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/agdg/ - Amateur Game Dev General

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Thread replies: 755
Thread images: 152

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Yuuko is massively excited for your game Edition

Current Jam
>https://itch.io/jam/agdg-boat-mecha

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

> Upcoming Demo Day
https://itch.io/jam/agdg-demo-day-8

> Previous Demo Days
http://pastebin.com/zsDQmN9K

> Jams
https://itch.io/jam/agdg-zelda-30th-jam
https://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://docs.godotengine.org/en/latest/
Haxeflixel: http://haxeflixel.com/documentation/tutorial/
UE4: http://forums.unrealengine.com/showthread.php?483-Community-Tutorials-for-UE4
Unity: http://unity3d.com/learn/tutorials

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

> Free audio
https://machinimasound.com/
http://freesound.org/browse/
http://incompetech.com/music/
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thirst for horsec*ck
>>
>tfw no tranny dev gf for mutual stress relief

At least I still have my progress. O-oh....
>>
>>135717420
>>135717069
>>135716927
>>135716920
Cool chatroom bros
>>
>>135717549
Thanks, bro. How is your game going?
>>
I need hair style ideas
>>
>>135717827
Bald
>>
>>135717827
Icecream cone.
Coiled snake.
Hair horns.
Hair tattoos.
Bald with beard.
>>
>>135716920
This guy is the living proof that bans are not effective.
Each time he gets reported, sometimes he gets banned but he's still doing it every fucking thread.
>>
>>135717827
Cloud From Final Fantasy 7
>>
postela de dev musica
>>
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Just wanted to let you guys know that there's news from the box front. We cinematic now!
>>
SFML or SDL?
>>
>>135718284
What are the numbers on the cursor?
>>
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>Port game to new Monogame 3.5 release
>Rewrite massive portions of it
>Write up an actual design document so that I have development goals instead of devving blindly
>Redesign to be a lewdlike

This weekend's gonna be busy.
>>
>>135718497
Frames, I was too lazy to make it better. I used this to make sure it was displaying correctly.

>>135718454
SFML
>>
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http://strawpoll.me/7065946/r
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>>135718792
I wonder how many of these programmers really just stitch together code from their Unity tutorials.
>>
>>135718792
Lol so we have a bunch of programmers and ideas guys no wonder we can never get any collabs going
>>
>>135718871
Probably most real programming requires you reading through a whole bunch of books or articles or tutorials on how say for example an if statement works and the concepts behind it then having practice problems to figure out on your own to become a real programmer you need to figure out how to think like a computer scientist which is a difficult thing to do because it requires a lot of patience and a lot of practice coding
>>
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>>135713247
Good morning I'm working no some fancier tiles
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i need game ideas to implement in Open GL related to sports
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Why is animation so intensely fucking gay?
>>
>>135719209
I see you're already having problems with separation of concerns
>>
Because you're doing skeletal animation for 2d.
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>>135719216
>>
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>>135719216
Because her left arm is made of rubber and doubling in length.
>>
>>135719339
what
>>
>>135719216
Why is she banging her head into a glass table?
>>
>>135716920
Nice, I'm rooting for you man
>>
time for some dev music

https://www.youtube.com/watch?v=pAkvF7HkFEY
>>
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Well, I have a moving blobby cube thing now.
>>
>>135720032
Too spooky.
>>
>>135720032
That's cool, pretty surprising the first time you see it.
>>
someone hook me up with some after effects torrents I aint paying for this shit
>>
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what are you working on today son?
>>
>>135720528
Zelda jam
>>
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>>135720528
Squares and boxes, boxes and squares.
>>
>>135720528
Anime tiddies
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>>135720032
It looks like one of the Wario Land II enemies
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>>135720528
Making my raycast and sphere collision physics cope with some changes I made to the rest of the game.
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>>135720693
what the fuck just happened in the webm?
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>>135721169
It's a japanese furry movie about wolf children
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>>135721462
So ... I'm good?
>>
>>135721604
doesn't matter how good you are, matters that you're making progress

unlike me
>>
>>135721462
But I was giving him haircut advice for his characters.
This is basically ideaguying. Its gamedev.
>>
>>135721368
can't be really furry if they just straight up change into the animals including walking on four and shit
>>
>>135719146
Oh, that's great! I was just thinking of trying to make the borders like that but I probably wouldn't be able to make anything that nice.
>>
>>135721862
>is basically ideaguying.
>Its gamedev
pick one
also replying to video shame is always video shame
>>
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I need help guys I would like to make a retro video game that is like Secret Of Mana for Super Nintendo. Where do I get started and what will I need to learn?
>>
>>135722076
check the rpgmaker general
>>
>>135722076
learn to use an engine effectively
>>
>>135722013
Replying to my video shame is also video shame.
How about that, you... you double nodev!!
>>
>>135722076
Learn assembly.
>>
>>135722076
get art
>>
>>135722160
rpgmaker is not free though I'm not paying $79 for it
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>>135722656
>implying anyone here pays for their tools
>>
>>135722656
pirate it
>>
>>135722728
Unity is free

Game Maker is free

UE4 is free
>>
>>135722728
Joke's on you, I bought GMS + Android Module for $15 and it all went to charity
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>>135722789
How does that contradict what I said?
>>
Any must have unity plugins for 2d devving?
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>>135722728
I bought GraphicsGale
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>>135722860
FUCK I'M STILL MAD I MISSED THAT SELL
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>>135723158
uninstall.exe
>>
>>135723158
I'm currently using uninstall unity
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>>135723178
what u doing nigger
>>
>>135716753
People know that Yuuko is a fucking retard, right?
Her being excited for your game isn't a good thing.
>>
>>135723664
No, I have never watched Nichijou. I just imagine Marmo being excited for my game when Yuuko gets posted.
>>
>>135723664
Yuuko is our mascot.
I miss marmo ;-;
>>
I will sex marmo's cute vagina
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>>135722076
First you must create the universe.
>>
WHO WANTS TO FUCKING COLLAB?
>>
>>135723284
>>135723310
good posts
>>
>>135724015
Will we be using Godot?
>>
>>135724015
Shut up idea guy.
>>
>>135724085
Rate them please
>>
>>135724147
good / 10
>>
Why do I never see discussion on game design and interesting mechanics in these threads?
>>
>>135724015
what is your skillset?
>>
>>135724125
You can shove me down devscum but you will never
NEVER
stop me from getting back up and fight for my ideas and dreams!
>>
>>135724015
maybe i'm somewhat interested in making a free short game (something in the scope of a nes game (not limited to graphics)), i can code and do some art
>>
>>135724320
Because you're blind
>>
>>135724320
Because we rarely get on them.
What do you want to talk about?
>>
>>135724085
Here's what I did to set up Unity for 2D I uninstalled.

No seriously learn something else for 2D.
>>
>>135724354
I can come up with cool concepts and ideas

>>135724379
Alright let's do it
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>>135724428
But I am
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>>135724015
I like your determination. Never give up on your dreams. Always believe in yourself. Find the courage within to surmount any obstacle. Let your heart guide your path. Trust yourself and act before thinking. Review your notes before taking a test. Always maintain firm eye contact when speaking with someone. When meeting someone new, immediately give them a nickname. When you find yourself in conversation, plan what you will say for best effect, to ensure a quick victory. Pump your gut in and out quickly so no one can know your true weight. Walk with a hunch in your posture so you can impress people when standing straight up. Always pause before accepting a handshake or high-five, this puts you in the dominant position.
>>
>>135724320
Start a discussion then. Be the change you want to see.
>>
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> when you fuck up room transitions so you automatically appear inside the door of the next room
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added strafing based on camera facing. gonna use this for the sight-aiming on ranged weapons.
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>>135721462
Are you fucking kidding me, memelord? The thread just started, try to contain yourself
>>
>>135724748
Very nice, Anon but it appears to me that you are in hefty need for an ideas guy
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>newPosition = new Vector3 (gameObject.transform.position.x - chosenPos.x,gameObject.transform.position.y - chosenPos.y, 0);
>gameObject.transform.position += newPosition * - speed;

This shit results in an infinitely slow speed as the gameObjects gets closer to its destination at chosenPos, and it never arrives.
I actually have to check the difference between positions and just break it when it becomes very small, but this is surely not how its done.
What am I missing?
>>
>>135724741
oh yeah the weird box is just for debugging
it's usually invisible
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>>135722728
I bought photoshop, maya, quixel suite, substance painter and I still don't have a game
>>
>collab
You guys do realize that we had an agdg dropbox for that and guess what? It failed big deal.

Artists didn't want to share anything.
Coders didn't want to give their "knowledge".
Only musicbros did something.

You know, if I have to collab one day I'll just look for a musicbro first. Those seem to be the only real cool guys around.
>>
>>135725002
Holy fuck, that's as funny as it is sad
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>>135724361
>>
>>135724514
think about your idea, then add me in my steam account:
exkyo87
>>
So are there any good artists here?
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>>135724923
whats your ideas then. Im mostly trying to build a buttery movement script. still gotta add jumping, rolling, ledge grabbing, wall jumping, ropeswinging. then I'll add combat if I can get that far.
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>>135725238
No.
>>
>>135725238
Cristian is pretty good
The guy has a sweet style
>>
>>135725238
I hope you like pixel art and VN portraits
>>
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>>135725238
Good artists only work with their friends of for money. Deal with it.
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>>135725413
lets be friends
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>>135725413
That hair doesn't even look close to right, even by trying-to-mimic-nips-style.
>>
>>135725238
>good
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>>135725224
also if someone wants to make something with Tyrano Builder i'm interested
>>
>>135724958
Doesn't unity have a lerp function for vectors?

Or if you're constantly doing a check for the values, you might as well just make the character walk normally towards that point and make it stop when character.position ~= destination.position
>>
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>>135725267
I was thinking about a very vertical platformer set in a very mountainy setting
General style of the game would be low poly
The endgame levels have extreme storms to make it seem more spooky
>>
<good>
>>
>>135726391
Better get started
>>
>>135724741
I just had that problem, but now I have a new problem after fixing it
You using gamemaker?
>>
>>135726403
#include <good>
>>
>lerping
>not bezierping
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>>135726608
Yeah, I am
>>
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>code works but is inefficient, completely rewrite it
>get error that didn't happen before
>can't figure out why it's happening
>revert code back to inefficient version
>error that didn't happen before happens again

Fuck this. I don't even wanna go peacefully. What's the MOST painful suicide method?
>>
>>135726789
to keep going
>>
>>135726789
Program a suicide booth.
>>
Stupid dogposter
You will never have sex with your game
>>
>>135726789
Brobably some kind of poison or acid
>>
>>135726789
pastebin, faggot
>>
Let's just collab you guys
I swear it won't be a bad experience
>>
>135727341
This gimmick is pretty stale.
Consider dropping it.
>>
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>>135726391
>I'm an idea guy!
>my idea is... a [genre] in [setting]!
>>
>>135724958
What are you even trying to do?
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>>135727341
what's your skillset?
>>
>>135727504
What else do you want?
I can go into detail with puzzles and shit but what's the point in it if you're not interested anyway?
>>
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>code was working but buggy
>today decide to refactor the base code
>get a shitload of errors
>too many to handle
>jump back to working but buggy code

Fucking lads lads, what does agdg do in these situations?
>>
>>135726245
>Doesn't unity have a lerp function for vectors?
Apparently it does, and apparently that works.

>>135727561
>What are you even trying to do?
Trying to do Lerp without knowing it exists. I got it to work, too. I was just looking for shorthand code.
>>
>tfw you find a new artist
>tfw you love his work
>tfw instead of trying to improve it just makes you bitter
>>
>>135727752
backups
>>
>>135726789
>What's the MOST painful suicide method?
living
>>
>>135727649
Exxxtreme shitposting!
I could shill for your game like no other
>>
>>135727703
I'm not the dev, just step it up anon if you're trying to sell yourself.
>>
>>135727752
Were you the one last night with the 2160 errors or something?
>>
>>135727752

I don't have those issues because I bothered to learn how to program before making a game.

>>135727649
>I'm a game designer but I can also do concept sketches
>>
>>135727290
Let me just explain what's happening.
>have dialog saved in text file
>during conversation, grab each line of dialog one by one from text file
>if line of dialog ends in "e", that means it is a function call
>the line "PLAYSONG:1e" means to play song number 1
>get sound handler singleton, call "playMusic" function
>crash

I have a ConversationHandler class, and calling playMusic from anywhere in it causes a crash. It's not a problem with the music file itself or the playMusic function, because I can call it from other files and it works just fine. As I said, this didn't happen before when my code was shitty, but now it's happening even when I revert it back to the shitty code.
>>
>>135727769
all this hatred for cristian will take you nowhere
>>
>>135727986
>Go to mechanic to fix car
>He asks to take a look around
>Let me just explain what's happening. The car is making a weird noise when I drive it.
>>
>>135727986
What happens with a line that just happens to end with an e because that sometimes happens?
Also, load that shit all at once during startup, why would you want to constantly have to deal with file i/o on the fly?

Other than that that: >>135728120
>>
>>135727986
Surely there's a less convoluted way to trigger audio tracks.
>>
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Make a game with a dude who can throw punches like Mantis Shrimp. Scaled up in power to weight to adult human, his punch would have more energy than a 7 ton shell fired from Schwerer Gustav, projectile that could punch through 30 feet of reinforced concrete.
His punch would have enough energy to press carbon in human body into fucking diamonds.

Just think about that shit for a second.
>>
>>135727986
Learn to use your debugger. What exactly is being passed to playMusic()? Is it a valid file identifier, or whatever it is it expects?
We don't even know what language you're using, so maybe it has stupid scoping and where you call playMusic from actually does matter because you're reusing a variable name. We cannot possibly help you with the information given.
>>
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>>135728519
His arm would disintegrate in an extremely painful manner.
A game where you have the most powerful punch in the world, but punching anyone means losing your arm and possibly dying from blood loss. Can you find peace in a world that you could punch to death?
>>
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It's getting better
Added some simple walking animations and an inventory
Why the fuck did I pick that color for the inventory window though?
>>
>>135728837
>In a world where a man could punch with more force than a fucking railgun, he somehow doesn't have a physics defying buff to prevent arm disintegration

Mollypoo pls
>>
>>135727986
This makes me feel better about my small fresh-out-the-tutorial scripts that are distributed among various prefabs.

If I attempt anything complicated and efficient I just know it will bite me in the ass down the line.
>>
>>135728519
ez money
>>
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bow to my psychic power
>>
>>135729456
>didn't take my umbrella head idea
Scrap the whole game and start over
>>
Anyone wanna be my game dev gf
>>
>>135728120
Fine, fine. This is just the relevant part of the code, I feel like seeing the rest would just confuse you also it's humiliating how spaghetti-coded it is, if you absolutely have to see it, I'll upload it.
What's interesting is that the crash doesn't technically occur immediately after starting the song. After calling playMusic, the game continues to update for just a fraction of a second before the crash occurs.
http://pastebin.com/iyyNCrMS

>>135728379
All the lines end in either e (for function call), or n or p depending on if it's the player or the NPC talking. This way I can easily change the text color, move around the speech bubbles, etc.

>>135728547
The error doesn't fucking occur when I run my debugger. My debugger is totally fucked, in debug mode I get shitloads of errors that don't happen normally, and the errors that I'm actually trying to fix don't occur.
>>
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>>135729456
You're pretty good at coming up with horrifying animations
>>
>>135729701
too bad he's not good at coming up with gameplay
>>
>>135729821
But his game is fun
>>
>>135729456
Tell me about the acolytes, why do they wear the hood?
>>
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How do I quickly git gud at art??
>>
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>>135729880
>>
>>135729943
By fixing your attitude
>>
>>135728519
>>135728837
>>135729449
>could punch through 30 feet of reinforced concrete

This kind of shit always bothers me in animes. He wouldn't be able to punch a hole in anything much deeper than the length of his arm.

You can't just stop an attack dead with your katanas when the same attack would have blown a giant crater in the ground you're currently standing on.
>>
>>135729456
These are really good stuff, Anon.
The veins on the head are easily mistaken for facial features. The two high veins being eyes, and frowning brow being an oddly happy face.
>>
>>135730005
Anime does not adhere to physics or realism.
Get this through your autistic head.
>>
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>>135729919

I wanted diversity in the humans but would mean some tricky dev stuff to give them different colour skin/hair etc, this is the 'easy' way where they only show what they look like when being sacrificed.

also, theyre cultists and thats what cultists look like.
>>
>>135729943
Pick a single style and a single subject and start practicing them nonstop. You will improve quickly but wont be able to draw many things.
>>
>>135730005
>could punch through 30 feet of reinforced concrete

The shell you spergo.
also that much energy released would evaporate people, including the one who threw the punch.
>>
>>135730005
>He wouldn't be able to punch a hole in anything much deeper than the length of his arm.
The material doesn't just disappear, it needs to go somewhere. So given that someone has super animu strength, the material that's being pushed directly by his arm is also an extension of if.
>>
>>135730005
>He wouldn't be able to punch a hole in anything much deeper than the length of his arm.
Bombs manage to do it
>>
>>135729943
Go back in time and tell your 5 year old self to stop being a dumb idiot and to start practicing art every day as much as possible.

Normally you would just stop being a dumb idiot now and start practicing, but that's not terribly quick.
>>
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>>135730005
Get on my level
>>
>>135730252
That's because bombs become very large for a very short length of time.
Deep, man.
>>
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>>135730446
u1st kid
>>
>>135729943
Copy. Use other peoples sprites/models/textures as templates.
>>
>>135729943
Here is my method to grind art skill irl. I've gone from toddler level, to young child level, to teenager that draws sometimes level. Pretty quickly, too.

Find a subject, and draw it. Then draw it again, trying to improve on your last drawing. Then do it one more time, still trying to make it less shitty.

You can do it quickly, just do it once a day minimum. I'm pretty happy with my art skill gains.
>>
What engine leads to the least shitty coding practices? I know it's really up to the programmer but you have to admit certain contexts really help or hinder good practice.

Please don't meme me, I have been memed no less than 5 times today.
>>
what do you call this effect when something is moving so fast it leaves a transparent image of itself behind and the faster you move the longer the effect
>>
>>135731006
>I know it's really up to the programmer
You answered your own question.
.
>>
>tfw no cute ideas guy to help with my game
>>
>>135730245
If you had the kind of energy to push some concrete across 2 feet so fast that it kept going through 30 feet of concrete, I think a lot crazier stuff would be happening, like shit lighting on fire everywhere and people in the immediate area having their lungs ripped out their mouths.

>>135730252
Bombs are really dense, don't suddenly stop after penetrating 2 feet, and explode. What the fuck are you even talking about?
>>
>>135729645

I don't know a whole lot about C++, but I don't believe you can access an array's index by string. playMusic's first parameter calls in ID as a string, and you attempt to call music[ID] to get the song to play.
>>
>>135731124
I asked nicely, next time I won't ask so nice.

Do you have an answer or not?
>>
>>135730792
would a tablet help with this? what if I just want to draw pixel art?
>>
>>135730480
armor piercing artillery shells punched through bunkers with their weight and velocity,

16 inchers on Iowas could go through 20 feet of concrete
>>
>>135731107
afterimage
>>
>>135731006
Unity runs like shit unless you're on point with everything you do with it, so Unity I guess.
>>
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>>135731006
Take the memes.
>>
>>13573118six
Engine doesn't do shit.
You're going to break any if you're a shit programmer.
>>
Turns out I'm not dead, yay

Will draw the requests from two days ago now
>>
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>>135731141
Im your ideas guy, ill give you all the damn ideas you want.

I take a 50% gross sales for games that use my ideas
You cant use my ideas on a game that will not be developed and promoted to reasonable financial success
>>
>>135731178
It's a map, not an array.
>>
>>135730446
I like it
>>
A rhythm cooking game with indian music and indian cooking, where at the end you actually get to eat what you made irl
>>
>>135731006
This >>135731331 is a fair point but that's more optimization practices. Good code structure is nearly impossible in Unity because it doesn't give you enough control, especially over initialization and shutdown, so you're forced into making singletons that are lazily instantiated.
>>
>>135732014
This is the kind of comment I was hoping for. Thank you.
>>
>>135731992
Perfect prequel to A Designated Shitting Street.

You must eat as much as possible and make your way through the slums to the dedicated shitting street before your diarrhea bursts.

As you reach higher levels, the quality of food goes up and you must poo in loo so your shaky reputation as a cooking critic isnt ruined.

No matter how good the food gets, you still get the runs because its set in India.
>>
>>135731992
>pajeet is ideas guy now
>>
>>135731492
Nice
I was starting to believe you were kill
>>
https://www.youtube.com/watch?v=rK2XHepSadI
>>
>>135723284
>>135723310
Using Unity for 2D I get pathfinding, behaviour trees and a great gui system working out of the box from the asset store.

Considering I wanna use C#, with monogame I'm comparatively getting jack shit.
>>
>>135731253
A tablet isn't worth owning until you're not complete shit. Pixel art benefits from fundamental principles of art. Just get some paper and practice.
>>
daily reminder that being good at art is a talent not a skill
>>
daily reminder to post progress instead of replying to bait
>>
daily reminder vulkan anime
>>
>>135732946
But modelling is a skill. Does that mean modelling isnt art?
>>
>>135732946
I thought we already went over this! Can't you get it through your thick skull!
>>
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>>135732946
skill = talent * practice
>>
>>135732663
Learning to make those things yourself makes you a better programmer. Which means you probably program faster, bug fix better, rely on yourself more.
>>
>>135732663
You depend on other people making the code you need then.
That sure sounds good.
>>
>>135732946
Only human ability that should be considered legit "talent" is ability to learn and comprehend concepts faster than the others.
>>
>>135733153
Some people are born with talent = 0.
>>
Man the SID chip is amazing
>>
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creating my own tileset from scratch so thats why it looks like shit
is pixel perfect collision something that 's very important?
>>
>>135733532
probably for a game like that
>>
>>135733172
With this kind of logic everyone would be programming in assembly.

I did roll my own pathfinding before, and made a shitty version of behaviour trees, but they paled in comparison with what I get.

I can instead have pathfinding that is multithreaded and has advanced optimizations, and behaviour trees that I can see and make visually in a special editor.

>>135733319
I'm not relaying on them. I can roll my own version, but it'd be worse and it'd take away time I don't have to lose. I'd be literally wasting gamedev time for a worse codebase.
>>
>>135724958
>>135726245
>>135727561

Okay, the Lerp function does the exact same thing. It gets nearly at the given point, and then loops into infinity.
Instead of setting the X coord = 490, it gets to 489.9997 and repeats the failed attempt to advance on every single update tick.

I cant believe such a basic thing doesnt work properly.
>>
>>135733381
Yeah, *very* few though.
>>
>>135733840
Ok anon. I'd love to see the amazing game you've done with all your time dedicated to content instead of reinventing the wheel. Please post it.

>>135733381
No, that's just you
>>
>>135733840
And then you rely on thing forever instead of putting in the work to overcome the logic comprehension.
>>
>>135733532
Nah, I'm sure you could call it raft simulator and get a million upvotes on steam
>>
>>135734269
yes this raft game screams Pewdiepie bait.

I think its hilarious that he makes videos at such a rate that the flood of indy memes always have a chance of getting featured on his channel.
>>
>>135733946
You first. Don't worry, I'll post it when it's ready. It's actually coming along fine when I'm not wasting time rolling my own engine in assembly.

>>135733980
I made my own versions before, it made me a better programmer, but it took away time from completing the game and the code was worse. It was a mistake in that sense.

>overcome the logic comprehension
what does that even mean?
>>
I will never, ever play your game.
>>
>>135734720
>no game
every time, why do I even bother
>>
>>135734720
>It was a mistake in that sense.
It wasn't.
>what does
You being able to implement better and smarter iterations of pathfinding,behaviors and the like.

Unless you're literally down to your last few thousand on your own, you have time.
Not that you should even bank your well-being on gamedev anyway.
>>
>>135734269
>>135734584
does it really look that shit?
i mean these are placeholder tiles at best, just wanted to use my own instead of some generic free ones from OGA
>>
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I started putting puzzles in.
This is so bad taste.
>>
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>>135734776
Of course not, because I won't ever finish it.
>>
>>135734948
It could be fine.
Depends on what the game is about.
>>
>>135734997
I'm torn in between jerking off the players and putting them to think.
Also got some subliminal porn frames in, it's hilarious.
>>
>>135734997
waait a second, this was an agdg game after all?
>>
>>135734936
I posted a game before. I'm not posting this one because you don't give a shit about my game, you just want to be right, and are apparently a sore loser.

>>135734945
I'd rather have a finished game. That's why I started gamedevving. I can do other things in my spare time than reinventing the wheel.
>>
>>135735143
I'll hold off on going full idea guy but it's part of a greater game
just want this module of it to be ready for the boat jam
>>
>>135735180
I wouldn't define my work as a game.
More like a weird look of reality.
>>
>>135735180
Please don't respond to hackun.
>>
>>135733532
>is pixel perfect collision something that 's very important?
Depends what you mean.
Pixel based collision, where you'd collide with the land because that part of the tile has an extra pixel sticking out is not at all important. Usually it's a positively bad idea because it means the player will get caught on little sticking out pixels.

Far better instead to have collision take place between abstracted out forms. Simplest is square tiles vs a player square or circle. That way the player can bump against something and slide along nicely.

I think the only place I'd use pixel based collision is something like a Worms clone.
>>
>>135735269
>I'm not posting this one because you don't give a shit about my game, you just want to be right
No, I want to see the game that you made without having to spend dev time on stuff that you can buy in the asset store, as stated.
>a sore loser
this is elementary school tier, anon. Please post your actual game. Or your previous one, if you too used stuff from the asset store for that one
>>
>>135733840
>With this kind of logic everyone would be programming in assembly.
Your right, the line needs to be drawn somewhere.
I think the line should be drawn with the windowing program and rasterization and nothing more (For a complex game).
>>
>>135733532
This >>135735469, and pixel-based collision is inherently more expensive than using simple shapes.
>>
>>135734776
My game is for patricians but it will have the veneer of casual gameplay.

You will end up playing it for one reason or another.
>>
>>135733946
>where is your game hurr durr
>this is elementary school tier
yeah ok
>>
>>135733902
I suspect you're using the lerp incorrectly. I'd guess you're doing this:
function perFrame {
// something to calculate a value of r
position = lerp(position, target, r);
}

Instead you want to be linearly interpolating from your original start position to the target position.

var moveStart;
var moveTarget;

function perFrame() {
var r = (currentTime() - moveStartTime) / moveDuration;
position = lerp(moveStart, moveTarget, r);
}

function startMovement(target, duration) {
moveStart = position;
moveStartTime = currentTime();
moveTarget = target;
moveDuration = duration;
}
>>
>>135735893
>where is your game hurr durr
No, I told you I wanted to see what a game where you don't spend time working on stuff you can get off the asset store looks, since I assume all the devtime is dedicated to content.
But, surprise, you seem to have no game. How foolish of me.
>>
>>135735469
>>135735697
Well I have my collision parsing logic working efficiently so even if I add dips in landmass that are larger than the raft those will get picked up, and then I can just directly draw over are too small for a raft to pass through
the downside if I do this is if I have the ability to swim lets say, the pixels for the head would allow travel for smaller spaces (visually wise) so I probably will need to map out the areas to the smallest possible object (a sprite's head) and then glide over the rest
that might cause problems while in the raft or larger object states though but I can't really see a better solution
>>
>>135716753
>engines
>no free cryengine

change it NOW
>>
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Added two handed weapons to the game. I'd like to add a few more combat skills, two more character types (one player one enemy), and then polish the shit out of everything so I can start on AI.
>>
>>135736256
Pixel perfect will be fine in your case, as long as the only surfaces you'll have to slide against are horizontal or vertical.
>>
>>135734997
Played the demo, looks cool as fuck do you need any help with the sound?
>>
>>135735994
I am using it properly, but with 0.05f speed. Thats what causes the issue, solved it by using Vector3.MoveTowards with a much larger speed for a similar animation that actually completes properly.
>>
>>135736285
>no free cryengine

he's doing everyone a favor.
God forgive someone picks that thing and realises its a disaster half-way through their project.
>>
>>135736241
Yeah, you obviously seem like an unbiased critic and not a moron trying to assuage his ego. Can't wait to hold my game hostage to win an Internet argument.
>>
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>>135726885
>>135727842
>>
>>135736396
Is it going to be a combat only game, or will you have out of combat content?
How will the movement work out of combat?

>>135736592
>God forgive someone picks that thing and realises its a disaster half-way through their project.
Kingdom Come: Deliverance: the post.
>>
>>135736569
Glad you resolved the issue. But it definitely sounds like you were misusing interpolation. Its purpose is significantly different from a moveTowards function.
>>
>>135736698
>my game
no need to keep lying anon, let it go
>>
>>135736757
There will definitely be out of combat content. I'm all about single player games with long and interesting campaigns.

Out of combat movement still will be on a hexagon grid, just scaled up. So instead of a tree, one hex holds a forest.
>>
>>135736848
When you use speed lower than 1 you cant get there, you get infinitely slower until the precision fails you and you are stuck.
You can recreate it if you want.
>>
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needing some feedback - mocking up a new titleset right now for a new level - underground, cave system. is my color contrast enough or do I need to do some more tweaking? really liking the blue here...
>>
>>135734997
Keep up the good work Waters-kun
>>
>>135736698
one anon disliking you shouldn't be a reason to not post your game. No matter how biased he is against you, if your game is good, the rest of us can corroborate that.
>>
>>135737119
Yeah, what I'm saying is that you shouldn't be passing a lerp() function a "speed" in the first place.
You give it a ratio (between 0.0 and 1.0) that it uses to interpolate between the start and end position.
>>
>>135737169
I like the new colors a lot, actually.
>>
>>135737169
>is my color contrast enough
turn it into greyscale, best way to check
>>
>>135737335
Well thats what I mean by speed, its the rate at which it gets there, and thus the number of frames.
Feeding it 0.05f it never got where it needed to. You wouldnt notice, but if you listen to the update function you will see its 0.0003 away from its end destination, and keeps "moving" towards it at a rate too small for the coordinates to even update, thus getting stuck.
>>
Is Haxeflixel a good toolset to work with?
It's listed in the OP but I don't see anyone ever mention anything about it.
>>
>>135737538
I love that you're talking about this as if you've discovered a massive bug in every linear interpolation implementation ever made.

I don't even know what language, library or engine you're using. But I guess it's something like
pos = lerp(start, end, r);

That "r" value is NOT speed, or rate of movement, or how many frames it takes to get there. You have misunderstood interpolation.
>>
>>135729456
looks cool until it turns into a testicle squid
>>
>>135737549
Most haxe frameworks are great, if only a bit hard to configure/get started.
If you're going for 2D haxe, haxeflixel and haxepunk are your best bets
>>
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>>135737524
>>135737430

Greyscale image attached, never thought of doing it that way, thank you anon!
>>
Man I sometimes read tutorials and even though I understand them, they're so much out of my league in terms of the concept. Like, I would never be able to do that shit on my own, and it amazes me how other people do it. Anyone ever feel this way?
>>
>>135737873
No prob, it's a tip for everyone here.
I think they look fine, but I'd personally desaturate the background colors a bit. They make the foreground "pop up" even more.
>>
>>135737835
>I love that you're talking about this as if you've discovered a massive bug in every linear interpolation implementation ever made.
But I am not? You are just reading it that way, for whatever reason you have.

The language is C# in Unity, and I mentioned it, because this way of doing things is often suggested on forums, Stack Overflow and such.
Also me calling the rate at which the animation completes "speed" seems perfectly reasonable, regardless of its technical role. It is for all practical purposes the speed of the animation.
>>
>>135738004
Every single day.
>>
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>>135736561
I really don't know.
>>
>>135738004
Im still looking at beginner tutorials, which amounts to follow the recipe.
>>
Any solution to fix this ? Downloaded Unreal Tournament same test same result. Looks like input is dependent on render thread delta time.
>>
>>135738396
Fuggg

I am using Time.deltaTime in Unity, does that mean my game logic will be tied to frame rate as well?
>>
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>>135738089
done, you're right. Thanks!
>>
>>135738795
no prob letodev, keep up the good work
that lifebar isn't as bright and noticeable as the one I made fanart of
>>
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>>135737873
Be aware that there's two ways to convert colour into greyscale. Either by lightness or luminosity.
I think it's best to use luminosity for what you're doing.
>>
>>135738396
Are you multiplying your input axis values by delta time?
Because you shouldn't
>>
>>135736396
Finally hexes. I'll play your game. Good luck.
>>
>Have an object that's supposed to draw a sprite at it's y position in Game Maker
>Not sure how to write it
Would I do like,
"testY = thisobject.y
draw_sprite(sprite_monster, 0, 0, tY);", or is there a "better" way to write this?
>>
>>135738795
agdg getting helpful advice
what is this madness?
i need to change my schedule so I avoid the cancer and stay at these times
>>
>>135739419
The shitposters got banned yesterday.
>>
>>135739365
Thanks, anon. Hopefully I'll have something playable.
>>
>>135739419
I give helpful advice every time I'm here. I'm trying to make agdg great again.
>>
>>135738161
>It is for all practical purposes the speed of the animation.
Again, you're misunderstanding and misusing interpolation. Apparently some people on forums are too.
The "r" value I've talked about indicates how far through the motion you are. NOT the rate at which you wish to move through the motion. The lerp function should be called with the same start and end position each update, with just the r increasing as time goes by. Otherwise what you're doing is not linear interpolation.

The most obvious way to tell you're not doing linear interpolation is if the motion slows down when it gets closer to the target (in your case it slows to virtually zero). That's not linear motion.
>>
>>135739167
Actually three:

The lightness method averages the most prominent and least prominent colors: (max(R, G, B) + min(R, G, B)) / 2.
The average method simply averages the values: (R + G + B) / 3.
The luminosity method is a more sophisticated version of the average method. It also averages the values, but it forms a weighted average to account for human perception. We’re more sensitive to green than other colors, so green is weighted most heavily. The formula for luminosity is 0.21 R + 0.72 G + 0.07 B.

Luminosity is usually the most correct one.
>>
>leto working on something new
Second coming of the Christ confirmed.

>>135739475
Actually one tried to come back in the previous thread but got banned again.
>>
>>135739321
I'm not, what I meant is at 5 fps input is ticked 0.2 times a second ( 1/5) and so its replicated at that rate, I need it to be replicated 0.016667 times a second (1/60) no matter the frame rate
>>
>>135739676
I understand what you mean now, and that might be true. In the manual its done using deltaTime, I did it with a set value that never changed.
In many approved answers on forums and such it was done in a similar, and in some in the exact same way, with a static value as the last parameter.
>>
http://strawpoll.me/7125915
>>
>>135740081
*defaces ballot*
>>
>>135740081
If it wasnt for Unity I dont think id even bother getting into devving.

The least they deserve is a splashscreen.
>>
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>>135739167
>>135739783
I just shut off the saturation in PS to check... I know 'lightness' but not 'luminosity'

>>135739120
thanks fanart bro :3

>>135739868
Yeah I've gotten bored with my other tileset. Something to mockup while I refactor code and go through demo day 7 feedback
>>
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>>135740081
>only Unity and UDK to pick

thanks, fag
>>
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So /agdg/, tell us, where do you live and why don't you participate in your local independent game development community?

Mostly cause I'm lazy and all the ones I know of sound pretentious as fuck.
One of them I even know a GIGANTIC fag that is apparently super involved in it.
>>
>>135741135
Because Toronto indie game development is basically San Francisco indie game dev.
>>
>>135740081
>will you be using your engines splash screen
>no I'm using unity
I don't think anyone in agdg has a commercial unity though
>>
>>135741135
London, England

I'd rather work on my game.
>>
>>135741312
TYLER TOMASESKI DOES
>>
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>Object is created around a view_hview[0]
>It always remains at the same position on the screen constantly
>In DrawGUI, draw_text and draw_sprite also using view_hview[0]
>They move around the screen depending on where the view is located
Send help. How do I force it to draw at the same position as the object?
>>
>>135741135
no because it would require me to leave the house and waste the energy i get from my one meal a day
>>
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>download Soniss GDC 2016 audio
>it's garbage just like last year
>>
>>135741135
Its almost non-existent here. I would go but only to promote my game and look for artists who would work for free.
>>
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>>135741135
>where do you live
haha no
>why don't you participate in your local independent game development community?
1) I have a day job and no desire to attend neckbeard gatherings during my sparse leisure time
no offense to neckbears, I just REALLY hate going anywhere in my spare time lately

2) My country doesn't even have a single one famous gamedev company, People who seriously wish to develop games just jump the border and "hobbyists" would probably fill a small church at best. There isn't enough of them in my vicinity to actually organize.
>>
>>135741135
>living in bulgaria
>the only devs here are php webdevs
>>
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basic opengl is pretty fun for making simple kusoge
>>
>>135720895
this
>>
>>135742001
>53C
>46C
for what reason
>>
>>135742117
I live in a desert shithole, GPU actual use is 2%
>>
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>>135742117
those are idle temps on most rigs
>>
>>135741456
Make sure you're not confusing view_hview and view_hport.
In any case, I've also found basing stuff on that a bit inconsistent, so I try to use window_get_height() instead.
>>
>>135742296
phew
>>135742303
Get better fans
26/29 right now.
>>
>>135725413
>clairvoire
I will never not be angry and disappointed.
>>
>Can't figure out the condition for state going from Stand to Run to Walk

Am I retarded?
>>
>>135742425
>26/29

What's the room temperature?
>>
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>>135741135
Baltimore, I really don't know, I don't think my style is compatible with anything out there.
>>
Anyone purchase the CryEngine Humble Bundle asset packs? How are they, are they worth getting?
>>
>>135742571
67f
>>
>really cold outside
>come home
>taste blood
>my lip split open on one side

FUCKING CHILLY WIND.
How can I progress when my mouth hurts and dries up all the time?
>>
>>135742724
YOU DON'T NEED A MOUTH TO MAKE GAMES FAGGOT
>>
Game idea: just implement procedurally generated physics in a space game.

As in, every time you load an instance, an algorithm produces new laws of physics that will govern that instance. So today, F=Ve — as you apply force to the ship, it will expand its volume in the same direction while maintaining the same state of energy as some kind of horrid space-shoggoth. Or maybe a=ω/m2 — the more massive your ship, the more you have to cork-screw it to create acceleration.
>>
>>135742724
Go get chapstick
drink water
don't lick your lips.
>>
>>135742724
nodevs will always find an excuse not to progress
>>
>>135742724
stop touching your face all the time
>>
>>135742454
So your CPU is 7c above room temp
>>
>>135742823
Your programmer works for handjob? Man, I wish I could find one like that.
>>
>>135742828
That will turn out awesome or the worst game possible.

fund it
>>
>last Golden Project was 3 months ago

googs is a filthy nodev
>>
>>135743107
I am my programmer and I work for my mother's approval.
>>
>>135743231
Mugoog is the biggest nodev in this general.
>>
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>>135742425
I have Hyper 212 EVO already and I'm not buying a fucking Noctua or some shit to please someone's autism.
Those things are made to shrug off 90°C.
50-60 is nothing for them.
>>
>>135743361
>Mugoog
You're the biggest autistic freak in this general.
>>
>>135743536
I do it exclusively because I know it bugs (You).
>>
>>135743336
I am sure she is happy with his skills.
>>
i dont even care, spaghetti is delicious
>>
part one of my demojam stream is starting soon! streamlink in schedule https://docs.google.com/spreadsheets/d/13D6g4nOS1nGcTPyJYU9b_1chQ344WqffmT-YCPcG5uk/edit?usp=sharing
>>
>>135743980
>Implying most of the demos have enough content for 30 minutes of play
>>
>>135743980
>literally wasting your whole day playing demo's instead of making your own

Nodevs are ridiculous.
>>
>>135743980
Don't listen to these faggots
>>135744129
>>135744135

I'm excited
>>
>Player status now shown in the left-hand side

Also I'm considering making an item that lets you destroy walls after I realized my fire tile debug placer destroyed walls and let me make new paths.
>>
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>>135743980
>glasses
>pixelart avatar
>>
>>135742828
How am I supposed to build a ship if it's made useless when a fly spawns next to it?
>>
>>135742641
They seem pretty good, I downloaded the free pack and there is a crazy high quality floor texture.

Just be aware that the ones with the Orange text can only be used with the Cryengine.
>>
>>135744429
>tfw perfect sight
feels good
>>
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finally done with the editor.
time for combat.
>>
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After listening to everyones advice I settled on this:
>>
>>135744695
The circuit board background clashes and looks bad.
Keep at it m8.
>>
>>135725238
Yes, me. I don't post often, though.

>>135725376
My pixels dwarf the work here, for example.
>>
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It's free now, family. Why not?
>>
>>135744624
>.js
ew
looking good bruv
>>
>>135745108
I'd rather struggle with my own.
>>
>>135745108
It's pretty bad desu
also their docs are non existant
>>
>>135744315
You better limit that item very severally, else you ruin the exploration.
>>
>>135745108
I'll definitely try it out if they fix their server issues. I haven't been able to log on for 3 days now
>>
>>135716753
hey devs

me and two other guys have released a small teaser for our upcoming game. It's mainly about exploration and discovery, but there's also some light survival elements thrown in the mix. It'd be cool if you could check out this teaser :

https://www.youtube.com/watch?v=uZVGl8Ff7Bs
>>
>>135745310
Consumables only have limited numbers of uses and you only have two consumable slots, so if you have it in your invo it's at the expense of something else, and also you're not gonna be able to go around digging giant hallways.
>>
>>135741135
Too close to NYC to actually have any game dev communities located outside of it, too far from NYC to bother going there regularly.
>>
>>135745441
We're not very fond of shills in this general friend.
>>
Have you ever spent so long on one facet of gamedev (coding, art, music) that your general speciality seems to have atrophied just when you've gotten everything else out of the way?
>>
>>135745441
This thread isn't for shilling
>>
>135745634
No.
Stop talking like a faggot.
>>
>>135741704
It's made with FPSs in mind I think, which is useless for 90% of indie games
>>
>>135745114
javacript is a crock of shit indeed, but atleast i get browser support and a dank GUI with HTML
>>
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>>135741135
Because NEET and also because I've tried group-deving before through a college club, which didn't turn out so well in the end. Started out great, everyone was hyped and super motivated at first and we all became fast friends. I was even made the 'art director', but we fell apart pretty quick, mostly because were were too inexperienced and basically trying to learn our job roles from scratch, no programming, no prior experience in gamedev, and I didn't even know proper anatomy or real art techniques. We were trying to make a cooperative third person melee game in UDK similar to Left 4 Dead, but set in Feudal Japan with the Japanese spirits/folklore as the monsters, but made for Western audiences. You played as Japanese people with different classes, like samurai, shinsengumi (police), ninjas, even fisherman, or doctors, they were all based on actual Japanese roles during the feudal era. I don't know anything about traditional Japanese stuff aside from Rurouni Kenshin or Mystical Ninja Starring Goemon (N64), so it was pretty fun doing research on it and being outside of my comfort level of sci-fi.

I made some assets like huts, buildings, even a bridge or two and they were semi-destructable and you could jump around on them or run through. Also did concept art, and started some texturing work. We had a level designer make a prototype level which was when it really started to feel like were making a game. We had a couple programmers, but they were just starting out so they weren't able to directly work on the game, but they were always trying to learn their code alongside us while were worked on other assets. We'd all meet up at someone's house and bring our PCs/laptops to work. Even had a marketer/morale guy. Was fun, but eventually we just went our separate ways. Good friends and networking happened, I recommend everyone at least try to attend a physical jam or work with real people in a project at least once.

Thanks for reading my blog.
>>
>>135745441
Shill.

Also a poor trailer. The only bit that was visually interesting was the sun setting behind a tall rocky outcrop. Which was on screen for half a second.
Instead you give us seeming hours of a pink man running through vegetation. Vegetation that is clipping through itself and through those pink legs with wild abandon.
Then we cut to an octagonal prism being cut down using psychic powers. Landing on the floor, it again clips through the land and glitches, begging for the sweet release of death.
More running in slow motion.
Check out our flickery shadows on vegetation.
The smoke from your camp fire is moving along the normal of the landscape rather than upwards.

The trailer does nothing to explain what the game is beyond hinting at the most generic "survival sandbox" trash. I hope you haven't made generic trash. If you haven't, you really need to be showing what makes it different. I've done running through vegetation and cutting down trees quite a few times before.

Genuinely surprised by the UE4 logo at the end. I was certain that was Unity. That's one unexpected thing in the trailer.
>>
>>135741135
No one here devs and even if I could find others who did, they're likely ten+ years younger than me.
It's awkward enough finding out how young you babies are
>>
>>135744315
>DRAGON
>her

Can I do some other stuff other than kill it?
>>
>>135747610
Originally planned, but I took it out to limit my scope. :)
>>
>>135744315
stop making so much progress
>>
>>135741135
I'm not a part of any community other than 4chan. I don't go outside for anything except work and buying groceries so I don't really have a local community.
>>
Changing from C++ to Rust. This will involve writing a good Vulkan wrapper but it will benefit the community :)
>>
>>135748109
Don't worry anon I'm constantly on the verge of dropping the project and starting on something else.
>>
>>135748171
Someone's already working on that.
https://github.com/tomaka/vulkano
>>
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>>135742117
>>135742303
>>135742425
>>
>>135748626
>uses mutexes and managed memory cells
No thanks.
>>
>>135748740
US is truly the hipster of measurement units.

>sup mate, how are you? I'm freezing my balls on bus stop. Is it cold there?
>nah, it's 70 degrees here.
>WHAT THE FUCK MAN, WHERE ARE YOU?
>>
>>135749664
>hipster
No, it's just incompetency.
>>
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added another ability

spent a couple hours trying to get blocks to be able to stack on the moving platform but shit kept breaking
so now it's 1 summonable block at a time
>>
>>135749982
Is that Marisa?
>>
At what point does a game become an engine?

I have been looking at the game I have been working on and I have just realised that given a few hours you could make a completely different game from it.
>>
Is gamemaker a good tool to use if I want to make a sidecrolling beat em up?
>>
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>tfw foreignfags cry about 'murica
>>
>>135749982
nice
>>
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>>135750095
>>
>>135750531
draper is my husbando
>>
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remember to do your stretches for today!

a healthy body is a healthy mind!
>>
>>135751308
Thanks Toshinou Kyouko
>>
>>135744695

Ok Last try today to improve menu screen
>>
>>135751517
I think you should scrap the pictures and just come up with a minimal scrolling thing.
Maybe try some abstract electricity trails or something.
>>
>>135751851
but the pictures are meant to explain the backstory

I dont force the player to do a tutorial or read the backstory so its really important to convey as much as possible in the few seconds the game is loading

any ideas what I can do?

Thanks for your feedback
>>
>>135751517
>>135751851
Tbqh I'd try suicide.
>>
>>135727649
idk, i just like, make game.
>>
>>135750276
Anybody want to answer?

>>135745634
No, I just draw like steven hawking anyway
>>
>>135752305
Are you using an engine?
if yes, your game isn't an engine
if no, then it is.
>>
Anyone wanna collab?

My email is [email protected]

My skills are programming video games.
>>
>>135752427
Oh shit
>>
>>135752428
how do you feel about loli
>>
>>135752553
Neutral.

I'd like to make a metroidvania game.
>>
>>135751517
It looks fine.
It'd be nice to have more effects on the glitching parts, like RGB separation and other vague VHS-like things going on. But not a big deal. Maybe make the terminal text grey (with a bit of blue) so they don't stand out quite so much. Currently looks like I should be paying serious attention to them as interface elements rather than just pretty things to add atmosphere.
>>
>>135752428
>you must be 18 or older to post on 4chan
bye bye
>>
>>135752690
Anon I don't know how to tell you this...

People born in 1998 are 18 now.
>>
>>135752690
It's 2016 m8.
>>
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>>135751851
how about something like this? i like it i think youre right
>>
>>135750276
When you put it in a separate directory named /engine/
It's pretty arbitrary. Similarly the difference between a library, a framework, and an engine can be a matter of definition. Some things are definitely in each category, but there's plenty of fuzziness.
>>
>>135752428
Thanks pepe1998
I'm Carl and I'm putting together the finest team of game makers I can find
If you email me your resume at [email protected] I can see if you'd be the right fit for our great game coming out in Q4 2016
>>
>>135752885
looks a whole lot better imo
>>
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>>135752885
>prof_falken
nice
also yes that looks better
>>
>>135752959
>Carl
>not Chad
shit nigga what you doing
>>
>>135753046
>>135752975

YES! positives feedbacks

and with that ladies and gents Im going home for a cup of tea.
>>
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>>135752825
>>135752832
>>
>>135753201
dude your webms are too high quality for the pc you're using to record em
>>
>>135752626
i'll be busy for the next few months but i might contact you in the future to check if you have already found someone to work with
>>
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Eroge adaption of Gravity's rainbow.
>>
>>135753350
Thank you very much kind anonymous, I'll be awaiting your reply in the interim.
>>
how are you today
>>
>>135753581
got your ost senpai
https://www.youtube.com/watch?v=lezoqO0d4g4
>>
How does somebody put a console-like thing inside of an SDL 2 window?

A console like Nethack's one at the top of the screen.
>>
Anyone needs music for their games?
Not a professional or anything just looking to collab
>>
>>135754092
What sort of thing do you do
>>
>>135754067
You code shit to look like one.
>>
>>135754340
The thing is I am not sure how I would do it. Like, I can do the SDL_TTF stuff, but I am not sure how I would begin to do a scrolling console or anything.
>>
>Want to use latest graphics technology on Windows
>Download latest driver and libraries

>Want to use latest graphics technology on Linux
>Download latest driver and libraries

>Want to use latest graphics technology on OS X
>Literally impossible without direct support from Apple in a future OS update
>>
>>135754067
>>135754602
You make a rectangle.

You put letters in that rectangle from user input.

You specify when a line break occurs.

You implement scrolling.

And you're finished.
>>
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I'm going to make JRPGs great again.
>>
>>135754708
Yeah, I understand that.

I meant in a more technical way though. Not code, but a more technical explanation of it.


It would be especially nice if it was redirection of stdout to it too.
>>
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I should make this skelton do something
>>
>>135754220
https://clyp.it/5zng3vgp

Here, have a short demo
>>
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>>
>>135754920
They were never great to begin with.
>>
>>135755145
wowie
>>
>>135755113
Sexy
>>
>>135754961
1. Don't support a more irrelevant than Linux platform for games
2.More time to dev
3. Happier anon

ez
>>
>>135755113
This sounds like something from anime, not a video game material.

You should go.
>>
>>135754643

OS X is still only supports a 6 year old version of OpenGL, and Apple has no intention of supporting anything except their own Metal API going forward.
>>
>>135755113
This sounds good.
You should stay
>>
>>135754920
Can't do that bro.
JRPGs (especially dragon quest) don't change the formula. It's the exact same game made again and again and again.

They're all amazing for that very reason. It's the perfect formula. You can't fix it.
>>
>>135755295
>video game music is all bleeps and bloops
no
>>
>>135755454
>Get constructive criticism
>Sperg out

Why do you do this every time?
>>
>>135755437
But I am changing the formula anon, and my game will be all the more amazing for doing so.
>>
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i've drawn this shrine aggydag cos i wanted a cool ziggurat as one of the shrines.

but now I dont know how to make the cultist die on it.

any ideas?
>>
>>135754961
There's no secret or technical explanation, you make a box, configure it so it stores text and displays it properly, add text-handling functions and logic that captures and handles the input.
I don't think there is a way to redirect an actual console to it though, at least not without a shitton of low-level fidgeting.
>>
>>135755262
I think you responded to the wrong person, unless that's somehow tangentially related.
>>
>>135755560

Not me (the anon who posted the demo)
>>
>>135755587
I want to tackle making a JRPG some day too. Someday..
>>
>>135755610
Flame thrower maybe.
>>
>>135725202
>where is your pawl
>>
>0-2 fix bugs
>3-5 brainstorm new ideas
>6-8 practice drawing even though art will never improve
>let agdg decide
>>
>>135755560
That's not CC, that's literally just your dumb opinion.
Not the guy by the way.
>>
>>135755958
rethink your UI.
>>
>>135755610
Perhaps they walk to the top and get impaled by a long spike-pole thing that comes out?

I don't know if you have this already, but one of the ways to kill your cultists should involve those ridiculously brutal spiked grinders that they use to compact garbage. Think that one .gif of all those baby chicks getting mulched.
>>
By December I will be an engine dev.

See you on the other side yall.
>>
>>135743421
It's funny that people think Noctua is specifically for high-performance cooling now. The whole point of the brand is quiet performance. If you want to get your CPU below freezing use liquid cooling.
>>
>>135755610
D-d-do they always have to die? Why not one where they can just sit, relax, and not die horribly?
>>
>>135755610
>Begins to walk up stairs
>Restraints hold him over stairs across 3 of the sections
>Top section rotates 360 degrees, decapitation and blood
>Middle section rotates
>Bottom section spins continuously getting redder and redder and collecting blood
>>
>>135756334
Noctua pretty much sweep in benchmarks though.
>>
>>135755610
They're temples so make the cultist pray next to it as it sucks their soul and body away leaving only the clothes.
>>
>>135751517
The glitches are too frequent.

It looks decent to me but for the love of dick please figure out proper screen recording so I don't have to keep looking at these videos freezing over and over.
>>
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caelum status report
spent a few eons on this shit, and it's still not done: https://youtu.be/M4F2i9A-Tg4

fuck making fancy effects
>>
>>135755958
>012 draw porn for fun
>345 animate something
>678 study art for real
>9 fanart of dead agdg game
>>
>>135756620
Bretty cool
>>
>>135755958
>8
Too bad you're going to waste you time on art.
>>
>>135755610
Something shiny shows up on top of the stairs. Exclamation point appears above the dude's head - he wants the shinny.
starts running up stairs.
Stairs move down.
Infinite treadmill.
>>
1-3 Keep commenting code for project
4-6 Try and paint some new tiles
7-0 Post progress
>>
>>135756936
seems like its art day
>>
>>135756426
this sounds very good desu senpai
did you study creative writing?
>>
>>135756463
Not compared to liquid cooling. And the very same cooler would probably net you 50% cooler temps if you swapped out the fans for some turbo ones. The reason why they make those Noctua sinks big enough to fill an entire case is so that they can get away with running their low CFM fans under 800 RPM and still cool well.
>>
>>135757146
Are you making fun of me anon?
>>
>>135757146
no
>>
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>>135756620

Here's a template for a basic dissolve material. This is a really common effect and I feel like you've probably overthought it.
>>
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>>135756402

that does give me an idea for one where it makes time travel really fast for the cultist so he grows old and dies in the space of a few seconds, thanks!

>>135756426

this is fucking hype, not sure i can implement it here as he cant really stretch over more than 1 of the sections, but im going to save that idea for later. Also it will be annoying as fuck to animate the seconds rotating with those fucking steps.

>>135756523

interesting, but i'd probably make it so it in stages rips his clothes, skin, then guts into a tiny hole. hmmm.

>>135755863

bit too simple, doesnt quite have the payoff the other shrines have.

>>135756267

bit too simplistic i think, and yea grinders will definitely make an appearance at some point
>>
>>135750457
Please respond.
>>
>How to spot a nodev
>He works on art before his game's core gameplay mechanics are finished
>>
>>135757430
Yes
>>
>>135756882

I make horrible animations but im not THAT much of a monster.
>>
>>135757517
>>135757517
>>135757517
>>
>>135757527
Thanks.
>>
>>135757381
>this is fucking hype, not sure i can implement it here as he cant really stretch over more than 1 of the sections
why not?
you made that splat guy get stretched across the pillar
>>
>>135757517
>designing a game before starting work on writing an engine from the ground up
Obvious nodev for sure.
>>
>>135757517

Artists who constantly work on art before they finish the game mechanics are like the programmers who keep working on their custom engine and never make a game.
>>
>>135757381
whatever happened to the hive one? that was the best one
>>
>>135757381
You should make one that looks like will tear the dude to shreds the second he goes near it, he walks right up to it, does nothing, then the dude just spontaneously dies from a heart attack.
>>
>>135745108
I want a engine with documentation
Anyway, it is interesting
>>
>>135757790

That's why games typically require a team to get any real progress done. Not everyone is cut out to be a 1MA. Most people just want to work on the specialty they enjoy, whether it's art, programming, music, or whatever.
>>
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>>135757381
just want to say you are a positive force to have here on these boards. Love you, love your game.
>>
>>135757517
Am I a nodev if I utterly lack any artistic talent and will never replace my placeholders?

>Also it will be annoying as fuck to animate the seconds rotating with those fucking steps.
Not gonna pretend I know how hard the animation is but I'm glad you like it anon, I love your game and your art because I'm a pervert and need my post-demonophobia guro game fix.
>>
>>135758261
You're a nodev for replying to shitpostes
>>
>>135755958
I don't even know what to draw.
>>
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>>135757638

true, but i can just tell it wont quite work with this design, but i know i can make a shrine specifically around that idea which will look much better. Trust me, im stealing this idea.

>>135757993
this one? it was completely unreadable in game. I have ideas on how to make the concept better however.

>>135758014
ideas like this are funny but super hard to 'sell' ie people wont understand wtf is going on, and might even think they havnt done something right.

>>135758154
thanks guy :^)
>>
>>135758261
>and will never replace my placeholders?

The dream for you is to make the game mechanics and content good enough so an artist will want to work with you.

Or you could just have no graphics, seems like popular indie games look like shit anyway most of the time.
>>
>>135758498
Go draw some loomis figures ifyou never did, otherwise go to some of those sites where they should you random pictures of naked people
>>
>>135758541
Yeah, that one. Still my fav
>>
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>>135758381
Well I'm passively asking if I need to replace my squares with actual tiles or if it's good enough as it, too.

>>135758560
I was playing around with ascii, but ultimately unsold. The dream for me would be to learn art, but if an artist would work with me, then..
>>
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workin' on some fanart! People isn't my specialty, but I'll struggle though it
>>
>>135759037
>People isn't my specialty
letodev is that you
>>
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Added new fading in/out transition as demonstrated by the Bathhouse NPC, the game's version of a Pokemon center.
The long intro text only appears on first use. Later visits take less time.

Also, tentative title screen.
>>
>>135759037
Neither is grammar.
looks neat though.
>>
>>135759037
>loli holding a big ass axe with one hand
Now we're talking.
>>
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>>135759206
>Bathhouse
>>
>>135741238
hey im in toronto too! neato!
>>
>>135734997
I want to play this.
>>
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>>135758661
fuck
I can't draw straight lines. Even when I use rulers, my hands always slip.
>>
>>135759037
The Frost protag is a girl?
>>
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>>135759428
Indeed
>>
>>135760126
>she was my favorite
You. I like you.
>>
>>135760013
The secret is to draw by moving your arm not your wrist.
>>
>>135759795
What are you making? Need a dev partner?
>>
>>135758747
i love the glowing icons

the game is looking good

hav eyou considered adding multiplayer?
>>
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>>135760126
>not posting best girl
>>
>>135760013
googum will tell you shaky lines are better than straight lines
>>
>>135761067
googum will also tell you that smears are bad animation practice

b/c they are
>>
>>135760910
I hope its an action game, thats too fast paced for something slow paced.
>>
>>135760953
>>135760126
>>135759428
The real question is why aren't you posting THE axe loli
>>
>>135761067

googum's been developing a rock paper scissors game for two years so who cares what he has to say
>>
>>135760013
That's because you're moving the pencil, and not the paper.
>>
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>>135760013
>Loomis can't draw a straight line
>>
>>135761845
what have you been developing?
>>
>>135762032
AIDS
>>
>>135761992
straight lines don't even exist in the real world m8
>>
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Question /agdg/, can you tell what this is?
>>
>>135762032

http://store.steampowered.com/app/323850/
>>
>>135762273
A butt
>>
>>135762273
Buttplug Bill
>>
>>135762273
bullet bill
nigger onyx
>>
>>135762273
a burnt goldfish cracker?
>>
Are mechanical pencils good for practicing drawing?
>>
>>135762273
a personified bomb that looks angry.
>>
>>135762273
This, clearly.
>>135762460
>>
>>135762460

If that isn't already the real name, you should definitely steal this.
>>
>>135762273
buttplug
>>
>>135762540
they're great
>>
>>135762223
If you live on a tree in the forest maybe.
I'm surrounded by hundreds of straight lines right now.
>>
>>135761067
Hey m8 you better not be insulting Tatami Galaxy
>>
>>135762329
nice
engine?
>>
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>>135762540
You can practice drawing with literally whatever. I don't draw but I can recommend this mechanical pencil as being based. I kind of wish i had gotten the .3mm one though.
>>
>>135762903

Love2D
>>
>>135759037
>Tits
Into the trash.
>>
>>135762880
not at all i love it thought the first 10 episodes are very tiresome to watch
>>
>>135763136
they're pecs cuz he's fit
>>
>>135763116
Yeah, not your game, but at least you got that right
>>
>>135762460
>>135762509
Okay, so at least some people could read it.

>>135762691
However it does indeed look a like a buttplug.
I'll try something different.
>>
>>135746862
That's interesting, I'll remember your advice
>>
>>135762540
Oh btw for drawinging any type of paper will do when you are starting out (printer paper is fine) but better paper makes a difference once you start actually drafting pictures.

Printer paper is 20lb bond where mixed media paper can get up to like 80lb bond for watercolor art. I think most sketchpads have 30-45 lb bonded paper. The poundage is basically the thickness and high quality thicker paper generally had a better surface for drawing.
>>
>>135762782
sound to me you don't know what a straight line is
https://en.wikipedia.org/wiki/Line_%28geometry%29
>>
A sexually active development cycle
>>
>>135762447
I never noticed bullet bill looks like a but,now when I play Mario I will be seeing ass across my screen,thanks anon you just enhanced the experience
>>
I'm having trouble figuring out how I want to arrange my levels. I want to use monsters and locations that are based on real-world depictions of Hell. For example, I wanted to make a 3 legged crow as an enemy, and a cauldron you can fall in as a stage hazard, from Chinese mythology. I just don't know how I'm going to arrange everything. Should I make each level from a different mythology? Should I squeeze everything in together? What fucking do?
>>
>>135763493
he wouldn't suggest using a ruler if he meant that you double nigger
>>
https://www.youtube.com/watch?v=lGar7KC6Wiw
>>
>>135757363
i want it to go from bottom to top, with the effect on the edge (like there's little nanorobots building the thing)
>>
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>all these folders full of failure
Is this what you guys mean when you say "your first 3/5/10 projects will end in failure"?
>>
>>135755610
Have the Temple Rotate and and change like a rubik cube tearing parts of the cultist off in different directions
>>
>>135764078
it doesn't matter what he meant, straight lines do not exist in the real world and you cannot be surrounded by them regardless of the fact you don't live in a forest
>>
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>>135764715
It's pretty damn hard to stay motivated when it comes to just like making game. My folder filled with old flash games I was making back when I was younger has over 100 projects in it and only a handful of them actually got to a content dry completed state.
>>
>>135764715
No, whoever says that your first projects are always a failure is a failure himself.
You shouldn't take advice from anyone in here, 99% of the people here are no talent bozos.
It should take you exactly 2 projects to see if you're good in something.
>>
>>135764715
I have dozens of abandoned project folders.
Although my first real attempt at a game I finished and sold.
>>
>>135764079
>This fucking idea robot
>These comments
Comedy gold.
>>
how do games deal with areas that consist of a large overworld and then lots of smaller areas.
lets say a zelda like overworld and houses
would you retain the large overworld throughout or would you dispose of it each time you enter a hut and then recreate it again immediately when exiting the hut again
what would this fall under?
game programming design?
wheres a good resource to learn more about things of this nature?
>>
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Working on a turn based RPG about video game characters escaping their games. They live on an emulation/rom hosting server, but the server is going to be shutdown soon. So you and bunch of other characters have to team up to find a way off the server or something.

This is the intro I'm playing with at the moment. You start as the main character of some terrible food-company-advert platformer game. Then you get "rescued" from your game.
>>
>>135765736
just drop the G.
>>
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>>135764715
Find something so simple you can stick to it, anon.
I'm actually doing a bunch of stuff just because I got into something I think I can finish in 1-2 weeks.
Also I got an anon doing art so it helps a bunch with motivation, both because my game is prettier and because I feel like he's working so I have to show him I'm working too.
>>
>>135765736
>Grape Island
>Not a nigger
>>
>>135765727
I'd say it depends on how long it takes to load the overworld, and how resource intensive the overworld is when you're inside a house.
>>
>>135764914
What the fuck are crystals then dipshit
>>
Can we ask questions on how to fix errors in this general? I feel most places would get piss mad at me for it.
This one included
>>
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Programmer here, I'm gonna start learning how to draw with Loomis, any hints?
>>
>>135766319
>it depends
fantastic advice dude!!
Thanks ever so much for replying
>>
>>135766535
Of course.

As long as the solution isn't easily found on google
>>
>>135766671
It depends on where you want to do the loading and how long you want it to take dumbshit
>>
>>135766134
Aw yeah, we catgirls now!
>>
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>>135752832
>>135752825
>>
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image_angle = point_direction(x, y, obj_player, obj_player);

so, i'm trying to use the point_direction function (on game maker of course) so this sprite will point as the same direction as my obj_player

the problem is that its pointing obj_player(x,y) on its initial value (which is the exact same place i've put obj_player on the room), not where my obj_player really is

anyone can help?

pic not related
>>
>>135766547
remember to think about what you're doing, don't get stuck polishing a single sketch and don't give up
>>
>>135765736
Nice, your game is now on my watchlist.
>>
>>135757381
How long do these sprite gifs take you to make their very detailed.
>>
>>135766997
Do you have that line of code in your step event?
>>
>>135767218
4 hours more or less
>>
>>135766997
shouldn't that be point_direction(x, y, obj_player.x, obj_player.y);
>>
>>135767531
Also, he has to put it in step or draw event, sounds like maybe he's putting it in create, which only runs once
>>
>>135767351
Yes.
Let me explain better:

I have:
>obj_player
>obj_bullet

I want the bullet to face the same direction of my obj_player.
My obj_player create the bullet; the obj_bullet has 2 events: Create and Step, both with the same code:
image_angle = point_direction(x, y, obj_player, obj_player);
theres no speed yet, but thats because i want to get this shit right
>>
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Post your amateur game developer nutrients!

Ingredients:
3 scrambled eggs
2 slices of ham
1 orange
1 small serving of black raspberries
1 small serving of Perky's Crunchy Flax with chia
1 small serving of Spongebob Squarepants Fruity Splash cereal
1 bottle of water

Progress:
2nd level music completed in LMMS (might change this to the character select screen later, unless I continue to iterate and make the track a bit more dynamic. It's a bit repetitive at the moment).

Good luck to all of you and your projects! Continue to dev and post progress!
>>
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>>135764079
>the video game industry is a business
>its main focus is to sell products to as many people as possible

This is the main reason why it's been fucking shit for a long time now.

Something people did with passion and love became a corporate shitfest owned and ruled by people who don't even fucking consume the products they sell and the only language they understand is profit margins. And around it sprouted and inflated a cancerous growth that is now called gaming community with its gaming culture, overseen by gaming media, and fed by gaming merchandise.
And all of it is just abhorrent.
It's all just fucking money all around all day every day.
The board of directors just got a draft of the 18th sequel in their cash cow franchise. It's exactly the same as the last one, just slightly better graphics and some gimmick here and there.
Why is it the same?
Because it will cost $100,000,000 to make plus another $200,000,000 to market, man, this shit CANNOT fail. We've put too much money in it. We need to make them back and then some.
People bought last 17 games and they were all the same, so why should we change anything substantial and risk losing our investment?
Man fuck that shit.
Oh and don't forget to call the HW makers and arrange another scheme to milk people by making the game murder the performance unless they buy the latest shiniest shit.
And the merch makers to advertise our game with their junk food, high sugar soft drinks and terrible fucking clothes.
And call those game review sites to hype people the fuck up for it, or else they won't be getting a dime.

But, sir, shouldn't we just try to make our games really damn good and memorable, so that people don't need to be brainwashed into liking them?

W-what the fuck are you talking about? What is a good game? I don't understand. Don't start saying random shit like that or you're fired.
>>
>>135767878
So if the player moves after the bullet is shot the bullet looks at the player still? Is it a homing bullet?
>>
>>135767878
>image_angle = point_direction(x, y, obj_player.x, obj_player.y);
ftfy
>>
>>135768054
musicians aren't game devs
>>
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>>135766759
I looked on Google but it looked as if the solutions were specific to their own programs. I guess I could of tried to modify it for myself but I've never been able to figure out things like that. I have brain problems.

Sorry ranting on. I've been following a guy's tutorial on Unity2D but he introduced a mob to follow the player around pretty early on. He's was using an older version of Unity at time so the only thing I changed was rigidbody. I think I'm over complicating this? I'm getting the error in pic related and I don't know how to fix it, I'm so sorry. Please help?
>>
>Want to try and start making my own music
>Not sure which free music program is the best just to try and make something with
Anyone got some reccomendations for freeware or a good pirateable copy I can use?
>>
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>>135768054
>>
>>135768240
>transform.position
Should be
>transfrom.position.y
transform.position is a vector, transform.position.y is that vector's y component. You can't add a number to a vector, but you can to one of its components.
>>
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What is:

A website where I can use video snippets, freely in my work? from tv/movies, anything which is copyright / license free ?

Please I need to splice in some video footage of stuff

Thank you for your help.

Something like freesounds but freevideoclips

Thank you!
>>
>>135768137
But I'm not a musician, I'm a 1MA so I have to do everyone's job whether I'm good at it or not.
>>
>>135768240
The error would be fixed by adding ".y" after the 2nd transform.position.

Still, there isn't much point in fixing the error if you don't understand what you're actually doing.
>>
>>135768582
archive.org
>>
>>135763758
Any advice? Anyone?
>>
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>>135768054
This.
>>
>>135768558
>caffeinated cheese
We deserve collapse.
>>
>>135768084
Its not a homing bullet, just a basic projectile that will face the same direction as obj_player at the moment i create it.

>>135768089
Funny, if i put this on my create event the bullet will always face south and if i put this on both create and step, all bullets on the screen will point at me.
>>
>>135768752
i feel i would need to get actors permissions to use these video clips - am i right?
>>
>>135768570
>>135768736
I didn't notice that I was missing the .y, thanks!
And I know I don't understand half of it but making a game is something I've always wanted to do, even if it was bad.
>>
>>135768974
>just a basic projectile that will face the same direction as obj_player at the moment i create it.
I'm confused. Do you want the bullet to FACE the player, or do you want it to POINT in the direction the player is facing?
>>
>>135769269
I'm sorry, i'm not good with words.
I want it to point the DIRECTION the player is facing, you're totally right.
>>
>>135769397
Then you don't need any code in the step event.
You just need something like image_angle = obj_player.image_angle in the create event.
>>
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Finished art for Frost!

>>135759198
yes i can't people

>>135760060
yes, checked his tumblr to make sure because even I didn't know
>>
>>135769029
Click on a video and next to the date it was published will be "Usage" which tells you how it can be used. A lot of them are public domain, so you can use them for whatever you like without needing to ask for any permission.
>>
I can't be arsed to write AI. Do you think its a good idea to write a genetic algorithm into my game so that It can generate AIs for me for each army?
>>
>>135770546
You could but it's an order of magnitude more complicated, you'd be way better off just writing the AI
>>
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>>135770546
WHAT?
>>
>>135768054
>coffee

I eat and sleep Tuesday.
>>
>>135770747
The trouble with that is what if i write a shit AI? With a genetic algorithm I can run the game to itself overnight or a couple of days and make a REALLY hard AI if I do it correctly.
>>
>>135770546
>I don't want to write AI so I'm going to implement even more complex AI
?
>>
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This shit was way harder than expected.
>>
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>>135768054
Combo.
>>
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>>135770989
If you don't have the skill to write a decent AI you don't have the skill to write a genetic algorithm, bruv.
>>
>>135770989
Implementing GAs correctly is near impossible since there is literally no defined way to do it
>>
>>135771206
The issue is, the game I am writing has very varied armies. Some are slow moving phalanx armies, others emphasise mobility,

I can't be bothered to write an AI for all those armies.
>>
what about a tf2 like kind of game but with like warlocks and vikings and knights and shit.

with a story mode
>>
>>135771383
DUDE RNG LMAO
>>
>>135771462
This would work but the players aren't retards.
>>
>>135771383
ECS with behavior tree AI
>>
>>135771383
Is it more work than the books you'll have to read to be able to implement that?
>>
>>135771720
I Don't know, considering there will hopefully be around two hundred armies

>>135771719
I will give it a look.
>>
Where do I find the resources used for the tutorial videos for game maker studio on the learn section for each video?
>>
>>135770989
>With a genetic algorithm I can run the game to itself overnight or a couple of days and make a REALLY hard AI if I do it correctly.
If you created the perfect system in which your AIs could develop (orders of magnitude harder/longer than just making custom AIs) then you'd just end up with a bunch of AIs that are good against the other AIs. They'd develop in a closed ecosystem, completely separate from human player behaviour.
For example it's really easy for an AI to order a hundred different orders in a second, so they'd develop counter strategies against that. These would be useless against a human player, and often appear nonsensical.

Stop deciding what to do based on what looks more clever. Well designed enemy AI is an art, go practice it.
>>
>>135771925
>two hundred armies
And each one of them is so unique and different from the rest that you need 200 AIs?
>>
Is Pixel Logic any good for learning pixel art?
>>
>>135772068
You are right, but what If what I was to run the AI for 200 odd generations, and then from there on set it against humans.

I do have some spare time to do it with on the horizon.
>>
>>135772282
Then you'll have a bunch of AIs that are good for playing against you.
>>
>>135772136
I could probably narrow it down to 30-40 playstyles if I was very conservative with it.

It covers between 3000BC and 1500AD so that's a long time with a lot of change.
>>
>>135771459
You mean like Dark Messiah of Might and Magic: Elements?
>>
>>135772282
200 generations is not nearly enough time to move past unstructured noise. It's easy to do more AI vs AI generations of course. But to train the AI against a human, you'll need to be playing several million games.
>>
>>135772481
yeah sort of. was a good game.
>>
Who's down to collab
>>
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>>135772178
you don't learn pixel art
you just fucking do it
>>
>>135765736
lol wut
>>
What if you had an option to play online against a genetic AI? Would it ever get enough games played to learn to play against humans?
>>
>>135772627
What about that marI/O thing, it only took around 200 generations.

I admire that my game is more complicated than that and will probably take 10-20 thousand generations, a few million?
>>
>>135772178
>learning pixel art.

Apply what you allready know about art to pixels.

Wabam.
>>
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Post music to dev to.
https://www.youtube.com/watch?v=e1ttOwBFgqo
>>
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Here it is.
>>
>>135772812
ice cream? god I love ice cream!
>>
>>135773065
Draw a futa lady with a huge ding dong
>>
>>135773065
Who's that qt?
>>
>>135772812
That's clever. The issue is that the first few players would find it too easy and get bored. It also has the issue that you would need to write a fuckton of net code, which would make the project a lot bigger.
>>
>>135773065
REEEEEEEE
>>
>>135772812
>"guise is my idea good"
>no
>"but what if"
>no
>"but guise, hear me out"
>no
>"b-but"
>>
>>135773023
https://www.youtube.com/watch?v=K2PET09OMzc
>>
>>135772065
help please anyone
>>
show me your favourite agdg meme picture you have saved
>>
I give up. Fuck video games.
>>
Your editor can do simultaneous edits right, /agdg/?
>>
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>>135773482
>>
>>135773201
That's not sfw, silly goober

>>135773210
Just some magical bunny girl an Anon requested I didn't know what I was doing

>>135773291
no u
>>
>>135773580
I miss daily ckun adventures.
>>
>>135773682
The path of a normie is a hard one, but someone has to do it
>>
>>135765736
I had a similar idea but I was going to go a more dark route but I came up with an idea you might want to use.

Basically I thought up a central hub city for those type of characters that had giant trains that you'd get on to go to different settings. And one of the core mechanics was using train tickets to go to places for a set amount of time before getting taken back to the hub.

So if you wanted to go to a certain fantasy setting you would have to collect a ticket from a broker to go to the fantasy setting for a certain amount of time.

I was going for a more dystopian/grimdark type of sci-fi idea though where if you went to a setting you never were "your characters" you would possess hosts and get data from the setting/hack shit/in general fuck with the setting to accomplish meta tasks like finding the server ai's that control a setting and defeating them. Basically J-RPG style grimdark cyberpunk Matrix RPG.
>>
>>135773591
Make a sfw one
>>
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>>135773591
draw my boat from my boat game
>>
>>135773591
>nodev corrupting the biggest symbol of progress
fitting
>>
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>>135773482
>>
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why is it that eveytime i use obs it has less features?
can't even adjust the canvas size anymore
>>
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>>135773482
>>
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>>135773482
>>
>>135773809
But I'm scared you're gonna fap to it
Just kidding, will do

>>135773940
In that perspective or just for funsies?

>>135773987
Don't blame me, I'm just drawing what people request
>>
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>>135773301
I'm someone else!
>>
>>135772770
>>135772987
I don't know anything about art :(
>>
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>>135773940
Gaze upon this masterpiece boat-dev.
No i did not trace.
>>
>>135774332
in that perspective for funsies
>>
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>>135773482
>>
>>135774434
then don't make art and stop whining
>>
>>135774590
>Ask if a learning resource is good
>IF YOU DON'T KNOW ALREADY THEN STOP COMPLAINING
You're a fucking idiot.
>>
>>135774478
damn thats good
>>
>Tfw no knight dev to post his amazing gaming skills and probably the best gaming dev I seen in these /agdg/ threads
>>
>>135774714
>thinking agdg have some incredible art resources stashed and hidden behind closed doors
>agdg somehow qualifies to what makes a good art learning resource
>can't be bothered google the thing
>>
>>135774987
>Ask a question about game development in a game development thread
>JUST FUCKING GOOGLE IT NERD
Then what the fuck should be posted here? Shitposting like all you can do? Where is your game even?
>>
File: my game.webm (1MB, 720x332px) Image search: [Google]
my game.webm
1MB, 720x332px
>>
>>135774580
That screenshake is a masterpiece.
>>
>>135775204
I wonder how that incredibles trainer is going.
>I will be able to molest Violet in my lifetime
>>135775229
He had a few more way back when he actually posted.
>>
>>135772814
>What about that marI/O thing, it only took around 200 generations.
Complexity increases exponentially. Mario has a grand total of four possible inputs at any moment.
Do I press left?
Do I press right?
Do I press jump?
Do I press fire?

An RTS has several billion possible inputs at any moment.
Do I move marine0001 to (0, 0)?
Do I move marine0001 to (0, 1)?
Do I move marine0001 to (0, 2)?
etc., etc., very much etc.

A sane way would be to write a basic AI and effectively have an API for it that your genetic AI or neural net could connect to. Even better would be to write that basic AI and just have a bunch of parameters that you can tweak so you can make unique versions for particular armies or to display particular play styles. The aggressive AI, the turtle AI, and so on.
>>
Who wants to remake the entire duke nukem original old school games
>>
File: 1457265822440.jpg (57KB, 722x349px) Image search: [Google]
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>>135774434
if you have MS Paint, you're already set up to make pixel art.

take a picture of an object you want to draw and fill a bunch of pixels so they resemble its basic shape
then build up the details

you are building a fucking lego
there is nothing to learn, just work
>>
File: motivational.png (272KB, 1243x1948px) Image search: [Google]
motivational.png
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>>135773482
>>
>>135775402
Those awful 2d things before his shooters?
why
>>
>>135775338
Sounds good to me.
>>
>>135772814
I've never seen an AI take that long to evolve.
>>
>>135758541
Where can I follow mass cultist deaths?
>>
File: pixelated bullet bill.png (14KB, 338x225px) Image search: [Google]
pixelated bullet bill.png
14KB, 338x225px
>>135762273
>>135763284
Okay, how does this look? Still too much like a buttplug?

What does this make you think of?
I decided to take a break from code with the Paper Mario fan game today, so I've been trying to see if this concept I have for one of the partners can work.
I'd say what it is I'm really trying to do with all this, but I want to be sure things read without explanation.
It's supposed to be a digital bullet bill. I'm throwing around some ideas for a potential chapter set in a computer.
>>
>>135776069
that shading is pretty bad m8
>>
>>135776069
what do you call gradient pixels
grixels?
>>
>>135776069
Lad, he's not called bullet bill for nothing.
Draw a literal bullet then put the eye on it.
>>
>>135776069
>overly liberal use of gradient
>jagged edges even though not pixel art
>light outline right inside dark outline, all around the edges
>using pure black
>awkward outline at all between the two parts of the bullet
I dunno. Trash it and start again. Better would be to read some art books and practice first though, really.
>>
>>135776423
I just just call them shit

thats not even pixel art
that's just pretend lowres and its doing a shit job
>>
>>135776069
>only the outline is pixelated
>>
I fucking hate you and your scriptkiddy bullshit, Anonymous
>>
>>135776892
Why? There is literally nothing wrong with programming in Scripting languages. Real programming in languages like Java is no fun
>>
>>135776892
That's a pretty shotgun comment there, Anonymous.
>>
>>135776983
Java is butts
>>
>>135776983
That's not what script kiddie means, Anon.

Rather than try to word it properly for you I'll just drop this here:
http://www.urbandictionary.com/define.php?term=script+kiddie
>>
File: 1313502432116.png (133KB, 400x600px) Image search: [Google]
1313502432116.png
133KB, 400x600px
>>135773482
>>
>>135775204
stop lying,you stole that from /3/'s months old thread
>>
>>135776178
>>135776693
Well, that's kinda the thing.
Those attributes are actually in all the Paper Mario sprites, at least the ones from TTYD onwards.
>basic colors with slightly off gradient shades
>Weird highlight outline that goes along the entire thing that is basically a lighter shade of the base color so it appears more in dark spots
I thought that shit looked weird too, but that's how they are. Hell, Bullet bill even has a shine that reaches OVER his inner outline/highlight thing.

>>135776704
>>135776838
I'm trying to figure out if there's a good way to blend the usual PM style, gradients and all, with a more "digital" look. I get that this current method ain't working out, but I'm not sure how else I could do it.
Francis from Super Paper Mario was done kinda like the above, with his general body shape being pixelated, his body having some points of gradient shading (though not nearly as much as a bullet bill does), and stray pixels around his body to act as accents and give a feel of scales.
>>
>>135777182
are you new here, friend :^) where's your engine?
>>
File: maxresdefault[1].jpg (68KB, 1280x720px) Image search: [Google]
maxresdefault[1].jpg
68KB, 1280x720px
>>135777493
Francis for reference.

I was thinking of making it full on sprite art, but I don't know if that would work well juxtaposing Paper Mario's overall style.
Though I suppose that would be part of the point of such a character.
>>
Where's your game is like AGDG's version of "What's up?"

You're not supposed to fucking answer, they're just saying hi, goddamn.
>>
>>135777182
A scriptkiddie is anyone that doesn't use C
All trannies are also scriptkiddies as they are emotionally children
>>
>>135777493
That just looks like aliasing.
Yours looks full on intended quasi-pixels.
The shading is dumb though.
>>
File: IMG_20160319_200437_567.jpg (3MB, 4160x3120px) Image search: [Google]
IMG_20160319_200437_567.jpg
3MB, 4160x3120px
After a couple of hours with Loomis.
I'm still on the "funny faces" section.
>>
File: AGDGJB.png (53KB, 625x154px) Image search: [Google]
AGDGJB.png
53KB, 625x154px
>>135773023
https://www.youtube.com/playlist?list=PLMudba7GPrse5Efrhka7-j0j79f4y32sS
>>
>>135778124
Already better than Mugoog.
>>
>>135777946
no its not
its a shitty steamchat meme used to bully friendly nodevs
>>
>>135778252
Goog is too proud to read a book.
>>
>>135777893
If you want to copy PM's style, you're going to need to know how to draw properly. You won't be able to fake it.
>>
>>135778124
remember to focus on learning how 3d forms work and not into pointless polishing
just sayin
>>
>>135778094
Nope, the highlight glow/outline thing is actually there in the sprite. It's pretty clear with the hand removed when you can see the darkest part of it.

>>135778392
That's part of the problem too of course. I'm not really good at freeform drawing.
But then again, the majority of Paper Mario's characters, at least the less complex ones, are really basic vector art. I can at least do that by working at it long enough. Even the more complex ones are done as skeletons so each piece is some kind of simple vector to recreate.
I mean, hell, the boos are literally white circles with a tail put on, and two Vs for arms. The face region's the only hard part.
>>
>>135778721
R A T O
>>
>>135759206
>hi-fi menu graphics
>suddenly shifts into My First Gamemaker Game
>>
File: Untitled2.jpg (97KB, 1103x671px) Image search: [Google]
Untitled2.jpg
97KB, 1103x671px
if someone want me to stream sometime say aye or nye
>>
>>135779114
nye
>>
>>135779114
I want you to drink my stream if you catcccc m
dr
>>
>>135776069
That looks even more like a buttplug.

If you're going to use the official Paper Mario art in your game you had better get a competent artist to handle anything new because it's going to clash horribly otherwise.
>>
>>135778759
Even if this is official it kind of sucks.
>>
>>135776069
>>135779324
Would put up my butt so I could have extreme focus to learn Game Maker Studio and make an amazing game. It really works for making you so productive the last time I shoved a broom up my ass while programming a game I finished a high end video game in 1 month
>>
File: gloombob_v2.png (33KB, 225x225px) Image search: [Google]
gloombob_v2.png
33KB, 225x225px
>>135779324
No one was this prompt giving me feedback when I asked for opinions on Gloombob before. Not sure if people just didn't care at the time or if he actually works for now.

And yeah, I've been thinking about that. I mean, I could get sprite rips from the old games for now, but I really wouldn't feel right outright using their old sprites and would want to make get my own at some point.
Need to ask around my more artsy friends and possibly online to see if any of them is a big enough PM fan to want to help out with such a thing.
>>
>>135779758
>have no qualms with making a clone
>feel bad about using the art
m8 what
Neither are wrong but what even is this logic.
>>
>3 weeks of nodev quagmire
>got a free night and a need to atone
>crack open a bear
>smash my to-do list
>any bugs found during implementation are documented
I'll probably spend the next 3 weeks polishing these new features but hey I'm back on the wagon.
>>
>>135780150
Put the finished bear can up your butt and you'll be done in a week tops.
>>
File: JcnhN[1].png (40KB, 691x384px) Image search: [Google]
JcnhN[1].png
40KB, 691x384px
>>135778759
Sprite rippers always make me laugh. There's always a line of text saying who ripped the sprite, and in this case who pasted them in Paint. Got to show respect for the work gone into stealing someone's work.
It would be so easy to add what game it's taken from, what studio made it, some tiny acknowledgement of the person that actually created it.
>>
>>135780150
>killing a bear for gamedev
That's now how Mptavio wanted it.
>>
File: madotsuki_puking.jpg (61KB, 600x600px) Image search: [Google]
madotsuki_puking.jpg
61KB, 600x600px
>>135780242
>recolor
>>
>>135780242
THE BLACK WOLF has the coolest logo ever tho, shit is tight
>>
>>135779758
Oh Gloombob is yours? Well Gloombob looks great, but I'm assuming he's at least partially based on existing art too.

It might be hard to get someone to put that much work into your game knowing Nintendo could anal-rape you if they catch wind of it. But then again not everyone is that smart so
>>
>>135772812
Teaching an in-game AI to play a game well isn't necessarily that hard.

Teaching an AI to play a game realistically like a human is beyond our technology.
>>
File: gloomba.png (25KB, 225x225px) Image search: [Google]
gloomba.png
25KB, 225x225px
>>135780031
I don't want it to just be a clone. I want it to be good and something that was made with effort in all parts.

My goal would be to make it fit in as that sequel to TTYD everyone's always wanted: pulling from the same humor and world but expanding the horizons, introducing new characters and changing up the gameplay somewhat (just not to the point where it's not PM anymore like the other sequels did).

>>135780594
Aye, and somewhat. Back last time I tried doing PM art stuff I started by trying to recreate the sprite for a Gloomba. Ended up with pic related and that's when I realized all the weird style things there are to the PM sprites (the overused gradients & the weird inner glow).
I made Gloombob based on this then.

The reason the Bullet Bill attempts have turned out so shitty so far is cause I'm trying to do something stylistically new with it and failing miserably.
>>
>>135780969
What if the AI isn't artificial
>>
>>135780969
>Teaching an AI to play a game realistically like a human is beyond our technology.

How?
You can apply the same dumb shit you do in games to it.
It's not the technology, it's just a daunting effort because it will never be perfect so you'll keep feature bloating it.
>>
>>135781007
>My goal would be to make it fit in as that sequel to TTYD
Oh, last time I asked, I got more of just a clone with some fan-fic content.
Good luck on this undertaking m8.
Also I'd probably stop posting on /v/ if you want to see this thing through.
>>
>>135780242
>sprite rippers
Rippers-modders communities are all the same.

I still laugh at the MMD models drama ongoing on DA when all they do is literally copy-pasting parts from everywhere.

>i did this
>don't steal
>OMG SOMEONE STOLE PARTS
>i'm sorry but I'm not going to make mmd models anymore :(
>>
File: karl.webm (213KB, 1280x800px) Image search: [Google]
karl.webm
213KB, 1280x800px
Baker Karl is in the house.
>>
>>135781630
cute mario
idk why very cute
>>
Who else /nodev/ here?
>>
>>135781630
add blood and call him racist
You'll make mad dosh
>>
>>135781962
Funny you ask, I got gone done with fucking around and started to dev right now (waiting for IDE to open, so I have time to post!)
>>
>>135781962
I rolled and now I have to draw porn but I am procrastinating so I haven't started yet
>>
>>135781402
>a clone with some fan-fic content
Well I certainly don't want it to just be TTYD again, but I don't know how I could possibly not make it fan-fiction. I mean, any fan made content is fan-fiction.
Best I can do is try to make it not cringy as fuck. Which will be difficult since I really want to do another villain gig like Bleck and his trope, and that could EASILY go down the road to "stop".

>Also I'd probably stop posting on /v/ if you want to see this thing through.
Howso? I've actually been getting some good feedback from /v/ on occasion about ideas and mechanic stuff.
One guy suggested a revamped use of stickers that sounded interesting, basically making badges all about moves and stickers be a seperate thing for buffs a la Subspace Emissary.
Others were suggesting I try and apply some kind of easier quick travel system instead of going through the same shitty sewer every time.
>>
>>135781962
I actually got decent progress done today, I got a bit better at rigging and should be moving on to animation throughout the week. And once I'm done learning assets it's off to programming
>>
>>135782185
Just make it, don't worry about if X or Y is bad or a bad idea. Paper Mario and the rest of Shiggy's great IPs came from him doing something creative and different.

And I'm not saying /v/ is bad, their Paper mario threads are great. But the more you post and make progress there, the more attention you get which raises the chance of Nintendo getting wind.

Just be cautious.
>>
new
>>135783215
>>135783215
>>135783215
>>
File: 1447584801311.png (2MB, 850x1137px) Image search: [Google]
1447584801311.png
2MB, 850x1137px
>>
>>135724748
cool
Thread posts: 755
Thread images: 152


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