If I need to have a huge world, I'll emulate fixed-point with an int + float.
>>
>>127603176
she looks like she's deeply concerned about something when holding onto the wall, as if in distant thoughts
>>
I've spent 2 days on my main menu so far.
3rd day coming up, no end in sight.

I want off this ride.
>>
>>127604051
she wants to be in a finished game, bro
>>
>>127604092
This 2bh. UI's are awful to work on.

I'm working on drag-able stuff that snaps to certain locations and I got it working, but there's no drag animation and i have no idea if i should make one or leave it.
>>
>>127603984
>>127604012
>>127604047
By the time the float gets to the GPU you've already used it a bunch of times and you can always tell GL/D3D to normalize the values. I don't see how they'd be better than short/int in the game logic.
>>
>>127603849
I use floats because I love seams
>>
>>127600065
Yeah but that game is ALL blueprints, and its got quite a lot done via them
>>
I want to make the player character in my platformer run if the player double-taps left or right.

I understand the basic idea:
>player presses direction
>set timer
>if player releases and presses it again before the timer hits zero, (shit for dash goes here)

That's all well and good, but I don't want to detect the key-press directly in my if statements because I want to make all my inputs variables so I can allow the player to map controls in the main menu.

So should I figure out a way for my script to handle double-tap dashing with only access to a boolean stating whether the direction button is down at a given moment, or should I make my variables more complex (like right_pressed, right_released, and right_down, instead of just "right" like I have at the moment)?

Hopefully this is clear.
>>
>>127604258
>normalization
>short/int
???
>>
>>127604269
>what is float to int conversion
>>
>>127604258
You are over complicating this, even when I do engine work, floats are fine
>>
>>127604352
You can make a simple input buffer and then look for the double tap pattern.
>>
>>127604352
Split it into pressed/down/released. It can technically be simplified to down/down_last_frame. pressed = down && !down_last_frame, released = !down && down_last_frame.
>>
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>tfw bugs are now in the configuration layer rather than code
>>
>>127604431
I know, I literally do this.

I still find it hilarious that even AAA devs have made crap with seams in it for that very reason, though.
>>
>>127604518
Anon please, I was eating.
>>
Will I become happy just by making 3D assets for games? I'm tired of wanting to do everything and want to focus on one thing.
>>
>>127604269
>>127604598
Floats don't cause seams. Improper conversion/rounding does.
>>
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>Have a ton of refactoring to do
>Don't know what feature to work on next
>Still need actual graphics
The scope of this may have been more than I'm ready for in a first project. All the things I have to do next make me feel paralyzed and I can't make a decision on what the next step is.
Even though I know it's "Refactor."
>>
>>127604486
I don't know what an input buffer is beyond what I can figure out from the two words put together, but I'll Google it.
>>127604490
That's a good idea. Thanks.
>>
>>127604359
OpenGL allows you to pass int/short/char and it will normalize the values according to the type's range. GL_SHORT is kinda the recommended way to pass vertex data to the GPU on smartphones.
>>
>>127604679
If that's what you want
>>
>>127604708
I know damnit.
>>
>>127604723
that map reveal looks satisfying af
>>
>>127604352
Depends on both actions but make the windup animation for the single-key-press long enough for a double tap
Honestly you are overthinking things.

Do a detection for doubletapping regardless of controls, and then check if the detected movement direction has a double tap action. If it does do the respective action, if it doesn't, keep acting on the original action.
>>
>>127604486
>>127604741
Input buffer is a much more generic system, I've only ever heard of it in the context of fighting games, and it's used more to allow initiating an action several frames before it can actually start, for combos.

>>127604772
>on smartphones
Still, that has nothing to do with float vs. double.
>>
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>>127604621

Serves you right for eating while browsing 4chan, who knows what kind of sick shit people will post
>>
Where's your game?
>>
>>127604723
go to opengame art and grab a random tileset just to keep you motivated.

as a former DCSS player, i request you to make the LOS a circle instead of a rectangle. it's triggering me.
>>
How do I find a small game project (team) to get practice and to have direction, motivation and purpose? Is this nearly impossible?
>>
>>127605061
Make friends with people who like vidya and find some who have the desire to make game. Make small games together until you get good and get a good idea for a big game. Then pray.
>>
>>127605163
i think only 0.001% of gamers have the desire to produce instead of consume
>>
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>>127605010
>i request you to make the LOS a circle instead of a rectangle. it's triggering me.
That's definitely on the list.
Wait. I should make a list. Like a trello or something.

>>127604854
Thanks anon. Would've just been a lazy 'snap' reveal if it weren't for anons on this thread giving a shit enough to give their opinion. This place is great.

>TFW two weeks ago I was struggling to show things on the screen, now I'm struggling NOT to show things on the screen
>>
>>127605310
because they are weak willed, it takes a lot of dedication to solodev something.
>>
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I'm trying to get the hang of dicking around in UE4.10.1. I have no experience making any vidya. Ever.

I'm recreating floor B2 of Metal Gear Solid, and trying to figure out how to make it so the camera changes when entering the rooms I'm creating. I have the camera aimed perfectly (bottom right corner), but I can't figure out how to trigger it so that when the player enters the room the second camera takes over for the default one.

Any ideas?
>>
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>>127604975
I have to start cooking proper dinners for the next month or so; it will be interesting to see how cooking differs from vidyadev
>>
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is your demo going to be ready?
>>
>>127602768
STATE MACHINES BRO
>>
>>127605502
>create Box trigger
>place it in the room
>right click the box on the World Outliner
>select Add Event > OnActorBeginOverlap
>connect said event to a Set View Target with Blend and connect your respective cameras
>>
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>>127605734

Fuck cooking, order out.
>>
>>127605973
I'll give this a try, thanks anon!
>>
>>127604723
Depending on how you generate those tiles, can you just start having certain tiles turn into treasure and enemies?
>>
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Daily reminder that if you make it or not is not up to you, but to the laws of casualty.
>>
>>127605842
Superman 64 flashbacks
>>
>>127602942
hey thanks

>>127603060
what's your game
>>
>>127606226
I swear the checkpoints are ultra-super placeholder.
>>
>>127606317
Is this some war witches thing where you drop bombs from the top of brooms?
>>
I want to start learning modelling, can we make a list of things that a beginner can do? So I have homework.
>>
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>>127605734
I've been cooking since my wife taught me how to do some shit. I've since surpassed her (for dishes I care about, at least).

It bugs me that meals just get eaten, unlike gamedev where once you make the game, it can be copied/ran whenever.
>>
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>>127606082
I easily can. I demo'd making enemies randomly last night, but I didn't like the lazy system I used and Im' doing it correctly. The way I'm generating the tiles is basically just a 2d enum array, each tile being made up of one or several enum flags (for example tile 1,4 could be Floor, Found, In_Range) -- From there I can use the flags to determine what sprite to draw on the tile. The enemies don't actually have to be spawned from tiles, I can just make a new set of components for an enemy (I'm using an ECS design) and put it at the location of some floor tile.

Before I start adding content like that though, I have a few things I want to do.
>Refine FOV
>Make FOV a circle
>Implement saving / loading states from encrypted XML files
>Refine the component system and masks
>Create an options menu to manipulate the game window better
>Refine the camera so I have a way to get only the objects inside the camera, so I'm not wasting effort drawing off-screen items

After that, I plan to create a UI, combat system, loot system, enemy AI system, graphical tileset, and shop simulator

But honestly right now it all seems very ambitious so instead I'm just taking this one step at a time and using it as a tool for learning how to do it better next time with the assumption that eventually my rookie mistakes will compound on themselves until it collapses. Unless I refactor constantly.
>>
>>127600652
yeah, this is good
hard to picture what kind of game it'd go for though
>>
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>>127606125
Shall we play 4-D non linear go?
>>
>>127606125
>being at the beck and call of casuals
disgusting
>>
>>127606520
I was going to have a bombish spell?
>>
>>127606314
>what's your game
Static Void. >>127586787 >>127562394


If you can do synthwave-esque music then you're welcome to! It's hard to find free music of that type.
>>
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>>127606642
Shit, wrong webm.
>>
>>127606880
It better be QT
>>
>>127606880
So it's a first person spellcaster in the sky? Sounds neat. I'll be following your project.
>>
>>127606742
Sai's got that shit figured out. It is kid hikaru, so he hasn't disappeared forever yet
>>
>>127606742
That's goddamn hilarious.
>>
>>127586787
Whats your gameplay like? Im doing a hacking puzzle game but cant really find the games soul.
>>
In this world, is the progress of devkind controlled by some transcendental entity or law? Is it like the hand of Hopoo hovering above? At least it is true that a dev has no control; even over his own game.
>>
Any of you devs that made it care to shed some light on how you split earnings with the folks that help you? Be it with sound or anything else?

Should I offer a flat rate? a %?
>>
>>127607719
gotta trace your astral game chart
>>
>>127605842
please no superman 64 ring courses

make the game about dodging shit
>>
>>127607839
Depends on the quality of their work, type of work, etc.

Musicians can safely be paid a flat rate.

Artists/Programmers generally have to spend a lot more time, and work a lot more closely with you to get shit done, and deserve a percent because of how core their shit is to the game.

Though I can still imagine cases where a flat rate would make sense for them, such as them making everything in one go for a small game / creating a tool for you, etc.
>>
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>tfw feel the need to engine dev

I'll see you guys in a couple years ;_;7
>tfw accidentally posting a thumbnail
>>
>>127608127
why do you even have a fucking thumbnail saved nigga
>>
>>127607716
>Whats your gameplay like?
It's a mix of FPS and Dungeon Crawler.
I got the idea from a game called Black Ice. I really liked his idea, but I don't like the way he implemented it nor the direction his game is going.
>>
>>127608127
dont do it
>>
>>127587371
>vaporwaveland
Do it. I need this.
>>
>>127607928
>1452044091775s.jpg
typical animeposter

Enginedev isnt a death sentence, Slipstream used some kind of custom engine I think, and a VN engine wouldn't be too hard
>>
>>127587959
Final boss idea, huh? How about __a Human__
>>
Risk of Rain: Game Maker
Cash_Out: Game Maker
Cavern Kings: Game Maker
Spaceman Sparkles: Game Maker
Uncanny Valley: Game Maker
Pixel Star: Game Maker

Catmouth Island: Unity
Megabyte Punch: Unity
Xenoraptor: Unity

Vagante: C++
Lethal League: C++

Painter's Guild: Flash
Restricted RPS: Flash

Aviary Attorney: Construct 2
Dreaming Sarah: Construct 2

Vampire of the Sands: Java

Aerannis: LÖVE
>>
>>127602190
#AGDC on irc.rizon.net

>>127602378
none of us hang out there we are in the IRC i just said
>>
>>127608592
Every time I learn something new about AA I feel more embarrassment about that project.
>>
>>127608592
Quality over Quantity
>>
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>yfw the musician you started working with is a dirty socialist but also thinks art should be free and therefore doesn't expect residuals for his music
>>
>>127608761
This 2bh.
Respect for Vagante and Lethal League.
>>
>>127608592

>Vagante

This game pisses me off ever since they implemented limited arrows for the thief. damn it.
>>
>>127587959
Would there be any chance you could make a tutorial or something on how you did the faces for your models?
I've been practicing modeling myself, but faces keep giving me trouble, especially the eyes
>>
>>127608615
if I go in the irc will I get bullied
>>
>>127606642
>>127607192

You're doing fine, just don't stop.
>>
>>127599992
Those all sound like terrible game concepts.
>>
>>127608981
I can see how that might bug you if you were used to spamming, but resource management is more interesting than just shitting arrows all over the place.

Then again the mana system is really goddamn screwy and pisses me off, so, yeah
>>
>>127609202

Boomerang dagger is fucking rad though. I wish the characters started with some more options from the word go
>>
>>127609312
Indeed.
>>
>>127608182
It was an accident I swear.
>>127608298
>>127608232
I think the type of game I want to make lends itself to engine deving far more than most indie titles. I pretty much decided that I need a tile/map/adventure editor for my workflow so I figured I might as well make the game load in stuff via some packaged format like a module. I want to make a game thats far closer to a tabletop RPG than the CRPG's that are currently on the market. But theres some more complex stuff I want to do as well. Its just the actual rendering and stuff won't be that complex since its just top down 2d and it wont even be something that needs physics or anything.

trying to adapt an engine like Unity to a project like this seems like it would be basically just as much work and would only be more confusing since it would require doing everything in a round about way.

Most of what I'll be doing is developing a system and tools for creating, running, and linking adventure modules. So thats basically just engine deving since the actual "game creation" part will be making content with those tools.
>>
>>127608441
That's gay


>>127609008
Post your model and I'll tell you how you can improve it.
I'm no pro, nor have the time to make tutorials, but I can easily figure out what's wrong with a model.
>>
>>127609094
Thanks bud. It's hard to code 8 hours a day and then come home and do it more, but nothing else is as fun as trying to dev this shit. It's intimidating because when I started the stakes were so low, I could just fuck around and nothing mattered, but now each line of code change feels like it carries way more weight, and if I fuck up I'll never be able to recapture this momentum or enthusiasm. But thank god for source control, so that won't happen.
>>
Just ordered a MIDI keyboard

What DAW's should I check out?

Only one I can name is FL Studio
>>
>>127609078
no we're all super nice and loving
especially me (rotatedev)
>>
>>127606891
damn, looks great even though i have no idea what the gameplay is. i've tried synthwave a million times but i need better drum samples honestly
>>
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>>127607246
I'll try

>>127607267
More or less. I've got eight or so player (not debug) spells implemented right now with slots for sixty four.

>>127608081
It'll be mostly that, I just wanted demo things and going fast is pretty fun. Also the other two courses are more interesting I swear.
>>
I'm gonna shit around with my physics friend tonight
Hooefully it will produce some good progress
>>
>>127609940
>putting your tumblr in a subliminal message
blacklisted
>>
>>127609671
FL studio is gud
>>
>TFW not at home deving
>>
>>127609940
That loop gave me motion sickness just by watching it.
>>
>>127608592
>>127608981
>vagante
the only draw of that game is coop, but it only has local coop. RIP.
>catmouth
that is not a game
>>
How do I just like make game?
>>
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>>127610798
>>
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Having qt pies advertise your tutorial should be illegal

did anyone download this one?
>>
>>127611041
>Make game without code
literally a sin
>>
>>127610798
You can do whatever you put your mind to. Greatness is within your grasp.
>>
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>>127611041
>Thanks to advances in state machine tech
>>
>>127611041
>Instructed by Michael Kelley
lel
>>
What program would be best for making a Paper Mario styled game?
>>
>>127611513
Linux
>>
>>127611513
game maker
>>
>>127611513
litterly any engine really

for a more n64 style id go for unity

but for a super star saga type game gamemaker is fine
>>
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>done more in game maker in 15 mins than I was able to with C++ in 2 days
>>
>>127611831
>gamemaker users think this is progress
>>
GET OUT OF MY MIND TYLER TOMASESKI
>>
>>127611513
unity thats what im using to make a paper mario styled game
>>
>>127606891
shit out a quick loop to see how i could do it

synthwave is deceptively hard to make, it's something in the mix i'm sure. chiptunes and soundfont stuff is way easier because i don't have to tweak any sounds
>>
>want to make vidya music
>no dedicated sound card
>>
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>>127609481
Sorry about the sloppy cut and paste job
I suppose my biggest problem is figuring out how to model the eyelids, eye lashes, and the chest. And how to not make her look like something XCom would hunt, but I figure once I give her hair and clothes that'll be fine
I've been really racking my brain over the eyes, and it's just been killing me

Also does the body seem to have, at the very least, decent proportions?

I've figured out hands and feet, just haven't brought them over from the other layers yet.
>>
Need a new thread
>>
>>127612246
http://a.pomf.cat/dqjdpk.wav

link that i forgot. fuck the post timer
>>
>>127610669
>the only draw of that game
Nah it's fun as fuck, what the hell are you talking about
>>
>>127611451
haha wow
>>
>>127612625
>>127612625
>>127612625
Thread posts: 816
Thread images: 150


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