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/agdg/ - Amateur Game Development General

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Thread replies: 821
Thread images: 145

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>DEMO DAY IS OVER GO PLAY SOME GAMES
>https://itch.io/jam/agdg-demo-day-6

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

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

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

> Demo Days
https://itch.io/jam/agdg-demo-day-6
https://itch.io/jam/agdg-demo-day-5
https://itch.io/jam/agdg-demo-day-4
https://itch.io/jam/agdg-demo-day-3
https://itch.io/jam/agdg-demo-day-2
https://itch.io/jam/agdg-demo-day

> Jams
http://itch.io/jam/agdg-winter-jam-2015
https://itch.io/jam/agdg-jam-november-2015
https://itch.io/jam/agdg-halloween-gamejam
https://itch.io/jam/wj2015

> Engines
GameMaker: http://docs.yoyogames.com/source/dadiospice/000_using%20gamemaker/index.html
Godot: http://github.com/okamstudio/godot/wiki
Haxeflixel: http://haxeflixel.com/documentation/tutorials/
UE4: http://forums.unrealengine.com/showthread.php?483-Community-Tutorials-for-UE4
Unity: http://unity3d.com/learn/tutorials

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

> Free audio
https://machinimasound.com/
http://freesound.org/browse/
http://incompetech.com/music
>>
First for propositional equality.
>>
>programmer spends 2 years making game
>artist comes along and makes a sprite
>artist demands a 50% rev share
>>
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This was said by the man who predicted the 2008 crisis and made 2 billion dollars in profits out of it. There's no luck, /agdg/, only hard work.
>>
>programmer spends 2 years making game
>no one gives a shit about it because it dont look pretty
>artist comes along and makes the game bearable to look at
>programmer think he deserve more than 30%
>>
>not using email for networking

pleb
>>
Reminder that unless you're 1MA nothing you say matters because you're biased.
>>
>>128140262
>Programmer takes 2 years making a game
>Musicfag comes in takes one of his shitty songs he made 3 years ago in 10 minutes and demands to be paid 50%
>>
Posting for visibility:

>>128140579
>Professional artists almost never work for rev share because of the unreliability of the market. They don't want to spend three months on a game that ends up going nowhere.
>That being said, when rev share is used ~10% with a fixed cap is the standard practice. This makes sure the artist has an incentive to succeed with the project, but also so that you're not paying ridiculously high rates past a certain point.
>>
Can someone explain the leto forehead meme?
>>
>>128140537
Sounds rad, hope you'll we'll be able to see something soonish
>>
>>128140403
>not using neural networking
sure is gamemaker in here
>>
>>128140354
>person who can either just program or just do art thinks their opinion matters to anyone worth a shit
Kek
>>
>>128140846
Neural networking is for AI you walnut
>>
>>128137115
Share your thoughts, the more said the better.
>>
>>128140903
>Not using neural networking to manage multiplayer traffic
pleb
>>
>>128140405
>being a team cuck

1MA is the only way to go
>>
>>128140894

>people actually think 1MA is going to get them anywhere

Kek
>>
>>128140756
They just have a bit of a fivehead, that's literally it.
>>
>>128140903
>Not making a neural networking retro pixel rougelike powered by the cloud

Really taking that "amateur" thing to heart eh?
>>
>>128141036
hahahahahahahahaha
>>
>>128140756
lets just say that you probably dont want to go head to head with leto dev
>>
>make retro-looking game with chiptune music
>nobody buys it
>use xbr/hq4x on all images, pay somebody on fiver to create a guitar version of the chiptune music and release as HD EDITION
>sales skyrocketing
>>
>>128141065
>powered by the cloud
>how to spot a normie
>>
>>128140756
What is there to explain? She got a big forehead on one of her pic and people just started the forehead joke.
>>
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>>128140836
brummerke and weaverdev on tumblr not much progress for now but it's going to ramp up soon hopefully.
>>
>>128141173
i wonder if this actually ever happened, because it would be hilarious
>>
>>128141283
>What is Cave Story+
>>
>>128141173
You got a link to that happening?
>>
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foreheads are CUTE
>>
>>128141334
>Cave Story
>nobody buys it
Thanks detective
>>
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>>128140053
>Your game could have been here
>>
>tfw no cute witch game
>>
>>128141441

Nobody did buy Cave Story. Because it was freeware :^)
>>
>>128141447
what game though
>>
>>128141475
>explaining the joke
Thanks detective
>>
>>128141036
>so inept you can't even make a game without people carrying you
lol
>>
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Should I go full out horror game? Witness a murder, get creepy letters/phone calls, spoopy murder man breaks in and attacks you the end? What would make a horror game not lame?
>>
>>128141578

Where's your game?
>>
>>128140405
>biased
How?
>>
>All this 1MA talk

Can anyone here do art, code and music to a good level? I can believe 2 of those, but all three seems unlikely.
>>
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>Posting in the wrong thread
We draggable camera now
>>
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>>128141257
Neat
>>
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What are you working on today?
>>
>>128141804
warframe
>>
>>128141804
My language
>>
>>128141804
I dunno man, I'm just depressed, making games is hard. I haven't devved since the Winter Jam ended.
>>
>>128141674
Oooh shit i'm a sucker for stuff like this
>>
>>128141752
It's just baiting literally insane shitposter because he's obsessed with 1MA devs and feels the need to validate his failure with the excuse that he doesn't have a team. This is ignoring the fact that cobbling something together in Source is literally the easiest 1MA project a person could take on.
>>
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>>128141593
>take 5 years to release 3 hour game
>LMAOOOOO
>>
>>128141850
warframe best frame
>>128141674
>not flickering and looking at you unrealistically or appearing infront of your binoculars
are you even trying
>>
>>128141893
Why is it always animefags that do autistic shit like this? Shouldn't you be learning how to draw underaged girls instead?
>>
>>128141674
>Witness a murder, get creepy letters/phone calls, spoopy murder man breaks in and attacks you the end
sounds like one long cutscene
gameplay needs decisions to make
>>
>>128142015
>I don't understand scope
>>
>>128142015
alri d*
>>
>>128142016
>so inept you can't even imagine making a game yourself in under 1-2 years
>assume everyone else is handicapped like you
lol
>>
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>>128141674
>wearing shoes inside the house
It's already horrifying.
Personally what you're describing doesn't sound scary at all. You need some sort of main goal while this side spooks interrupts your business.
>>
>>128141593

>that feeling when your teams got your back
>>
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>>128142068
Might as well get something done while waiting for Vulkan
>>
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>>128142151
Hey your attempt at starting an "alri gabe" meme was really adorable. It's too bad trying to force shitty meta memes on a board that doesn't want you around isn't gamedev mirite? Although you seem to fail at both anyway :^)
Naw I'm jk you'll totally make a game before you die. Or a source map that your "friends" don't shit on and cause you to have mental breakdowns crying into the shoulders of strangers on the internet over. Nah jk you won't.
Sign my card?
>>
>>128142439
can you post that OG gif of rotate's juicy as fuck rotation.
>>
>>128141752
I can art and code well enough to make a game. I just suck at finishing and deciding on things. I can also make music but that's weak. Maybe if I worked on a song for longer than a day I'd make something good.
>>
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>>128142117
What does scope have to do with that post?
>>
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>>128142432
>>128142439

Oh great the children are back
>>
>>128142629
>he uses a languages with braces
;^) nice meme friendo
>>
>>128142629
this tbqh.
why would you end a line with the beginning of a body? doesn't make no sense.
unless it's an if/else, then I'll put it with it.
>>
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So I'm at a loss as to where I want to take this game. I've been mostly working on polish because of that.

I want something with replayability so I made a simple proc-gen dungeon, but I want something with story as well so I'm considering doing a mix of the two, but I'm still unsure.

What is it about rogue-likes that are fun? How do I make the player feel like they're progressing without upgrades? (I dont see anything I can upgrade for the frog.) Checkpoints in the dungeon which the player can come back to?

gamedev is hard
>>
>>128142629
Isn't it clear that the bottom part is a textual representation of an intermediate stage?
>>
>>128142820
GO BACK TO 2D TOMB RIDER
>>
>>128142439
>you're still here
Hey how did you manage to fuck up yet another project? Been posting in agdg for how many years and still not a single game that hasn't died in your hands, that must be rough. Are the artists sending you anonymous "death threats" like you supposedly used to get for wasting their time because you're a phony? Maybe you should start another dear diary website and cry to us about it there.
>:^)
>>
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>>128142439
Okay kids here is how you interpret this:
>There are 16 people ruining AGDG with shitty memes and meme-enabling
>There is 1 person on AGDG who knows who mothdan is, he obviously can't be as bad as rotatedev so he voted for him
>>
>>128140053
HI Senpai. I haven lurked here for a while. I like all those games on the demo days.

Keep going i wana play your games.
<3 demo senpai.
p.s. dont let me down

I finally have the motvation to work on my game. Ill see you all shortly.
>>
>>128142820
Look at Rogue Legacy if you want an example of an upgradable platformer roguelike, or Spelunky for just a regular platformer roguelike
>>
>>128143018
Nice try Danny
>>
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Reminder that wolfram alpha can generate matrices for you so you dont have to multiply 32930293092 matrices. Just use random single letter variables in the input then rename them back to their respective names in your source code.
>>
>>128142820
this looks so juicy, just saying
>>
>>128143208
Ok
>>
>>128142820

Bionic Tongue upgrade

perfect for the ladies
>>
>>128142820
>How do I make the player feel like they're progressing without upgrades?
he seems to like eating, maybe go the kirby route and let him eat powerups. something that makes him jump higher for a short time, something that lets him swim through lava, idk.
>>
>>128141804
Gonna start on doing graphics for more in-game collectibles. I'm thinking ~30 will be pretty decent in the end, plus whatever ends up happening for subweapons.
>>
>>128141804
Resource Manager and Operating Systems homework
>>
>>128142820
>How do I make the player feel like they're progressing without upgrades?
Look at what Volgarr the viking did.
>>
What makes YOUR game special and different from other games of the same genre?
>>
>>128143491
>Manager
Oh no
>>
Reminder that Visual Novels are not games
>>
>>128143593
It is my game
>>
>>128143018
This is how I interpret it
>Rotate aka dannyposter#2 wants to be prom queen of an internet message board more than he will ever want to make or finish a game
>Nobody cares about mothdan anymore except for literally insane shitposters like Rotard
>>
>>128143715
No, it's mine.
>>
>>128143751
>>128143715
B-BACK THE FUCK OFF!?
>>
>>128143348
You have to get married in order to get that upgrade though.
>>
>>128143686
game or not they make mad dosh these days. people like them
>>
>>128143751
You wanna go?
>>
>>128143736
Well, that's the reason mothdan had 1 voter. That's his one fan, or he himself. Rotatedev had 16 votes because those are the shitty memers who should be banned.
>>
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Learn yourself some game programming patterns: gameprogrammingpatterns.com
>>
Who else has a graphing calculator tab open all day for dev?
>>
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>>128143806
>>128143870
Get out, my game is a shit. I mean, your game i mean wat
>>
>>128143715
>>
>>128143908
I think we're missing the important point. Rotard starts popularity contest strawpolls for himself because he wants to be a little girl in a dress and a prom queen.
>>
>>128143612
It's an abstraction to manage the types of resources that can be loaded into the game, that way I don't have to do that much work to add in new stuff. It's not a singleton. But it allows objects to just call the resource manager and not think about anything else because it shouldn't.
>>
What hosted vcs to use with unity?

torn between git lfs and aws code commit
>>
>>128142095
Horror games don't need decisions. Just walk around in a spooky environment until you get to the end.
>>
>>128143908
>dan is 1MA
>people vote that they would work with rotate on a team
>rotate destroys his team project and spirals into yet another "depression" after wasting half a year of everyone's time
The correct action with that strawpoll was to vote for neither.
>>
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>>
>>128142820
Made with game maker?
>>
>>128142820
That looks super cute, I like the shooting berries after picking them up. I would really love a roguelike in this style.

What I like about roguelikes is they're like small games that can be completed in 1-2 hours, but can be replayed multiple times. The fun comes from the challenges throughout the game, and using strategy to overcome obstacles and enemies. A good roguelike can make lots of situations happen, allowing for different challenges every replay.

In traditional roguelikes almost all enemies are stronger than the player. It's only in the very early game when you can easily take on enemies one on one. After the first few levels you usually need to start using spells, scrolls, potions, or whatever other tools the game gives you to get past strong enemies, disable them, confuse a mass of enemies, or some how sneak past them. There's usually only a few upgrades for the player themselves, maybe some temporary buffs.

What you can do is use berries and other foresty things like nuts as "spells", each color/shape berry will do something different, maybe have a small inventory to keep some berries in. Enemies need to be unique, each with different movement patterns and attack patterns. Make some enemies have special abilities too, like being able to affect the environment in different ways. This will allow for emergent gameplay.

This could be a useful watch: https://www.youtube.com/watch?v=97O88IK_2bI
>>
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if any1 needs something like this, here you go it's free
>>
>>128144336
Do you really need a manager, though, at least to the "public"?

I would rather have objects just say "yeah I'm using the asset at this location" (GUID/hash would be better) and then the renderer (or whatever is "consuming" the asset) itself is responsible for saying whether something should be resident.
>>
>>128144530
It's ironic how often rotate spams the suicide bag wiki and tells people to kill themselves. Projection?
I know if I personally ruined yet another project after pretending to be a gamedev for years on end and let down people who believed in me I would keep that wiki in my bookmarks too.
>>
>>128144917
Thanks senpai. I needed something to put on my head when I eventually kill myself for no progress.
>>
>>128144530
I despise rotatedev but rotatevania was actually something that i was interested in.
>>
>>128144336
>>128145059
Here's an example of why: the renderer knows how far an object away or whether it is in the frustum, so it can say up to which LOD needs to be resident. Putting that onus on the game object or somewhere too decentralized is poor design.
>>
>>128144530
Wait, rotatevania is dead?
>>
>>128144894
>What I like about roguelikes is they're like small games that can be completed in 1-2 hours
Not all roguelikes can be completed in that time unless you are really experienced. My first DCSS win took about 8 hours (in-game time). It was my 90th+ game and I left the dungeon with just three runes.
>>
>>128145254
Yeah it could have been something if it wasn't being programmed by a basket case.
>>
>>128144894
You people really need to stop calling every game with any element of randomness in it a 'roguelike'.
>>
>>128145575
delete this
>>
>>128145562
It was dead a long time ago. Rotate's "progress" posts were a huge red flag that he's been too busy tweaking off his meds and shitposting to actually get work done. Literally had nothing except a few basic attack moves and a health bar after 7 months. Once his artists started leaving we all knew what was coming, but one of them was still being nice and e-mailing him once a month so he was all
>ha take that danny that's one lie from danny we can all dismiss
1 month later the whole project is dead. Back to dannyposting fulltime.
>>
>>128145610
If anything could have channeled his autism into something actually useful, it would have been working together with someone. And i thought that it was working well for a while.
>>128145562
I don't know. gotta ask theonian on tumblr.
>>
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How would you go about selling a game? I mean there are plenty of freeware and free to play games that are pretty good.
How do you justify charging actual money for your game?
What makes the difference between a game that is worth spending money on and one that is not?
>>
>>128145563
Well yeah, it depends on the game, but I prefer the shorter roguelikes. And yea, it's likely that the first several times you play a roguelike you wont even finish it.

>>128145624
Go back to >>>/vg/rlg not all of us are anal about the word. He specifically says he wants roguelike elements and asked what makes roguelikes fun.
>>
>>128145841
Would you mind explaining more? who is this danny guy, his other artist besides onian?
>>
>>128145841
Piss off Dan.

>>128145905
Can't blame the artists if it's dead. Hopefully they will make something else after this and not just disappear.
Rotate can eat shit though, he is clearly just fucking around.
>>
>>128145198
Me first
>>
>>128140348
Who is that man, exactly?
>>
>>128145393
How would you load things from files during "runtime" and not expect hitching? The idea behind my design is being able to minimize loading from files since that is insanely slow as resources can be passed between screens if they both want the same thing by just copying memory to memory. Then deleting the no longer in use resources.
So attempting to load from files within an active screen for a given distance seems like it would be a problem. I haven't integrating any kind of multithreading between the game logic/render yet, so I could see it working if the renderer was on a separate thread but then again you would still have to sync up at the end of the day so if the renderer is still trying to load stuff, the game logic would have to halt and wait for it to get done, which kind of defeats the purpose. I've just started the planning work right now, so everything is still up in the air.
>>
>>128145841
can someone post stuff of RotateDev's stuff? I have no idea who this guy is or what he was doing
>>
>>128146015
>How do you justify charging actual money for your game?
You don't
Just sell it, if people want to pay money for it they will.
>>
>>128146154
I think i saw him say on irc that his artists aren't making progress, although he may have been just shitposting as usual.
>>
>>128146305
Watch a movie called The Big Short. He's Christian Bale.
>>
>>128146154
You're part of the problem.
>>
>>128146015
>How do you justify charging actual money for your game?
The same way all technology and digital properties are valued.

You toss an arbitrary number out and see if enough people believe it.
>>
>>128145562
He said in the last thread that his artist hasn't messaged him back in a while so he's doing 3DS homebrew.
>>
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>>128141674
Oh shit, yes.

Pic related.
>>
>>128146308
That's just an example of why you don't want something whose sole responsibility is to "manage" things. What it takes to "manage" something can depend very heavily on how that thing is being used, so it doesn't make sense to me to have something separate for that.

Are you the guy making the roguelike? You probably don't need to worry about asset management at all, just load everything up at the start.
>>
>>128145905
>If anything could have channeled his autism into something actually useful
Well. All I can say is drugs are bad. Drinking and drugs are bad for some people especially programmers who are too young to handle it. I wouldn't trust him to take are of a goldfish let alone work on a project as intensive as a game.
>>
>>128146454
>talking about rotate

>oh btw guys don't forget about mothdan!
>why are we not talking about danny?
>Dan Dan
>Don't forget me guys!

Seriously, fuck off.
>>
>>128146371

How do you get people to buy it?

Hype? Reputation? Persistence? Plain luck?

For many it is probably luck, but I am sure if you analyze it you can create a pattern on what makes a fairly decently selling game and what not. I was just wondering if anyone has thought about this himself or has first hand experience.
>>
>>128146059
Danny is a figment of the imagination that depressed people blab about on agdg because they need a scapegoat for their failures in life. He was a dev here who hurt some insane people's feelings. Now it's
>Mothdan trolled me and that's why I can't do anything right
>>
okay how do I get the neon glow pop effect in GM, I add sprites but they don't pop like in other games what am I doing wrong is it programming or just based on the sprites?
>>
holy fuck, I can't read these threads without getting nothing done all day, by the time I finish reading a thread, there's a new thread at max with a new thread started after it. how do you people get anything done? ever?
>>
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>11 Attributes
>37 skills
How fun
>>
>>128146986
>how do you people get anything done? ever?
Why do you think this thread is so active we need a general.
No one devs
>>
>>128146381
He was constantly claiming lack of progress was due to his artists, basically throwing them under the bus. He could have used placeholder programmer art and kept trucking but he wanted an excuse for dragging ass on the project. There was a period of months where monday recaps for the game were just the artists explaining that they finished more scenery and GUI graphics with zero gameplay addition. That's when Rotard started saying
>I'm still waiting on my artists so I can continue work on the game
>I don't even like metroidvanias anyway
>So hey here's this 3D loli game i'm making check it out everyone
>For some reason my artists aren't talking to me anymore i'm getting nervous
>>
>>128146986
I only read the posts with pictures and direct replies to those posts, as well as mine, and I only do this once or twice a day: before and/or after devving.
>>
>>128146986

we don't we just talk about making games and make small demos with little to no progress
>>
>>128146702
You're not disproving my point. Nobody besides literally insane shitposters even bring that name up. So stop. Can you?
>>
>>128146658
No I'm just playing around with engine design, I don't really have a core idea of a game I want, but just ideas floating around. So when I am creating parts of it, I just think of multiple ways I would want to implement something into a game and design that portion in a way that could be very flexible. So things like how input is handled can be rebinded, and modified to work with controllers, and keyboard, etc etc, if I wanted to add in something like dinput, I would just have to make an adapter class for that without having to touch my xinput or keyboard/mouse portion of the code. Or if I wanted to have more "effects" with the camera, I wouldn't have to touch anything but add in a new effect, implement a new algorithm for a new effect.

So the thoughts I'm having around asset management is that it needs to fulfill 2 criterias.
Be able to maintain "global" resources, resources that are going to be used throughout the entire run of the game, so I don't keep loading those ones over and over
Minimize the loading from file by "sharing" resources between screens that use the same (sprites, music, etc)
>>
>>128147291
Yeah, because I brought it up.
fuck
off
>>
>>128147035
ok?
>>
h-hi
>>
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>>128138727
I promise I'll do my best to learn to draw legs properly.
>>
>>128147737
>Replying to blogs
Wow, someone's new
>>
>>128147567
I have zero faith in your ability to stop.
>>
>>128147856
can you at least code?
I'd be willing to do the art for you although I can only go as far as concept art
>>
>>128146775

Reputation will always help your game sell more
Other than that people need to know it exists. So PR. For indie games you need to have some sort of interesting game mechanic
>>
>>128147861
You are not doing your part to make me stop.
>>
>>128147543
>Be able to maintain "global" resources, resources that are going to be used throughout the entire run of the game, so I don't keep loading those ones over and over
That's more of an asset metadata issue, no?

>Minimize the loading from file by "sharing" resources between screens that use the same (sprites, music, etc)
I still don't think that should be handled by a centralized cache. Think about it - audio clips are only limited by RAM, but meshes and textures are limited mostly by VRAM. And the only thing that knows how much VRAM is being used, how much is available for assets, and how much each asset uses is the renderer. So the renderer itself should provide the logic for "managing" assets in the cache.

The game objects shouldn't have any say in this, because they shouldn't be coupled to any implementation details of the renderer or whatnot. They should just say what they look and sound like.
>>
>>128147856
>>>/ic/
>>
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Sum your gamedev life in one picture
>>
>>128147035
Looks good. Are you sure you'll be able to make a game with this though? It seems pretty complex.
>>
>>128148101
>it's up to other people to make me stop being a complete faggot
This is why you will continue to fail at everything in life. Have your precious last word now.
>>
>>128148251
>>
don't become good at gamedev

you'll just implement shit too fast and sit there wondering about what to do, it's terrible
>>
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Is Arikado really gone for good?
His game was fun
>>
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>>128148251
>>
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>>128148251
>>
>>128148427
You can thank this shitty community for chasing away one of the few yesdevs we had.
>>
>>128148305
You sound salty.
Thanks for stopping posting by the way. Just stop with the narcissism, it's not healthy.
>>
>>128148504
How else did AGDG chase out?
Lolisim and Molerat Attorney?
>>
>>128148037
Also make friends with streamers that would play your game on stream, subscribe to them so you actually hold sway with them
I'm talking like mid-low tier streamers, like 1-2k watchers on average, and get a lot of those playing your game
Usually smaller communities tend to play the game that the streamer plays, not large streamers though
>>
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>>128148251
>>
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>>128148251
>>
>>128148427
He is still devving, but I think he only posts on Twitter now: https://twitter.com/ArikadoDev/with_replies
>>
At what point should I start posting progress and making progress blogs and stuff? I've only made one town and one dungeon and it feels like I need more to show before I can start showing things off.
>>
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Looking through old irc logs, there are weeks between some pastes.
I'm just searching for "vania" and pasting related stuff.
yukizini == rotatedev

http://pastebin.com/mN1K6jS3

The kind of nuggets you run into while ctrl+f-ing a random word is impressive.
>>
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>>128148251
Everything you want to make is too hard and you want to give up but you always come back to gamedev.
>>
>>128148571
Pointing out that someone has been shitposting the same name for months doesn't make anyone a narcissist you retarded faggot. You were the last one between us to say the name. Keep posting.
>>
>>128148618
>Lolisim
right in the feels. They were around since the beginning. Its so shitty that 4chan has become to politically correct that you can't even have a child rape simulator on here anymore
>>
>>128149002
>brum
Same Brum from old /brit/?
>>
>>128148998
No one is going to pay attention to you at first. But when people do, its better to have some history to show
>>
I've decided to drop out so I can work full time on my unity game
wish me luck aggy daggy
>>
>>128148252
What do you mean? This is only slightly more stuff than Shadowrun
>>
>>128149069
No loss there though. He developed so fucking slow and his game was so shit and ugly that it was a worse crime than his real life pedophile interests.
>>
>>128148998
That's already way more progress than I have. Just show us anon. I wanna see it.
>>
>>128149069
>Its so shitty that 4chan has become to politically correct that you can't even have a child rape simulator on here anymore
/b/ is still a place that exists. The real tragedy is how many mouthbreathers are here who don't know how 4chan works and yet insist they are part of the oldguard because they wanted loli rape shit to be allowed on a blueboard.
>>
>>128149339
RIP in peace ;_;7
>>
>>128149339
>I've decided to drop out so I can work full time on my unity game
I hope you were about to get kicked out cause otherwise you've made the worst decision of your life.
>>
>>128149339
stop
>>
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>>128148251
>>
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Well i bared down the scope all i could and it looked like i will finish in a week and i work every day and jesus fuck two months in now and not even 10% of the game finished
I am so tired of it going so slowly.. it's impossible to stay motivated when this is all i do in life.. no friends.. no social life.. no job.. just dev and the worst part is when... if... i finish this back breaking work, maybe nobody will even give a shit and play the game and i just wasted like a year of my life
game dev is such a terrible way to live
>>
>>128149356
It's funny because all the "devs" who defended that game were likewise awful devs who thought defending it was earning them 4chan streetcred or something.
>>
>>128149058
I thought you were not posting anymore, why'd you lie?
>>
>>128149340
>Basing your stats on roleplaying game equivalents that have a heavy roleplaying element and on the fly rule enforcing/creation by a dm/gm
yeah no mate that is scope
>>
>>128148998
>should I start posting progress
Post progress to get some feedback on look and feel. Keeping a tumbler/blog/homepage is pointless today though.

You get virtually nothing from establishing a long term following, what matters is high intensity marketing when you have a product out for sale.
>>
>>128149535
it takes a special kind of autism anon. I hope you find happiness in something
>>
banana plen when
>>
>>128148115
>because they shouldn't be coupled to any implementation details of the renderer or whatnot. They should just say what they look and sound like.
They aren't coupled to the implementation details of the asset manager though, they do just say "my sprite is "textures/poop.png"".
The implementation of the manager is essentially just taking those things that the objects are saying and loading the ones that are needed and copying the ones that already exist on memory from the previous screen. Objects have no actual access to the actual loading of stuff.

So its like
Screen titlescreen or whatever
object A wants B.png
object B wants B.png
object C wants C.png
Then it goes on to level 1 or whatever
object Z wants B.png
object Y wants D.png
So the manager takes that info, looks at it and say "B.png is already loaded, so I just want to grab D.png since that doesn't exist yet, I don't need C.png anymore, so that can fuck off"

If you have any good resources on this topic I would love to read about them, it would help a lot.
>>
https://www.youtube.com/watch?v=UDTg8gADBHU

better get your games out soon guys it's all coming to an end
>>
So I have changed the default skybox in unity but now when I bake light all the colors look weird as fuck.
I've tried fidlling with options but no luck...
>>
>>128149002
>getting this close a look into the mind of a potato
I don't know if I'm ready for this. I avoided IRC for a reason.
>>
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>>128148251
>>
>>128149449
>>128149451
>>128149481
just shitposting during break
I got 3 days left to either apply, continue making my gem on my parents' money or kill myself
>>
>>128148034
Thanks for the offer, but I'll struggle by myself for a while. I'm much more competent at programming than I am at art.

>>128148226
I have anatomy guides open, I just haven't had much practice lately.
>>
>>128149002
>I hate lolis
Man, I actually liked rotate but calling him a pedophile never got old.
>>
>>128149783
Change ambient light to use a color instead of the skybox on the light tab.

Also go to build options and change to Linear Color space instead of the gamma default.
>>
>>128149841
Apply, you won't make ita s a gamedev and stop wasting your parents' money
>>
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>>128148251
tfw you can't stick to one project
>>
>>128149969
yeah, don't feel too good bout that >>>/g/52352547

;_;
>>
>>128149876
>believing his lies
Friendly reminder he is a compulsive liar. He did things like samefag with his tripcode on then delete it in shame and claim it was a meme or a joke and we were all stupid for not getting it. He lied about being here a thousand times only to pop up out of nowhere responding to drama or doing live reactions to board drama on his tumblr. Kid is a massive fucking liar, one of his worst qualities.
Dindu nuffin.
>>
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>>128149535
its true, but consider the alternative
>>
>>128149763
>So the manager takes that info, looks at it and say
Actually it is more like level 1's manager looks at titlescreens's manager and says "B.png is already loaded, etc etc"
The idea is that they would just communicate to each other to share data.
>>
>>128149841
Apply, living on gamedev should never be a plan A unless you're hopoo.

Even if you're hyped as fuck now your sould can be crushed by spontaneous depression whenever you least expect it.
>>
>>128149695
>On the fly rule enforcing
You do realise that skills have rules attached to them and everything isn't decided by the GM right?
>>
>>128150120
A great portfolio can get you a job if you have luck or contacts.
A degree will get your foot in the door.
Don't screw up your life anon, just get a degree and do gamedev in your spare time.
>>
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currently redesigning the humans to be robe wearin' cultists rather than generic bald white dudes.

pixeling aint easy after a 6 month break.
>>
>>128150262
It's nearly as bad as saying that you are going to be full time esports.
>>
>>128149002
>http://pastebin.com/mN1K6jS3
This is a disturbing confirmation of many of the things we suspected.
>fucking steamchat I hate them so much
>god I love memes memes are all that matter to me in life
>hey my picture was posted that's pretty cool but it's deleted because mods hate me
Jesus.
>>
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>>128148251
>>
OK trying to get my text boxes to fade after a set number of time, can someone tell me whats wrong with this for loop?

for(i=alpha;i>=0;i = i=-.1);
{
alpha = alpha - i;
}
>>
>>128150389
>redesigning the humans to be robe wearin' cultists
what about all those transformation animations though
>>
>>128150389
Welcome back, pugdev.
>>
>>128149763
>copying the ones that already exist on memory from the previous screen
Why copy them? The renderer is omnipresent, and that doesn't contradict not having a generic "asset manager".

The idea of an asset cache is easy. You can ask it for an asset (if it isn't resident it will load it), and eventually it will eject the least-needed assets when it needs more space. The logic for determining which assets are least needed, as well as how it knows when it needs to eject something, are specific to the systems themselves. It works better with types, too, if you have separate caches for textures and meshes, say. And you can parameterize them with extra details like LOD levels.

The point is still that you gain nothing and you lose a lot by making a centralized "asset manager" like most people (surprisingly) suggest. Sure, it's quick and dirty, but it's not scalable.
>>
The chink QT on interpals is calling me Mr Chan.

what does this even mean?
>>
>>128150161
Well at least it makes me feel less shit, because i'm doing something productive with my time... maybe people will like my game and i will make 100k and retire.. and my coding skills are getting better too.. none that would happened if all i did was just watch movies and animu all the time. So it feels good knowing i'm not hitting the complete rock bottom yet
>>
>>128150476
>i = i=-.1)

i--
>>
>>128150393
Not really, if you're decently good at gamedev/programming you can freelance and or take a soul crushing regular job if you realize shit it not working out.

esports? You're 100% fucked with no way out and all time wasted.
>>
>>128149069
lolisim was getting shit on since day 1 newfriend, same for google's edgy games if anything negativity was worse because we didn't have so many weebs back then
>>
>>128149002
>[15:59] <yukizini> i'm so drunk god i love drinking
Potato is 18.
>actually working on a game with this trainwreck
lol
>>
>>128150389
The man, the legend.
I actually kinda preferred the regular dudes since they seemed like just ordinary people who were in the wrong place at the wrong time. Still, do what you think you've gotta do.
>>
>>128150358
There are still a lot of roleplaying-related stats that don't make sense outside of a roleplaying game. If they were actually implemented it'd take an entire team with some advanced AIs in the game.
>>
>>128150476
That'll step down to 0 instantly, It's easier to just decrement your alpha every frame or whatever.

if (condition)
{
alpha = alpha-0.05;
}
>>
Oh god no I've just started leakage between /agdg/ and /brit/

>>128150590
Jerry?
>>
>>128150476
For loops happen all at once

Also its probably
i -= .1
not
i=- .1
>>
>>128149935
thx senpai
>>
>>128149871
I don't think you realize it so I'll put it bluntly: You are bad at art. It's not a matter of being a little out of the loop or not using enough assisting material, it's that you're generally unskilled. If you want to make material that people would enjoy seeing, you should definitely practice for at the very least a few months. You should probably start with the practice material in the /ic/ sticky.
>>
>>128150751
NEWMAN!
>>
>>128149002
>Looking through old irc logs,

nobody gives a shit about your retarded circle jerk of losers and your awful in-jokes, none of that will help you succeed, go work on your game
>>
can you guys recommend some literature to learn how to write shaders? i don't need to write super complex shaders but it'd help if i knew how to apply a gradient to a texture and other simple stuff like that.
>>
>>128150476
First thing is that you shouldn't use a for loop. The alpha will go all the way to 0 before leaving the loop, so you will always draw an invisible text box. Not to mention the obvious syntax error in your code.
>>
>>128150951
substance designer
>>
>>128151075
I honestly feel bad for that kid, that irc is full of really sick people he shouldn't go there.
>>
>>128150926
nice try rotate
>>128151075
i have logs from before rotatedev was born.
>>
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Rewrote the backend graphics code to use OpenGL instead of SDL2_Render* and SDL_gfx stuff to get rid of shitty code needed to work around SDL limitations. Lost some motivation to work on the game.


Do you guys have dedicated input classes/structures? How do you guys handle input?
>>
How do I learn to draw decent sprites?
>>
>>128150751
Joe
>>
>>128151086
i need it to be dynamic though and changeable at runtime, i don't think substance designer can do that or can it?
>>
>>128151075
He's a genuine psychopath. There's a reason we lumped him in alongside sourcefam.
>>
>>128150476
>for(i=alpha;i>=0;i = i=-.1);

>for( i = alpha ; i >= 0 ; i = i=-.1)
> i = i=-.1
do you mean i -=.1 ?
>>
>>128149356
>AMATEURS GET OUT OF MY AGDG!!!!! REEEEEEEEEE!!!!!!
>>
>>128151396
I'm fairly sure it can do some of that, it exports it's format to unity/ue4. Although if you have ue4 you should be using it's node editor.
>>
>>128151284
are you making gunbound or not
>>
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>>128150479

they already burst out of their clothes and then hilariously re-gain them, i cant see this being any different.

>>128150507

thanks, it feels good to be back.

>>128150660

that was my original thinking but this does also fit the theme and gives them a little more character (and deals with the 'why are they all white men you misogynistic monster' types)
>>
>>128149002
>that turbospeed shitchatting near the end
Literally insane.
>>
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>>128148251
Not a picture, but
>>
>>128151563
Yes.
>>
>>128149778
It's amazing how the guy doesn't know what he's talking about and the video has very few dislikes.
>>
Okay, I need to vent. Feel free to ignore me.

FUCK

FUCK FUCK FUCK FUCK AND FUCK

WHY THE FUCK CAN'T MY BRAIN FUCKING UNDERSTAND BASIC SHIT, HOLY FUCK, I CAN'T CODE, I CAN'T DRAW, I CAN'T PLAY ANY FUCKING INSTRUMENT. WHY CAN'T I JUST DO WHAT I ALWAYS WANTED TO DO SINCE I WAS LITTLE HOLY SHIT. I CAN'T USE UNITY, MY BRAIN CAN'T UNDERSTAND C#, OR JAVASCRIPT OR ANYTHING. ARGH. FUCK MY LIFE.
>>
>>128151284
Use a command pattern for input, it allows for easy rebinds and handling different types of inputs.
>>
>>128151636
Hey, do you still have any gifs of that one shrine that you removed, with all the lasers? I forgot to save it way back when.
>>
>>128151861
Before diving into Unity, if you don't understand C#, learn C#.
>>
>>128150613
>>128150739
>>128150789
>>128151039
>>128151542
>>128151542

yeah i meant -=, I didnt do -- since an alpha of 1 is opaque and I assumed it would instantly vanish, will try to decrease by frame instead, thanks guys
>>
>>128151861
Anon. You can learn anything you put your mind to. I believe in you.
>>
>>128152036
You're implying I didn't do that already. I understand how the language works, I just can't fucking do shit.
>>
>>128151861
Programming isn't easy, friendo. Maybe you're expecting yourself to make progress too quickly.
>>
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>>128151861
What can you even do then?
Do you at least understand the concepts of logic, i.e if a is true, then do x, otherwise do y?
>>
>>128151861
can you write?
>>
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>>128151904

for real. Its not lasers tho its really poorly implemented swarm of insects, hence why it got dropped.

I still like the concept i'll probably revisit it when i can make it look right. probably with crawling insects coming out of the holes rather than flying bugs zapping through.
>>
>>128150612
All of that is very true, anon
>>
>>128152051
is it unity?
>>
>>128150751
What the hell am I looking at over there, is this what all of /int/ looks like? Fucking hell, this is why boards need a specific topic like video games or music.
>>
Wait, so that anubis guy is actually making a porn game? I thought it was just a platformer lightly pandering to furshits like undertale, but is it really a goddamn porn game?
>>
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i opened flashdevelop, it's time to produce some spaghetti code with actionscript3â„¢
>>
>>128151284
>How do you guys handle input?
events and an input manager inb4 singletons meme that maintains input state for things that require "continuous" input unlike discrete clicks or the like(so they don't have to update state themselves through events)

>>128150361
yeah, I suppose

>>128150262
it's not plan A, I'm not that retarded, it just might become the only 'plan' left
>>
>>128151861

it takes time
i basically stare at code i dont understand for hours until it 'clicks'
>>
>>128150663
The only 2 that fit that description were Forgery and Con, and I just took out both of them, but replaced Con with Disguise cause I forgot that

What specificially do you mean by that
>>
>>128152238
>it's a swarm of insects
Well that explains a lot. Thanks though, hope you'll get some good stuff done soon.
>>
>>128152143
I can't make a gun shoot
I can't make a car steer
I can't make shit

>>128152164
I can understand logic, but I just can't get my head around all the maths, and making stuff do shit.
>>
>>128152371
this is GML
>>
>>128152605
I'm just saying, regardless of that.. just the implication that these stats are going to be useful would have you make an AI/game more complex than any AAA game out there.
>>
>>128148504
Speaking of devs who have left, what happened to frostdev?
>>
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>>128152469
It's not a porn game, anon. It's a gay furry shota porn game.
>>
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should I just use blocks for hands?
>>
>>128151563
Yes. This is like my third attempt at doing a gunbound clone.
>>128151715
fuggg
>>128151861
- Practice
- Talk to people who know their shit.
- Find alternative sources for the shit you are trying to learn, sometimes wording makes all the difference.
- Take breaks
- Drink lots of water during the day
- Sleep properly
- Eat as healthy as you can afford
- Go out and have fun regularly if you can (e.g. once or twice a week)
- Exercise
- Get a therapist and/or antidepressants
>>128151867
>http://gameprogrammingpatterns.com/command.html
Doesn't seem practical to me. How'd you handle the user going forward and aiming in the same frame (e.g. using both analogs)?
>>128152567
Not sure if I understood what you said.
You can use the "locator" pattern or a static class. desu I'm more friendly towards a global variable than a singleton.
>>
>>128152831
His tumblr hasn't had anything posted to it since November, maybe he died, maybe life happened.
>>
>>128150389
You working with that new programmer guy?

Good to have you back by the way fäm, maybe one day you will finish Seventeen Uncles as well.
>>
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>>128148251
>>
>>128149002
>>128151258
>i have logs from before rotatedev was born.
MORE MORE MORE
Being able to look into the sickness that is AGDG IRC without having to step into it and smell the men's bathroom smell is great fun. Like visiting India in a glass bubble.
>>
>watching twitch stream
>strimmer playing nuclear throne
>"is there a way to turn off the graininess"
>"it's annoying to look at"
>"you know like in TBOI you can turn off the graininess"
>>
>>128152748
>maths
So just watch some Khan Academy videos.
>>
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>>128152827
They're fucking dice rolls you mongoloid
>Roll Barter to try to get a better price
>Roll Impersonate to see if the guards believe that you're Mr. Dragonblood

The only AI that this game will need is during combat, otherwise, you obviously have no idea what you're talking about

Oh and it's based on text by the way
>>
>>128153317
artfags btfo
>>
>>128151861
3D modeling is more daunting to me than any kind of programming
>>
>>128152827
It's not hard to make a more complex game than modern RPGs
>>
>>128153030
>Doesn't seem practical to me. How'd you handle the user going forward and aiming in the same frame
Well you don't copy his implementation 1:1, patterns are literally just ways of handling inheritance and aggregation. The idea is just to abstract away inputs so they aren't tied to a single key/button and have a "input handler" that has multiple inputs, one for each of the buttons/keys you use in your game.
>>
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hi i make hideo game

please evaluate
>>
>>128140262
>>128140413

because your game will sell thanks to it's art
nobody will pay for your programmer assets

you are also forgetting how much money it actually costs to get a sprite done by a skilled artist, how much work it is and how much work was needed to get the required art skills

also, you are asking someone else to work on your hobby project: fucking pay them, they will get no exposure for it
>>
>>128152469
There's a link to the NSFW version on tumblr, and the SFW version is up on itch.io.
>>
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Enough progress for today. Goodnight agdg.
>>
if i didnt have any internet i could probably finish my game in a month
>>
>>128153705
What's his tumblr?
>>
h-how do i use an 800x500 pixel object in my game without making it looks 10 times bigger than everything else?
>>
>>128153907
don't.
>>
>>128153820
if you didn't have internet you wouldn't have any documentation, you wouldn't do shit unless a crapton of trial and error
>>
>>128153907
Make everything a 400x250 pixel object. Then it will only be 2 times smaller than that object.
What kind of fucking retarded question is this
>>
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I need some advice aggy.

I'm making an action game and the character can jump and do a standard 3 hit combo in the air.

What should happen after the third attack animation finishes?

A: The player can repeat the combo if he wants

B: The player can't repeat it and just falls but he can finish the combo with a finisher attack and then falls

Basically should I prevent spamming the move or just let the player be able to do it?
>>
>>128150389
glad to see you coming back to it!
humans look more interesting like this, it contribuites to the backstory
>>
>>128153720
Some of the animations remind me of Goof Troop / some SNES Capcom/Disney games.
Pretty good.
>>
>>128153603
Why is there a horse dong flopping on the head
>>
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>>128148251
>>
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>>128154027
>books: opengl, c++ standard, maths and physics college books(optional), game rendering and physics books(optional), reference art books + art books(optional)
>compiler
>text editor
>art program
>music program
>>
>>128154004
why not
>>128154080
i want some smaller objects with more detail..
>>
I love helping enginedevs.
>>
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10 days into the new year and nothing change

Fuck me, there's literally no person I hate more than this despicable piece of shit typing this shit right now

I can't change
>>
>>128150389
You're the man pugdev. I'm so sorry about your dog and family, though. It must be hard to live with that kind of blood on your hands.
>>
>>128153892
harmarist
>>
How to make platformer level ideas with this in mind?

You have two ways of playing: the " standard way " in which you have to press switches to unlock bridges or disarm traps, which is easier, and the " skip " way where you try to finish the levels without pressing any switches, making the game a bit harder and " skill based ".
>>
>>128154123
Copy how fighting games prevent infinite. Minimize hit stun the longer the combo and increase gravity of the enemy so it falls to the ground faster.
>>
>>128154227
Just made some at the moment without thinking too much. For the girl a mix of KoF/Soul calibur, for the skeleton Castlevania.
don't feel like sleeping but too tired to dev
>>
>>128154351
how bout you put your money where your mouth is.
literally unplug internet now, come back in a month with what progress you've made
not even a troll to get you to fuck off, actually do it
>>
How much does our resident musicbro effoharkay charge?
>>
>>128154493
Cheers

>>128154547
Design the level with one way in mind, then go over it for the other way. Repeat until it feels right
>>
>>128141763
How has nobody expressed their admiration to this yet?
Good job and neat progress, bud.
>>
some one draw me a pixel mech
>>
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>>128140053
>got my game in here
>>
>>128154453
>on your hands
I'm pretty sure it's all over him, really.
>>
>>128154698
Thanks friendo! I think it's because I'm posting a little too much and I don't have any huge new features to show off. I think I'm going to hold off posting tiny-progress stuff and wait until I get something major working, like animations, graphics, or a combat system.
I tried making a combat system today but then I realized I don't know how combat should even work yet.
>>
>>128154594
Oh that's a good idea, thanks
>>
>>128151861
If you can't learn C# then learn some basic algorithmic first.
>>
>>128154698
Because it's nothing special
>>
How many regular posters do we have on average?
>>
>>128151715
post the art one.
>>
How much Lines of Code does your currrent project has ?
How much had the biggest one ?
>>
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>>128151715
This hurts
>>
>>128154382
sure you can, you just need some LSD
not even kidding, if you really want to rewrite your sadbrains persona into something more palatable, psychoactive drugs are the way to go
>>
>>128155320
You shouldn't say that to a depressed person, they might actually follow through with it.
>>
>>128155175
Around afaik 11,000
>>
>>128155175
1
2
>>
>>128152123
What are you trying to do? If you say you understand how the language works, but you can't do "shit", you don't understand how the language works.
Here's a simple one for ya: What's the difference between a class and a struct in C#?
>>
>>128155175
3
1
>>
>>128155175
next-line brace fags need not apply.
>>
>>128155542
>Not using next-line braces for functions but same-line for everything else
baka desu senpai
>>
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>tfw despite all your progress you never show your games to anyone because you are a massive pussy and don't want be more demotivated than you already are
>>
>>128155542

>not being able to read shit
>>
>>128154962
Over 100 easily, that's what most threads reach.
>>
>>128155542
>are()
>{
>you << mad;?
>}
>>
In UE4 how many triangles should my mesh have before "Use Complex Collision as Simple" becomes a bad idea?
>>
>>128155175
10,710
>>
>>128155837
Now how many of those actually dev
>>
>>128155542
You do realize that any sort of decent software won't count those as lines, right?
>>
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>>128148251
I only just started like 4 days ago.
>>
>>128155642
i bet your game is the best :3
post it...!
>>
>>128156046
Prepare to turn that frown the right way around
>>
>>128155948
40~
>>
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>>128156079
>>
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>>128149871
>>128147856
Here's my 25-minute clone; miss mandhands the magicizard.

Not attempting a redline, just decided to draw because I haven't in quite a while.

some amateur level advice that could be useful though
>draw single solid lines; no more sketchy chickenscratch. That way you really see where you did good and where you fucked up, you can also floodfill(and flood select enclosed areas) for rapid prototype colouring if you adhere to this.

>You use a tablet with opacity on pressure? disable it, it's a terrible setting for lineart and destroys more than it helps.
I draw with a mouse and hard brush with no smoothing and no antialias, as simple as possible because I'm not at a level where photorealistic fine art makes sense, I aim to make quick fun illustrations, perhaps make some small improvement every now and then, not to get bogged down with some fancy colouring project that requires multiple passes of cleaning and correcting colour gradients and eats up 6 hours of time but still looks like shit because the underlying linework is garbage.

>Go in there and draw those fucking hands even if they end up looking like squids.
>>
>>128156270
i believe in you anon >:3 !!!
>>
>>128155425
that's why I wrote it, though
LSD is not some mood-amplifier or something, he won't be killing himself, but it's entirely possible to use it to deprogram yourself of bad personality traits like procrastination or anxiety.
if he wants it bad enough, of course
>>
>>128156380
it can make things better or way worse
you can easily spiral down with the use of LSD, especially if you present mental health problems
>>
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we full mecha now.
>>
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>>128154654
all right, this sounds like a good idea
will use internet only for mail because I absolutely need it & facebook chat because I need it strictly for social interaction/real life stuff(I'm not autistic enough to throw a fit when someone decides we should use it as a means of communication), and also gitlab for my own thing

see you in a month, screencap this
t. choleradev
>>
>>128156726
Slap a pixel texture on that shit and make a tech romancer clone pls
>>
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>>128156336
>you will never be a cute 3D modeler that is disgruntled with her work
>>
>>128156270
Just post it, you big wuss.
>>
>>128156683
Addiction is the replacement of social interaction
>>
>>128154892
I know that feel. Really, practice makes you better. Prototype shit until you get something you like.
>>
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is this any good , guise?
>>
>>128157118
Addiction is a nonissue with LSD. the risk would be you going psychotic and hurting someone under its influence.
>>
>>128141674
oh dear boy dear boy...
>>
>>128157406
Wtf is happening
>>
>>128157406
I like the colors, you need animations and better player physics though

what are you making this with?
>>
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I promise I'll have a demo for next demo day.

Promise.
>>
>>128157406
Nice art but
>yet another indie pixel platformer
I hop eyou have a fresh gimmick
>>
Honest question. I've spent like a year learning the ins and outs of gamemaker and really only use GML anyways. Saw someone talking about Love2d and it sounds rather interesting. Would it be worth switching over for? Just don't want to limit myself and get screwed over later on and gamemaker does have some annoying quirks.
>>
>>128153720
I've been wanting to make a game with a similar movement style and camera angle in 3D, I'm guessing you're making the game in Unity? I've been messing around in GMS with GML, but I want to try making a 3D game, so I'll have to switch over to another engine. I have a decent grasp on how programming in general works, and I'm good on the art/modeling side of things. How long would you say is realistic before I can make a similar style of game? If you have any links to useful youtube tutorials or anything for this specific style of game, I'd love to see them. Sorry if this question is basic, first day in this thread.
>>
>>128157406
Did you make that tileset? Looks nice!
>>
>>128157406
looks neat, tossing the block on the enemy to kill it is kinda cool. needs more animations for clarity of whats actually happening. also not sure what the arrows represent.
>>
>>128156327
I love you, Anon.

That's a good point with the solid lines, I tend to scratch away precisely because it hides some blatant flaws. It's a horrible habit.
An artist buddy recommended Sai and I've been trying to get used to it, but it seems more intended for painting than lineart. Should I stick with it or nah?

as per this advice >>128150827 I've bookmarked some of the guides in the /ic/ sticky. It's disheartening to be bluntly told that I'm shit, but I won't improve otherwise.
>>
>>128157795

>implying people care about 2d games that aren't pixel platformers
>>
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Reposting some progress from earlier today. I wish I could make a game with this, but for now making a little demo game and a playground will do.
Maybe I should try my luck with the zelda jam?
>>
>>128157835
>How long would you say is realistic before I can make a similar style of game?
You said you have a decent grasp on programming so not that long probably, can't really guess a time here. I wasted a tremendous amount of time on the rigging/animating part since I'm just a coder and not an artist/modeler at all so you will probably be faster than me.
For the tutorial just use the official ones. But honestly your best bet after that is just to test things by yourself in the engine.
>>
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>>128150476

finally got this shit, fucking if statement kept it from fading out
>>
>>128158373
1st person Zelda would be fun
>>
>>128156934
I'm halfway there. Only I'm 30 and a dude, and I'm not sure that I qualify as cute since I have a beard. Are beards cute?
>>
>>128157478
Hurting someone (or even yourself) on LSD isn't really an issue either, it's very unlikely and you'd probably need to OD massively in order to actually lose control of your actions.Something like alcohol is a lot more dangerous in this regard.

The real issue with LSD is that with prolonged heavy use you get kind of... detached from reality, which can of course cause some problems in your life, and generally isn't very pleasant. But with reasonable, occasional use this shouldn't happen.
>>
>>128154782
gratssss

what game
>>
>>128158373
>If minecraft left alpha
>>
>>128151861
Like, go to college or something lol
>>
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>>128153231

thanks. who knows anythings possible, and yea im working with the guy who posted a little bit in the thread, excited about working with him he's a quality dev, i think we'll make beautiful things together.

>>128154191

thanks man, i'd like to think so

>>128154453
>>128154792

i just hope one day i make hopoobux so that i can give my fortune to whatever is the best charity for families and pugs forced to watch while dad skins each one alive, fills a spray bottle with lemon juice and goes nuts :^)
>>
>>128157990
>I've bookmarked some of the guides in the /ic/ sticky

My one second of infamy in /ic/ is drawing the first portrait of the hubpages "don't draw like this" example.

That said I generally find /ic/ advice to often be rather shit because it assumes that the only goal that counts is photorealistic fine art and full-time concept artistry for AAA games and therefor is structured with that as the ultimate goal without progressing through intermediate steps like simplified illustrations and whatnot. So if you want to churn out moderate-quality anime placeholders for a game then the advice to draw still life and do monochrome light studies is an enormous sidetrack.
>>
>>128158895
This might be too personal a question, so I understand if you don't reply, but what do you do for a living? Seeing you have a family and all.
>>
>>128155320
u serious
>>
>RoRdev is making another game that will make millions for him
>he'll never go back to agdg, only talks on reddit and tumblr
>even KOTAKU had an article on him
It's over... agdg is die...
>>
You don't know what it was like in the trouble bubble :(
>>
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>>128159042

im a manager in a call centre for a UK cable company.
>>
>>128158672
Dat valkenesque mek
This a shmup right?
>>
>>128141804
I'm reformatting medusa to prepare her for a second monitor :)
>>
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Name one good game engine.

>Protip: you can't.
>>
>>128159443
Mine
>>
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>>128158846
icecold
>>
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Can the next jam be a Romance Game jam? There's not enough non-VN games about love out there.
>>
>>128159090
i wonder how good it feels to never have to worry about anything in life anymore
>>
>>128159340
>flashbacks to that loli guro deathmachine .gif.
Thanks.
>>
>>128159567
Is that Liam Neeson 20 years in the future?
>>
>>128141804
I barely just set up Visual Studio with SDL because CodeBlocks a shit.
Next I'm going to play Morrowind or something.
>>
anyone have a good resource for making pixel textures for 3d models?
>>
Does anyone else have trouble posting webms?
>>
>>128155175
1789
~3000
>>
>>128159567
You're going to get 10 games with anime lesbians and 5 rape dungeon simulators.

I totally approve of this. Someone put up the fucking itch page for this already.
>>
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>>128159616
FUCK YOOOOUUUUUUUUUU
I'm getting flashbacks now.
That was fucking horrible.
>>
>>128159613
I'm still waiting for his Vita port and lobby for RoR.
That fucking fag.
>>
>>128159621
I don't know, maybe if he starts transitioning right now and get some expensive plastic surgery.
>>
>>128159621
it's Bill Murray 13 years in the past
>>
>>128157803
Eh, depends how much you've learned from GML. In theory, all you'll really be doing is changing frameworks. You'll still probably end up using the same tried and true methods in Love that you've been using in GML.

So the real question is what do you hope to do differently that you can't currently do in Game Maker?
>>
>>128159030
you only think that way because you're really fucking shit at drawing
the advice they're giving you at /ic/ ARE the intermediate steps to draw ANYTHING well, realistic / anime / animal bullshit / whatever

anyways good luck learning how to draw with your head stuck up your ass, I know you may not be able to tell the shit from your ass apart from the shit you draw, but hey good luck
>>
>>128141804
installed unity and uninstalled it
drew some sprites
play dota for the rest of the day
>>
>>128141804
I want to be able to spawn and kill an enemy.
>>
>>128158553
Thanks. I noticed that 3D game design is much more overwhelming to get into than 2D was, at least for me. Not only do you have to learn modeling, texturing, shading, but having a good base in 2D for reference and prototype images helps quite a lot. While I said I have a decent grasp on how programming works, I've never really learned a programming language to any decent level, so I'm diving in headfirst here. I'm a bit torn between UE4 and Unity3D for a gaming engine. Unreal looks great because you can use the blueprint system with little coding knowledge. Unity3D has similar support, but you have to purchase it through the store. In GMS I was making a level with proper sprite animation, particle effects, loading my own 2D level assets, and learning the finer details of the program in a couple of days. With 3D, I am constantly changing from topic to topic trying to become at least minimally proficient in each area to get some kind of working prototype.

I'm not sure where I'm going with this, I guess I'm just venting frustrations in a way. Even though I am frustrated, I'm also excited, and my brain is constantly challenged these days. I feel like I'm making zero progress since switching to 3D though, but I know that I'm actually progressing little by little.
>>
>>128159854
god fucking damn, that's unf.
>>
>>128159030
Aye, I'm picking my battles, gonna focus on anatomy and pose/composition. Might move onto other areas if I find fine art interesting.
churning out moderate-quality anime art has been a lifelong dream of mine.

fuck, I really wish I'd started drawing 10 years ago
>>
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>His game is pixelshit
>>
>>128158895
W-what happened to you?
Anyways, if you ever go for a kickstarter again I will support you again.

Sadly I wasnt interested in pugs but I can literally feel the effort you put into your things so keep going. The over edge looks funny.
>>
>>128159426
ye I had this crazy insane game idea at first that would be impossible for 1ma so i scaled back to this, once i got the core mechanics down pat I will move on to implementing something to make it a bit more unique and varied other than shoot everything that moves
>>
What happened to that guy remaking DOOM in HTML5? He was progressing so fast...
>>
>>128160632
he progressed into another dimension.
>>
>>128159912
>the advice they're giving you at /ic/ ARE the intermediate steps to draw ANYTHING well, realistic / anime / animal bullshit / whatever

Oh this shitty argument again, it's the art equivalent of the whole retarded "I want to learn assembly dev now so I can later learn normal dev o I can learn enginedev later so I can use unity better in the future when I finally become a gamedev!" and it's just as fucking stupid.

Most likely you couldn't draw a stick figure to save your life and is just a retarded /ic/ apologist.

Listening to /ic/ give advice about drawing is like listening to a homeless person giving financial advice.

Go back to /ic/ and masturbate over loomis you retarded parrot.
>>
>>128160473
Don't tell me you were that ideaguy talking about simulating the individual wires in the mech
>>
>>128160032
You can't make anything non-trivial in Blueprints without it being more difficult than actually programming it. It's a great tool for level designers, but not for the core programming of a game.
>>
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This week's progress.
>>
>>128160683
I hope it's a good dimension where /agdg/ is replaced by /progress/

We did not deserve him
>>
>>128160821
Wow you are like making the same game as me, link tumblr
>>
>>128160684
What they tell you over on /ic/ is true though. They set you up with a book or two, then tell you to draw a billion fucking times. Over time, you get better. The more you draw, the faster you improve.
>>
>>128157990
Sai is actually very much intended for lineart (and cartoon drawing in general). It even has brush stabilizers and stuff to help you with nice smooth lines.

But at your level you shouldn't worry about things like programs, brush settings or how you draw your lines. Just use whatever you're comfortable at the moment, and practice the basics first (anatomy, perspective, feeling&understanding of 3d space - yes, it's important even for cartoons).


>>128159030
>>128159912
While /ic/'s advice is generally pointing in the right direction, it's mostly amateur/beginner artists that hang out there. Many of them don't really have the experience to give advice, they just repeat the stuff that they think is right because it's been repeated so often.
Don't get me wrong, some of it is right, but generally you should take all of /ic/'s advice with a grain of salt.
>>
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Post dead AGDG projects

The obscurer the better
>>
>>128160713
nope, i went full retard
basically i wanted to make a space game like crusader kings with a larger emphasis on individual characters vs empire building

the kind of stuff you think is feasible until you actually spend some time coding components of a game
>>
>>128160684
the greatest consolation is that you're so fucking idiotic that your art will suffer for it
>>
>>128158895
>that model
Is there anything blatantly wrong in that, like how the tentacles connect to the pauldrons, or is it fairly accurate?
>>
>>128161121
So Loomis yay or nay?
It's not like I'm ever going to learn to draw, but just in case.
>>
>>128161381
Loomis is great, just don't get the Fun With a Pencil thing. Successful Drawing is where it's at.
>>
>>128161221
But anon, everyone is posting dead projects. That's what agdg is all about.
>>
>>128161531
Duly noted.
>>
>>128161381
Loomis is okay, but it's not going to make you a master artist overnight just by reading it.

Use it as a reference to supplement your own practice, not as a tutorial to follow step by step.
>>
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>>128160684
This is literally what every shit artist says before they actually study from life and become better.

>It's muh style
>>
>>128161221
My own.
I don't have pics, it died before it even started, together with my soul on an 8 by 10 cubicle.
>>
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>>128161221
rip
>>
>>128161714
Being a crossboarder has taught me that every board on 4chan is at its worse when discussing its own subject.
>>
texturing sucks
modeling is better
>>
>>128161880
;_;7
>>
>>128160740
That's what I was afraid of, but I've heard a lot of good things about both blueprint and playmaker. I'll have to look into it, since I don't want to get too dirty with code. I don't mind learning little bits and pieces, the syntax and useful things, but I'm not sure if I'm willing to spend a year or so getting intimate with the raw coding language instead of starting development of my game. I might have to switch back to 2D using GMS, but I think I'll be able to manage somehow.
>>
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what could be making my collisions do this? i'm using AABB and checking whether the player will move into a collision with a block on the next frame; if they are then i'm changing the Y velocity to be the difference between the Y pos of the bottom of their sprite and the Y pos of the top of the tile.

but for some reason the player is sinking into the tile and slowly rising? i must admit it works a lot better than my previous tries but i still want to get it fixed properly
>>
>>128162141
>I'm not sure if I'm willing to spend a year or so getting intimate with the raw coding language instead of starting development of my game
It'll probably take a few days for you to be able to use C++ with UE4.
>>
> making a memepoly game
> thinking it has "style"
> "it will be a zelda game!"

this is triggering.
>>
>>128162009
Actually, nobody on 4chan knows shit about everything, but they feel entitled to weight in after skimming Wikipedia for a bit.
It's seemingly better when people start discussing stuff that does not pertain their own board because there's less of a pretense. Some kind of implicit "yeah, I have an idea of this thing, but I'm no expert", whereas when it's on-topic, there's always this race to look like more of an expert than the others, even though you don't know squat.
>>
>>128159750
you basically slap pixel art on 3d
that's about it
>>
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>>128161221
>>
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>>128160684
>>
>>128162141
Writing code is not as difficult as you think. It will take days, not years, to start doing basic stuff like scripting your game logic. Sure you will suck at first, but it's easy to get started and you will get better with time.
>>
Guys
guys
GUYS
what happened with Rotatedev?
>>
>>128162404
Yeah, you're right. If it wasn't such a stupid idea maybe 4chan boards should be exclusionary: /v/ - everything but video games, /mu/ - everything but music, etc.. Just a fun little idea that wouldn't ever work.
>>
How to make a game to completion:
>Know your limits
>Make it for yourself
>Make it so that you can take pride in it

Being too ambitious will guarantee a failure
Doing it just for money will guarantee a failure
Making a game that you can't be proud about will guarantee a failure
>>
Does anyone have that website with the thousands of royalty-free vintage images? I can't find it anymore and it might be useful.
>>
>>128162649
sociopaths bullied him into leaving just like they do with any promising dev from this thread.
>>
>>128162606
>That image
lol no.
>>
>>128162293
if(y velocity collision) {
while(!collision(current y+1) {
y+=1;
}
yvel = 0;
}
>>
>>128161083
but 90% of the people in /ic/ already know the basics so they recommend others that help you stylize and draw in perspective etc

obviously people in this general are too dumb to pirate begginer books about art/drawing and rather listen to /ic/ because they have "underground shit" that is better than mainstream learning
>>
>>128162783
http://www.uhs-hints.com/uhsweb/arxfatal.php
>>
>>128161083
>They set you up with a book or two, then tell you to draw a billion fucking times.
They say "read loomis" and other memes, they never tell you to draw a lot.

>The more you draw, the faster you improve.
This is the truth, you learn to draw x by drawing x and drawing x a lot. /ic/ advice is to read a minor library and watch 3000 hours of tutorials and then to draw the whole alphabet in sequence before even thinking of drawing x.

If /agdg/ was like /ic/ we'd tell everyone to become an enginedev

>>128161381
Absolutely fucking not loomis, it's a meme, it's outdated and it's shit(I've read loomis, it's shit, it's slow and it's boring as fuck). You really think that a book that's so fucking old that it's in public domain is the gold standard of learning to draw in the digital age?

Watch a few ctrl+paint tutorials and then find some more on youtube that fits your liking. Do anything but going to /ic/, it really is the bottom of the barrel of art resources on the internet.

Or do what artists through the ages have always done: learn on your own, there was some internet famous concept artist that did it a few years back and his verdict was that external tutorials was a waste of time and he only got properly started when he purged all external guidance and just sat down, draw a lot and figured it out on his own.
>>
>>128162649
He rotated too much...
rip in pieces.
>>
>>128159884
It's more that gamemaker seems have lots of little undocumented quirks that I keep having to discover and program around. Like view movement being integer but instances being able to move to decimal locations playing havoc with sprite flickering as a small example.

Last time it was because apparently my 100% transparency on some test sprites was some sort of colored transparency somehow so Interpolation had white lines on various sprite edges when they would meet. That took me a week to figure out what was causing it and how to fix it.

Dealing with the built in code flow where it's hard to tell what's firing before something else sometimes is also a pain. I mean i like the program just not sure if Love would fix that or have it's own issues.
>>
>>128162865
dude...
>>
>>128162969
>they never tell you to draw a lot.
Loomis does, though.
>>
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>>128160445

cheers m80, pug put me off kickstarter in a big way but its nice to know.

>>128161356
pretty accurate i think, body shape is a bit off but other than that yea its pretty damn good.
>>
>>128162865
He's right, though. Ask any accomplished artist in the world, and they'll tell you the same thing.

You need good fundamentals. That goes for anything; especially art. Understanding anatomy, form, perspective, lighting, anatomy and composition are all required skills.

Learn the fundamentals and then stylize them. The difference between stylized artists who have fundamentals and stylized artists who never learned how to actually draw is night and day.
>>
>>128162865
why not?
>>
>>128162969
>a board focused on art isn't giving me only the bare minimum of advice so that I can draw half-baked anime characters
Are you retarded?
>>
>>128162969
>Absolutely fucking not loomis, it's a meme, it's outdated and it's shit
wew lad
>>
>>128162649
rotated into another dimension
>>
>>128162649
He ascended to a universe of rotation.
>>
>>128163195
When will we start seeing progress again?
>>
>>128163213
not him, but no one's wanna be a good accomplished artist here just a basement dweller gamedev who wants to draw shitty anime tier stuff for his retarded little game that won't worth jackshit anyway
>>
>>128163213
>He's right, though. Ask any accomplished artist
You need bankers to keep your money, just ask any banker and they'll tell you that you cant keep your money yourself.
>>
>>128162649
He became a legit psychopath shitposter and has crash and burned yet another project. See
>>128149002
>http://pastebin.com/mN1K6jS3
>>
>>128162770
Better a failure at game development than a failure at life. If the game is for 'yourself' then you could have better-used that time freelancing, making money doing work that is actually useful.
>>
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>>128162969
>If /agdg/ was like /ic/ we'd tell everyone to become an enginedev
So you're saying /agdg/ is a mirror image of /ic/?
>>
>>128163463
Then why the fuck would you go to /ic/?

You don't go to /fit/ because you want to do "spot reduction" for "sick summer abs"
>>
>>128163319
he is right tho, if you wanna be a writer for example it doesn't mean you have to read roman epic's to get better
loomis is beyond shit for advice, it teaches you how to build characters that is far beyonds any beginner capability, if you don't believe me just read it
>>
>>128162815
It's always someone else's fault right? :^)
>>
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object lighting up n running, it's kind of slow compared to tiles but at least the functionality is there and i can always plug in a faster solution whenever i get around to it
>>
>>128159443
non engine engines are the best
>>
>>128160684
I don't think anyone says the latter, at best it's that at least with enginedevving you'll become better at programming.
>>128163652
That was a dumb post then and it's a dumb post now, most people in AGDG then and most people here now use engines, enginedevs make up an incredibly small portion and for good reasons, most people just want to make game and not deal with all the other shit.
>>
>>128163195
>pug put me off kickstarter in a big way
Have you tried Patreon yet? I think you could get their audience better with your kind of dev.
>>
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>>128163528
The mental gymnastics you're pulling off are astounding, 10/10
>>
>hmm this thread is getting too on-topic for my taste
>GUYS ROTATEDEV HAHA
fuck off
>>
>>128163583
Holy shit
>>
>>128162308
>>128162609

I've always been interested in learning to code, so I have the motivation. Also, I'm glad to know that it shouldn't take as long as I thought to get efficient at it. I just don't want to be overwhelmed to the point where I feel like I need to outsource aspects of my game this early in the development. There's nothing wrong with working with a group, but this is like a personal challenge to me. When I started, I had big plans like everyone probably does. When I actually started creating the assets I started to realize the scope of what I was trying to make. I guess I'm trying to psych myself up for another dose of reality again when I get into coding for UE4 or Unity3D.

Speaking of which, I'm still completely unsure of which to use. I've read tons of articles on which one I should pick, but I still can't decide. There's a lot of support for both, and opinions going both ways. Both are free, so you can't really beat that. The cut they take if you go commercial seems somewhat fair for either. I don't really have a preference for C# or C++ since I know they're both highly useful. There has been a huge marketing push in the indie community for devs to use Unity, and I haven't really noticed the same from the UE4 side, but that could all just be smart marketing. They make it really hard for people to decide.
>>
>>128163583
those psychopathic posts were people pretending to be him please don't spread false rumors about my boi roatedev
>>
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>>128163603
>The value of life is how much you earn in a year
I'd rather enjoy life with a low income rather than hate life with all the money in the world
>>
>>128161001
>tumblr link
You first :3

rattower - currently not posting much there though
>>
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>>128163408

im just doing the art + design now, my devdude is busy making the game from scratch again including a level editor and new gameplay elements so may be a little while for actual gameplay shots, but im going to be busy re-doing all the shrines and humans with the redesign so i should be posting art progress fairly often.
>>
>>128163828
Don't flatter yourself, you don't need to be able to draw a fucking perfect anatomical structure to be able to moeblob. Either you're full of yourself or you're dellusional, so which one is it?
>>
>>128163849
I wonder who could be behind this post.
>>
>>128163583
I'm not kidding, it's been over 6 months since I came into agdg. So how the FUCK you guys are still talking about rotatedev?
HOly fuck, that's worse than googum.
>>
>>128163652
Gaelic has verbs, what the fuck. In fact the only languages without verbs are conlangs created with that specifically in mind because verbs are such an inherent feature of all natural languages.
>>
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Started this yesterday. I think a 2D version of Skate would be cool, but it's going to take so long to draw all the animations I need.
>>
>>128162815
>sociopaths bullied him into leaving
>into leaving
>implying rotatedev ever left or will ever leave
Can't you stop? Why can't you stop? Lying this much is a sign of genuine mental illness.
>guys rotate doesn't even post here anymore
>immediately starts responding to thread drama on his tumblr
>guys seriously rotate isn't even here anymore
>starts posting with his tripcode 5 minutes later
Fucking psycho.
>>
>>128163971
followed because your game is too similar to mine :^)
weaverdev and brummerke is mine
>>
>>128163674
Well, I don't know where else you could ask for drawing stuff on 4chan...
Maybe /a/? But it's really just that, that you have to get lucky so that instead the usual faggots, someone who can help replies to your thread/post about it.
>>
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>>128162606

what the fck are you talking about, i draw anime fine w/o wasting my time with that
>>
>>128163757
and I know you were one of those sociopaths fuccboi
>>
>>128164057
>>128163849
>MELTDOWN MELTDOWN
Wah. So tragic.
>>
>>128160091
I'm glad to see this.
>>
>>128164263
Literally go to the /a/ draw threads
>>
>>128164159
We once had a very cool 2D skate game (with skeletons) but the dev vanished.
>>
>>128161880
such a shame, i could have fapped to this
>>
>>128164271
>skin not yellow enough
>>
>thread starting to heat up
welp to call it a day, i had fun
>>
>>128164317
Yes that's right it was one person who drove "him" to be a shitposting faggot who everyone grew to hate. It was one person who forced "his" hand to make another website so only people who were nice to "him" could be around "him". Yes it's always someone else's fault :^) Let's cry for "him". Let's cry actual tears.
>>
>>128163879
>When I started, I had big plans like everyone probably does.
Yeah, this is something you should definitely avoid. Start small. If it's your first time coding and you want to do it yourself, you will suck at it and by consequence so will your game, so don't have high expectations.

>I don't really have a preference for C# or C++ since I know they're both highly useful.
C# is easier.
Just try both engines and go with whichever one feels right. Once you learn programming you can probably switch quite easily anyway. Programming languages aren't that different from each other.
>>
>>128164654
>Programming languages aren't that different from each other.
Especially at the level that you're using them, as a means to control a game engine.
>>
uh oh
d*'s off his rocker again
see you guys tomorrow when he cools down and we can have the thread back, if we're lucky :^)
>>
Hey y'all
CLANG is neato.

That is all.
>>
>>128163862
It was just memes :^)
>>
>>128164654
>Programming languages aren't that different from each other.
At the very basic level, maybe
>>
@128164810
What's that? You're getting the wrong kind of attention again and need to resume being a literally insane shitposter and pointing the finger at your imaginary boogeyman? 6 months of that wasn't enough we're so lucky to still have you around even though you're no longer making games and have proven yourself to be a psycho little shit. Oh wait I forgot, you don't even post here anymore :^)
>>
Is there an aggy daggy steam chat or irc?
>>
>>128162950
Thanks, familia. I owe you.
>>
>>128163972
That's some eldritch lovecraftian shit right here.
>>
>>128165183
>I literally cannot read the op
>>
>>128164263
don't go to /ic/

the best drawing threads are the /co/ drawfag and the /co/ webcomic threads. they actually draw and critique their work in those places
>>
>Try to find a placeholder tileset on opengameart
>everything is super fucking tiny 8x8 or 16x16
>>
>>128165183
read the op
>>
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Learning Gamemaker since I'm an artfag with very negligible programming skills.

I want to generate levels with tiles, what I mean is that as the player walks through the level, more tiles are generated randomly offscreen, and so on. The first thing that comes to mind for this is to actually move the level when the player presses WASD instead of the player object. Is this the correct way to do it? I'd have no problem deleting the tiles as soon as they left the left side of the screen if it would be too laggy otherwise.
>>
>>128164654
That's great to hear. I actually started this gamedev thing last month after working a soul crushing job for 10 years that left me with little to no free time to do or learn much of anything that made me happy. I know anyone can make time for anything, but I had little to no willpower and a really bad mindset at that time. I'm really glad this thread exists and that there are more experienced people who take the time to reply to others, despite the actual 4chan happening all around us. I read the entire last 3 threads over the course of a couple of hours, and got some decent ideas and notes from them. I'll probably stick around here and ask more beginner questions in time.
>>
>>128164016
Not potato wedge that's for sure! He never says "fuck off' compulsively to anons when things aren't going his way.
>>
>>128165352
Don't do that. You want to move less things, not more.
It wouldn't be an issue in babby's first gm project, but later on when you've got complex sprites, enemies, etc, moving the whole level could fuck with collisions and such.
Just move the camera, and generate blocks to the side. It's the exact same level gen code, but instead of everything moving, only the camera does.
I'd suggest looking up some tutorials and seeing how they do it
>>
>>128163213
>You need good fundamentals. That goes for anything; especially art. Understanding anatomy, form, perspective, lighting, anatomy and composition are all required skills.

And they are all acquired automatically in an unlabeled fashion as you draw a lot. There's no need to rabidly study them as isolated subjects according to an art school curriculum.

Your mind is not a computer where you sit down and simulate raytracing for light according to rigid mathematical rules that you've previously memorized in isolation.

>On the next episode on 4chan. /sp/ claims that you need to study aerodynamics to be good at dart.
>>
>>128165437
Good luck on your gamedev quest, anon.

Please remember to take it easy and enjoy yourself. Running on willpower alone won't get you far.

Looking forward to your progress!
>>
>>128163583
[09:16] <yukizini> i'm so supprised i haven't been banned yet
[09:17] <yukizini> i've been samefagging like 5 times
[09:17] <yukizini> saying good htings about me
[09:17] <yukizini> like "don't bully rotatedev"
IT WAS JUST MEMES :^)
>>
is this the hourly danny responds to himself while unironically calling everyone else who notices and points it out literally insane, missing the irony breakdown?
>>
>>128165853
As long as you're drawing real life stuff and not stylized copies of other people's work I don't see how what he is saying is different from what you are saying.
>>
>>128166231
Poor rotate. If only there was a delete button for the entire internet that would show us.
Back to being a literally insane shitposting meme you go.
>>
>>128166231
literally insane glug embarrassing d* shitfam potate
>>
>>128165437
>unemployed
Better get a new job fast. Gamedev isn't going to earn you any money.
>>
>>128165853
so how much do you draw?
>>
>>128166395
Impressive.
Srsly though he is majorly upset. Oh wait I forgot he doesn't even post here anymore. I keep forgetting that because he's always here posting about d*
>>
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Added a bunch of different color schemes.
At the moment they're cycling randomly, but I'm probably gonna lock a specific theme to a specific missile.
Feel free to point out particularily disgusting ones, they're numbered

http://haversine.itch.io/polybius-ii
>>
>>128166341
There kind of is. Especially in 4chan. Just delete your internet self and start new.
>>
so is that it?
first it was sourcefam then it was shitfam and now its insanefam

whats next? stay classy folkes
>>
>>128163780
I that Orko?
>>
>>128165906
Thanks. I'll be sure to post some progress once I figure out what I'm doing.

>>128166480
I'm fine for a little while, but I'm not really expecting money out of this, or I guess I should say I'm not doing it for money. I just need a way to express my ideas, and it turns out game development is most interesting to me and by far the best way to make an experience for others to possibly enjoy using the junk in my head. If I can enjoy myself, I don't mind living off mostly rice for a while.
>>
>>128166917
>wah
It was always you.
>>
>>128166917
there are many "senpaitachi" for mothdan, but to him theyre all the same person and his crusade will end when they are all gone
>>
>>128167095
What does _____ have to do with this http://pastebin.com/mN1K6jS3 ?
You have problems, boy. Problems that continuing to spam about danny will never solve.
Everyone has seen enough evidence over the past year to know without a doubt what a shitposting lunatic you are alongside sourcefam. Cry about it. Cry actual tears.
>>
>>128166636
can you do a webgl build? unity player doesn't work in chrome.
>>
>>128166258
You can draw stylized copies of other peoples work too and get gud. As long as you use stylized to really mean stylized and not an excuse for your shortcomings. Or do you honestly think that all the anime artists out there are doing still life and figure studies in secret and never posts them?

>>128166491
Approximately twelve
>>
>>128162293
post code
>>
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>>128153030
>Doesn't seem practical to me. How'd you handle the user going forward and aiming in the same frame (e.g. using both analogs)?
You don't put breaks in your switch.
>>
is "he" gone or is "he" just waiting
>>
How do I set the zoom to 100% in Asesprite? I want to know what is the true size of the image.
>>
>>128167640
You're literally falling apart and it's hilarious. Now everyone can see who has been making these pathetic
>he's here
style posts all this time.
Cry actual tears into your pillow. Kick and scream.
>>
.L I T E R A L L Y
...N
...S
F A M
...N
...E
>>
>>128167640
Why can't YOU tear yourself away for a while? Drugs are bad. Especially... those drugs. They make you obsessive. Go do something else. It's not like you can erase people's memories after reading what they've read.
>>
taking that as a "he" was just waiting...
>>
>>128167606
http://pastebin.com/R2ikCMKC

setting a breakpoint suggests that a collision is only detected once the Player is actually inside the tile. also it might be something to do with my delta-time stuff; this is the final line in my Player.Update() method and scaling it by the delta time might be ruining something:

Position += Velocity * (float)gameTime.ElapsedGameTime.TotalSeconds;
>>
>>128154656
it depends on what you want really
usually in the ball park of 80$/min if i feel its worth it
>>
>>128168313
"you" are a catastrophe
>>
>>128142820
Looks really generic. Why like 50% of modern pixel art platformers looks like this?
>>
>>128166678
That's hard for some people to do. Especially people who put their face on 4chan as many times as he has. He'll never be able to go back to being anonymous because he always wanted to be e-famous here for some reason, he can't give it up. Being anonymous would be like death to him.
>>
>>128164370
Do you know any more about that? I'd like to check it out but I can't find anything in the archives.
>>
>>128153424
What he means is you'll have systems for each of these things, with DCs for each type of feat and inserted contexts to use each of them.
But if it's text based I guess it can be much simpler.
>>
>>128163952
It's hard to see how gamedev equates to "enjoying life" when half the people here are suicidally depressed welfare cases whose problems step mainly from not being able to support themselves.
>>
>>128164159
OlliOlli?
>>
What was your favorite DEMO DAY 6 HOSTED BY VINE game?
>>
>>128168683
What's generic about it?
>>
>>128168990
Every game except yours.
>>
>>128168990
Yours

Not the person I'm quoting, the person reading this

Yes you
>>
>>128169113
I didn't upload a demo senpai.
>>
how the fuck do i design a town

this is taking me longer than making the actual tileset
>>
>>128169058
art style
>>
What was THE WORST DEMO DAY 6 GAME? The one you knew would be absolute shit JUST BY LOOKING AT ITS PICTURE.

Maybe you will mention my game.
>>
>>128169185
That's pretty vague. What do you mean, exactly?

Street layout? Architecture type?
>>
Enginedevs, how do you pass events around(like collisionevents)?
Should I just have a list of events that happened this frame, and anything that wants to know if X was affected by the event should iterate the list to see if X was affected?
>>
>>128169185
Randomly zoom in on America in Google Maps and copy the layout of the first town you come across
>>
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I've been wanting to try out game dev for a while, and there are some cheap as hell comprehensive Unity tutorials on udemy. Would that be a good place to start, along with teaching myself some C# along the way?
>>
I like how googum gets banned every time he goes to advertise on 4chan, but the guy pretending to be him gets along just fine.
>>
>>128169413
Yours
>>
>>128169535
X should be the only thing that cares if X was in a collision.
>>
>>128169691
person A ban evades, person B doesn't
>>
>>128169691
Its because shilling is forbidden while shitposting is the basis of 4chan.
>>
>>128169684
Yeah, probably.
>>
>>128169782
hmm, probably
>>
>>128169361
hey googum, why don't you make a cool game with battles and monsters instead? I just don't get your artsy games
>>
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>>128148251
>>
>>128169535
>>128169780
So no, I don't use events. Just tell whatever got hit directly that it got hit.
>>
Are we allowed to begin working on our zelda game jam game now?
>>
>>128169831
Googum's banned and how the hell could you think such a retarded self-deprecating post is him? That nigga is 100% full of himself.
>>
>>128169917
Only if you're a bad person
>>
>>128169803
There must have been devs in the past who got away with shilling on /v/. But Googem just oozes scumbag. The way he smugly calls himself an "Australian cunt" even though we all know he's just some hick from Illinois, /v/ doesn't take kindly to people like that.
>>
>>128169535
It's time to learn the observer pattern.
Really, whatever thing you have that issues the collision should have a list of stuff interested in knowing X was affected, and then notify them.
That's how async tasks do.
>>
Am I banned from posting progress?
>>
>>128169917
you can if you want, no one really cares.
>>
>>128169952
Well like I already mentioned the post that got him was him calling himself "that Australian cunt from AGDG" he is actually proud of being known as a douche and thinks he's wild and exotic because his mom fucked some guy on her vacation in Australia. He can be self-deprecating. But he is still arrogant this is true. He just had to list all of the games he's ever made even though they're less than literally-who tier.
>>
>>128169902
damn, i loved this part of the game
>>
>>128168959
Yeah, I realized OlliOlli already exists after I started this. It's pretty much the same idea except I want to make it more realistic, like Skate instead of THPS.

Should I just abandon it and make a different game instead?
>>
>>128170450
Do it in 3D instead

THPS5 was a disaster, people like skating games.
>>
>>128170450
do whatever you think is fun.
>>
>>128170092
>implying he ever posts progress
You're the worst impersonator ever.
>>
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Yesterday I uploaded a webm of a puzzle game I started prototyping. It showed the first puzzle, and now there's two. The problem is, I have no idea how hard or easy they are to someone that isn't me, so if you wouldn't mind playing through it quickly and leaving some feedback that would be appreciated.

http://danga.itch.io/puzzletest?secret=EY6Zae0GZUzxxokJacT4qtydQK4

Just let me know if you finished, how long each puzzle took you, and anything else that comes to mind. Thanks
>>
>>128170872
>44mb

That's a bit much wouldn't you say?
>>
>>128155320
Seconding this. LSD can be incredibly therapeutic. It can allow you to work through these terrible feelings and come out the other side a better person.

Everything has risks, but spending the rest of your life a miserable piece of shit is a much worse and present risk.
>>
>>128170550
If an entire professional team can fuck up a barebones tony hawk game how do you expect a 1MA to be able not to?
>>
I'm trying my hardest to use any advice provided on Predicate. I tried making wrapping enemies a little easier and more intuitive but it's difficult. I'd like to keep the shooting part in but I'll make it so that wrapping is always an option. There's not much I can do with wrapping in this sort of a game. I also got rid of that terrible menu and went for something simpler.

I started implementing something new now so, every level or something, the user will be presented with a choice of several upgrades. Think bubble tanks.

I don't like it but it's better then the shop thing.
>>
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>lookup how to model a head
>find 50 ways to do it
>>
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>>128169917
I've been working on it for a year and a half already
>>
>>128169952
I thought he might have a wicked sense of humor
>>
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>>128171467
I have more faith in 1 person with no games released than a team with... this
>>
>>128171662
Not really. Look at the way he talks to people http://pastebin.com/mN1K6jS3
he's just a prick.
>>
>>128170872
second puzzle makes no sense. a wall that says ABC1234, another wall has a symbol chart with the + highlighted. u wot
>>
>>128171780
Googum is not rotate, bro.
>>
>>128171648
Is it really fair that you submit this? Loving that progress tho.
>>
>>128171662
Have you seen his videos?
https://www.youtube.com/watch?v=iQ0e3QUADw8
https://www.youtube.com/watch?v=N-Kt5um8n10
He thinks mumbling like a retard is hilarious.
>>
>>128171874
You're missing something, it's possible (maybe too hard though). Rotate the thing more and look at different places
>>
>>128170064
So my system operates on a packed array of {position, velocity, ID}. I should have a multimap of ID: System, so if a collision is detected, each system interested in {ID} is notified, so they may operate on it at some later time when it is time?
>>
>>128171947
I'm talking about his brief cameo as pigpen. He reminds me of the older bully pushing the younger bully around. It's practically homosexual.
>>
>>128171770
Some people gotta bring home the bacon. I'm willing to bet at least some of the people who worked on those games are just as passionate and competent if not moreso than your average 1MA otherwise they would not be working on games in the first place. It's more of a result of bad business practice than the developers themselves
>>
>>128172052
>He thinks mumbling like a retard is hilarious.
https://www.youtube.com/watch?v=ZaKTkhHRlao
>>
>>128171648
that looks really nice. love the art.
>>
>>128172082
Not seeing anything else. Cool lens of truth though
>>
>>128171476
I'm really REALLY digging this game. Looks incredible.
I would start working on playstation controller UI because I know they're looking at you right now *hint hint*
>>
>>128172137
If you're doing ECS, what I say here >>128169780 >>128169906 applies tenfold. Either that, or you shouldn't be using ECS, because it makes specific behaviour very difficult, in favour of generic, emergent behaviour.

Also, this is an issue of improper ECS organization. Systems don't own anything, they operate on shared component data.
>>
>>128172052
>hey everyone i know hopoo he talked to me once on the internet so im a pretty big deal
>lol look how small hopoo is so cute lol mirite
What an asshole.
>hey /v/ it's me gogem aka pigpen aka ryan jake lambourn aka the famous YESDEV
>gets banned
>>
>>128172137
Hmm, maybe it should be more generic? If there's a collision on X, it should notify to everyone who is interested on collisions, and then those objects interested should check if the instance issuing that notification is X? How's that sound?
>>
>>128172447
PUZZLE SOLUTION: There's an extra book on the shelf, gotta use the chart (a=1, b=2, c=3) with the color of the book. GREEN = 7, 18, 5, 5, 14. The thing says addition, so 7 + 18 + 5 + 5 + 14 = 49 = 049 is the code. I guess I should make the other books all 1 color like red so it stands out. Thanks for trying though

Thanks
>>
>>128170872
Boy that is a difficulty spike. I can't figure it out. I'm thinking something like (blue book purple book) + (yellow book)? 216 + 7 or something? I dunno.

>>128172494
I'll have to worry about that after I release this on pc. It's made in DirectX9.0 so I'd have to remake it in another engine.
>>
>>128172758
>>128172838
Well I like to think I was close
>>
>>128172758
>GREEN = 7, 18, 5, 5, 14
Where are you getting those numbers from?
>>
>>128172972
>>128172838
Any suggestion on making it more intuitive, but still difficult?
>>
If you had a tool that could generate good art assets quickly, would you sell tool, or keep it and sell the actual assets?
>>
>>128173037
If you look at the first chart that the lens is pointing at, it (tries) to show that A = 1, B = 2, etc. So the numbers line up with the letter of the alphabet
>>
>>128173059
Having multiple books is what messed me up. I MAY have figured it out without them but, despite the letters on the opposite wall, I didn't have anything to latch my brain onto the word green as a whole
>>
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Started learning GameMaker basics a few days ago, been trying to replicate the 8-way shooting of Zero Mission.

Everything seems to be working fine, except for some reason I can't shoot down when I have the jump button held down. Anyone have any idea why that could be happening?
>>
>>128173357
Do you think changing the non important books to red, and keeping the hidden one green one help? Or should I try some other way to get players to latch on to the word green?
>>
>>128173156
What tool have you made?
>>
>>128173059
I think its not entirely bad as an advanced puzzle but you HAVE to ensure the player understands context, ie introduce concepts/elements one at a time and build up to something that difficult, not only that but make those concepts clear and distinct, both visually and.. conceptually. You want the player to understand the problem so that they can attempt to solve it. I see this as puzzle 15 or 20 rather than puzzle 2. Interface is also something you want to make sure is intuitive, because why needlessly fight the controls when you are trying to solve a puzzle? The way you interact with the world is currently unintuitive.
>>
>>128173454
gamemaker can fuck up sometimes in ways you can't understand

just come up with a workaround for it using a million if statements
>>
>>128173454
>can't shoot down when I have the jump button held down

would need to see some code
>>
>>128173206
I still don't see how the green book gives those numbers
>>
>>128173727
Okay thanks, I'll have to move this puzzle back in the line a bit. Still gonna change those books to red though. What controls did you fight with? Turning the lens?
>>
>>128173454
i assume key binds are clashing

why dont you try changing it to moving as WASD and shooting with the arrow keys?
>>
>>128173571
>>128173727
This is good. Give them a reason in a previous room to latch onto the word and the letters of the word. We go from telling time, in a room that TELLS YOU to read the clock, into a room with letter values, addition and a solution hidden between objects that could very easily also be the solutions. IF this is an early room the other books should be removed. Otherwise they should all be red.
>>
>>128173873
A = 1, B = 2, C = 3, D = 4, E = 5, F = 6, G = 7, onward.

G R E E N
7 18 5 5 14

G is the 7th letter of the alphabet, R is the 18th, E is the 5th, and N is the 14th.

>>128174053
I suppose it's a bit of a jump. Thanks you guys, this is why I came here.
>>
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>>128165352
I'm gonna go the "Everything in the stage moves" route, while the player stays in the middle. To this end, I cut the horizontal movement code from the player to the blocks, and it looks like pic related. The only change is the x from positive to negative, since we want the opposite (blocks move to the left when you press "RIGHT").

However, collision has gone to shit. If I touch a block horizontally while running, only the block touching the player stops, while the rest just stacks on top of it.

I tried the "with" function so all the blocks move, but it's just not working.

Help would be greatly appreciated.
>>
>>128172569
I am working with implementing an ECS, when reading up on it, it sounded great A++ until trying to implement very specific things (do I blow up or bounce when I get hit, for example).

I don't quite "get" what you mean when you're saying X should be the only thing that knows that X got hit. X(as far as ECS goes) is just a collection of POD components. Shouldn't the systems that define X's behavior(specifically, the ones that define how X behaves when it collides with something) be notified?
I guess I was being too generic when I said each system interested in {ID} should be notified, when what I meant was each system {ID} is subscribed to that handles "how" it collides should be notified.
>>
>>128174165
Keep it up man. I like the game and I want to see it go somewhere
>>
>>128172052
I like how he put so many agdg games in it, nostalgia'd hard on some
>>
>tfw your "todo" list is smaller than the "done" list
feels good to make constant progress.
>>
>>128173770
This in so many ways. Just try to code in workarounds as much as you can. I once had a tab key that would a single keyboard_check_pressed(key); would still fire 3 times for. Still have no idea why since all the other keys worked fine.

I ended up having to manually clear the tab key at the end of my step, not the input step but the object that was looking for tab variable = true.
>>
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How hard would it be to make a Jet Moto style game? I've been going through Unreal Engine but all I can find are tutorials to get a stupid looking naked man to run around. All I want is: push arrow keys = go/brake and turn
and then have the rider lean from side to side when turning.

I want to get the basic stuff done first before adding in water/dust effects and AI riders.

What's the best way of making this?
>>
>>128174226
don't do "everything in the stage moves", there's no reason to make it work that way at all and it will only give you headaches

generating a level as you advance to the left or right won't be made any easier by moving the tiles instead of the player, and i'm not sure why you think it would be
>>
>>128174265
>do I blow up or bounce when I get hit, for example
There's lots of ways you can do that. Bouncing would be done by setting some parameter in whatever says "this entity is affected by physics", not necessarily full rigid body physics of course. Blowing up could be a "volatile" component that has a force threshold or something.

>I don't quite "get" what you mean when you're saying X should be the only thing that knows that X got hit. X(as far as ECS goes) is just a collection of POD components. Shouldn't the systems that define X's behavior(specifically, the ones that define how X behaves when it collides with something) be notified?
X is the sum of its parts. So the systems aren't notified, there's just some "fact" within X's data that leads to the conclusion that X has been hit (collision contacts, for example, or maybe something measuring impact force). Consider that "volatile" component I mentioned -- you'd have a system that reads that data, compares it against the threshold, and then produces an explosion.
>>
>>128174165
Problem is, we never actually see the word GREEN. How would a German player expect to pass this puzzle? Otherwise you at least still need to get players to think in that context with earlier puzzles.
>>
>>128174442
He did that without asking anyone's permission.
>>
>>128165352
>>128174226

You should probably take the other guy's advice. If they're telling you to not go with moving the entire stage, listen to them. You're new to gamemaker stuff right? Keep it simple for now mang.
>>
>>128174589
How do I even make it work then?
If I create instances of tiles as the player moves, what happens when he reaches the end of the screen?

If the solution is to teleport him back to the beginning and use views, how should I handle the fact that the tiles that have already appeared need to teleport back with him somehow so he doesn't notice.

I feel retarded asking this questions, but I can't find a specific tutorial for this kinda stuff.
>>
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Off to bed now, gotta wageslave tomorrow

I hate my life, I don't know how much longer I can take this
>>
I need to build a PC for modeling, animation (2d and 3d), developing games and gaming.
Any advice /agdg/? I'm new to this
>>
>>128174621
Ah! I see, I understand now.
I'm used to OOP and messaging, so I was still in that mindset. Instead, I should just modify some components that matter. If it bounces, I'll add x to it's bounciness component. If it blows up, I'll add y to it's force threshhold. It it displays a message, I'll flip the bit that says if the message should be displayed or not.

god bless the usa
>>
>>128170872
me average american

i have no clue how the fuck you solve this game

have the mouse turn a color or something when you can interact with something
>>
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So when making an RPG in GameMaker... Is the best method for handling story events and shit basically just mimicking RPG Maker and it's Variable requirements? Or is there an even simpler method?
>>
>>128175329
Did you finish the first puzzle? The second puzzle was deemed too hard by everyone, I posted a solution earlier in the thread.

Also I took down the download link so people don't get turned off the game while I work on it
>>
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>>128174539
I made this long ago starting from that 'stupid looking naked man', you need to use your imagination and not rely on tutorials to tell you exactly how to do things.
If you want your character to rotate when you press A & D, find the code that makes the character walk left and right and replace it with code that makes it rotate, remove some friction from the movement component, increase the maximum speed and voila.

There is also a vehicle example project, you don't have to use the third person one.
>>
>>128173454
>Anyone have any idea why that could be happening?
If it's not your logic it might be your keyboard not being able to register both at the same time.
>>
>>128173454
Sounds like a keyboard problem.
>>
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>>128142045
>TFW wattchewant will never go back to making Warframe porn
>>
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>>128173941
I'll give that a try, although I'm already using a letter key to jump.

>>128173812
Does this help? I can't really into code at all, being an artfag.

>>128173770
>>128174515
I'll keep that in mind. Just did a bit more testing and found I can't shoot diagonally to the left either if I've got the jump key held down. Fuck.
>>
>>128175573
>jets blocked by sheet of glass
>somehow moving
>>
>>128169356
Ah the ol' "every pixel art game looks exactly the same even though they don't actually look the same at all" meme.
Love this meme.
>>
>>128175017
just keep creating tiles to the right of the camera as the player/camera moves forward, and delete those behind him. there is no "end of the screen" or need to loop the characters coordinates around or anything like that

i think what you might be getting hung up on is the room system in gamemaker, It's set up for simple games with defined boundaries on the levels. if you want something that could go on potentially endlessly, you'll need to set up the camera manually. look into view_xview/view_yview for controlling the camera behavior yourself
>>
is anyone going to stream the demos like last time?
>>
>>
>>128169356

I mean, it's a 2D game. It looks different enough from "cookie cutter" games (Cave Story) that I'd play it. It looks nice!
>>
>do a waking loop
>it looks like it's walking backwards
>>
>>128175524
yeah i finished the first puzzle

but it took me like 10 mins

i thought i had to open the book for most of that time though

i feel like the guy who made valve cut that part in half life 2 cus he got lost
>>
>>128176025
reverse it.
>>
>>128176025
then reverse it and it'll look forwards! :)
>>
>>128176025
Then just play it backwards!
>>
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>>128148251
>>
I'm making my first maps in gamemaker and trying to figure my way around tiles

Is there any advantage or disadvantage of just making my layers through photoshop and adding them as background images in my game as opposed to actually tiling everything? The UI for the tiling system feels really clunky to me and I'd much prefer just making it all through photoshop
>>
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So you mean creating the room by code without stating its boundaries and just those of the camera?

The GM help page says games need a room to function. I'll just make an empty room and code the player spawning and camera in pic related. Is that correct? Regardless, I'll stop asking every minute question and try to look shit up after this.
>>
>>128176025
Actual movement helps the brain understand it the right way (assuming you didn't completely mess up).
>>
>>128175764
And yet it moves
>>
What inspired you to start working on your own game /agdg/?
>>
>>128175524
Different person, but I was lost with the controls because I'm a huge faggot who doesn't read. It'd have been nice to have a "press [button] to interact with [object]" fade in after hovering over it for a few seconds, and fade out when I look away. I know it's just a demo, but the demo should still tell others how to play
>>
>>128176124
Yeah I've gotta do something that signals when you can interact with something. Thanks for the input
>>
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>>128176362
perhaps a sexy robot lady who laughs at you when you fail
>>
>>128176346
Undertale.
>>
>>128176284
Meant as a response to
>>128175860
>>
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>>128148251
tfw I pay people to do the work for me
>>
How do I visually represent wind, without trees blowing over, leaves, debris, ect.?
>>
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>dream project is pretty far along but still a ways from being finished
>can do 100% of the art and coding myself, but completely hopeless when it comes to sound effects, music, marketing and stuff like a website/logos/icons
>no money for anything, no friends or family to ask for help, no anything
>it's also a massive project that's starting to get in the way of other things I need to be doing
>could make a simpler form of the game in a fraction of the time, but I doubt it would be as popular and also muh hopes and dreams

I'm tired and I don't know what to do
>>
>>128176346
Cave Story when I was younger and Cave Story was the hot new thing. I studied and learned how to program, but I lost sight of my original goal.

Undertale came along and reminded me that I don't have to be a master of art, or have the best music, to have a fun game. I should stop beating myself up and just like, make game.
>>
>>128176536
why would you want to show wind without leafs flying all over the place and trees blowing?

i guess you can use little white stripes floating around in a swirl
>>
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>>128176589
Make a different, but simpler game in order to possibly get money, or at least your name out there so it's easier to release another game. How is this so hard people, why do you always have to make the dream game before anything else.
>>
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Any amateur sound dudes here?
Skype pls?
Preferable someone just starting, and motivated?
>>
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>>128176701
That's basically what I have right now, but it's ugly as sin.
I mean, it's mostly because I can't do art worth shit, but still.
>>
>>128175873
>implying Intel will survuve the hyperparallel future against APUs
She will burn in the ashes of IBM
Single thread is dead desu
>>
>>128176284
yeah, the "size" of the room doesn't matter unless you're using the object following camera that's built into the room parameters (which is kind of crappy anyways). you do need A room but your entire game could be played within a single room, it's just a way of organizing things

>I'll just make an empty room and code the player spawning and camera in pic related. Is that correct?

you can spawn the player with the creation code but creation code only runs once, if you want the camera to constantly follow the player for example you need to code that in the step event of an object somewhere
>>
>>128177090
I meant to say "Iris" specifically, not "Intel"
>>
>>128177068
Oh you're the one making that 2D olde paper looking game?

I think you should make the trees move with the wind. And maybe have a cape or something, maybe some flags around that blow in the wind. It would be a lot more convincing.
>>
>>128177068
wind doesn't mean anything unless it effects stuff bro

i assume your going for some wind waker type feel but in wind waker the wind determined how fast your boat can travel and shit
>>
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hi
http://vocaroo.com/i/s1cTRunuRSIj
>>
>>128159340
how did you make these gifs? and do the animation?
>>
>>128177437
nice video game
>>
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>>
Is that anubis game demo really unsafe or is my computer being a shit?
>>
>>128177437
mush this is constantly looking better and better i wanna play this game so bad
>>
>>128177437
Looks comfy
>>
>>128177549
>unsafe
wat
>>
>>128177437
looks real comfy, and I think the music fits well.
>>
>>128177437
I want the demo now
>>
>>128177509
>>128177574
>>128177592
>>128177656

thank u not done yet making a 3d game is hard

>>128177685
no demo will ever go out probably. come play it an event
>>
>>128177350
Nope, that's not my game. I'm going for a pixel-art style. The pic I uploaded is a page from a book in my game.
>>
>>128177192
Damn straghr bitch ass fucking scriddo pizzashit
>>
>>128177759
>no demo will ever go out probably
I'll give you a burrito, no 2 burritos if you make a demo
>>
>>128177876
any demo that would go out would be free and just be the prologue of the game. But not anytime soon.
>>
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>>128177759
Post unfinished game.
Anon, I want to play it.
>>
>>128177759
What event? Please come to Canada, I don't want to have to fly to the States
>>
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>>128177759
Why do good artist always talk in such stilted, bizarre manners? It's almost a constant.
>>
>>128177976
no but heres a thing https://www.youtube.com/watch?v=Rv9MhX2jwwE
>>128177989
next event is smithsonian this weekend.

probably no events after that until its out though not worth the stress. i dont even know what events are in canada but i might try to get a booth at TCAF next year
>>128178154
people always think english isnt my first language but it is, this is just how i talk i guess
>>
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>>128177857
>pizzashit
>>
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>>128175619
>>128175689
That's what it was. Just tested it with my gamepad and antimicro, works just fine.

Thanks for the help. Guess I should look into investing in a mechanical keyboard.
>>
>>128177549
Unsafe? Are you getting an antivirus warning or something.
>>
>>128178154
you need brain damage to be a good artist
>>
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>>128178267
I WANT THAT GAME
>>
Help me out here /agdg/

How do you define objects in your games? I've been just creating stuff as I go and I realized that this shit won't look good when I start doing collision detections

Should I just make a simple class and have everyone extend from that? Would that work?
>>
>>128178267
Smithsonian? As in THE Smithsonian? Or is that some fancy convention just named smithsonian?
>>
>>128178383
Yeah, it was like "golly a lot of people haven't used this before", so I think it's probably just overreacting.
>>
>>128178441
is that an NPC from lisa? i really want to play that game
>>128178598
the place in DC
>>
>>128178456
Make a CollisonHandler singleton.
Don't believe /agdg/'s lies. Singletons are good.
>>
File: capture1 (56).webm (2MB, 500x320px) Image search: [Google]
capture1 (56).webm
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how do I make the ground reflect everything without killing my frame rate?
>>
>>128178456
There's no one solution, it depends on how you want to do it.
>Should I just make a simple class and have everyone extend from that? Would that work?
This would work just fine.

If your objects start becoming more and more complicated, a composition approach like ECS would be better long term instead of constant inheritance.
>>
>>128178737
First time I've heard of it. Nobody else has said their antivirus has complained about the game.
>>
>>128178754
It's super good, I reccomend it highly. It's really funny, I think you'd like the humor in it a lot.
>>
File: ribs.png (2KB, 131x109px) Image search: [Google]
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>>128178754
guy who loved lisa here
would like to work on a game like lisa
need programmer and sound guy
>>
>>128178456
There are tons of ways to solve that same issue. Software architecture depends on tons of stuff. Are you making your own engine?
>>
>>128178805
>inb4 one million responses
Do it the same way that AAA games do. Have a copy of every object under a transparent floor.
>>
>>128178154
Histrionism. It's the closest thing to a trip wtihout putting up a trip.
I do it constantly on /mu/, especially when arguing, so they know it's me throughout the entire thread. It also pisses people off more, that's a bonus.
>>
>>128178805
By getting a better GPU
>>
>>128178805
Give blog pls
Did you make those textures yourself?
>how do I make the ground reflect everything without killing my frame rate?
Screen space reflections?
>>
>>128179015
don't listen to this guy. AAA games have shaders that reflect stuff.
>>
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>>128178778
>singletons
>>
function Spells (effects) {
var spells = {
sword_attack : {area: [[1]], effect: effects.physical_damage({dmg: d(2, 6, 2))}, //great sword
…
};
return spells;
}
>>
>making design decisions an emotional identity issue
how to spot an absolute shitter
>>
>>128179029
>>128179029
http://digigee.tumblr.com/
the new textures are a mix of edited versions of an rpgmaker asset pack I bought and my own textures but the models are all mine.

I tried a screen space reflection shader but it halved my framerate
>>
EVERYBODY STOP AND POST CTRL+V RIGHT NOW
>>
>>128179454
Histrionism

...Yeah, I googled it.
>>
>>128179419
>justifying poor design decisions by name calling everyone who disagrees with you
>>
>>128179454

I just wanted to say that I enjoyed playing your game but I didn't enjoy getting far into the game and then died and having to restart everything instead of just restarting from where I died. I can't wait for the final release but I hope you will change that because it is frustrating.
>>
>>128179428
>I tried a screen space reflection shader but it halved my framerate
Upgrade your PC
>>
>>128179541
Where was I justifying poor design decisions. Not one for nuance are we?

I'm saying you should come at it with a clear mind. If someone disagrees with you and gives solid logic? Sure, give some weight to it.

If they're a retard who's just shaming you because of emotional investment (into design decisions of all things) and doesn't have anything to say otherwise, then throw it into the goddamn garbage.
>>
>>128179428
Screen space reflection is slow, but it doesn't get slower with scene detail. So it's better than planar reflection for super high detail games.

For your game, regular planar reflection will be perfect.
>>
>>128173454
post code anon
>>
File: 144425974261.gif (897KB, 540x400px) Image search: [Google]
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>someone made fun of my 3d models before
>their game is a massive failure
>>
>>128178943
It's not an engine and more of a, well, attempt at making something bigger than breakout which only had three objects interacting with each other. Right now it's a sad attempt at making a mario-like platformer

>>128178778
How does that work? Why is it bad?

>>128178837
>If your objects start becoming more and more complicated, a composition approach like ECS would be better long term instead of constant inheritance.
I'm already somewhat used to OOP, so I dunno if a shift in paradigms would be too beneficial for me. What are the advantages?
>>
>>128180062
That's pretty much all of the salty nodev shitters here.

>mfw some of them even liked my game after I finally polished it up
>>
>>128179454
player.GetComponent<PlayerMovement>().cameraPosition.transform.position

scriddo here
>>
>>128180131
>What are the advantages?
Flexibility and scalability.

With inheritance you risk running into a gigantic mess as things get more and more complex.

If your game is simple you won't have many issues with it though.
>>
MAK NEW THRED
>>
File: download.png (8KB, 225x225px) Image search: [Google]
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>>128180142
i kno ur no dev but what am i?
>>
>>128180429
We're only on Page 8
>>
>>128178837
>If your objects start becoming more and more complicated, a composition approach like ECS would be better long term instead of constant inheritance.
Not really. The whole point of ECS vs inheritance is being able to make runtime combinations vs compile time combinations.
Say, your game makes dynamic procedural enemies. If your game has a preset amount of enemies with preset amount of whatevers the only difference is that instead of using a class hierarchy you use a builder pattern (and well, performance differences).
>>
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>>128180062
>someone tells me my art style is bad and nobody will play my game
>I put it on a popular web game portal and it ends up being in the top 9 highest rated games released that month
>>
>>128180624
The other problem with inheritance is that if you need multiple inheritance, you have to first be using a language that allows it, and you have to be very disciplined to avoid the deadly diamond problem (to the point where you're basically just accomplishing the same thing as composition).

Besides, there's a huge spectrum between "pure inheritance" and "pure (relational) ECS".
http://gameprogrammingpatterns.com/component.html
>>
File: 1449765993027.png (44KB, 281x237px) Image search: [Google]
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>>128181051
Show us your art/game!
>>
File: wacomtest.png (21KB, 730x588px) Image search: [Google]
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just got a wacom tablet
its acting weird
im testing my hand at it
theres a 1-2 second delay as soon as my pen hits it

im in the mood to draw
anyone want me to do some quick character design sketches?
im better on paper and need practice

looking to do some concept art
and mainly want to do a pixel game so models would be pixelated/small as fuck
>>
>>128181273
>and you have to be very disciplined to avoid the deadly diamond problem
The only multiple inheritance language I used is C++, and you simply specify which version of the method you want to inherit, it's easy as fuck.

I've yet to find myself in a position where inheritance has been a problem. Then again most of my most complex game is just read from txt databases and heavily uses composition, just not ECS.
>>
>>128180420
This is the first time I've ever heard of such an alternative. Is it simple to implement and not look like a mess?

I'd drop OOP in a heartbeat if there are no disadvantages. Well, no disadvantages that'd make me think twice while implementing it.
>>
>>128181769
did you disable that annoying tablet shit they put in windows since windows vista?

is it that circle lag thing is that what you mean?
>>
>>128181769
Start google searching. I had the same issue and resolved it with something like this
https://social.technet.microsoft.com/Forums/windows/en-US/ab87b197-aaf9-43f0-a614-aab9329814a3/solved-wacom-tablet-lag-in-some-applications
>>
>tfw after you're experienced enough you can start to notice people who aren't experienced having arguments where they just blurt out what they read somewhere without really getting it
it's a curse desu, noticing that 99% of people online dont know what theyre talking about
>>
File: lazy.png (243KB, 493x814px) Image search: [Google]
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243KB, 493x814px
>>128148251
>>
>>128181769
Try someone with a mirror for a face.
>>
>>128182106
You mean like fucktards who claim games are made by copy pasting things from tutorials or dragging and dropping store bought assets?
>>
>>128181990
To properly implement it takes some work, there's lots of resources online to explain it for you.
You might even find an existing implementation for your language.
>>
>>128181769
If there is input delay try Restoring your preferences with the Tablet Preference File Utility.

I recommend making a Backup of your preferences since many issues can be resolved by simply Restoring with the same settings.
>>
>>128181990
The disadvantage is performance related. I don't have benchmarks though, implementation may vary.
>>
>>128182654
I highly disagree that ECS has performance disadvantages, as it's data-oriented. Should be a hell of a lot better on your cache if you implement it using contiguous memory as much as possible.
>>
>>128179454
c.invisible=true;
>>
>>128182106
Premature optimization is the root of all evil :^)
>>
>>128148251
>>
new thread when?
>>
>>128182253
no the people talking about ecs
>>
>>128182920
:^) because it's actually solid advice to not waste all your time optimizing early

Naturally a scrub will probably get the amount of attention to pay optimization wrong anyhow either way.
>>
>>128181051
Pic related? I'd... uh... play it too.
>>
>>128183209
Elaborate.
>>
>>128179454
I wish each time I orgasm my penis grows 10%, and each night shrinks 10%, down to a minimum size of my current size.
>>
>mt stupid tards weighing in as if they were the experienced ones
>>
>>128183294
im not gonna fucking get into an ecs argument
>>
>>128181990
>is it simple
It is a different way of thinking, but actual implementations are fairly simple. In the end it is each entity is just a key and that key is a lookup into the components it has. However, having just the key doesn't mean you know which components it has, which is a departure from OOP.

Even if you don't go ECS considering having no inheritance except for pure virtual interfaces and only have hierarchies at most 1 or 2 deep. Inheritance is almost always the wrong answer that over complicates things.
>>
>making indirect comments so that you act high and mighty without actually having to prove anything

>>128183404
What a coincidence.
>>
>>128183404
So you are posting to complain to get replies? That is known as shitposting, dumbarse.
>>
>>128182782
I'd say the problem with using contiguous memory is not performance-related, it's memory usage related. Sparsity can quickly become a problem with outrageous use of memory, too.

In an extreme (or not??) example, take 4000 entities, 200 components, and each component having 5 integers. You'll end up occupying around 16 megabytes of memory and most of it probably won't be in use. Sure it might not be much for nowadays' computers, but if you're trying to be efficient...
>>
>>128183150
It amazes me that people still make these posts instead of just making a new thread. So lazy.
>>
>>128183702
It's scary. What if I fuck up!?
>>
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Hey guys, I'm planning to make a game, and 've only just got a rough idea of what I want to make.

Wanted to ask if I could beter do it in unity 2d or 3d

2D animated sprites/characters move on a grid and use grid-based abilities. (Think Fire Emblem)
>>
So, does anyone need music? Chiptune more precisely. Heres something I started working on about an hour ago : https://clyp.it/p3uaptvk
>>
>>128183776
there is no such thing as unity2d

2d and 3d are both done in unity
>>
>>128183776
>>128183867
That anon here, if you're game for a new project
>>
>>128183776
With your art style, 2D would be more interesting, but 3D would probably be easier and faster.
>>
>>128183630
What point are you making? I am confused.
>>
>>128184018
>>128184018
>>128184018
>>
PAGE 10
>>
>>128183776
Hey I'm
>>128183952
Heres something else I did a little while ago :https://clyp.it/qitdidvk

Also if you were ever in need of help programming wise I know how to do that to.
>>
>>128184037
>>128184052
STILL TOO EARLY
>>
>>128184028
Nothing much, just that I disagree ECS doesn't perform well. The biggest problem as I see it, is just making it not waste memory.
>>
>>128183294
Sounds like their ECS solutions are big coupling problems. Like, I guess a big method is not only checking for collisions, but also handling them? Instead of each component handling it's own collisions because they're afraid of running into inheretance issues? Because unless you're using duck typing, there's no easy way to request a generic component to handle its own collisions unless you're using interfaces or inheretance.

I don't understand what the fuck they're on about, it sounds just vaguely coherent to me.
>>
>>128182024
Yeah exactly that
>>128182046
shit, im checking that out now.
>>128182232
more details please? but yeah I will try that off top of my head
>>128182551
that sounds complicated im really new to this whole thing...


also,
are artists consider valuable? id like to work with some people
>>
>>128185173
Oh yes.
>>
>>128185217
Oh yes to what? valuable?
I just started doing digital art, I know I'll get better,
I want to try pixel art and make a game like LISA
but i cant do concept first then pixel,
I'm looking for a programmer and audio enginneeeeeeeeeeeeer
>>
>>128186647
Yes! Yes to valuable!
Unfortunately it's too late right now, and I'm falling asleep on my keyboard, but do hang around.
Thread posts: 821
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