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AGDG - amateur game Development general

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Thread replies: 820
Thread images: 143

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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
>>
>>128183630
That's an issue I take with all the existing material out there (AFAIK), including the stuff I wrote a couple years ago. They just leave things at "yeah use a structure of arrays", and don't talk about ways to then minimize memory usage and improve tightness, because having lots of sparse memory isn't good for the cache.

I've posted about this before, but it seems to me like the solution is to break your entities up into partitions. Each partition would have rules about components.
>every entity must have this component
>no entity may have this component
>these components must always appear together
Then, based on these rules, you can store component types in different ways, either straight forwardly in an array or using a single level of indirection.
>>
lolidev did nothing wrong
>>
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first for doggles
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>>128183776
>>128183936
>>128183962
I ment this
>>
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Learn yourself some game programming patterns: http://gameprogrammingpatterns.com
>>
>>128184071
Why are you having sparse memory at all?
>>
DEMO DAY STREAM WHEN
>>
>I'm right and you're wrong, but don't expect me to clarify exactly whom I'm addressing or argue my points
>>
Noob with noob question here.
>making shitty game in gamemaker
>put an object in a room, object has both create and step events
>start game
>it won't work
>put code on the room and use create_instance to put it there that way
>it now magically works

Why?
>>
WHEN'S THE FTP COMING BACK
DOES ANYONE HAVE A COPY OF EVERYTHING THAT WAS ON THERE?
FUCK
>>
>>128184140
in case you didnt see
>>128184180
>>
>>128184140
those are just to import basic starter assets such as first person controller and etc.. (you dont even need to use them)

and i think it changes the default view a bit

id use a 2d map for planning the battles

and then take the battles in 3d
>>
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>try to use a spritesheet from opengameart so I don't have to use pixels

Dear fucking god what a disaster
>>
>>128184339
set texture filtering to GL_NEAREST you knob
>>
>>128184206
The memory itself is contiguous, but the components that have to be processed may be sparse. Doesn't really help the cache to work with arrays if you still have to skip over things all the time. The partitions are to reduce the amount of skipping, and as a nice side effect the memory usage (even though it's not really a problem).
>>
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:^)
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>>128184339
Remove the texture filtering
>>
>>128184480
Damn are you making a MMBN clone?!
>>
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>>128184480
oh shit
>>
>>128184339
SUFFER THE PIXEL CURSE
ONE BY ONE THEY GO
6-3-2-1 AND 666
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>>128184480

https://www.youtube.com/watch?v=01C1kpfLtGY

AAAAWW SHIIITT
>>
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>>128184640
>>128184480
https://www.youtube.com/watch?v=aVGLWZoTxME

OMANYOUGUYS
>>
>>128184640
>>128184760
https://www.youtube.com/watch?v=VnwjAINkqQ8

best song in worst game

i gave up on my battle network clone like 4 years ago ;___;;;
>>
>>128184282
How do I contact you?

or throw me a PM at my outdated tumblr

https://www.tumblr.com/blog/barutoman

I actually want to learn programming, but extra hands are always welcome.
>>
>>128184902
What if I dont have tumblr?
>>
>>128184893
https://youtu.be/fDSRAhTLyrQ?t=242
>>
>>128184436
Oh, I see. Regardless of access patterns, the same issue will occur with an OOP system. Also you can still sort/bin the arrays based on the sparse access patterns such as MRU. It is not a total loss.
>>
>>128185043
[email protected]
Then contact me here
>>
Can someone please explain why maya and 3ds max do not play nice with each other?

why cant maya open 3ds files

this is stupid as fuck i hate this proprietary bullshit
>>
>>128185043
Then get the fuck out of here, fucking racist bigot prick. You probably support Trump. Ughh.
>>
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>>128184486
>>128184410
Turns out there's a SamplerState.LinearClamp I can use during the spritebatch.begin() call that removes the texture filtering. Neat!
Thanks guys.
>>
>>128185345
>Proprietary software
>Not trying to keep you captive of their bullshit
Ayyyy
>>
>>128185410
Now make that camera smoother because that shakiness gives headaches.
>>
>>128185407
satire post right?
>>
>>128185345
You can. You need to install the extra tools or what not.
>>
>>128184018
ive just downloaded godot and i want to make a game that has the camera like animal crossing did i choose the right game engine
>>
>>128184902
This asks me to log in to view the page or what ever. What is that about?
>>
>>128185582
which animal crossing
there are like different camera approaches in pretty much every release
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>>128185541
that shit is janky as fuck and you know it
>>
>>128185684
gamecube one
>>
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>>128185494
Yeah it looks awful. I think it's because the scale is set so stupid zoomed in because the tileset I'm using is 8x8 that the slowdown as it gets closer to the player target is way more apparent. Tried to zoom it out a little more to see if it looks better but still not a fan.

I'll have to tinker with the placeholder tiles I'm using and the camera movement more tomorrow.
>>
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Is it possible to make a rectangle around an image in a panel using Unity?

I've been looking for hours and can't figure it out. I've tried GUI.Box, but that only works for screen coordinates, where as the image is in RectTransform coordinates or some shit.

Don't make me have to get a second image for a border bros.
>>
>>128185667
Ah, accidently linked to my edit account page
http://barutoman.tumblr.com/
here is the one, it only has like 3 pieces on it though and nothing really worthwhile
>>
>>128185746
any basic camera will do the gamecube one because its the n64 game

the ds ones and the recent one have that thing were it looks like its rolling on a sphere

can someone tell me what its called?
>>
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>ASP.NET
>Languages you need to understand to use ASP.NET
>jQuery
>Knockout.js
>AJAX
>HTML
>CSS
>C#
>SQL
>LINQ
>Database Coding

This is gonna be so fucking hard but it's gonna be so fucking worth it
>>
>>128185824

>>128185824

Sorry, that's actually a button. It's sprite is an image.
>>
>>128184553
That's not what happens.

First, you have something actually handling the collision detection and probably the physics at the same time, typically middleware. It doesn't care about entities, it just cares about shapes and rigid bodies and stuff. But there may be some extra behaviour based on the results of this. For example, something breaking apart if a force threshold is surpassed. To accomplish that, there would be a system (function) that looks at the component that holds the physics measurements as well as the component that shows how the entity breaks, and destroys the entity if the force is too high.

This isn't too different from how it would be in a more traditional architecture, where you'd have a collision handling method that can be overriden by entities or components. But it has more flexibility, as the behaviour can depend on more than just whichever data comes with the collision "event" and each individual component. That's where the traditional ways really fall flat -- they don't handle component interaction well, besides through some predefined channels with elevated privileges (like collision events).
>>
>>128184553
>>128186032
The big thing to realize is that components are not responsible for their own behaviour with ECS. They are just data (structs), and the systems (functions) are what actually provide behaviour.
>>
>>128185983
What? You don't need half of that.
>>
>>128185783
Can't you make your character move only one pixel instead of 8 pixels?
>>
>>128186389
Should a component sub system not uncapsulate the functionality? Should you not strive to have all the data treated the same (in a batch) and keep the data opaque?
>>
>>128186587
Explain
>>
>>128186810
>Should a component sub system not uncapsulate the functionality?
Encapsulation is a means to an end, not an end in itself. It only creates problems if you try to apply it to ECS.

>Should you not strive to have all the data treated the same (in a batch) and keep the data opaque?
What do you mean by this exactly?
>>
>>128185983
>worth it
>>
>>128186032
>>128186389
I'm sorry, it just sounds like a shitton if shitty checks and edge cases, which is the complete opposite of extensible or flexible. That each instance is just "data" is of no importance, the important part is that everybody's behaviour is inevitably tightly coupled to a main method (which then calls the particular functions), which, ironically, is really fine if your game logic is simple, but quickly gets overbearing as you start adding more and more particular behaviour.

I'm just not convinced on your words. Maybe it's something particular to your engine.
>>
>>128186749
That would defeat the grid-based movement
>>
>>128185746
oh, that's easy
overhead camera at a slight angle
>>128185954
I looked into it before, I don't remember it finding a name for it but instead of making the floor a flat plane, you should make the ground into a cylindrical shape and use the same camera at a 30/45 degree angle.
players won't notice the curvature backwards because it will be behind outside of their view, but they will be able to see the ground curving out in the distance
Then, to keep the game logic in 2d you'll need to project 2d x/y coordinates onto the curve. I don't remember the maths for this part, sorry
>>
>>128187064
Not really. Just make it so your character gradually moves from one block to another.
>>
>>128186816
1. Anything that can be done in jQuery or Knockout can be done in vanilla javascript.
2. Linq and sql are not necessary. Also it depends on the database you use.
3. "Database coding" is redundant, because it's understood once you know other things.
>>
>>128186961
That sounds like gross extrapolation to me.

>I'm sorry, it just sounds like a shitton if shitty checks and edge cases, which is the complete opposite of extensible or flexible.
Where? The checks I'm assuming you're thinking about are only done to say "should this system operate on this entity ID?" and the entire point is that there are no edge cases.

>the important part is that everybody's behaviour is inevitably tightly coupled to a main method (which then calls the particular functions)
There's nothing stopping you from making a sequence of systems that are run through in a loop and that can even be changed at run time.
>>
>>128186918
I am not confident in my terms.

In my implementation all data is handled the same and at once. Striving to at no point do you need to know that you are dealing with particular data types as only the component subsystem itself cares about what the internal representation of the data is. I guess the way I have it designed is a component doesn't provide data, it provides functionality.

There are cases where this encapsulation is broken and data needs to be shared, but I do this through mediator subsystems too to try and minimise how much internal representation leaks.

It is working well so far, but maybe I have not come into the most complicated cases.
>>
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>>128186759

I'm on agdg everyday.
I don't post as much though but yeah, I lurk a lot.
I think it's important to be surrounded by people who have the same passion/goals as you even if you don't talk.
>>
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>>128187237
>Anything that can be done in jQuery or Knockout can be done in vanilla javascript.
>>
>>128187193
Oh, I see what you're saying. Yeah I'll try that out tomorrow! With the pixel placeholders back because I hate this tileset anyway
>>
>>128187362
You mean kind of like how Unity works? I don't see any benefits to that over having components as pure data and having systems provide functionality. It just leads to big issues of interaction between components.
>>
I just finished
should I dev or sleep`
>>
>>128187409
Top meme.
>>
>>128187617
sleep

maybe finish off one more thing
>>
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Made a new map in my love2d level editor, special for you AGDG. Hope you like it. In addition to the camera scrolling I got working yesterday, I've also added collision.
>>
>>128185983
That stuff isn't that hard anon. What are you trying to do?
If you use entity framework you barely need to know anything about databases or SQl at all.
>>
>>128187581
Maybe I am still applying an OOP mindset to it. I don't like the idea of systems coming in and touching data as they like so I have the component control access.

One thing I am seeing is more and more data does need to be exposed, but I think that is just how games go, maybe. It is only first try and ECS and first iteration.
>>
>>128187409
gone homo sold a bajillion copys and its litterly one of the most primitive coding for games ever

like i could do that in a week end while high and farming wsg in wow

dont need to reinvent wheel just make game srs
>>
>>128187778
FUCK OFF MOM
DON'T TELL ME HOW TO LIVE MY LIFE
>>
>>128187260
>Where? The checks I'm assuming you're thinking about are only done to say "should this system operate on this entity ID?" and the entire point is that there are no edge cases.

The checks must be on a case by case basis. Think of it simply, you have two kinds of enemies with two different tresholds, and two different death animations, and your method checks, "oh it's this type of enemy? it then has this treshold. is it dead? then do this kind of animation" Obviously it's fine and dandy if you have two enemies. But 10? 15? What about other types of instances, do they get checks too? How many ifs do you need? How nested are they going to be? Do you really think this is fine for a very large scale project?

>sequence of systems
It's the same thing though? You're not getting rid of those ifs, except with inheritance. Or maybe you're a real smartypants and like using metaprogramming techniques like duck typing, or reflection or lisp homoiconicity, I doubt that though.
>>
I haven't worked on my game for a week

My friend is on break from uni right now and he wants me to play assfaggots with him all day and he's my only real connection to the rest of the world

what do I do
>>
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>>128187872
>The fucking swastikas
>>
>>128187972
daily reminder that
your mommy loves you
>>
>>128188026
>tresholds
I misspelled threshold not once but twice?
>>
>>128187872
That seems to work alright.
>>
>>128188254
Tresholds are the bolts that keep legs attached to stools.
>>
>>128187908
I'm for the most part just memeing, it just looks so fucking complicated but really you just press 20 keys and you have like 1000 lines of code
>>
>All this design talk
>Nobody has posted a single UML diagram
Video game coders, everyone.
>>
>>128187925
Yeah, it can be hard to break free from the OOP Kool-aid that is given out so widely. Encapsulation can be good, obviously, but it serves a specific purpose (not letting users meddle and put an object in an invalid state) that doesn't really apply to ECS.

>>128188026
>Think of it simply, you have two kinds of enemies with two different tresholds, and two different death animations, and your method checks, "oh it's this type of enemy? it then has this treshold. is it dead? then do this kind of animation"
These things are data-driven. The breakage threshold is a value in a component. A particular death animation is indicated by a value in a component. There's no code that says "if this type of entity, do this", because in an ECS there are no entity types. An entity is the sum of its components. You don't seem to understand what you're criticizing here.
>>
>>128188254
cuckold
>>
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>>128188624
>Everyone has to do things the way I DO IT!!!!
>>
>>128188624
Shit's far less necessary/useful when you're a one man army.
>>
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>>128188624
>>
>>128184220
Shit, if I had posted my game to demo day someone would actually play and stream it?
>>
>>128184220
I could stream but I'm a literal who so
>>
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>Can't decide if I want to make my game in 2D or 3D
>>
>>128188026
>The checks must be on a case by case basis. Think of it simply, you have two kinds of enemies with two different tresholds, and two different death animations, and your method checks, "oh it's this type of enemy? it then has this treshold. is it dead? then do this kind of animation" Obviously it's fine and dandy if you have two enemies. But 10? 15?

I've only been trying to do ECS for a few weeks now so I'm probably way off, but the way I understand it is that you don't really set your systems up to look for "types" of enemies. Your enemy entities are just collections of component data. That component data should contain all the necessary information about what death animation is to be played, etc. Then your system just does:

AnimationSystem.RunAnimation()

And runs the animation for whatever your component data contains for the animation for entities that have the requisite component collections.

For instance in my project for animations I have an animation component that has an enum State (dying, hitting, dodging, standing), and an array of keyframe rectangles for each state. It also has a double frame per second. Then my animation system simply looks at the state data of the animation component, and runs the correct keyframe array for whatever spritesheet is presented by the Display component's data.

In that way I can have dozens of different enemy "types" and animations, but the system would only be as simple as one call with generic logic.
>>
>>128189110
why not both?
>>
>>128189110
2D. Go do it.
>>
>>128188649
>The breakage threshold is a value in a component. A particular death animation is indicated by a value in a component

I get it, so you just have generic objects with a million variables to cover any kind of instance they can possibly be? But you're still not getting rid of those ifs tho? Because I very much doubt you can really have a "particular death animation" all sorted out with just a single value. Which means, either your engine is doing the match between the value and the animation for you (i.e. those fucking if/else blocks) and you're confused, or you're doing those if/else blocks yourself but not admitting it? If it's the former, stay out of the conversation? The other guy is seemingly not using your particular engine, so you're just confusing him further.
>>
>bosses will wipe your whole party in one or two turns unless you use the right strategies to keep them disabled
>every boss fight will probably take a bunch of tries to get the right sequence of moves down
Is this fun for most people, or just frustrating? There are no consequences for losing and no unskippable cutscenes. I personally like fights like that, but I'm not sure it would sell.
>>
>>128189281
Sounds tedious
>>
>>128188826
>Create convinient way to comunicate design/pseudoimplementation of a system
>Nah let's use words and not provide any details, you're a faggot
Nice

>>128188905
Maybe, but we have two people talking here
>>
>>128189242
Maybe tone down the flak, man.
>>
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i want to make a morbid game
or art for something morbid
and spoopy
>>
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This is going to need a bit more designing then I thought.
>>
>>128189110
2.5D
>>
So, I'm trying to list the possible spell variants, and so far I've got:

The damage-dealing and damage-healing ones
The condition ones : divided in the things they affect (hp, stats, speed), or just a tag for a treatment or behavior : they have a duration
The condition-lifting ones : some buffs might also work as a lift for debuffs and vice-versa
The Shaker ones: creating things (that might have effects associated) and changing terrain : the change might have a duration associated
The summoning ones: summoning monsters of the most various types, can be divided in many different spells | summon familiar, summon elemental, etc | Master Type 1
The enchanting ones: conditions into items, some permanent. Enchant arrows, enchant bows, enchant melee weapon : associating an effect to them (usually damage or condition)
Creating non-terrain items, like food and ammunition, basic conjuring
Enchanting terrain ? probably will never use

Is there any other possibilities?
>>
>>128189161
So it IS an engine thing, either it does inheretance on the background or it matches the value to a particular behaviour, in any case, it's neatly encapsulated for you.
Conclusion: If you're doing a more bearbones approach, you SHOULD encapsulate.
>>
>>128189242
>I get it, so you just have generic objects with a million variables to cover any kind of instance they can possibly be?
No, a given entity can pick and choose which components it has -- that's the whole point.

>Because I very much doubt you can really have a "particular death animation" all sorted out with just a single value.
Why not? Sounds perfectly reasonable to me.

Again, why are you getting this involved in a topic you clearly are not at all familiar with? Both specifically ECS, and game programming in general?
>>
>>128189413
Make some sort of game where you're trying to escape from the experimentation cells of an evil corporation, like the Umbrella Corporation. Maybe you fight creepy stuff, maybe you run from creepy stuff
>>
>>128189413
You have good basics down. Lets practice hard!

How often do you do reference studies?
>>
>>128189429
Don't attempt to make an rpg man, it's a chore
>>
>>128189581
>Why not? Sounds perfectly reasonable to me.
Yeah, if your engine does it for you, if you actually programmed stuff, the reason why that is stupid should be self-evident.

>Again, why are you getting this involved in a topic you clearly are not at all familiar with?
I am not familiar with engines, sure. But you're giving erronous advice to a guy who is not sharing the same circumstances such as you, that much is evident.
>>
>>128189617
What's reference studies? All my life it comes from the top of my head.
My dad's blood. He used to be an art teacher. Too bad he was white and had to peace out early.
I've never traced or look at another image and copy.
I'd like to do something quick based on something someone tells me to do here. Also that pic was first time coloring.
>>128189586
I can't program for ass.
>>
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Guy from last thread here,

Finally got around to making the stage "endless." Now to make a generation algorithm.

I made variable A keep track of the player's x position and a variable B to keep control of the spawning.

Everytime A is bigger than B there's a chance to spawn a block (and other things) and then B is increased by 16. I thought this would translate in things only appearing in multiples of 16, like a grid. But it seems sometimes shit just plain spawns on top of each other.

What do? Webm related.
>>
>>128189794
>What's reference studies?
The ones you should be doing for your art to not be shit.
>>
>>128189654
In what way do you mean?

I plan to make the game as simple as possible.

Simple and fun is the way to go
>>
>>128189514
I'm not sure what you mean friend. I was just responding to the idea that a system has to have many conditional statements to check for different types of enemies and decide what to do for each type, which goes against all of my understanding of how ECS works. (Which is admittedly limited.)
>>
>>128189767
What are you even talking about? The particulars of the animation system are irrelevant here. You're not even saying anything to back up your argument, all I hear is "nuh uh" and lots of assumptions.
>>
>>128189798
Before you spawn a block, check if a block is there.
>>
Should I learn some openGL to use with SFML or just use SFML's graphics?
>>
>>128188624
I dunno any of that complicated stuff. I just think of things and then google stackoverflow.
>>
>>128189794
This >>128189872 but less inflammatory.
It is clear that you are at the point where you are either going to sink or swim. It entirely depends on if you do reference studies or not.

You take an image and you reproduce it is accurately as possible. This is, reproduce a photograph, not someone elses art/cartoons. Work it until you 'feel' it is accurate or until you have been working on it too long. Then do the next and so on forever.
>>
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I'd like to remind everyone of Pandora's Tower, and more importantly the fact that it shows that you can put a waifu that you have to romance and care for in literally any kind of game.
>>
>>128189947
I'm talking in the context of the other conversation about the evils of inheretance. Obviously, it's not an issue you have to delve with if you're using an engine, you can have an n number of types and define particular behaviours for each without worries, it's cool.
>>
>>128190221
Inheritance is evil.
>>
>>128189413
Did gogem draw that?
neck_size++;
>>
>>128189794
>Too bad he was white and had to peace out early.
White as in covered in cocaine and dead from an overdose? What does white have to do with anything?
>>
>>128190163
>Here eat this demon flesh for luv
very romantic.
>>
>>128189968
>The particulars of the animation system are irrelevant here
It is if you're not using a fucking engine, or an engine that is not as complete as yours! Do you understand why your advice is shortsighted now? The particulars of how an animation is called are very important, that's the whole point of encapsulation!
>>
>>128189794
Not to be a dick, but unless you show me your art, I am pretty sure your art is utter shit too but you say you are an artist because you are too lazy to learn how to do anything.
>>
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>>128190304
>>
>>128189893
Well, my experience went like this.
>Download library
>Implement dialogue system from scripts
>Implement battle system (units, skills, buffs, turnorder, formulas, costs, etc)
>Implement areas
>Implement events
>Implement ingame animation system for skills
>Adding content
>Write dialogue
>Make the units
>Make the skills
>Make graphics for units/skills
>Design enemy groups
>Balance
>Design areas
>Zzzzz
>Shit what have I been doing for the past 4 years part time?
It's just a lot of work unless your scope is incredibly small.
>>
>>128190391
i also didn't understand that
>>
>>128190304
Only lambda knights are allowed to diss inheretance.
>>
>>128190440
Who are you talking to? That guy posted his stuff here >>128189413
>>
>>128190429
Don't forget giving her a bracelet and then her destroying it when she partially transforms into a hideous monster.
>>
>>128190221
I'm not using an engine personally, just using Monogame. But how I understand it is you don't actually define particular behaviors with ECS -- you define one behavior, and then let the data of the components drive the outcome as that behavior (the system) works on it.
>>
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>post really important stuff
>no response
>attempt to shitpost
>instant replies
>>
>>128190603
That's hardly enough to judge. When you draw sketchy like that, things will look semidecent.
>>
>>128190764
>implying most of agdg posters aren't nodevs
>>
>>128190432
How the animation actually gets played isn't the component's business, you're right. For the case of the death animation, the component just has a reference to a particular animation (for example, though a file name).
>>
>>128185824

I'm disappointed, you guys made me just use another image instead.

Oh well, seems to work just fine.
>>
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>>128190080
>>128189798

I added checking if the place is free, The blocks do have "solid" enabled. Apparently they don't give a shit.
>>
>>128190764
>important
get over yourself
>>
>>128190663
Yes, I understand that much. But not every behaviour is simply given by a bunch of variables.
Obviously, if you have a simple collision system that only requests a threshold to perform calculations, then a struct that holds a threshold is going to be enough.
But anything more particular, especially animation, is going to be kind of shit, unless you're implementing such behaviour on neat little capsules.
>>
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>when u get into the deving groove

should i make a team of fellow aggy daggers?

i feel like i could lead the project even though i have no experience and mostly because 90% of the problems that occurs are because of jewery and im pretty non stingy with money
>>
>>128191080
>But not every behaviour is simply given by a bunch of variables.
This triggers the Von Neumann
>>
>>128191062
You realize the blocks are large right, like larger than a pixel?
You are only checking if a single pixel is free, this is why you get blocks that overlap each other, but funny enough, none that is completely over another.

This is the part where you feel like a dumbass
>>
Can anyone show me some good one person dev teams that have had success at making a good looking 3D games? Doesn't have to be from this general. Just any indie devs that have successfully made, or are well into the process of making a 3D game of any kind. Preferably something that isn't overly simplistic like a first person maze or something.
>>
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>>128191159
>should i make a team of fellow aggy daggers?
You're gunna have a bad time. Remote dev is terrible.

pic unrelated
>>
>>128191229
Ok, you could implement your side-scroller on a turing machine but then you'd hit the nuthouse at some point do you want that?
>>
>>128191249
It has never happened in the history of ever. If you have any number of people less than two working on a project, you will instantly fail.
>>
>>128185582
Yeah that's easily possible in Godot. Or literally any 3D engine.

As far as the rest of Godot's 3D capabilities, it's not amazing, but it can definitely make gamecube tier games. You just wont be able to do any modern crazy shit, if you want modern you'll want to use Unreal Engine 4.
>>
>>128191409
I'm not even following the conversation, I just butted in to say data and code are equivalent.
>>
>>128191159
https://www.youtube.com/watch?v=tGAwp5syXyE
>>
>>128191159

thats a fast way to hate life, friendo. most people here aren't very good at it.
>>
>>128191235
While you are absolutely right and I should be checking with rectangles, it doesn't help the (I'd assume logic) problem of not being a 16 pixel grid... why are things not happening every 16 pixels?
>>
>>128190768
(but it doesn't look good?)
I think he has basics down so a lot of potential. I'd hate to see him go the way of the deviantart.
>>
>>128189110
3D. You can still make the game logic 2D if you want. But 3D graphics are always better.
>>
>>128191524
You can only take advantage of that fact if your language is truly homiconic, otherwise data and code are going to be represented in really different ways. Thanks for butting in I guess?
>>
>>128191080
Well I'm not going to try and claim that there's some magic one size fits all approach to game programming, so it's more than possible that some intentions are better served using something other than ECS, but I think that most, if not all, behavioral needs of entities can be broken down into "just a bunch of variables". I'm not sure why animation would be different. At its core, at least for 2D, it's just image and timing data.
>>
>>128191743
>homiconic
homoiconic.
That's why LISP is so gay.
>>
>>128189110
>Amount of time to make a decent quality 3D rigged and animated model
>A few weeks
>Amount of time to make a decent quality 2D animated sprite
>Three days or less depending on sheet size and quality
In b4 all my enemies are humanoid, I reuse the base mesh/skeleton and their only difference is gear and hair that is put on them via sockets.
>>
>>128191631
Because your player's own movement isn't locked to a 16 pixel grid and since your spawn is dependent on that, it will not lock to a 16 pixel grid.
>>
>>128191784
>behavioral needs of entities can be broken down into "just a bunch of variables"

Pragmatically, no, that's not a sensible assumption.
Depends on the langauge. You could really have lists that represented game constructs with the code embedded inside, and have those evaluated at run-time, but that's only on LISP-like languages. Yeah, that approach would work there just fine, in fact, it'd be a neato exercise for anyone curious about it.
>>
>>128191743
>otherwise data and code are going to be represented in really different ways
In every language I've used so far a function call is just a pointer or object which you can pass around freely, and argument lists end up just being arrays.
Sure, it may be a pain to use in some languages to the point of going against the entire paradigm.
>Tfw attempting to use member function pointers in C++ without a wrapper library
>Tfw using Java's misc.sun.unsafe features
>>
>>128191463
This is what I was afraid of. Yet, you see plenty of 2D games made from single devs. Tons even. For some reason, everywhere you look though, people make it seem like a possibility. Like,
>>128191678
I see plenty of 3D games in dev sites like https://itch.io/jam/agdg-demo-day-6, but they never make it out of the demo stage?

I just want to be able to use my 3D models in my game. It isn't going to be first person with crazy awesome textures or anything.
>>
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>>128190768
just got into digital
trying shit out tonight
hows this?
>>
>>128191524
>say data and code are equivalent
Well I guess it's off to /g/ for me.
>>
>>128192443
high school tier
>>
>he isn't using a real language to make his game
>>
>>128192443
I will say as a penciler, you are good enough to not be utter shit. Sorry I said that. I encounter too many in the game dev program who talk like you do but literally are shit at everything.
>>
>never made a game with a persistent world or saving of any kind
>never made a game with hand made puzzles
>never made a game with interactive objects such as buttons
>never made a game with AI that is more complex than walking towards or away from the player
>never made a game with an inventory

I- I don't know if I can do the Zelda jam.
>>
>>128191080
In your OOP based approach, each object wouldn't have code for running its particular animation. That would be abstracted away into something that you feed the current time into and get the current frame, for example, and the object just tells it to switch between different animations.

Why would it be done any differently with ECS? You could just have a single value somewhere that says which animation the entity is currently on (which can be changed by other systems based on what the entity is doing), and when it's rendered, you look up which frame to use based on the time.
>>
>>128192423
minecraft art was made by notch alone right?

yeah i know but its still a example
>>
>>128191249
off the top of my head
antichamber
dear esther
the original Stanley Parable I think?
beginner's guide
william chyr's game
Fez is 3d and practically speaking phil fish was the only stable dev
if you count it early minecraft
>>128191784
>>128192160
my 2d animation so far
Anim = stateful, has a time_left (number) and an on_complete (event, two strings + args) + frame data.
LoopAnim = stateless, just quad (4 nums) + timing (number) per frame. The actual clock for these is global. Might add an offset later but for now idgaf
this isn't counting tweening which is handled by a library/particles which are handled by the engine
My game doesn't store opaque datatypes or functions as state. Any time I need to change behavior based on state I use events/class references(literally just the class name, string) instead.
This is in a simple dynamic language, without metaprogramming, and it works just fine.
>>
>>128192359
>In every language I've used so far a function call is just a pointer or object which you can pass around freely
Try and modify the behaviour of said object at run-time, man.
It's true, when it's bare metal it all looks the same, but we're talking high-level languages here.
>>
>>128192160
I didn't mean the behavior itself. Just the needs. What I was trying to say is that the systems are designed generically and since what really drives the behavior is the data that generic behavior acts on, it shouldn't matter if it's simple, sparse data like collision information, or if it's more complex and numerous data like you'd need for animation. It's possible for the systems in an ECS to act on data supplied by the components without regard for special circumstances or checking for "types" of entities. That's all I'm saying -- is that I don't think (at least I've run into anyway) there's a case where an animation is going to be so complex that the data couldn't just be fed into the same generic animation system as all other entities with animation data.
>>
>>128191080
>>128192604
I don't understand why you fucking retards don't realize OOP and ECS aren't mutually exclusive.
What the fuck is wrong with you people.
>>
>>128192878
Stop being pedantic. When people are comparing OOP and ECS, they are comparing entities built through inheritance vs. entities built through composition (ECS being a very specific formulation of components).
>>
>>128192521
I agree actually yeah, sorry about that
>>128192590
hey this what im here for, criticism
i just need to git gud
>>
>>128192450
They are. Well, can be, if that's your intention.
In b4 something about how the OS memory segments get allocated that misses the point.
>>
>>128192975
>variables are values
>>
>>128192950
Well to be honest, some of it just is innate. You're either good enough at it or not. You just have to fine tune the skills you have been provided. Just draw shit. Reference anything and everything. Try to draw the stuff you hate drawing. I notice a lack of lower body in your images, just mostly heads.
>>
>>128192772
Object
{
Function dynamicFunction;
}

Object a = new Object();
a.dynamicFunction = SomeClass.SomeFunction;
a.dynamicFunction(params);

What's the problem?
>>
>>128192645
>>128192716

I tried google and barely came up with anything. Which can only mean one thing.

I wonder if it's because there are devs who are thinking of breaking into 3D with the release of unity and unreal, but haven't released anything yet. Or if it's because it's too complicated to realistically happen unless the graphics are very simplistic.
>>
>>128193079
?
>>
>>128193379
I mean two things, and release of 'free' unity and unreal engine, whoops.
>>
>>128193237
Okay! thanks for that
I'm gonna whip up something right now,
but actually for the advice
I would like you to tell me what to draw
ninja turtles etc idc
I'll draw anything you ask
that good?
>>
>>128193379
Alright, this isn't much but here's a 3D game by a 1MA I know of, who got someone else to do the music.
https://steamcommunity.com/sharedfiles/filedetails/?id=551525979
>>
it's good to be back in the thick of it :)
>>
>>128193594
Thanks for the link.
>>
>>128193568
Um, I dunno. I don't plan on sticking around much longer.
>>
>>128193594
>https://steamcommunity.com/sharedfiles/filedetails/?id=551525979
holy fuck this game looks so easy to make

god damn im selling myself short i can totally one man army a game
>>
>>128193379
The thing is, releasing something without giving a fuck about the graphics is pretty risky.
Sure, some people got away with it but it's mostly because they usually got some good marketing, shilling tactics and also got lucky.

Anyone here can make your average steam, mobile game with shitty graphics.
>>
Doesn't really matter much now, but I've updated the browser version, so that it runs much better now and with the full level.
Turns out that I was underestimating the speed of polygon booleans.
http://nomisdev.itch.io/second-prime
>>
>>128193947
You could've just:

Raph is consumed with guilt, blaming himself and Mikey together for allowing the family tragedy to happen. He moves out of the family lair (leaving Donnie to live alone) and finds a new sewer lair where he can live and train alone and drown his sorrows in new vices of alcoholism, chain smoking and cutting himself.
>>
>>128193379
Well I think one major thing is 3D takes a bit longer to get used to than 2D. And if a programmer can barely make passable 2D art they most likely wont make anything good in 3D either. This is why so many 3D games have a minimum of two members, a 3D artist and a programmer.

Level design is also harder in 3D than it is in 2D. Although it's not too much harder if you're keeping the game logic in 2D.

There's also a huge number of 2D games simply because there's always a huge number of beginners, and beginners almost always start with 2D, and just keep 2D going for a while.

But if you're already good at 3D and you're already comfortable with programming then you should be fine.
>>
>>128194043
art style > game play every time.

im sorry but lets take a look at candybox and cookie clicker


which one do you know is more popular ? the original or the copy?
>>
>>128194147
He still eats pizza though, right?
>>
>>128194275
>art style > game play every time.
I know and was agreeing even if it triggers me a lot. That's just how the world works.
>>
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>>128194147
>donnie finally has time alone to do machines
>>
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What are some ridiculous/outlandish weapons for a MC?
>>
>>128194462
i feel the exact same way

i quit drugs today sorry im fucking up bud
>>
>>128193568
Draw me Cirno building a snowman with Yotsuba
>>
>>128194542
deli meat xD
>>
>>128194542
horse wiener
>>
>>128194542
Infernity Dwarf more like Infernity why do you even exist
>>
i want to die
>>
>>128194542

a sword made of smaller swords that shoots swords when you swing it.
>>
>>128194542
Chackrams,
>>
>>128194542
a katana 3x as long as MC.
And MC can still sheath it.
>>
>>128194542
Spork XD
>>
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>>128194767
>dying before you even have an engine
>>
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post progress niggas


trying to get back into agdg
>>
>>128194542
A skateboard.
>>
>>128194542
a razor edged fedora
>>
>>128194542
elongated afro pick.
>>
>>128194867
>a euphoric Oddjob
Brilliant.
>>
>>128194771
You just described one of the most iconic adventure game characters of all time spoiler: NES Link and the fact that the master sword is made of a bunch of other swords before it.
>>
>>128194542
i came up with an actual good one that has not been done in video games

but im gonna horde it :^)
>>
>>128194839
>trying to get back into agdg
Well then, the thing to do would be NOT posting progress.
>>
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>>128194610
real quick hows this
>>
Hey agdgdg, how should my rpg handle special attacks?
http://strawpoll.me/6508019
>>
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>>128195278
>>
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>>128194839
Currently trying to re-make ramps so that there are some slopes you can't climb on until they're at a certain angle, but in the process turned them into giant tractor beams.
>>
>>128195398
I like it! Except that isn't the 2hu Cirno so I'm gonna have to give you an A-.
But for real, it's pretty good for a quick sketch!
>>
>>128195536
>We have liffdoff
Confirmed for PID2
>>
>>128195452
MP, obviously. Unless it is pokemon or special moves are the whole basis of combat do not do PP.
>>
>>128194867
Speedwagon.
>>
>>128192716
>Fez is 3d and practically speaking phil fish was the only stable dev
Phil was the artist. He didn't even know how to program he had to hire another guy who was the full-time programmer for a number of years so no. He doesn't count as a 1MA he's just another front man. Jon Blow qualifies more as a 1MA than Phil.
>>
>>128195536
you appear to be lost, dumb furposter
>>>/trash/
>>
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>>128195961
An artist at sucking cocks maybe.
>>
>>128195996
You shouldn't invite strangers into your home, anon.
>>
>>128195996
wait so just because his game has a dog hes a furry?

its not even a sexualized dog
>>
>>128195569
i would make better sketches, but i want to get a team together,
so far 2 teams ive been in were all excited for a day or two and then dipped
>>
>>128195996

of all the stuff I've seen on agdg and you blame that on being furry? if anything it looks like snoopy's more masculine cousin.
>>
>>128195536
wish i could be a pixel artist for someone whos making a game like this
i could take care of tiles and bg and shit and players and what not
>>
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Another approach from scratch.
But sadly enough, not what I expected. I expected a block every 16 pixels.

Why the fuck is this not working? getting stuck on dumb shit only makes me feel like I'll just plain give up when a real inexplicable problem shows up.
>>
>>128196259

What kind of team? Are you lookin to just do sketches for a team?
>>
>>128196259
>so far 2 teams ive been in were all excited for a day or two and then dipped
Welcome to the average internet project.
Takes a lot of searching to find someone that can and will do professional quality work for free.
>>
I wanna learn to make music. Is the FL studio demo enough, or should I buy the whole thing?
>>
>>128194043
I'm going to be spending a lot of time on graphics. I've always been a perfectionist when it comes to graphic design. I'm more worried about coding, shaders, animations and rigging, etc that come along with 3D games. I'm still a complete beginner to game engines and coding, so I can't figure out if making the game I want to make is even a realistic en-devour or not, but it's not looking promising with the lack of actual 3D releases by one man dev teams. One thing is for sure, I'll be finding someone to help with the music, because I want someone who has good music sense and it isn't me. Everything else, I want to handle personally.

>>128194183
I've been making 2D art for a very long time, and while I'm not the best by any means, I am able to do simple things like character prototyping, character portraits and textures for all kinds of landscapes and such. I'm still pretty new to 3D modeling, but I have a basic grasp of how everything works at least with blender. I can model most basic things at this point, and I know the UI, which commands do what, mods, and a few other things pretty well.

The game is going to be 3D, but in a top down style with everything zoomed out a bit, so having super high quality texture work isn't a big deal. I'll want some cool lighting and shadows and such, but that's completely outside of my knowledge at this point.

Programming I am not exactly comfortable with. I'm decently competent at learning, even if a little slowly at times, but I think I'll be able to get a grasp on it eventually. I'm just worried it will set the bar too high by starting coding on a 3D game instead of 2D or 2.5D.
>>
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>>128196564
We're all in it for free at first
they all think money
but i think growth
camaraderie
man
>>
>>128196387
I'll take you up on that anon if you're serious.
>>
>>128196434
I dunno what the solution to your problem is but don't worry, everybody gets stuck on dumb shit especially when they're beginners. its all part of the process
>>
>>128196434
You might have meant position_empty(). There is a difference between place and position in Game Maker. Though I doubt that's the problem.
>>
>>128196296
>>128196161
fuck off degenerates
>>
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>>128196754
Serious for what? I am.
I felt more motivated when I worked as part of a team, I wanted to have a couple of days where we just talk about games and things in general
but they wanted to jump straight into making games and discussing splitting money
like fuck man
>>
>>128196434
You should probably learn to plan before coding. Maybe then you wouldn't make another stupid mistake. I'm not pointing it out this time.
>>
get good
>>
>>128197153
I am good
>>
>>128197153
I'm trying damnit.
>>
>>128194542
three katanas, but the MC doesn't use any of them and fights with witty insults instead
>>
>>128197035
hahah you replied at all

TROLLED
>>
>>128197153
I refuse
>>
>>128197153
I'm forcing myself to learn to draw, but it's so hard. I don't get how anyone could manage it.
>>
>>128197296
More time, more practice, more/better feedback.

Super simple stuff.
>>
>delete history in maya
>my problem solved itself

why does it work like this?

i dont understand
>>
>>128197505
Development is tough.

Working with shitty retards who can't program well in your ranks ensures you'll get little gems like this.
>>
>>128197629
i think ur projecting m8
>>
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>>128197678
>>
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who /impossible to animate/ here?
>>
>>128197505
>using maya for indie game that will never be finished
>>
>>128197296
It's a long process to be honest. I have had multiple stages where I thought my art was good, only to realize later that it was really pretty bad. I'm finally at a point where I can make something that is good by most standards with a little time and effort, but the process was long and took a few years of work. Some of that time was spent as a neet, doing nothing but drawing and reading books and guides. A few months or so. It helps if you have a passion to do it. If you don't have the passion or don't want to put in the time, you should try for a simple style as there are plenty that look very appealing with little work. When I say simple, I mean simple though. The advice I'd give you is spend a lot of time with people who are decent at the type of art you want to do. Learn perspective and how it works. Learn values and proportions. Do a lot of work, don't stick to a single image for too long starting out. Don't get overly attached to any starter images you make, move on. Don't be afraid to fail. Good luck.
>>
been trying to setup SDL in xcode all day. That shit just wont work. Trying to get it to work in winxp now (it's my primary VM). Can someone suggest an IDE (that isn't VS) that is easy to set this shit up in? thank you anons
>>
>>128197237
only if he juggles them the entire time
even when they are not fighting
>>
>>128197835
What kind of game are you making there, chum?
>>
>>128198008

I'm pretty sure that's the witch from the broom flying game
>>
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>>
>>128197835
CUTE
>>
>>128198113
i like the design.
>>
>>128198051
There's a witch in the broomstick demo? Fuck, downloading.
>>
>>128198250
hire me for the price of free
just fucking make something with me
i want to be part of a team
>>
>>128198261

I'm pretty sure she's just a pill-shaped object with a witch hat right now, witchdev bro is working on it.
>>
>>128197835
Please show this character from below.
This is important I am ESRB.
>>
>>128198008
not for my game, i just wanted to try my hand at making a model
>>128198008
no it's not, i made it right now it took me like 3 hours. can you link that game?
>>
>>128198321
False advertisement. It said be a cute witch, not be a pill with a witch hat.
>>
>>128198315
sorry m8, already working on my project :(
>>
>>128198476
Maybe she fucked up a spell and is trapped inside the pill temporarily.
>>
>>128198331
it's just flat, i'm not perverted enough to model such lewd parts
>>
>>128197918
why use a VM or an IDE
clang `sdl2-config --cflags --libs` main.c -o game
and you're done
>>
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Is the guy who made this around?
>>
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>>
>>128198563
How do you expect to rake in the otakubux if you can't even see her panties?
>>
holy fuck bowie just died whattt
>>
>>128198573
i dont know but if you want i can whip up something like that if you tell me what you want exactly
>>
I have a game idea.

Make a game where you save Bowie
>>
>>128198867
I don't think I could do that
69 is a pretty good run for a guy with drug problems, memes aside
>>
>>128198665
i'll have to learn how to rig and animate her before i can even consider otakubux
>>
Does broomstick dev post here? I have many questions about unity.
>>
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>>128198916
fucking iggy out lived bowie

L

O

L
>>
>>128198764
WHAT
>>
>>128198573
>otaku shut in hires some loli sexworkers
>gets laughed at them for being a loser even though he's another paying customer
>>
>>128198772
Anon, I'd pay you to.

Email is [email protected]. Ignore the stupid name, it's a throwaway.
>>
>FL Studio demo actually comes with MORE features than the 100$ version
>you have to pay 200$ for the option to save your music
Holy shit. That is the most jewish thing I have ever heard. What do you fuckers use to make your own music with, assuming any of you do?
>>
>>128199284
famitracker
>>
>>128199284
beat the jew by pirating it

if you ever make money off your game buy a license on the off chance u might be audited
>>
>>128184254
POST YOUR CODE, FUCKER
>>
>>128184254
it could have been running the old version of the game which didn't have the code

i think it happens
>>
>>128199203
you got a skype? you dont really got to pay me since im still learning
we can discuss money later
i just want to be a part of a team
>>
>>128199662
Skype is head_honchkrow. I bet we could start up a team. I have plenty of money to go around, so paying people wouldn't be an issue.
>>
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Finally got terrain generation to work.
Added animation for shooting while running.
Nothing bad to report, just figured any progress post is a good post.

This "Game" is pretty much a decent base for a gimmick. Was experimenting with those numbered blocks but if you guys got any other thing you think could work let me know.
>>
>>128196565
torrent ableton suite 9
>>
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>torn between making pixel art and drawing my stuff in photoshop with a brush tool
>can't even tell which kind of art I'm less shitty at
>>
>>128199932
I was just bitching about how money should run shit
but I am really excited to be part of a team
I added you
>>
>>128200024
Fix your collision handling, there is literally a bug in your gif
>>
>>128200024
whats up w/ him getting stuck on the blocks at that one part
>>
>>128199932
What other kinds of team members would you need?
>>
If I make a level in Unity with a first person perspective, ignoring textures and model look, is the camera the only thing that I need to change to make it into a top down game, or is it more in depth than that? For instance if I want to design a game in FP view, then simply change the camera from the player PoV to a high up camera, is that an easy task?
>>
>>128200024

your tinman better have amusing little mechanical stompy sounds when he runs.
>>
>>128200246
basically

it is that easy

you could get more advance with it and like have it change the controls for the 2nd camera

i think the way you would want to do it is having two cameras in the prefab and disable one when its not active
>>
>>128200460
awesome, thank you
>>
>>128200113
>>128200132
Seems the collision is a rectangle... Won't ask, I'll look it up. Not sure if using the GM-provided collision shapes would do the thing.

>>128200332
Absolutely.
>>
>>128200246
You need to rewrite controllers and rebalance gameplay but yeah it "works" from a technical aspect.
>>
I got offered a government contracting job
Sh-should I take it, aggydug
>>
>>128200670
yeah take it

how much does it pay per hour?

most gov jobs are easy enough that you can dev in a open window as long as you get your shit done
>>
>>128200718
I don't want to lose dual citizenship ;~;
>>
>>128200640
what do you mean it seems it's a rectangle? post ur code nigga
>>
>>128200758
clearance is more valuable than dual-citizenship
Unless you want to actually move back to your home country and live there it's not that big a deal
>>
>>128191235
place_free() doesn't check a single pixel area. It moves the calling object by the x and y arguments, checks the object for collisions, then moves the calling object back to its original position.

>>128191631
When you reference player.x, you should instead use something like floor(player.x/16) * 16. There's probably a more elegant way to get it on the grid but I can't think of one right now.
>>
>>128200192
We're talking right now, we would probably need a musician, though more artists/writers are always appreciated.
>>
>>128200883
(different person)
What kind of music were you thinking?
>>
>>128200845
Is it though
>>
>>128200883
What's the game gonna be about?
>>
>>128189110

2D if you want to finish in less than 5 years
>>
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>>128200836
I'm just afraid my dumb ass questions do not warrant a post. Too basic level. This is the collision handling part of my jump code

>>128200875
Yeah that's exactly the way I ended up fixing my problem.
>>
>>128192645

minecraft wasn't finished.
>>
>>128198772
i just got back. still around?
>>
>>128197060

can you draw smaller sprites

like SNES style
>>
>>128201283
I don't get this while{} shit people keep doing. Who is showing that to everyone? place_meeting(x+speed+1) is enough for pixel perfect collision on both the x and y axis.
>>
>>128201610
that is off shaun spalding and it works...put together your own tutorial if you want to show the better way.
>>
>>128201283
Is the point of those two nested loops to lock the character to the collision block so that there isn't a gap? If so, you might want to do y += sign(1) rather than y += sign(vsp).
>>
>>128201610
Depending on your minimum collision size and maximum speed you could overshoot if you do that (ex: your speed is 10m/s but you have 1m wide blocks).
>>
>>128201283
>>128202039
Actually, now that I think about it, there are a couple reasons why this code doesn't make sense. The while() loop directly contradicts the if() loop of which it is nested inside. There's no way the code inside the while() loop could possibly run. Unless I'm misunderstanding the sign() function.
>>
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>>128201610
>>128201867
>>128202039
>>128202245

I did take it from spalding's videos. It's not that I didn't look for alternatives, but that seemed like the shortest approach at the time.

I would be lying if I said I knew exactly about the nesting, but its vsp rather than 1 to account for the speed build-up of gravity. I don't think it has to do with the rectangle itself.

I wouldn't mind just still having a rectangle while ignoring the arms for collisions. But I can't just go and add an integer to the x position on the meeting place since the same line has to be used for both directions.

attached gif is just what I did while awaiting responses, crouching and shooting, running and shooting.
>>
>>128202432
>>128202039
>>128201283

Nevermind, I looked up the sign() function. I understand it now. My mistake.
>>
>>128201481
yeah why
>>
>>128202432
sign() just returns a one or a zero and keeps whether it's positive or negative.
sign(36) = 1
sign(-40) = -1
sign(0) = 0
>>
>>128202245
Ok, yeah I can see it being a problem when you're doing large variations like that. Does the while loop method solve that issue?
>>
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>>
>>128202857
That is one fast bird.
>>
>>128202857
This is the worst game ive ever seen
I dont mean that i didnt enjoy
its objectively, mathematically, quantifiably
THE worst game

looks kinda cool though
>>
>>128202581
i think you can add a jumping sprite and also a next to wall sprite which will have smaller collision boxes. you don't want an arm just overlapping the wall next to it.

as a temp thing just copy the standing sprite but change the collision mask on them
>>
>>128202581
>But I can't just go and add an integer to the x position on the meeting place since the same line has to be used for both directions.
Don't you have a -1,0,1 ranged variable somewhere in there for handling direction? You multiply it by that.
>>
>banned for a day because of bantz
Truly, these mods are worse than Hitler.
>>
>>128203069
>complaining about being banned
give me one reason not to hit the report button, filthy nodev
>>
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Guys I want to make an autismgame, any ideaguys got anything for me?
>>
>>128203069
There are some generals where I get banned for the slightest hint of rudeness to the point that I've just stopped posting in them to avoid the constant 3-day bans and other generals where I've relentlessly shitposted for years and never even been warned
>>
>>128203305
Thats a stupid looking duck
>>
>>128203305
A taxonomist sim.
>>
>>128202803
>Does the while loop method solve that issue?
Yes, because you are checking in intervals the same size or smaller than your smallest possible colliders (in this case 1 pixel). If you can say "I am never going to use colliders smaller than 16 pixels" then you can step up to 16 pixels per iteration. Doing it pixel by pixel is somewhat handier because you don't have to calculate the exact intersection point afterwards. The drawback of this method is it is more performance intensive, particularly if you are moving something very large distances a single frame (1000 pixels becomes 1000 iterations!). Most of the time this will be fine though unless you have tons of things moving each frame.
>>
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>>128198573
I'm here fuckers , but I'm kinda chilling because the autism squad couldn't chill their tits when I posted yesterday
>>
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>>
>>128203501

draw sprites for my gaem plx
>>
>>128203501
> autism squad
you mean googum sperging out
>>
>>128203501
I really like your stuff do you post your work anywhere?
>>128203532
N-no mine
>>
>>128203305
A day in the life of anon.
>>
>>128203524
did you literally just model the cracks on footpath?
You know a thing called textures exists.
>>
>>128203501
Torso is too long for her legs.
>>
>>128203390
Now that I'm going back to my collision code I've actually got a more long winded mess of a workaround that includes acceleration and booleans, which is probably why I never ran into the limitations of my technique.

I think I was thinking that having a while loop would make the sprite appear to teleport, but thinking about it I'm wrong, aren't I? Because this situation only comes up when the gap is smaller than the regular speed anyway.
>>
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Just want to clear up what autismgame means. I mean a simulation or strategy game like dwarf fortress or civ that involves autistic people trying to optimize, solve or just put a lot of energy into having a lot of fun. (While also being somewhat accessible to "gamers" too). Currently thinking of making some sort of spaceship management game, but I'm still open to ideas if something more interesting comes up.
>>
>>128203946
Nice autismpost
>>
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>>
>>128203501

i'm the guy you responded to. didn't see anything yesterday but if you can do art i can code. temp email if you're interested.

pudutrukos at thrma dot com
>>
>>128203698
yeah i know textures exist but it looks crappy unless your going to use the height map and then its just going to be a ton of polygons instead of this simple poly count
>>
>>128203946
Spaceship game is good. With all sorts of systems you have to manage just to move the damn thing forwards. And complex engines, with hundreds of parts that could break.
>>
http://crocotile3d.com/
This looks neat
it's a shame the docs are so badly done, makes me think it will have autist UI syndrome
>>
>>128203778
>I think I was thinking that having a while loop would make the sprite appear to teleport
No the sprite should only draw after the whole process is done and it should only end up making a difference in situations where they would have jumped past the obstacle they will instead butt up against it.

>acceleration
PROTIP: most tutorials out there for acceleration in game dev is wrong. To do it correctly you take the instantaneous velocity of this frame and the last frame, average them, and use that average. This only works with linear acceleration, though. After linear it gets really complicated so I would just recommend using a physics library at that point.
>>
>>128204491
Thanks for your time. I've worked out a bunch of stuff thanks to you.
>>
>>128203069
I got banned for a week for asking how to cure the gay.
I wonder what that tells us about the sexual orientation of our mods.
See you next week guys!
>>
>>128204491
>PROTIP: most tutorials out there for acceleration in game dev is wrong. To do it correctly you take the instantaneous velocity of this frame and the last frame, average them, and use that average. This only works with linear acceleration, though. After linear it gets really complicated so I would just recommend using a physics library at that point.

thats useful info, thx anon
>>
tfw self limiting from internet and porn
>>
>>128203069
>bantz
bet you're some fuckhead who's constantly shitting up the thread with low quality "I got you to reply at all" tier trolling, with no attempt at even being slightly funny.

I'm not even slightly mad, though, just sad to see the threads in such a sorry state.
>>
How fucked am I if I release a game on steam that requires the use of a controller? (ARPG)
>>
>>128184018
what happened to the agdg ftp? there used to be so much useful shit on there
>>
>>128205091
Add keymapping you fuck, it's not even that hard.

I was quite butthurt when everyone cried, forcing me to add controller/mouse support to my game. In the end it was much better for it.
>>
>>128205091
No PC game by a competent dev requires the use of a controller and even the plebeians know this.
>>
>>128205098
AGDG turned cancerous, people making neat stuff for AGDG fucked off.
>>
>>128205181
what terrible advice

>>128205091
controller support is nice, but allowing remapping is kinda standard now
>>
retarded gml question: im messing with 8 way movement and i normalize the player's horizontal/vertical speed when they move diagonally. for some reason i can move diagonally into the corner of my walls. im using The Patented Shaun Spaulding method of collision detection. is this happening because normalizing the player's speed while moving diagonally produces subpixel positions and if so, should i just use round() or floor() or whatever on the player's position every frame?
>>
>>128205240
>what terrible advice
He's suggesting you don't make your game controller-only, mate.
>>
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last one of the night
im so happy
i found a programmer yaaaay
>>
>>128205232
>people making neat stuff for AGDG fucked off.
Well, they most likely fucked off to somewhere else. So where are they now?
>>
>>128205349
Hope you made sure he has finished a game before.
>>
just look at all this talent
https://twitter.com/BlenderNPR
>>
>>128205362
Tigsource
Reddit
Something Awful
>>
>>128205362
http://www.neogaf.com/forum/showthread.php?t=965454
>>
>>128205362
There was a /v/ gamedev thread up recently with a lot of seriously talented devs posting
>>
>>127761185

im salty
>>
>>128205381
he didn't even show me his shit
but its all about growing together and learning as we go
and not giving up
>>
>>128205731
>he didn't even show me his shit
red flag

>but its all about growing together and learning as we go
ok

>and not giving up
If he hasn't finished anything before, and nor have you, the chances of you guys giving up is extremely close to 100%
>>
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>>
>>128205802
wtf is that
>>
>>128205731
Oh sweet child...
>>
>>128205682
I noticed /v/ had a gamedev thread earlier, but it hit the limit and I couldn't find a new one so I just came back to this thread. It was a very interesting thread, and had more stuff posted than this thread. I guess I'll check back there again.
>>
>>128205838
>not sweet summer child

one job
>>
>>128205802
What the hell did you make? Just what the hell did you do? Think about what you're doing before you bring ungodly things into this world that you don't even understand. You must repent, before it is too late.
>>
>>128205802
looks like sonic the hedgehog crossed with a CRT monitor
>>
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>>128205838
well who here has finished shit?
>>
>>128205837
>>128205960
jesus, calm the fuck down it just a robot.
>>128206006
Now that you mention I do see sonic like features.

Is is really that bad?
>>
>>128206024
List of AGDG steam games:
www.homph.com/steam

Oh that's not what you meant. Posting anyhow!

PS can you even animate? Because that shit looks hard to animate, but would be pretty decent if you could animate it well despite looking a little janky.
>>
>>128205683

>yfw this game will sell more than anything anyone here will ever make cause memebucks
>>
>>128206450
tfw your game will be epic and you dont care about money but making the best game ever and know you didnt make a piece of shit for money
>>
>>128205270
I don't know how gamemaker works but if you are generally working with full pixel increments then that is probably a good idea.
>>
>>128206380
not really, i cant
ive animated like one thing and it was hard as fuck and simpler
this is obviously something along the lines of LISA
>>
>>128206552
>tfw your game IS epic but no one gives a shit because it's ugly as fuck
>>
>>128206552

honestly i rather sell out and take a chance for millions then make an epic game no one will care about because not enough meme edgy lolsorandom shit in it
>>
>>128111456
I know I'm late, but I feel the autistic need to reply anyways.
I don't got free time until tuesday night, and I have none at all on friday or thursday and I don't know unity's shader language, only glsl.
>>
>>128206603
Well, if you're going to be the artist, get better at animating. It's not really -that- hard.

Delicious animations can easily make your art amazing, even with a kind of mediocre base.
>>
I've been a bad girl :)
>>
>>128206902
>>
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>tfw you realize you've been wasting hours on AGDG, but it's actually fine since you already dropped a solid 7 hours of work on your game today
>>
>>128206902
let me put my penis inside you
>>
>>128207032
damn ive put 30 minutes in and felt like that was a lot
>>
realistically speaking, how hard is it to make a job out of gamedev? if someone makes a game, it gets greenlit, and it sells 100 copies on steam for 10 bucks each, how much of that $1,000 do you actually ever get? i think steam takes 30%, then you have to pay the engine fee if you use unity or UE and make a certain amount, right? then taxes? i see a lot of games on steam that have very involved mechanics and unique art styles with very positive reviews that barely sold any copies. is the dream of being an indie dev who makes games as their actual job a reality, or will it most likely always be a hobby even if you make something awesome?
>>
>>128207110

the latter except if you're hopoo
>>
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>>128207032
>>
>>128206902
how's it going? :)
>>
>>128207032
L O L I S I M
O
L
I
S
I
M
>>
>>128207110
It's more realistic to make a career out of programming and then move into game dev.
>>
>>128206963
>>128207060
>>128207243
Thanks guys!!!
>>
>>128207160
well, this game made $300,000 in steam sales, minus the 30% from steam, and then whatever taxes or fees came out to be, didn't it? it does look pretty cool, but that sounds like enough to live off a couple years for dev'ing a new game right? or am i missing something

http://steamspy.com/app/296870
>>
>>128207378
i wanna suc suc until you muc muc :PPPP
>>
>>128207378
fuck off to soc you circumsized cunt faggot
>>
>>128207378
rotate pls
>>
>>128207378
mmmm looks tasty
>>
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In the game, I think what you're actually going to be *doing*, is finding a number of prism shards scattered through the world, and returning them to the mother prism. Returning them all and making the mother prism complete is how you win.

But, while you're holding each shard, it floats around you and follows you, making you more powerful. When an enemy hits you, it makes you drop the shard. Certain kinds of enemies can pick them up themselves, making them more powerful. In fact, most of the shards will start off in the hands of enemies. When you die, the shard lies on the ground where you dropped it.

What are your thoughts on this?
>>
what has this place become
>>
>>128207691
Bantz central for salty failed nodevs, aspiring devs, and devs who can somehow manage to stick around.
>>
>>128207540
stamina regens too quickly you can just infinite roll
>>
>>128184018
Messing about just trying to find an art style for my game

I quite like this but im worried the palette will get too limiting

Maybe if different worlds have different pallets or something?

I dunno

I gotta start fixing some bugs and stop doing the fun stuff soon
>>
>>128208180
Doesn't seem to have a lot of substance
>>
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>>128208180
>>128208216
haha i forgot to post gif

then i made it too big

oh gawd what is happening this morning
>>
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>>128208319
this doesnt show anything

why did i make another gif

why did i post it
>>
Guys, let's make 2016 a great year for AGDG.
>>
>>128207197
dunno why but this hypes me up for my late nite work sesh
>>
>>128208528
What a qt
You did good anon
>>
>>128208528
why are you making gifs when you should make webms
only cretins make gifs in 2016
>>
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Mobile online crusader kings where every player is on the same map

When you start playing, you're given a random role depending on what's available: If you were the first player, you'll become the king, other titles will be handed out, etc. But most people will start off as ordinary citizens.

As with CK2, you have to continue your legacy and aim to become king. The gameplay would be fairly similar, except now you will most likely start far lower on the food chain. While the king manages the kingdom and the counts and dukes manage their titles, player citizens produce resources for the kingdom and make up the armies being sent to fight. It would take far too long to explain how you'd go from citizen to king, it's just all about making the right connections and marrying into the right families.

If you die, you start over with a new life.

Unlikely that it'd work real-time, you'd probably have limited actions per day (not just to jew the player by getting them to pay for extra actions, but because I can't think of how else it'd work).

You'd need a lot of players for this, but you can probably make some smart AI that gets replaced over time as more players join.
>>
>>128208872
Webms don't play on iphones which is like 20% of people browsing 4chan. Learn to shill.
>>
Should I learn openGL if I want to make 2d games?
If so, then what is the best method to go about learning it?
>>
>>128208926
if you think that agdg is where you should shill, you will never ever make it
>>
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~~~* RECAP MONDAY *~~~

game:
dev:
tools:
website:
progress:
>>
>>128209046
Dang look at that fancy shit. Makes me want to start getting on that shit again.
>>
>>128204089
literally false
>>
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>>128208872
>>128208528
>>128208319
>>128208180
>>128208216
I tried to stop being a retard temporarily

Downloaded some software to make webms
>>
>>128209021
I was just being facetious. Seriously though I pity anyone here who thinks taking the time to make webms of their game is doing anything for them.
>>
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>>128209046
>shoulderon gaiden off hiatus
Holy shit I was doing music for that and slowly stopped hearing news of it I'M STILL HERE SENPAI NOTICE ME
>>
>>128209146
Getting better at making clips other humans find interesting is actually super useful for making promotional shit when it does come time to advertise / make a trailer.
>>
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>>128209046
game: mygame
dev: jofer
tools: xna
website: http://jofersgames.tumblr.com/
progress:
+Trying out some post effects
+Started putting walls up for houses,
+Swapped some textures around again
+Started work on a simple animation pipeline
>>
>>128209135
senpai dont fall for those retards, you don't have to convert everything to webm everytime, the gif was perfectly fine and converting to webm is irrelevant if you don't record especifically for that

if someone cries about filesize laugh at their datacap
>>
gamedev is only fun if you're an artist
>>
>>128209369
How hilariously wrong.
>>
>>128209369
Gamedev is only fun if you are a 1MA.
There's always something to do and you never get bored.
>>
>>128207110

im 100% adamant that what will make or break you is PR. Basically in order of importance

1. Word of mouth so people know your games exist

2.Good /unique artstyle that reels them in

3. Solid gameplay that keeps them hooked
>>
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>>128209369
lets post some art a programmer could probably do eh?

sometimes I feel bad for frustrated programmers ;-;
>>
>>128208872
tell me a good program to make webms with easily that isn't bloatware, a virus, or terrible
>>
>>128209610
No a programmer could absolutely 100% not do that. That shit has excellent color work and shapework.

Just because something looks simple doesn't mean it was simple to be able to make
>>
>>128209598

>>128209598
>im 100% adamant that what will make or break you is PR

didn't hopoo have a PR guy for RoR?
>>
>>128209875
OBS + webm for retards
>>
>>128209882
but senpai someone could learn color theory and perspective in like 45 minutes
>>
>>128209875
webm 4 retards (now renamed to WebMConverter)

https://gitgud.io/nixx/WebMConverter
>>
>>128209882
i just noticed this thing got texture work
you probably right, making something simple look good is even harder sometimes
>>
>>128209135
It's a swinging slice of kiwi over a lake made of watered down strawberry jam

Am I seeing this right?
>>
>>128209980
But the provided example doesn't look good.

Did they hire a programmer as lead art everything?
>>
>>128209992
haha it does look like that as well

the floating thing is just temporary

trying to get animations importing correctly

its meant to be a shield :)
>>
>>128209956
>>128209914

Thanks!
>>
>>128209046
game:BucketBump
dev:k'll (me)
tools:unity/3ds/photoshup
website:
progress:
+setting up networking
~will still make assets in exchange of code and a bit of guidance on how to apply said code
>>
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>>128210134
feel free to use this as recap image again, it's depressingly accurate
>>
>>128209610
Programmers could do a damn lot more art if they tried to use a technical illustration approach and technique, but they go to /ic/ or some other lair of concept artist wannabes and get put on the road to full blown fine art faggotry instead.

It's a grand conspiracy to ensure that established artists aren't displaced once everyone else figures out that artists are just as obsolete as musicguys.
>>
>>128207540
You want to add a layer of challenge and difficulty to the game that will exclusively affect bad players. Think about this for a minute and maybe go back to the drawing board.

I'll throw out an idea, though, instead if you could voluntarily throw your crystals shards at enemies to send them into some kind of persistent buffed out frenzy state, but you get a much bigger reward for killing them in this state in addition to having your shard refunded? This could make for some really cool displays of skill where you're sharding a bunch of enemies and watching them rush at you, potentially in a state where they can kill you quickly, only to handily dispatch them and be showered in delicious sparkles.

If you're trying to take notes from the game it looks like you're inspired by, then you ought to know that those kinds of players love it when you give them options to organically adjust the difficulty for themselves.
>>
game: tamagame
dev: velddev
tools: NodeJs Unity, C#
website: twitter.com/velddev or velddev.tumblr.com
progress: + battling works now
+ demojam build
- took a break over the weekend.
>>
>>128210134
i love the models and textures
but what do you do in this game?
its looked really similar for a long time now
>>
any unity game devs want to give me links or names for some great starting tutorials? like something that will walk me through making a simple level in a series kind of thing geared for total beginners? i got the catlikecoding link earlier, but it doesn't seem to have an order for tutorials and i was wondering if there is anything else i should check out. i don't mind if it's a udemy course that costs a little, just as long as it's good and comprehensive.
>>
doesnt matter what you pick

all that matters is how much time you chuck at it
>>
>>128210224
The fuck is that image even showing?
>>
>>128210232
>just as obsolete as musicguys.
blame FLstudio and piracy
>>
>>128209123
tell me why then. the textures ones are all complex and squigly while i can just model it and it will be a rectangle shaped. with the map it will draw a ton of verts because the texture isnt just a straight square

im not trying to argue im honestly wondering how its not more. also i cant find any textures of a good sidewalk
>>
>>128207540
So when you die to a monster(meaning that the monster is already pretty hard, or it wouldn't kill you) you grow weaker and the monster can easily kill you again, and the monster grow stronger so it can trivially kill you again.

Do you see the problem here?
>>
tfw banned from irc for literally nothing.
back to devving i guess
>>
>>128210563
No one banned you.
>>
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>>128210289
thank you and tl;dr a sort of Prop Hunt only with considerably deeper mechanics and eventually procedural placement of items at the start of each round if I ever get past player controllers and networking; it's looked really similar for the past month because I'm struggling my ass off with the coding aspect also job took most of my free time during the holidays

>>128210356
webm related
>>
>>128184018
Do twine games count here?

im working on one
>>
>>128210040
maybe they had some guy to sweeten up the colors a bit and play with the shaders
but its doable for a programmer
>>
>>128210720
lmao

But... what is the ape even trying to do. It almost seems directioned, but, wat.
>>
>>128210423
because fake normals need good shading to popout, if you could manually raise the bump by controlling raycast areas or paint them yourself,but its so much harder on flat surface where light only bounce once/twice
>>
>>128210801
Mother fucker that's an orangutan, get it right.
>>
>>128210919
lmao

But... what is the orangutan even trying to do. It almost seems directioned, but, wat.
>>
>>128210919
>that's an orangutan
Which is an ape.

>>128210801
It saw a human using the tools so it decided to do the same. I mean clearly if a smartass like a human uses the tool there's a great reason to do it too.
>>
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>>128209046

game: Wingman
dev: Ace Combat Clone Dev
tools: UE4, Blender
website:
progress:
+Refactoring
+Better flight physics
+Overall code structure more cohesive

-Weapons haven't been transferred
-UI haven't been transferred
>>
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>>128209046

game: Apotheosis
dev: Meneer Guus
tools: GameMaker
website: https://twitter.com/apotheosisgame
progress: - Bonus room added
- Updated graphics
- Fixed lotsa bugs
- More juice


Thanks for playtesting agdg
>>
>>128211037
Oh, hmm.
>>
>>128211037
>Which is an ape.

In Malay it means 'person of the forest' and we respect them. You must pay respects to nature and call them by their true name, or you shall be tainted.
>>
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>>128210869
tl;dr basically you are right but i think triple A games use this kind of mapping
>>
>>128211163
>In Malay it means 'person of the forest'
In english it means 'ape'.
>>
>>128211229
Not him, that looks like it deserves a .gif to see how it changes in motion...
>>
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>>128209046
>~~~* RECAP MONDAY *~~~
game:shmup game
dev:icantdraw dev
tools:game maker, gimp
website:dont got one yet
progress:
- added text bubbles that fade in and out
- added 3 enemy types with different bullet patterns
-implemented basic AI for NPC 'wingmen'
-added seizure inducing bullet fx
>>
>>128211324
>.gif
You mean .webm infidel.
>>
>>128211351
I do.
>>
>>128211341
where is my what, exactly?
>>
Whats the best program to make 3D objects and easily export them to Unity?

I want to make a cartoony humanoid character, and I need a good program so it's easy to animate when I export it
>>
>>128211485
any program will do
>>
leo, if you're reading this, i hope david bowie dying so you can get a shitty award was worth it.
>>
>>128211584
Where can I download this "any" program?
>>
>>128211625
blender dot org
>>
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>>128209046
game: comfy forest exporer
dev: SquareDev
tools: Unity, Blender, Visual Studio 2015
website: /agdg/
progress:
+ Remade player character model, now with placeholder idle and walking animations
+ Reworked the terrain generation algorithm
+ Started working on the inventory drag and drop
>>
>>128211427
game
>>
>>128211712
*comfy forest explorer
Fuck.
>>
>>128211485
why do you want to animate in unity tho
>>
Novice enginedev here.
I was reading a tutorial on raw opengl, but then I got to the chapter about texturing a triangle and the tutorial writer simply used a third party library to load a png and convert it into an opengl texture. He didn't even explain how it works. What's the point of learning raw opengl if you're going to half-ass it like that anyway?
So I've been reading up on the .tga file specification and want to write my own .tga importer/exporter, which doesn't seem too complicated.
But the metadata image formats such as .png are complete black magic to me, I don't even know where to begin.
Is there any info to read up on implementing a .png reader/converter that isn't as terse and impenetrable as the official specification? I'd really appreciate it, thanks guys.
>>
>>128203069
I'm right handed but I put the mouse on the left side of the keyboard just so it's closer to me.

I used to swap backspace and capslock and configure it to delete an entire word in my editor so I wouldn't need to move my hand as much. I eventually gave up the habit as I had to use other people's computer a lot.
>>
>>128211919
Well, where should I animate then?
>>
>>128212029
Inside the modeling program?
>>
>>128212029
blender capable of everything (almost), even history channel use it
>>
>>128212029
the standard is to animate within your modeling program as it has more tools to properly animate your models. you then export those animations to unity and wire them up to play as needed. animating within unity is a horrible idea.
>>
Does Diane ever come back to Cheers?
>>
>>128212347
Nobody post spoilers please, goddamn.
>>
Screw it. After spending one whole hour thinking I decided to just do it and will try to make my own poly model.
I will tell you how it goes later, wish me luck.
>>
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Oh god, it's happening.
I want to abandon this massive project and start over.
Not out of boredom or anything, but out of a sense that what I've been working on, despite everything I've put into it, doesn't feel like what I truly want to make. Like I'm trying too hard to avoid making what I truly want to make, and I think the reason I'm avoiding it so hard is that I truly want to make an RPG injected with Undertale concepts.
I'm fucked either way.
>>
>>128212625
>undermeme
fag detected
You are fucked alright, by a big black cock. And you love it because you're a fag
>>
>>128211625
I was going to give advice until I saw the undertale part.
>>
>>128212712
Try sunlight. Does wonders for depression.
>>
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>>128212625
hmm yes i see i see
>to make an RPG injected with Undertale concepts.
get the fuck out
>>
>>128212753
Hello friend, how is progress on your game going?
>>
>>128212625
>injected with Undertale concepts.

elaborate
>>
>>128212753
I can't help it. It's not that I want to make an Undertale copy, it's just that it used so many things I've always loved in writing and world-building that I've been purposefully swerving my current story away from all of those things, which, naturally, is making it hard to enjoy.
>>
>>128212901
Really great. We just published a trailer and are on our way to a full release.
https://www.youtube.com/watch?v=WX2HGR1owiQ
>>
>>128212985
Hey no need to make stuff up, we're all friends here. I didn't ask which game was yours I just asked how the progress is going.
>>
>>128212925
>I saw someone else do something I wanted to do, now I'm gonna do it too and look like the newest rip-off nigger on the block inspired by my favorite furbait!

Please don't do this to yourself. Your game would be relegated to the status of "trick ass knock off" and disregarded faster than you can say "I want to fuck that goat".
>>
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>>128212924
The last time I mentioned it all some shitposter just told me to kill myself and I'm too lazy to elaborate heavily right now anyway, but the whole silent shota in a strange world with quirky characters, determination as a core concept and heart/soul motifs everywhere nailed a lot of my favorite things in fiction right off the bat.

Now I'm stuck trying to find a way to spin that shit in a way that won't be my current "I'm totally being original I swear!" project yet won't be something easily passed off as a rip-off.

>>128213039
Why do you think I'm so conflicted, anon? I'd be posting sprinkles and lolipops otherwise.
>>
>>128213039
>some concepts
suddenly anon thinks
>STEAL EVERYTHING
>1:1 CLONE
>>
>>128213076
You forgot the zbrush demon heads.

t. /3/ veteran
>>
So the general consensus is it's impossible to get busted using VSTs commercially, but soundfonts are still a risk due to being ripped straight out of actual games, but are there any old SNES games with cool soundfonts that just... Aren't really paid attention to or owned by anyone anymore?
I mean obviously there's a risk when trying to release something with music made out of MMX or FFVI soundfonts, but I wonder if there's some obscure shit out there that people just can't or won't give a fuck about.
>>
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>>128213140
>demon heads
like this?
>>
>>128213107
There's no conflict. Just don't fucking do it, idiot.

>>128213109
>some concepts
>literally right after the indie darling game of the year does it

Bruh, tell me *one* concept from Undermeme that you could put in an indie game that wouldn't have people saying "This game is like Undertale with x". There aren't any.

It's either a shitty RPG that just has "quirky" writing and characters ala Mother/Undermeme, or a shitty RPG that has weird fucking danmaku mechanics.
>>
>>128213250
>There's no conflict. Just don't fucking do it, idiot.
The conflict is trying to think outside the box and make something as remotely similar as Undertale and Mother.

Undertale uses tons of concepts from Mother and Cave Story and shit, but 99/100 people don't realize it. I need to find a way to do the same.
I just suck at thinking outside the box.
>>
How much of a talentless shitdev do you have to be to get inspired by undermeme?
>>
>>128213358
>Undertale uses tons of concepts from Mother and Cave Story and shit, but 99/100 people don't realize it
AHAHAHAHAHAHAH WHAT
It's a complete Mother rip-off, you have to be a retard to not notice it.
>>
>still 0 reply
i will remember this
>>
How much of a talentless shitdev do you have to be to get inspired by Cave Meme?
>>
>>128213457
Here's my (you) from me to (you).
>>
>>128213358
>I need to find a way to do the same. I just suck at thinking outside the box.

No, you don't. You need to rip-off something ELSE, like Illusion of Gaia.

Here's the recipe for success, if you were curious :

1) Find old game that did well
2) Rip it off as a low-budget indie title
3) Add furry shit
4) Act too good for indie games

Success! Now you can be Five Nights at Freddy's/Undertale too!
>>
>>128213425
>inspired
I don't think that's the word you're looking for, bud.
>>
>>128212743
>Try sunlight.
>In January
great advice faggot.
>>
>>128213250
Basically any given feature, really. You just have to make it your own thing.

Anyhow one: NPC interaction choices that comes back to you several times depending on what exactly you did.

There's so many ways to go with that that basic building block. If someone yells "undertale clone" on that one they'd have to be mentally retarded.

I mean, it's almost how all RPGs should be anyhow, actually have (seeming) weight behind things you do.
>>
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texturing is hard guis.
>>
>>128213581
How much of a talentless shitdev do you have to be to have a positive opinion of undermeme?
>>
>>128212925
Bro
Just call it an Undertale fangame

You were never getting rich off your concept anyway
>>
>>128213583
Protip:
* Wake up early for more total sunlight
* Actually go outside
* Leave your mushrooms in the sun for 30 minutes before you cook them for even more vitamin D (I shit you not, look it up)
>>
>>128213560
I'm not looking for success, I'm looking for a game I'll actually enjoy making.
>>
>>128213591
But none of your NPC interaction choices in Undertale come back to you or actually do anything. You're just gated into one of three-four endings based on like two flags and whether or not you killed stuff.

You get a few random scenes like the Papyrus date and shit, but they have no impact or bearing on the outcome of the game.
>>
>http://blogs.unity3d.com/2015/12/23/1k-update-calls/
Holy shit, this article alone highlights just how awful Unity is behind the scenes. Be sure to read the comments by the staff as well, such as the revelation that OnCollision events are being called by Unity's horrible SendMessage (which uses reflection) and there's no way to change it.
>>
>>128213457
>
>>
>>128213648
sunlight, depression, where's your game, etc
>>
>>128213674
Careful, bud. You're starting to sound like an enginedev.
>>
Can all Underniggers please put on trips so I can filter your cancerous fucking opinions outside of AGDG? Please take your tobyfox dicksucking to /utg/ and /trash/ where it belongs. I don't need this in my productive workspace.
>>
>>128213690
See, you're starting to get it. You can take it and do ~*even better*~

That said, shit does come back, only in the form of extra conversation lines here and there, not just the ending. But yes, it definitely would be better if it actually affected stuff more majorly.
>>
Does /agdg/ have a severe case of selective reading or is this just shitposting hours?
>>
>>128213608
i have those pants
>>
>>128213768
I agree with your distaste for your hallucination of what the situation is here.
>>
>>128213768
Shit dude how do you even handle being so hardcore?
>>
>>128213783
those are leggings though
>>
>>128213775
Yeah I've been noticing it for awhile now. There's a handful of /agdg/ dudes are really bad at reading, or don't have enough mental power to process complicated ideas.
>>
>>128213840
A milkshake with two eggs every morning, a jog to my local market and back, a nice shower, and then I'm all primed to dominate /vg/.
>>
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>>128213937
Why don't you dominate devving instead of shitposting?
>>
Hello, pls check muh amen breaks - https://clyp.it/sy2ka4f2
>>
>>128184080
>>128207032
>>128207298
Speaking of SimLoli dev did anything happen to him (inb4jail)? I haven't seen him in a while, though I also haven't browsed AGDG regularly in a while.
>>
>>128214117
He hangs in IRC.
He's still around.
He got an artist, but he's still progressing slow as fuck.
>>
>>128214117
He is on the iRC chat with some of the other people you would certainly want to avoid, like rotatedev and googum.
>>
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>>128213768
>>
>>128214172
>He got an artist
Everyone can find one but me.
>>
>>128214581
Must have been even harder for him, given the nature of his content...
>>
I accidently set the "delete edges" shortcut in blender to "left mouse", now everytime I click something it deletes it. And I can't change the goddamn shortcut

What do
>>
>>128214707
OH GREAT, NOW I HAD AN ERROR MESSAGE AND BLENDER CLOSED LOSING ALL I DID

FUCK THE ONE WHO SAID I SHOULD USE BLENDER
>>
in Unity, can I copy scene lighting settings from one scene to another?
>>
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>>128214753
>blender
you brought this upon yourself lad
>>
>>128214707
go to presences and reset to factory input
>>
>>128191063
I'm talking end of the world stuff
my game could change the way we make games forever and trigger world piece! or, in the wrong hands, it could doom us all...
>>
>>128214936
The future of mankind depends on aggy daggy
Will you shitpost? Or will humanity perish forever?
>>
>>128214757
>can I copy scene lighting settings from one scene to another?
Seems like nope unless you write a run-in-editor script that saves the current settings and can reapply them later.
>>
>>128214753
>BLENDER CLOSED LOSING ALL I DID
why not autosave?
>>
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So how do you like your grid-based RPGs familio?

I like 1, 3 and 5 quite a lot, but open to suggestions

>Hexagon grid
>>
>>128214806
>So salty he have a folder full of gamedev failures

why do you have to be so angry?
>>
>>128215448
> 7 and 7 are the only real answers
love me some hexagons
>>
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>>128209956
>Having to change the name due to SJW bullshit
>>
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>>128209046
game : No name faceted game
dev : faceteddev
tools : Unity
website : https://twitter.com/ArbasPaul
progress :
+Implemented movement on slopes. No more bunny hopping up mountains.
+Working more with the faceted style, trying to get it to work
+DESTRUCTABLE CRATES!
+Made a weapon model, animation and hitboxes. Added a system that will let me easily add other weapons and their animations.
+Added moving water.
>>
>>128211851
It's done by a script, your spelling error is now immortalised in agdg lore
>>
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>>128209046
game: Red (working title)
dev: Yams
tools: GM:S, MSPaint
progress:
+ player movement
+ made tiling easier for myself
+ basic battle scripts in place
>>
>>128215658
Hex tiling is a fair bit harder than square grid though because you can't just drop the tiles onto a regularly spaced int grid interval.
>>
>looking for references
>look at polycount
>look at pixeljoint
>all those models and drawing posted up to 3 years ago that never made it to a game

I always wondered but why don't artists just start a giant artist collab and make their own game? They literally have tons of resources.
>>
>>128194043
>Sure, some people got away with it but it's mostly because they usually got some
innovative concept and gameplay
>>
What trends in amateur games do you believe will become popular in the near future?

Somehow I feel graphics based on analog media (crayon, watercolours, charcoal) will become a huge thing.
>>
>>128215965
They can't program so can't make games.
>>
>>128215791
pls no
>>
>>128215448
5

Five.
>>
>>128215965
most of the stuff you see at polycount isn't production ready, its just art
>>
>>128216038
>They can't program
UE4 blueprints or Unity?
>>
>>128215448
5. Absolutely five.
>>
>>128216239
>isn't production ready, its just art
What? How the hell a fully textured model isn't production ready? Literally anyone can rig and animate a model.
>>
>>128216024
i believe the average consumer is getting more poor and have less free time.
in the future population getting larger and jobs creation getting smaller (due to monopolization and minimum wage) you have to target mobile platforms
>>
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>>128209046
game: Skeletal Dance Simulator
dev: J3X
tools: Unity 3D, MagicaVoxel
website: tingvall.pw
progress:
* Cleaned repository
* Updated MagicaVoxel and optimized models.
* Made house models
* Add gamepad support
* Add options menu, options are saved using playerPref.
>>
>>128215665
Yeah, it's disgusting.
>>
>>128216394
its just a render with 4k texture and auto-remesh topology,making the same models compatible for game engines would take more work and would be less appealing in renders
>>
>>128215665
That pretty much convinced me to move to bitbucket.
>>
>>128209956
>leading open software projects is run by betas who SJWs can bully into bullshit.
>>
>>128216024
>What trends in amateur games do you believe will become popular in the near future?

Casual VR with heavy NPC simulations that give them more realistic character and allows empathic bonding with players; virtual comfy places where everything have a simulated background and simulated future, not just soulless NPC that are dialogue and item vending machines.

>2021
>your daughter is crying her eyes out because her virtual best friend got eaten by wildlife when out foraging
>you told her to do her homework so she couldn't join and help out
>>
>>128215448
1, 5, and 7.
4 and 8 maybe if the game makes it look interesting instead of obstructive.
>>
>>128216887
>you can resurrect her for $500 in the cash shop
>:^)
>>
>>128215665
>>128216846
It's like you guys actively scour the internet for the dumbest shit to get mad about.
>>
>>128217359
Eh it's a pretty popular piece of software, and bowing to SJW by using baby language is an affront to free speech.
>>
>>128217359
That's sjw fucks for you.
>>
>>128189893
Have you ever seen someone make an RPG here? Because it's not easy
>>
why did the martian win best comedy
>>
>>128217424
Getting upset over censorship of art is one thing, but if a webm converter taking "retard" out of it's name makes you mad and drives you to rant and rave about muhsjws, you are probably literally 14 years old.
>>
>>128209610
hotdamn that was a fun game to play
>>
>>128217461
>if /agdg/ shitters can't do it, you can't either! stop it, don't even try! rggraggahgrgl!
>>
>>128217461
But I'm making an rpg here for a long time
>>
>>128217595
>calm typing is ranting and raving
ok
>>
>>128217701
I'll be here all year
can't wait to see your game, don't get me wrong
>>
>>128217461
Mage Gauntlet finished, was made here.

That said all the RPG Maker dudes fuck off to RPG Maker General... Wonder how many of them finished anything.
>>
>>128217794
Not even that anon, and if you expect someone to make an RPG in a year you're fucking retarded.
Just because it'll take time and effort doesn't mean it's impossible. You just think that because you and 99% of the other shitters here can't finish anything that takes longer than half an hour of commitment.
>>
>>128214806
How's NEET life treatin' ya?
>>
>>128209956

Shoulda been renamed to Webm 4 morons or idiots. At least.
>>
>>128217789
Anyone can type calmly. It's the use of the term "SJW" that gives you away.
It's like all the angry rednecks on news sites that rant and rave about "OBAWMUH" and the like. Certain words and phrases only come out of the mouths of pissed off idiots.
>>
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>>128189893
That Anon is right - RPGs get really tedious really fast. Take it from someone who knows.
>>
>>128218226
>not just randomly generating everything, from loot to dialoge
It's not like anyone would even be able to tell, all RPGs play the same.
>>
>>128218165
>dog whistling apologist
>>
>>128217342
I once thought how about a system to ressurect actual players by collecting their bodies and bringing to the temple? Then a collector could get money from the npc by bringing bodies, so there'd be a motivation to do it. But still if you died too far away you're like (to your friends) "FUCK, I DIED, SOMEONE GET MY CORPSE BEFORE I ROT!!" might be a fun mechanic
>>
Will i have problems if i make a game which consists on deporting the immigrants out of europe?(Maybe killing them too)

I will mainly deploy it to PC and optionally to Android.
>>
>programmers can't art

i love this meme.
>>
>>128218165
I dunno man, you're making some rather big logic leaps there, the least of which being that part of "ranting and raving" is not being calm.

Anyhow, there's nothing wrong with wanting equality for people. It's a noble cause. The problem is specifically people who use it as an excuse to be a jerk and shit all over other people, often gleefully ignoring research and evidence contrary to their point.

Or I guess more to the point, extremists in any given area are kind of shit. SJWs are the extremist shitheads of the generally well intentioned group.
>>
>all those delko posts on polycount
What happened to that guy anyway?
>>
>>128218165
>Certain words and phrases only come out of the mouths of pissed off idiots.

So you're calling yourself a pissed off idiot? Because you did the same sterotyping that the guy you attacked did.
>>
How do I make a hero who's cute, lovable, enduring character everyone feels sorry for and wants to hug, but withOUT drawing it out to the point of being an annoying little Scrappy Doo character?
Obviously I want to keep the angst/whining to a minimum or non-existent, but are there any other things to watch out for that'll make a meek hero unlikable?
>>
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>>128215448
I'm sorry.
>>
>>128218086
I'll be here forever.
I guess all I meant was that someone that is sketching ideas for an rpg but didn't building a functional core first probably wont make it. You bully them to prove you wrong.
>>
>>128218492
It's generally true, as has been proven many a time. Sure you can't say 100% can't art, though.
>>
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>>128218492
I'm a programmer and I can't art.
>>
>>128218560

hue
>>
>>128218529
This isn't about stereotyping, this is about buzzwords.
>>
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>>128218615
I'm a programmer and can't art too but don't be lazy and try properly at least.
>>
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>>128215448

>two 7s

Go the fuck to sleep anon
>>
>>128218605
>>128218615
Programmers can't art is a meme.
Programmers are too lazy to art is the truth.
If it makes you feel any better though I'm an artist just starting out learning programming and it seems like a nightmare.
>>
>>128215448
5/7
>>
>>128218283
How about first person spellcasters?
>>
>>128218492
The quality is similar to code written by complete noobs, it technically works but it's horrible otherwise.
>>
>>128218691
You can claim that it's about the humidity of the martian atmosphere for all I care but that doesn't change the fact that your post was a sterotyping attack against someone doing a sterotyping attack.
>>
>>128218771
Right. They can't art because they're too lazy / don't want to dedicate the time to it.

Shit takes a serious chunk of time, not that it's too hard to learn.

Same with programming?
>>
>>128218887
And you can get mad at me because your eggs got burnt this morning for all I care, I was never criticizing someone for stereotyping, only for using highschooler buzzwords.
>>
>>128218712
I'll try it once my game is complete!
>>
>>128218605
did you get that idea because you looked at a couple placeholder and then concluded that those placeholders must be the best a programmer can do? whatever the case, it's a stupid meme. "programmers" can practice just like anyone else and the only requirements to creating good art are working eyes and a human brain.
>>
>anyone can do art
Not this shit again.
>>
am i going too overboard with the effects
>>
>>128218904
Not him, but my problem isn't even programming itself, as long as it's just logic i'm fine. As soon as it gets to "high" high school level math i'm kinda fucked.
>>
>>128219028
"Programmers can't art"
expands into
"Programmers can't currently art nor are they particularly compelled to learn"
>>
>>128219260
I'm a pretty competent coder, and shit at math...

Some things are tough but nothing a bit of stackoverflow (+ actually learning why shit works) can't help.
>>
>>128217595
people are upset because of how utterly stupid one has to be to be offended by words and people are upset because those utterly stupid people get their way by banding together and screaming like a bunch of retarded chimpanzees.
>>
>>128218904
different people, different abilities
this is how you create a civilization
>>
>>128219405
>people are upset because of how utterly stupid one has to be to be offended by words
Kind of like how you get offended by the removal of a word?
>>
>>128218946
So you went on a TRIGGERED ranting rampage because someone used a word you didn't like?

Were you the guy that reported webm for retards and forced them to change name too? Seems pretty much that you're a hairline trigger 'SJW' that perfectly fits the stereotype that the previous anon suggested.
>>
I'm sure that someone smart/patient enough to do programming could get pretty good at art if they dedicated themselves to it.
>>
>>128219565
hey nice reading comprehension buddy, are you an english major? i did indeed write "people are upset because of the removal of a word" and not "people are upset because stupid people get their way by screaming" and not "people are upset because they share a planet with people who are offended by words"
10/10, you get a phd in english
>>
>>128219757
Programmers are programmers because they love to program. It doesn't mean that they want or would even enjoy trying to learn art.

Different people, different abilities.
>>
>>128219757
why get better at art when you can get better at programming?
isn't that a legitimate question
>>
>>128215448
7 is the way they did it in HoMM3, so it is the only correct answer.
>>
>>128219909
Go cry about censorship that matters you anal raged spergtard. Censoring the name of a fucking webm converter is not important and doesn't matter.
>>
>>128220236
But I want real life to be more 4chan-like :^)
>>
>90% of this thread is filled with nodevs
What's the point of being here if you don't make game?
>>
>>128220236
Censorship is always negative and a slippery slope.

>Censoring the name of a fucking webm converter is not important and doesn't matter.

And by that line of reasoning it should never have happened at all because it was a pointless gesture.
>>
>>128220482
I live here.
>>
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Any artists want to draw me some robo-characters?. Making a 2.5d sidescroller/shooter in the style of contra but with random powerups and optional looping levels/co op like risk of rain. I can't think up any good looking characters beyond a large mech with a melee weapon and want some variety.

>tfw shit at drawing anything I imagine
>>
>>128218904
>>128219401
The thing is, for most people learning things that don't interest you is exponentially harder than learning things that interest you.
So your interest in making a good game has to outweigh your disinterest in learning art/code, which can be pretty hard.
>>
>>128219259
The rotate we need.
>>
>>128220671
Indeed.
>>
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>Only getting 500$ for tax return
I'll never be able to afford an artist
>>
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>>128220665
>Any artists want to draw me some robo-characters?

here's one.
>>
>>128221039
Become your own artist

You'll never find a good reliable artist to work for free, they'll ditch you after a while.
Hiring one is too much money.
>>
>>128221264
>Hiring one is too much money.
you don't sound like someone who hired an artist before
>>
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>>128221214
I like it
>>
>>128221437
Can you really afford $700+tip
>>
>>128221437
Don't make me post the average cost chart of an artist here again.
>>
>>128196565
torrent that shit
>>
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>>128221562
haha
>>
>>128221509
all this talk for not being able to afford artists comes from people who are inherently cheap.
i know a thing or two about people, save the bullshit for someone else
>>
>>128220236
that's a pretty good impersonation of a twitter justice warrior. well done, you get an acting phd
>>
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>>128209046
game: Spaceship Crew Self-Defense Simulator (working title)
dev: anonymous
tools: GameMaker
website:
progress: -added a barely working dialogue system
-fixed a bug related to movement
>>
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>>128221495
Here's with the passenger seat in use
>>
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>>128221853
>Simulator

Please let this meme die. It's like the video game equivalent of "the cloud". Just a buzzword that people throw in to describe something that's literally always been done in games since they were invented. If this meme were around back then Pong would have just been called "Paddle Game Simulator". Final Fantasy would have been called "Magic Adventure Simulator".
>>
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game: Hogpens Playground: グーガム
dev: The Gogem
tools: Adobe Flash CS
website: http://googumproduce.com/
progress: Created body architecture of main game
progress: Subscribed to Game fly to learn about Videogames
progress: Browsed teh Chons for a little
progress: Developed story for Main Protagonist
progress: Got game to successfully run at 12 FPS
+ Working on a tutorial on how to get the guy to move
+ Game Demo will be available in 2 weeks
>>
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>>128222452
How fast would SJWs send the cyber police after me if I actually made this?
>>
>>128222605
Just use a female dev name and you'll fly under the radar
>>
>>128222605
>implying they're not already on their way
>>
>>128222546
>http://googumproduce.com/

What's the point of registering a domain for your tumblr?
>>
>>128222527
It's a working title.

I was trying to find a name that could be remembered better than "sci-fi shooter" until I find a good title.
>>
>>128222654
You can link it on /v/ without 8 people implying tumblr at you
>>
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Really liking 1, 5 and 9 atm.
Probably will go for 1 for simplicity's sake, but it can end up backfiring and being boring. 5 looks pretty solid

Any thoughts?
>>
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>>128209046
game: Project Incubus //Old Project Succubus, renamed because I went back to the drawing board
dev: Pallas'
tools: VS2015, ASP.NET
website: not yet
progress:
-Threw out old everything
+Setting, Skills, Attributes all laid out
+d6 pool method
Not going to have anything visual to look at for a while
>>
>>128222605
I thought about making a game called WHOREMOANS
Where you're a young struggling transgendered MtF who gets kicked out of their home and needs to suck and get fucked to survive.

You work your way up from allys to internet.
The 'sexier' you get he nicer/richer the clientele. Figured SjW's would crucify me and no one would play my other games.
>>
>>128222849
5 looks the best, and the best part is you can program it up down left right, then just turn the camera.
>>
>>128222849
Still five. Still absolutely 5.
>>
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>>128221853
>>
>>128222849

Isometry is pretty standard for SRPGs.
>>
>>128222654
shh don't tell anyone, googum's still banned
>>
>>128222849
5 is virtually the same codewise as 1, you can still do an (x,y) coordinate system but with a correction applied when you actually place tiles onto it.

In unity you could literally just rotate the plane or the camera and get the desired effect.
>>
>>128223053
>>128221853
Sorry I didn't mean to reply to you with my offtopic image there... (other than being tangentially related to that conversation about SJWs)
>>
I want to make an FPS in Unity but my brain doesn't want to work right. I get distracted easily and, while I understand the basics of logic and such, I don't seem to be creative enough to solve problems sometimes. I want to be a yesdev since I was little, and I don't want to abandon this. Please help.

It's either this, or abandoning all hope and killing myself.
>>
>>128222527
simulator is closer to reality just like euro track or Xflight
>>
>>128223276
There's two premade FPS controllers to chose from in the characters standard package.

For the enemy movement you can use the navmesh.

That's pretty much a finished FPS game already
>>
https://youtu.be/WGJbuHUbw8k
>tfw no indie dev will ever have vidya music this retarded
>>
okay, here are my idea.

to have a webpage where you can read a magazine, like those anime magazines, one page each time, similar to how you read comics.

Of course this magazine will be made using html and css, that's easy.

But I want also to have some kind of basic interactivity, like a choose your own adventure book, maybe save a score or other variables that can affect the story path.

At the most advanced level there will be some minigames, like a basic roguelike.

Can this be done with html+css+javascript?

I don't want to use any library or any shit.
>>
>>128223396

Anon, that's a First Person Walking Simulator with NPCs, not a First Person SHOOTER.
>>
>>128222849
Of these, which would be best for a CRPG? I'm doing it in ASP.NET, so i feel that the isometric view would be more difficult
>>
>>128223447
First Person Sightseeing
acronyms have changed grandpa.
>>
>>128223427
wait, what is the game?
>>
>>128218615
i can art for you
skype?
>>
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>>128223418
>Evergrace
>this whole fucking OST
>>
>>128223572
basic webcomic with basic interactivity, similar to choose your own adventure books.
>>
>>128223606
?
he can draw voodoo dolls pretty well
>>
>>128223508
Why would you use a web framework for gamedev
>>
>>128222849
They all use the same code pretty much, but 9 has the best aesthetic.
You will be able to do more when you're not limited to square tiles
>>
>>128223427
It just sounds like a VN
>>
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>>128209046
game: Brickskrieg (working title)
dev: Stonecliff Games
tools: unity, photoshop, photon networking
website: @stonecliffgames
progress:
- made gui move in and out of screen, made loading screen, reworked gui buttons
- reworked player jumping
- made it so client master can select minimum players and rounds to win
- working on randomizing hazards for each round
>>
>>128223945
I want to mix stuff from magazines (love their layouts), stuff from comics/mangoo, with some basic interactivity from videogames.

Not really a VN

more like an interactive comic or interactive magazine that could be considered a game.
>>
How would you make a gun shoot in Unity?

Let's not get into coding, I'll translate my logical thinking into logic later.

Spawn the projectile in front of the weapon, hiding the sudden appearance of it with juicy effects, and then applying force to it so it goes forwards? (Bonus points if physics are used, which I'd guess wouldn't be hard).
>>
>>128223427

You're basically just describing Homestuck.
>>
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>>128223943
I'm actually more afraid of gameplay interactions with a hexa grid.

>>128222970
>>128223047
>>128223205

Gonna give 5 and 1 a shot in a concept mockup, might do 9 on the side.
I'd like to do the movement turn based, akin to divinity OS and Fire Emblem.
Think of the combat as a mixup of Dungeons of the Endless and Fire Emblem
Might do the environmental art 3D and use 2D sprites for characters.

Still thinking about the artstyle. Might go something like Awesomenauts/Ori and the Blind Forest, or perhaps Duelyst/DotE
>>
>>128224263
yeah pretty much, something like

(Instantiate(Bullet, barrelPosition, barrelRotation)).getComponent<RigidBody>().AddForce(barrel.forward * force, ForceMode.Impulse)
>>
>>128224263
add weapon object. add empty game object called "spawnbullethere" at muzzle as child to said weapon.

use instantiate to create a bullet with the position of spawnbullethere.

make a bullet prefab that either automatically gets speedy when spawned or is commanded by the rifle to get a certain velocity depending on how you want your guns to work.
>>
>>128224548
>>128224523

Thanks. I bet you think I'm a retard, but I wanted to make sure I was using the most "efficient" way to do it.
>>
>>128224263
You probably also want to call IgnoreCollision to avoid the physic system splerging out.
>>
>>128224509
What do you plan to code with? It seems you spend an awful lot of time just planning.
>>
>>128224345
yeah, I understand why you said that.
But It's not what I have in mind.
>>
>>128224626
Most efficient way would be to use an ObjectPool. Then you probably want to separate the bullet's spawn logic from the firing mechanic.
>>
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>>128209046
game: Liches
dev: SageOne
tools: Game Maker: Studio
website: https://twitter.com/idSageOne
progress: - fonts overhaul (as suggested by feedback), some graphics remade
- drawing and shuffle remade for player 1
- deck generation remade
- interface now shows game stats
- code optimisation and touch-ups
>>
I keep devving to this for some reason
https://www.youtube.com/watch?v=gu-84gXPu6Y
>>
>>128224653
Gonna go for C# in Unity, I'm still thinking of what I want to make/plan to make in terms of design
>>
>>128224626
>the most "efficient" way to do it.
Use a bullet pool then, you create all bullets on startup and to shoot them you fetch them from the pool and when they're done you put them back disabled into the pool.

Normally it's not needed but if you plan to have rate of fire of 10k RPM and 500 bullets on screen at a time it might be worth it.
>>
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>>128224790
and there's the webm
>>
>>128224961
Looks nice apart from that the vertical text is hard to read.
>>
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>>128224862
Just be sure you hide it properly
>>
>>128224816
you can create a cube-based game board by using two nested for loops, then rotate the camera around them to see how it feels. ideally you want to procedurally generate the mesh at a later date for performance reasons but for prototyping you could try putting the following in the start clause of an empty script and see what happens.

>for(int x=0,x<15,x++){
>for(int y=0,y<15,y++){
>GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
> cube.transform.position = new Vector3(x, y, 0); //or (0,x,y) depending on what plane you want to align to.
>}
>>
File: recap_1_2.png (105KB, 640x480px) Image search: [Google]
recap_1_2.png
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>>128209046
game: Space Dementia
dev: rez
tools: SFML/C++
progress:
+ Made new maps
+ Added minimap
+ Added music
+ Added escalator
+ Fixed minor bugs
>>
File: 1439952716195.gif (1MB, 330x312px) Image search: [Google]
1439952716195.gif
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>>128225062
>yfw this would never get greenlit
>>
I want to make an html5 game.

It's unity good enough for exporting a html5 shit?
>>
File: isovshex.png (7KB, 756x656px) Image search: [Google]
isovshex.png
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>>128224509
Ehh, I thought hexa vs iso would be the same, but when I drew it out, that was not the case.
I figure they're similar enough though that you can apply the same things from grid based stuff to hex based movement though, like pathfinding.

I think you should at least try it out anon, you're early enough in the dev stage to be able to scrap things if they don't work out with no problems.

I might even draw you some tiles cause I'm curious myself
>>
>>128225062
is this some amateur student project or something?
>>
File: mEtalgear.jpg (62KB, 1323x848px) Image search: [Google]
mEtalgear.jpg
62KB, 1323x848px
>>128222452
>>128222650
>>128222653
>>128222886
It shall be done
>>
File: 1446492161465.png (75KB, 348x301px) Image search: [Google]
1446492161465.png
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>>128225796
MOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOODS
>>
>>128225545
i've played around with it a little, it worked well as far as i could tell. it just spits out an .html and a folder you put on dropbox/your server and then link the html to people. it was really easy and the performance was totally fine for me at least.
>>
File: Styles4.png (191KB, 960x540px) Image search: [Google]
Styles4.png
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>>128225191
Cheers, I'll give it a spin!

>>128225639
I'm also using this sketch time to brainstorm about potential ideas in terms of movement ect. I'm def. going to give it a shot.

Could even go as far as to make the hexa grid break itself apart in terms of visuals (see 4x games, endless legend ect.) But I won't think too much about the visuals for now.
>>
https://www.youtube.com/watch?v=MOvxQAKKAM0

Will these rigs work in Unity? If I export the character to Unity, wil it work like a ragdoll?
>>
Uhh hey, little help here (GM), I'm trying to create a background that randomly switch sprites/tiles but I'm not sure what the best method of doing this is.

1. flood the room with objects and tell them to randomly switch sub images.

2. tile the room with a base sprite and randomly draw a new sprite over the tiles and hope it looks like they're changing randomly.

Is there a better way?
>>
File: 1444425541859.gif (3MB, 366x325px) Image search: [Google]
1444425541859.gif
3MB, 366x325px
>>128225796
>>
>>128226091
Would gamemaker be a good alternative to do this project in? instead of Unity
>>
>>128190102
It depends. If you're going 2D there's little reason to not use SFML's graphics. It's low level enough and saves you time and boilerplate at the same time.
>>
>>128225796
>nodeving instead of making games
or
>making ironic memegames

whichever applies
>>
>>128223732
Its a text based CRPG, allows for easy access, DRM, allows online coop, and easy GUI with knockout.js and Bootstra
>>
I need some opinions here on how to go about some stuff.

I'm working on a TD game in Unity where towers can have abilities/auras that has networking.

It seems like the fastest and easiest to synchronize method of going about tower abilities is to create an invisible emitter on the tower's location that keeps track of its own cooldown, damage, etc and then removes mana from the owner tower on each cast.

This way I can network spawn the ability and attach as many abilities as I want to a tower and I'll also have clean code rather than checking multiple ability cooldowns in the parent tower's update function.

Is this the best way to go about this?
>>
>>128192594
What is this jam you speak of?
Link?
>>
>>128226148
Or should I rig it in Unity?
>>
>>128225162
>>128225302
lel
>>
FUCK.
MonoDevelop stopped working on my system and I can't continue development. Now I gotta start over.
>>
>>128226626
It works. Register all emitters in a centralized List while at it in case you want global effects like 100% fire speed for 3 seconds or permanent upgrades that work retroactively.
>>
File: ball.jpg (1017KB, 4320x2160px) Image search: [Google]
ball.jpg
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How come there's no polandball grand strategy/dating sim meme game yet? That's literally free money.
>>
>>128227265
Memes don't make good games
>>
File: bloat-chan title screen.jpg (120KB, 1132x633px) Image search: [Google]
bloat-chan title screen.jpg
120KB, 1132x633px
I need a placeholder theme for my title screen, anything will do!
>>
>>128227265
>have to make a meme ball + animations for 196 countries

you can do it anon
>>
>>128222886
Nobody would have played Rapelay if it wasn't so controversial. "Being crucified by SJWs" is just free publicity.
>>
>>128227116
>Willingly using MonoDevelop

Really it's your own fault. There's so many better editors out there.
>>
>>128227495
You make one model/sprite and change the fill texture and scale. Eyes and equipment are on different layers. Don't event have to create the textures, just link the game to wikipedia. Done.

>>128227417
Minecraft did well.
>>
>>128227732

Minecraft is a game that was so popular it created memes. Making a new game from existing memes is completely different.
>>
>>128227732
There's a difference between making a game out of memes and making a game that makes memes. Minecraft and Undertale are the latter.
>>
Why isn't this working?

public Transform bulletSpawnPoint;
public GameObject bulletPrefab;
public float maxAmmunition;
public AudioClip firingSound;
public AudioClip dryFire;

private float currentAmmunition = maxAmmunition;

"Assets/Scripts/ShootingScript.cs(12,42): error CS0236: A field initializer cannot reference the nonstatic field, method, or property `ShootingScript.maxAmmunition'"
>>
>tfw bleak future
>>
>>128227015
in general it should work
>>
>>128228063

Assuming this is actually what's in the file and not some edited version:

>public float maxAmmunition;
>private float currentAmmunition = maxAmmunition;

You're trying to initialize a new value to one that hasn't even been initialized itself.
>>
File: drills.jpg (156KB, 1443x855px) Image search: [Google]
drills.jpg
156KB, 1443x855px
how should i unwrap this?
make 2 circles one for back one for front then a quad for everything else?
>>
>>128228063
Unless that last line is part of a method, you are trying to initialize an attribute with the vaiue of another attribute which hasn't been initialized. Basically max ammunition = null right now.
>>
>>128228389
But I already set it on the unity editor, and even after setting a number for it I still get an error.
>>
page 9
>>
File: Baby_Horde.jpg (39KB, 400x300px) Image search: [Google]
Baby_Horde.jpg
39KB, 400x300px
>>128195081
>>
>>128228510
Put that last line in the objects constructor (I think unity has "create" methods)
>>
>>128228601
there's still a whole page
and page 10 is the slowest
>>
>>128228510

The error is pretty descriptive of what the problem is.

You cannot initialize a field to a nonstatic variable. This is because the script has no idea what maxAmmunition is going to be when the field is initialized.

If you want to initialize currentAmmunition to maxAmmunition when the script loads, do it inside of the Start() function.
>>
when can we remove our demoday games from itch io? i don't want my shitty prototype to float around the internet anymore.
>>
Noob question here.
If I write a game with SDL+OpenGL in C++, how hard would it be to port it to different platforms? Let's say Linux is base, how hard would it be to port it to Windows? Mac? Android? iOS? RPi??
>>
>>128228510
You can't set it to another variable unless in a function.

>public float maxAmmunition;
>private float currentAmmunition;

>void Start(){
>currentAmmunition = maxAmmunition;
>}

will work however.
>>
>>128228767
not going to turn it into a full game?
>>
>>128228767
quit being such a
>>
File: combo.png (508KB, 1400x880px) Image search: [Google]
combo.png
508KB, 1400x880px
Any one know why the texture swims across the face in the left one? When i look it dead on in the right the display is perfect.
This is OpenGL rendering.
>>
>>128229115
Yarny?
>>
>>128229115
>This is OpenGL rendering.
That's why the texture swims across the face in the left one.
>>
>>128229197
wat
>>
SOMEONE MAKE A NEW THREAD OR I SWEAR TO GOD I'LL MAKE ONE MYSELF WITH THE MOST ANIME OP PICTURE I CAN FIND
>>
File: post003-perspective.png (22KB, 617x228px) Image search: [Google]
post003-perspective.png
22KB, 617x228px
>>128229115
>>
File: yarny_2[1].jpg (99KB, 640x377px) Image search: [Google]
yarny_2[1].jpg
99KB, 640x377px
>>128229282
>>
File: resize.jpg (262KB, 1280x720px) Image search: [Google]
resize.jpg
262KB, 1280x720px
>>128229282

It's the character from Unravel
>>
>>128229353
Thanks nigga.
>>128229393
I made my model like 2 yrs ago. I think that is newer. Imma sue.
>>
>>128229328
I'm on it (finding the most anime picture ever to make a thread that is)
>>
File: edges1.gif (1MB, 343x537px) Image search: [Google]
edges1.gif
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>>128226487
what is the best tool to make these animations
I has anime drawing skill allready

This one was made in Spine
>>
File: SEpCU.gif (3MB, 380x272px) Image search: [Google]
SEpCU.gif
3MB, 380x272px
>>128229353
>>128229115
>mfw enginedevs have to deal with issues like this instead of just making game
>>
>>128229697
live2d?

They have very indie friendly licensing.
>>
File: 1369281252735.png (96KB, 849x1024px) Image search: [Google]
1369281252735.png
96KB, 849x1024px
>>128229623
pls no

I'll delete my post if you want to use this one
>>
>>128229697
AfterEffects.
That's what they used as well.
>>
>>128229328
I'M ABOUT TO PRESS SUBMIT

I SWEAR TO GOD I'LL FUCKING DO IT
>>
>thunk of the perfect way to optimize my bullet code

>stuck at work for 5 hours

Pls help im dying.
>>
>>128229850

Rondo was actually done in Flash.
>>
>>128230048
>thunk
the correct form is thoughted
>>
>>128229852
>>128229852
I HOPE YOU LIKE K-ON! FAGS
>>
>>128230048
I can't imagine that 3D collisions are not already more or less a solved problem. You should probably just have looked up existing algorithms instead of trying to reinvent the wheel.
>>
>>128230137
just do it you faggot, holy fuck
>>
>>128230048
>optimize gameplay logic
pls don't do that.
the only optimization a game needs is graphics and massive simulation.
>>
I'LL MAKE A NEW THREAD, IF YOU SEE THIS DON'T POST A NEW THREAD
>>
>>128211341
>still using honeycam
I'm starting to think you're doing it on purpose
>>
>>128230220
too late faggot
>>
File: TWgame13.webm (3MB, 1272x800px) Image search: [Google]
TWgame13.webm
3MB, 1272x800px
>>128230048
>implying bullets even need physics
pls, just use cascading raycasts
>>
NEW THREAD HERE
>>128230290
>>128230290
>>128230290
>>
>>128230456

>>128230451
>>128230451
>>128230451

BETTER THREAD HERE
>>
>>128229782
yes this looks exactly like what I was looking for.
perfect for anime dialog
>>
>>128229782
https://www.youtube.com/watch?v=9ygiRds57r0
I didn't ask for these feels , I just wanted a tool for animating D:
Thread posts: 820
Thread images: 143


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