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/agdg/ - Amateur Game Dev General

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 841
Thread images: 110

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Good Morning Edition

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-boat-mecha
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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>>139079669
im gonna try to give you unbiased opinion

1) your work is good, you recognized what colors are associated with ""small"" children
2)i know you like lolis but drawing lolis alone will get you nowhere in art, because you have no real passion
3)like anything that takes time to get good at, your are no different - get to work
>>
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>>139080848
>drawing lolis alone will get you nowhere in art, because you have no real passion
wat
>>
>>139080848
>>139080967
>drawing lolis alone will get you nowhere in art, because you have no real passion
wat
>>
>>139080848
>>139080967
>>139081123
>drawing lolis alone will get you nowhere in art, because you have no real passion
wat
>>
>>>139079669
I see where I fucked up now re the black lines. Thanks.
>>
black outlines honestly looks bad

I had a look at megaman spriteart and that shit was based
>>
>>139081162
yes there are 100 more complex things you can do including mechas,scenery,monsters,animations,menus etc.
but if you get stuck on doing 64 pixel art and complain its hard you have no idea, assuming your goal is get good
>>
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>>139080065
>No really, it looks like line art because I didn't do proper shading on the hair or dress and didn't pay enough attention to what it looked like at it's proper res.
>>139080848
>colors are associated with ""small"" children
Are you kidding me? it's fucking shit
You tell him he won't get anywhere with that and say he has an eye for talent???

What he needs is to make it more Meta,
I just can't fucking help it so I'll write the fucking damn mother plot for you

>Girl is in fairy land
>She is escaping her abusive family
>Her transgender lesbian dyke mother molested the shit out of her
>He real mother abandoned her as a baby to run off to fight the USA with ISIL fighter father
>She carrys the blood of million of Americans on her hands (Birth Father is Osama Bin Laden 911 is still deep)
>Her dog who happens to be an anthropomorphic FTM transexual also touched her.
>But in the end, the furry dog was actually sexually abused by her.
>which is exactable because the MC has a reason to project her sexual desires onto her athro pet dog.

Do this anon, and trust me, you will be a successful Dev as I am.
>>
>>139081479
the loliness of a drawing is not related to the complexity.
>>
thank you for bringing the shitstorm to a perfectly good thread
>>
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>>139081541
i already said his work his good, you gave it better colors.
im saying his work is good because i can see he put effort in it and well done for that.
but if you really want to get better you have to step outside and challege yourself.
imagine looking at impressive pixel and saying to yourself "nah i can't do this" its because its hard to look to the other side of the hill. the point is to actually challenge yourself with different kind of things, different types of characters, different perspectives etc.
if there is passion, you can achieve that but if your only true goal is to make the best loli possible you might be limiting yourself in a way you don't know
>>
>>139081947
> challenge yourself with different kind of things, different types of characters, different perspectives
Didn't I mention the transsexual pet dog?
>>
>>139082084
you mean anubis?
>>
>>139081949
well damn, nice work
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>>139081541
>Daddy; I'm sorry.png
>>
After months i still dont know what game i want to make
Whats something easy?
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>>139082409
Japanese chef simulator
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How can I steal meme girls assets without being caught red handed?
>>
>>139082329
QUE TE JODAN
>>
>>139082660
https://en.wikipedia.org/wiki/Fair_use#Fair_use_and_parody
>>
>>139082295
Exactly, let's face it MRA faggots, the new gaming scene is a safe space. Us progressives will win while all you right-winged call of duty-skyrim-of-war testosterone filled neck beards will be phased out.
>>
>>139082874
stealing someone's asset and putting it in your game is not fair use
>>
>>139082959
It is if you're making fun of it.
>>
> Still no waifu jam in the OP

I guess it's still too early for it.
>>
>>139082936
anubis is good, but i know that he got work ethic and his signature style is different
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>>139082959
>stealing someone's asset and putting it in your game is not fair use.

This is true.

However, it was FAIR game to WeeaBakado
>>
>>139082959
i think there is a mika model that is free to use
>>
>>139083001
damn lawyers are mean
>>
>>139083087
I think it will be put in the op when the itch.io jam page is made for it.
>>
>>139082660
Isn't meme girl just a few pictures? Don't see how you could "steal" the "assets" when you would have to make them all yourself.
>>
Has anybody here actually finished a project with Unity? I've completed my first project with it and I regret using it. I actually regret ever touching the engine.

It takes forever to get things done with it, that you feel so discouraged. The problem with Unity is the interface and the design of the engine, it's an inherent problem (i.e. the engine needs to be rewritten to solve the problem). The strength of the import pipeline becomes your enemy as your scenes get more complex, you have to constantly think about what goes into what prefab (this is just the beginning of bad design decisions). The editor is a joke compared to say UDK if you want to prototype simple primitives (UDK calls them BSP brushes).

Don't get me started with the scripting. Yes it's faster to get up and running with Unity scripting compared to other engines, but it so cumbersome to actually implement and finish things with it (i.e real world scenarios).

The engine is useless at this point, useful perhaps for 2D side scrollers (Bad Piggies?), but it will increase your time to market if you try a 3D project, and I can't even imagine a large 3D project with it. All other game engines that compete with it have better editors for the art pipeline (UDK, CryEngine3).

Most major studios are building their own "AAA engines" that they showcased in 2012 and I honestly would not recommend Unity for a studio with fewer than 10 people.

I also question their business model. Yes they are "profitable now", but other major game engine makers don't have as much VC money, and you know they actually make games as their main source of income. They have expertise in making games, not just expertise in marketing.

I currently use BGE and I plan on raising money to develop features for it. For me BGE is more feature rich than GameKit.

If you're just starting out, I would advice people not to waste time with Unity. If you're just a hobbiest and want a game engine, there are better options than Unity Free.
>>
>>139083657
This.
I can play battlefield 4 on 3 screens at 60FPS, but kerbal space program struggles often. Unity is unusable.
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>>139083463
>I currently use BGE and I plan on raising money to develop features for it.
>>
>>139083657
Aaaand cancelled Unity download.
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>>139083657
> "stop using things I dont like"
> "all those games made with unity? ACCIDENTS!"


> uses BGE
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>>139083815
>>
>>139083657
you do know that bge graphics can only be used with blender internal so in terms of graphics its not there yet
ill give credit to the ease of use
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>>139083973
better image
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Irrlicht, horde or ogre, /agdg/?
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>>139084164
It's all ogre.
>>
>>139082812
I never get tired of this
https://www.youtube.com/watch?v=TyUArTDYYVc
>>
>>139084164
vulkan
>>
>>139084369
n-no
>>
>>139084369
post triangle
>>
>>139083657
Okay this is a nice pasta you got there.

You need to fix a few things. The biggest give away is the "I currently use BGE". Drop that. Replace it with UE4. You can even add that you made your own engine, it will be more believable. Godot is another good example.

> but it so cumbersome to actually implement and finish things with it (i.e real world scenarios).
drop this part. You don't explain much with this and it gives away the fact that you don't know what you're talking about. Just keep the
> Don't get me started with the scripting. Yes it's faster to get up and running with Unity scripting compared to other engines
It makes it seem like you have some in-depth secret knowledge we wouldn't understand. You simply say it's shit. That's enough.

> The engine is useless at this point, useful perhaps for 2D side scrollers (Bad Piggies?), but it will increase your time to market if you try a 3D project, and I can't even imagine a large 3D project with it.

This is good, but try replacing the 2nd part with something like
> (...),but it will increase the time to finish a full 3d project, especially with how bugged the engine is.
DON'T specify whats bugged tho. Keep people guessing. They will fill in the blanks themselves.

Fix those problems and re-post this in a few threads.
>>
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Tutorial level WIP

Still don't have a title for it
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>>139084702
"Shape escape"
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>>139084702
>Another physics based 2d puzzle platformer

Why do you people keep doing this?
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>>139084795
Calm down autist, it's for Ludum Dare.
>>
>>139084702
>posting in /agdg/.webm
>>
>>139084702

jesus this is worse than dark souls
>>
>>139084702
10/10.

Watched your progress since you started. You made some good stuff man. Can't wait to try the demo.

Happy you did something for LD, unlike most of the people on AGDGme included. Hope you learned something.
>>
>>139083657

Thanks for the update, unreal shill. Did you really think mentioning BGE will throw people off?

No thx, I'll keep my 5% and keep using unity.
>>
>>139084795
His idea is pretty genius considering how bad the ludum dare theme is this time around.
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>>139084853
>it's for Ludum Dare.

So?
>>
>>139084853
>dev unironically calling somebody an autist.

I guess steamchat must be dead today huh? or is it because Vine will never notice you faggot.
>>
And all of a sudden, the switch was flipped and afternoon /agdg/ rears its ugly head again.
>>
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>>139084984
WIYG
>>
>>139084521
> Drop that. Replace it with UE4.
No, just remove the line. After all it reveals the source of the pasta.
>drop this part.
Nah, it's an introduction which explains the gist of the issue prior to going into details. Maybe add the source's webpage and phrase the post as if it were me, though, it shows that this post comes from experience.

>DON'T specify whats bugged tho.
Actually, it's very easy to point out what's bugged: linux support is abysmal and might as well not exist, the webplugin has never worked for many people, the performance is god-awful, etc. Maybe point that out and then lay it on thicker. This way, there's a clear list of real issues that are well-known, which gives more weight to the opinion that there are significantly more issues than that.
>>
>>139084702
Good job on making progress these days anon.

Don't pay any attention to steam chat. You did a very bad thing to them and actually posted progress. It feels like acid, hurts too much so they "defend" their burrow by hissing.
>>
>>139085031
I'm not the guy who made it though.
>>
>>139085031
Wasn't me, but you're sperging out pretty hard mate

>>139084785
This is cute, thanks
>>
> AGDG is so helpful that people here help others create the best shitposting post.

Nice.
>>
>>139085542
Nah, keep grinding those books scrub.
>>
>>139085593
Fuck off, pleb, your physics sandbox is not welcome here dumb Panderdex.

Btw, you wanna see my katana collection?
>>
>>139085815
He's right, though. Functional programming offers the same benefits, but scales much better both at the low and high end in terms of both complexity and maintainability. Basically, object-orientation only works for mid-sized projects and has significant falloff in either direction from there.
>>
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Progress. Added some actual enemies to my game, and got them transitioning from ragdolls to an animated state. Also changed up the look of my game to get a random color palette for each level. Starting to come together lads.
>>
>>139086054
>Functional programming offers the same benefits
[citation needed]
> scales much better both at the low and high end in terms of both complexity and maintainability.
Not an issue if you're not a dummy.
>>
>>139086054
copied from stackoverflow

When you anticipate a different kind of software evolution:

Object-oriented languages are good when you have a fixed set of operations on things, and as your code evolves, you primarily add new things. This can be accomplished by adding new classes which implement existing methods, and the existing classes are left alone.

Functional languages are good when you have a fixed set of things, and as your code evolves, you primarily add new operations on existing things. This can be accomplished by adding new functions which compute with existing data types, and the existing functions are left alone.

When evolution goes the wrong way, you have problems:

Adding a new operation to an object-oriented program may require editing many class definitions to add a new method.

Adding a new kind of thing to a functional program may require editing many function definitions to add a new case.

This problem has been well known for many years; in 1998, Phil Wadler dubbed it the "expression problem"[1]. Although some researchers think that the expression problem can be addressed with such language features as mixins, a widely accepted solution has yet to hit the mainstream.

[1] http://www.daimi.au.dk/~madst/tool/papers/expression.txt
>>
Object Orientation was a mistake.
>>
>>139086218
Programming a 3D videogame from scratch in straight binary is not an issue if you're not a dummy.
>>
>>139086705
Can't find the goalpost anymore, think it's in another dimension.
>>
>>139086816
Maybe you shouldn't have moved it then.
>>
>>139086676
OOP(s)
>>
>>139086901
I didn't, you did.
Scaling and maintaining OOPrograms is only as easy or hard as you make it.
>>
>>139086585
Amazing, a post from stackoverflow that doesn't have any bias! It's equally completely wrong on both counts!
>>
if I use a sprite from another game as a skeleton and change literally everything about it, can i still get sued?

i feel like no but idk
>>
>>139087026
go ahead then, refute what was wrong
>>
>>139087018
>n-no u
I accept your surrender.
>>
>>139087052
you can use anything you want as long you don't make profit
you guys have to realize that suing someone costs money so unless you are actually making money they not gonna bother
>>
>>139087052
worked for undertale
>>
>>139087052
yes, but if you change everything about it it'd be difficult for them to notice/prove that you used their asset in the first place. But it'd still technically be a copyright violation
>>
>>139087125
You don't "write lots of methods" to update object-oriented code, you subclass. You don't "add lots of cases to functions" in functional code, you make use of multiple dispatch to add the case at the point of insertion (this requires 0 editing of previous code).
>>
>>139087125
It didn't affirm his position.
>>
>>139087125
Do you really want to spend your sunday in such a way
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>>139084702
Nice desu.
>>
>>139086941
kek
>>
>>139087626
>I love OOP(s) and want to marry it
>>
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Lowly engine dev working on my engine.
I got animations working. Using some sample files at the moment.
>>
>retards replying to retards replying to retards replying to autists

just stop replying
you don't have to respond
that includes this post
>>
>>139088398
You do only keyframe animations or do you support skeletal animations?
>>
>>139088464

fuck you
>>
I don't even understand where functional programming fits into game dev. How do you even make setup a game system without using things like stucts and state?
>>
>>139088464
>I'm brainwashed by my OOP paradigm, p-please don't take it away from me
It's time to move on.
>>
>However, the use of any font creation or font manipulation program or any attempt to modify the font for the purposes of creating a usable, derivative or substitute version of the font is prohibited. Under no circumstances may you modify, adapt, translate, reverse engineer, decompile, disassemble, alter, or otherwise attempt to discover the source code of the font software or the designs embodied therein
What is the reason for this in font licenses?
>>
What sites do I post progress at to maximize shilling my game? I know twitter but are there others?

It's finally at the stage where all the mechanics are done so now it's boring stuff like ui and art.
>>
>>139088741
>I don't even understand where functional programming fits into game dev.
It doesn't.
But autists get tired of re-implementing /g/ challenges a thousand times so they come here to shitpost.
>>
>>139088770
Stop you from reselling the font
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>>139088741
It literally doesn't.
Remember all those retarded lispfags shilling lisp all the time for gamedev? None of them made any game.
>>
>>139088741
I'm sure everyone will agree that "pure functional" is synonymous with "pure autism". Functional != pure functional.

As for your question, the idea would be to bundle the world state as an object that is passed to the update function. The update function returns a new world state object which is passed along at the next iteration. Functional optimizations enable this operation to be incredibly fast through aggressive data sharing only possible due to the functional nature of the datastructure. In fact, unless you perform modifications to most of the structure every frame, it will be much faster than actually performing writes in a non-functional datastructure.
>>
>>139088859
Damn man. I've been wracking my brain for ages trying to understand the concept.
I guess I got memed on pretty hard.
>>
>>139088741
Functional Reactive Programming (FRP)
>>
>>139088859
>>139088960
All naughty dogs games use lisp. The only reason why they're not using GOOL or GOAL anymore (and use scheme instead) is that they couldn't find enough employees that knew lisp. They still use it extensively for scripting.
>>
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Nametags.

Need to pick a better font eventually but this is the most readable one for now when you zoom out.
>>
>>139089267
Scripting != back-end
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>>139088578
I've designed it so I can drop in support for skeletal animations; it doesn't support it at the moment. KeyFrame animation is simpler and it serves my purpose for the moment, but I'll definitely be adding rigged mesh support.
>>
>>139089371
game != engine
>>
>>139089371
GOOL and GOAL == back-end
>>
>>139089267
>lispcucks always go back to naughty dog and nothing else
Fuck off retards.
>>
>>139089269
the strong highlight at the end of the ship's tail, draws the eye immediately, which make your ships look like directional arrows, rather than a ship with inverted wings
>>
>>139089269

are you making a shmup of some kind
>>
>>139089267

Does lisp make their games any better? Functionality wise it doesn't matter what programming language you use.

>they couldn't find enough employees that knew lisp

That alone sounds like a reason not to use lisp.
>>
>>139089583
What games did they use them with?
but yeah, no one's saying you can't, just that it's a really dumb idea.
>>
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>>139089269
Looks neato.

>
>
>PROGRESS<
>
>

>Room access levels working
>>Green access card is found in blue rooms, red card in green rooms
>Gun picking implemented
>>No actual new weapons yet
>Message system implemented
>>Roughly
>>
>>139089875
>probably written in an OOP(s) language
Remind me why I would play this?
>>
>>139089964
To learn anti-patterns
>>
>>139089269
You could scale the font with a different multiplier, so it would not end being so small?
>>
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Is it cheating if I find images on the internet and then resize them super small in gimp and then clean them up to make good sprites
here's a wip
>>
>>139090472
Pixel art is a style, not a size
>>
>>139090472
Not really but how are you going to animate that if you can't even draw it normally to begin with?
>>
>>139089839
All the crash games.
It's not a dumb idea in any way according to them, given that they attribute solely to lisp their ability to provide the graphics and performance they manage to obtain.
>>
>>139090472
Good luck animating and making a bunch of sprites that share a consistent art style.
>>
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>>139090472
from pic

it's not like it was particularly easy to do
>>
>>139089964
h-how do you do game development not OOP
>>
>>139090674
fucking christ
>>
>>139090472
>>139090674
>Tracing

Why is capital punishment not legal anymore?
>>
>>139090585
Fair enough, I still think functional programming has a long way to go before it can compete with OOP though.

And one company is not proof enough.
If Lisp and FP in general was as magic as they're proclaimed, we'd be seeing much higher adoption rates.
>>
>>139090884
>>139090885
ITS NOT TRACING I RE DID COLORS AND SHADING AND I HATE TO IMPROVISE SHAPE AND UTILIZE INTUITION AND THINGS
CHRIST IM NOT EVEN SELLING A GAME I JUST DONT WANT MY OWN LITTLE PROJECT TO LOOK LIKE SHIT
>>
>>139089740
Lisp itself has many advantages: it offers code live-reload, which lets you run a level for a while, encounter a bug, fix it and update the code while the game is running without stopping it.

The macro system allows for very powerful abstractions, and the functional nature significantly reduces the amount of bugs that can happen.

The simplicity of the core language also makes it very easy to retarget to a new architecture while obtaining very high performance (as ND have done for the PS1).

So yes, lisp has made their games better.

Not that this is of any relevant, ultimately the topic is functional programming and not lisp, and its ability to aid development and not the outcome of a product.

You could also say that you should just go back to tiddling bits because it won't make your game any better if you use any language, and functionality wise it doesn't matter what programming language you use.
>>
>>139090674
>it's not like it was particularly easy to do
Damn it anon
>>
>>139090472
Are you a fucking retard?

>>139090674
> that taste
Don't even need an answer.
>>
>>139090674
>it's not like it was particularly easy to do
What did he mean by this?
>>
>>139091057
>I'm not tracing

>>139090472
>Is tracing cheating?

k
>>
>>139091072
Lisp isn't the only thing that can hotswap.
>>
>>139091057
It is tracing and lazy.
If you need placeholders this is okay
If you're using this to make your game, even if you don't sell it, it's not okay.
>>
>>139091093
>>139091167
what do you want? it was difficult getting it to look right
>>
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>>139089648
It's a point light and a high emission particle I use to force bloom. I kinda like it, but I see what you mean. None of this is final graphically anyway, all placeholder art.

>>139089875
Thanks. That looks really polished.

>>139089656
2D medium-scale (20+ players, hopefully many more) team multiplayer arena shooter. Asteroids without the asteroids, and with other people who want to kill you instead.

>>139090452
I intentionally render the text in world space because otherwise maintaining the right offset from the ship's body is a pain in the ass. I could do a little bit of scaling though, but I don't want the text to dominate the screen. Less room for explosions.
>>
>>139091249
>what do you want?
Make your own work you leech, it was difficult for the original artist to make their work.
This is tracing and not acceptable in any way.
>>
tracing isnt bad its just different your just putting the work into other areas so fuck off it isnt easy
>>
File: CrouchCommandRoundhouse.webm (3MB, 720x480px) Image search: [Google]
CrouchCommandRoundhouse.webm
3MB, 720x480px
I posted this update to /v/ but not here... it's weird now that /cgg/ is more or less officially dead forever, I forget to come back around this place.

Which is a shame because you guys have always been super supportive.

Anyway, Crouch Command progress (CCs being eight insta-callable attacks with low damage but high utility), as well as progress on replacing unreliable physics-driven enemy reactions with scripted animations and landing states (useful for things like tripping/enemies landing flat on the ground, skids, tumbles, etc).
>>
>>139091271

Oh cool. It looks kinda like Armada on the dreamcast. That game was awesome.
>>
>>139091392
>Stealing isn't bad
>>
>>139091392
It's both bad and easy, most of the work is done for you
Fuck off you lazy shit
>>
>>139091031
No. Java is absolute dogshit and it's absolutely everywhere. Virtualbox is borderline unusable and everyone's using it. C when it was first introduced was such a ridiculous downgrade from everything at the time that everyone was mocking it and it took 2 decades for it to actually become usable, it still managed to take over during that period of time. DX was unusable until DX9, yet M$ paid money to make sure it was everyone's framework of choice.

Quality and popularity almost always go in opposite directions, even more so when people are ready to blame things that aren't popular whenever an issue occurs. It's like when NASA used lisp for their mars rover, they were able to fix a critical bug "live" after the bot was deployed only because they were using lisp, and everyone on the team was very happy and productive with lisp. The suits decided to blame lisp for a hardware engineering error anyway (as if they're related).

Then there's stuff like the AI winter.

On the other hand, many programming languages' first implementation is written in ocaml (a functional programming language), most parsers in general are written in ocaml, the fastest FFT implementation uses ocaml, financial institutions use ocaml and haskell extensively, facebook announced they were moving to haskell, whatsapp uses erlang (another functional programming language - pure, like haskell), etc.
>>
>>139090674
Listen, Tracing is okay but only when your game is free and you credit the artist.
Otherwise it is stealing as far as I see it.
>>
>>139091450
>cgg/ is more or less officially dead forever,
Say it ain't so
>>
>Implying any of you are going to make money from your games
>>
>>139091773

who cares? i will have a game that i made myself
>>
>>139091752
>Nothing Found
>Nothing Found
>Nothing Found

every time I check.

I know, bums me out too.
>>
>>139091773
At least we're not stealing art
>>
>>139089267
>>139089583
I didn't know what those were so I had a look around GOAL is Game Oriented Assembly Lisp, right? There's some quotes I found on wikipedia like "with many idiosyncratic features such as classes, inheritance", "GOAL encourages an imperative programming style" and "programs tend to consist of a sequence of events to be executed rather than the functional programming style" that make it seem like you're saying the only time functional programming is useful for games is when you add in imperative and object oriented features.
>>
>>139091773
my game will match the beauty of the taj mahal
>>
>>139091225
Beside erlang and lisp, there isn't much. At best you can perform hack to emulate it, such as hotpatching bytecode for ocaml, java or .net languages, or you can dynamically link modules and reload them at runtime, but neither approach are as transparent or as modular as true live-reloading, they're much more error- and bugprone, and are more limited (e.g. you can't reload the core module in the dynamically-linked case and you have to recompile the entire unit to reload while not changing the ABI too much).
>>
>>139087052
>>139090472
What's up with those questions about stealing art?

You're better than this aggydaggy.
>>
>>139091883
Damn it
Maybe nier 2 or dmc5 will save it
>>
>>139089875
you gotta have 8 directional movement/sprites if you're gonna have aiming like that m8

plz
>>
>>139091662
>Quality and popularity almost always go in opposite directions,
eh, I'm sure I could dig up cherry-picked examples too.

>not gamedev
>tertiary gamedev

>not gamedev
>not gamedev
>ngd
>ngd

Yeah like I said, functional is not for games.

Functional programming will surely always have a use for traditional programming though.
>>
Why don't more games have multiple genres of game within the game? e.g. a platformer with racing levels or something. Is this difficult to implement besides the time you take to make each part?
>>
>>139091662
>many programming languages' first implementation is written in ocaml
>most parsers in general are written in ocaml
>the fastest FFT implementation uses ocaml
>financial institutions use ocaml and haskell extensively
>facebook announced they were moving to haskell
>whatsapp uses erlang
Did you forget we're in a thread for game development, or what?
>>
>>139092124
The problem is cohesion.
Space Quest managed though.
>>
>>139092039
Secret of Mana got away with 4-directional sprites and 8-directional movement. You just have to decide whether to emphasize vertical or horizontal sprites on diagonal movement.
>>
>>139092124
twice the amount of work
possibly just narrowed down your player base, since it needs people that like both genres, or at least are indifferent to the other one

if I hate racing games I wont play your platformer+racer
>>
>all these lisp features
>no games
Back to /g/ you autists, or make a fucking game with it.
>>
>>139092124
shoving multiple genres into one game often doesn't work because it just feels like unnecessary shoehorning of what's effectively minigames into the core experience. people want one really solid game, not a watered down version. it can work though, if all the parts involved are equally solid
>>
>>139092124
you have to write 2 games for 1 price
>>
>>139091391
>>139091241

Fine yes I understand. I will find out another way.
>>
>>139091907
I was responding to the lisp comment more than the functional comment. Lisp languages mostly all support classes and inheritance (their model is smalltalk-like rather than the typical simula-style one of C et al.)

Beside, the languages people mention when talking about functional programming languages are not the kind that should be considered when making (serious) soft realtime programs like games. ATS would be more like it, but ATS's syntax makes it too unwieldy in practice; which is too bad because otherwise it's fantastic.

Of course, even python can be used for non-serious games, let alone actually fast languages like ocaml, haskell, clean, common lisp, etc. so in that department it's a non-issue.
>>
Okay so this should be THE definitive answer of which language to use for video game dev, particularly the self address amateur game dev.

You're sitting there wondering, how can I start when if what I'm using inevitable fights against the AGDP paradigm source document that ALL games adhere to . I have to address here that this was true up to mid 2013 when studios started adopting the amended version from Michaelea corp (the internal white paper) but the majority still stick to the former published outlines. remember: all studios use some form of the former, and some the amended version.

So brings us to our first point. No point continuing the project if the language does not support this. IT will be rejected by publishers out of principle. All internal game dev engine languages can thus be safely cast out, GMS, RPGS enmase

(end part one)
>>
>>139092505
C++14/17 is perfect anyway
>>
>>139092031
Not a chance. If it isn't DMC3/4, NGB or Bayo 1 nobody there wants to talk about it.

They shat on Bayo 2, MGR, T:D, etc. One would hope new action games would suffice to sustain discussion but it takes exactly 3 days for the refrain to become "where's the tech, not as good as DMC3, fuck off with your casual garbage"

Doesn't help that it was always full of shitposters who intentionally tried to argue that bullshit games were cuhrayzee just to get a rise out of the thread, which made them double down on hating any game not sufficiently technical.

I loved it because it was a concentration of my target audience (same with WSWdev and Tetrachromadev) in one spot, but in all honesty it kind of needed to die. It'll have to come back broader and less elitist if it wants to sustain discussion day-to-day.
>>
>>139092260
ATS!
>faster than C
>can embed C like C can embed ASM
>thus can use most games libraries as they typically have a C API
>completely memory safe
>completely resource-safe
>program state verification through type-system descriptions
>high-level ML-style constructs
The perfect game development language! All the low-level access you need, all the speed you need, all the libraries from C, none of the low-level boilerplate, none of the safety issues!
>>
>>139091662
>Java is absolute dogshit
Confirmed for not knowing anything about programming languages
Java is actually the best solution for anyone in amateur gamedev.
There's honestly not one reason to use C++ over Java for an amateur game dev.
>>
>>139090472
This
>>139091717

Also I'd discourage it because it will hamper your artistic development.
>>
>>139093006
>>>/reddit/
>>
>139093006
>There's honestly not one reason to use C++ over Java
JVM is reason enough.
>>
>all these people arguing about coding languages i havent even heard of and I am just trying to work out how to use gml to the most basic level
>>
>>139093006
there is no reason to not use C++11/14 since you don't even need raw pointers anymore
>>
>>139093107
You first
Stop tricking people into using C++
>>
>>139092491
>>139092371
>>139091907
>>139091031
>>139089839
>>139089740
>>139089634
>>139088960
>>139088859
>everyone forgetting about BASED MOTHERFUCKING CARMACK
COME
ONNNNNN!
>>
So agdg do you agree with him?
I think he has good points
http://venturebeat.com/2016/04/16/game-developers-must-avoid-the-wage-slave-attitude/
>>
>>139093202
All you need is gamemaker to get $400k+ in video game sales anyway
>>139093275
nobody uses C++98 anymore, even SFML 3 will be using C++11/14 and getting rid of raw pointers.
>>
>>139093382
Carmack is an anomaly of this universe but a fair point. Isn't really a point because /agdg/ will never be even fraction of a fraction close to his level.
>>139093431
>SFML 3
W H E N?
>>
>>139093428
This is a amateur game dev thread not a wage slave general.

Not sure why you came here to ask this question.
>>
>>139093428
tl;dr
>>
>>139093431
>C++11/14 and getting rid of raw pointers.
Fucking casuals
>>
>>139093568
>but a fair point. Isn't really a point
wew
mixing too many thoughts
Isn't really fair*
>>
>>139093568
soon (tm)

maybe later this year
>>
>>139093743
>maybe later this year
Any posts about the proposed additions/changes?
>>
Instead of talking about the 3 people in the industry that use lisp, talk about the indie devs or AGDG devs actually using it to make a game.
Pro tip: they don't exist
>>
>>139093706
>>>/v/
>>
>>139093382
No. One post where he said he likes some functional values and dislikes over complicated OOP structures does not prove you can make a game in a functional language. His engines were still written in a lot of C++, which is the language people think off when you bring up shitty OOP.
>>
>>139093428
he has no good point because the only people who lose if you work 9-5 weekdays are publishers.

publishers should actually stop trying to force deadlines.
>>
>>139093668
>WHAT DO YOU MEAN PEOPLE GET TIRED AT WORKING 80+ HOURS IN A WEEK? YOU JUST SIT ON A CHAIR AND MOVE YOUR POINTER
>>
>>139094007
>which is the language people think off when you bring up shitty OOP.
I always think of Java considering it pretty much brought about the stigma.
>>
You can cook food over a fire, on a stove, in an oven, on the asphalt on a really hot day, on an engine, etc. Do you really think anybody who is hungry cares.

I've never heard any end-users (not devs) complain about games being made in GM. The only complaints I've heard about Unity has had to do with performance. Sword Coast Legends runs like a potato. To the Moon was made in RPG Maker and got 9/10s everywhere. Consumers don't care about the tools used to make the things they buy. They only care about the things.
>>
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>>139093428
>>139094012
The guy looks like an evil movie boss.

It's sad that the globbertroggers are doing nothing with him, but if he was a gurl you can be sure they'd have sent a dead cat to his house.
>>
So clojure+libgdx is the ultimate 2D combo?
>>
>it's a food analogy
every time
>>
>>139090674
Couldn't you at least trace good art?
>>
>>139094029
lie down and use a touchscreen
>>
>>139094323
>jvm
Wouldn't even download your game
>>
File: nodevitath1.png (67KB, 1368x1224px) Image search: [Google]
nodevitath1.png
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peer into the indescribable maw of Nodevi'Tath
>>
>>139094529
>physical work is the only kind of work that makes you tired
>>
>>139094645
I like it.
>>
>>139094645
Oh jesus, that's awesome.
>>
>>139094007
Except the language people think of when you bring up shitty OOP is java or C# (i.e. M$'s java-but-better). Nobody has issues with the C++ model because it's optional and mostly doesn't get in the way.

And "one post", really? How ignorant can you possibly be? There's no way you're not just poorly baiting.
>>
>float var = (float) X + Y;
what in the world is this?
What's the other float do?
>>
>>139094702
>physical work
>tired
do you even lift?
>>
>>139094645
What each triangleye means?
>Procrastination
>Masturbation
>????
>>
>>139094865
>What's the other float do?
Casting.
X isn't float I assume.
>>
>>139094865
It casts the value as a float. Your programming book should have taught you that before you got to this stage.
>>
>>139094645
Looked like a cute otherworldly bear sitting from the thumbnail.
>>139094946
Ah, didn't even know you could do it that way.
Neat.
>>
>>139094129
>>139094801
>Java is shit blanket statement
fuck off back to /v/ seeing as you know nothing and can't back this statement up
>>
>>139095020
How else would you do it?
>>
>>139095062
>>>/reddit/
>>
>>139094865
>>139094946
What language is that that you can't just ADD a float and an int?
>>
>>139094914
Shitposting
>>
Which of these genres will be more fitting for my first game/project using game maker? I have ideas for each but I wanna go with the easiest to code first for obvious reasons

shmup/run and gun
platformer
rpg
2d fighter or streets of rage style beat em up
>>
>>139095062
$0.03 has been deposited into your oracle account.
>>
>>139094645
neato
>>
>>139094801
>Nobody has issues with the C++ model
Come one man. C++ is one of the most picked on languages. People write whole new languages giving "C++ is shit" as the reason.
>>
>>139095220
The pong genre

Make pong
>>
>>139093428
Well he's right.
>>
>>139095127
Like I said, you can't say anything other than spew x language is better than y language because reasons
>>139095257
this
>>
>>139095082
I've only known about <method>_cast.
>>139095158
Well it's actually dividing in the example but X is a BYTE.
>>
>>139093428
>I grew up in a log cabin in Alaska with no electricity, plumbing, heating, or cable TV.
>I grew up largely home-schooled; I never did get that high school diploma.
Pardon me for ignoring you since your experience has nothing to do with 99% of the rest of us
>>
>>139095501
><method>_cast
So annoying to type, I just use normal casting
>>
>>139095257
Yeah, but none of these reasons ever have anything to do with the class system. 50% of the time it's the C compatibility, even. Most of the remaining 50% is about the non-determinism of the syntax, basically.
>>
>>139095381
Is this real? Please tell me this is satire
>>
all these haters salty
i'm too seasoned homie
>>
>>139095554
Try 99.999999%.
>>
I just started using Unity a few days ago.


public GameObject player;

private Vector3 offset;

void Start ()
{
offset = Math.pow((transform.position.x - player.transform.position.x), 2) + Math.pow((transform.position.y - player.transform.position.y), 2)
}

void LateUpdate ()
{
if offset > 4
{
(code that checks if the x and y distances are positive or negative and adds a set amount or subtracts a set amount from the transform position based on that, too much tedium to write out)
}
}


First of all, can you even grab individual axes of a transform like that? Does that even work?

Also, is this a bad way to do camera? For offset, should I just be subtracting transform.position and player.transform.position instead of doing this weird shit?

Also, why does my guy not move? I moved from directly affecting his transform to just applying forces to a rigidbody I made for him, because he was jittering whenever he hit an object, and now he won't move. This is exactly how I did things in my tutorial, I'm fairly sure.


void FixedUpdate()
{
float mvH = Input.GetAxis("Horizontal");
float mvV = Input.GetAxis("Vertical");
Vector2 movement = new Vector2(mvH, mvV);
colDtct.AddForce(movement * vim);
}


For reference, "vim" is his momentum modifier, he builds it up as he moves.
>>
>>139095658
a big benefit is that it makes it easier to find when specific types are being cast to different ones

just (type) is very ambiguous to search in code bases
>>
>>139095934
I'M HERE TO SAVE THE GAME LIKE A MEMORY CARD
>>
>>139095307
i-i made asteroids
>>
>>139096005
>"vim" is his momentum modifier
No. Vim is the greatest editor ever made.
>>
>>139096107
literally the best rapper
>>
>>139096085
dynamic_cast also uses RTTI to make sure the cast is valid.
>>
>>139096085
That's true
>>
>>139096131
>Vim is the greatest editor ever made.
I wish it wasn't a pain to mod.
I really want to see the light, but setting all the shit up takes fucking ages.
>>
>>139096282
>>139096107
who?
link?
>>
>>139096447

MF doom/viktor vaughn
>>
>>139096365
Do you use vim-plug, vundle, or other plugin managers? If you don't, remove all your plugins and install one of the managers instead, then use them to manage your plugins.
Shouldn't take any time to setup once you know which plugins you want. You shouldn't need much configuration in your vimrc as long as you copied it from the template.
>>
>>139096447
https://www.youtube.com/watch?v=gdMVX3Nxti4
MF Doom.
Though that lines been said in one way or another by a shit ton of people.
>>
>>139096593
I used Vundle last time.
Felt like I was modding TES again with all the rec'd packages.
I just wasn't patient enough and went back to CB because I felt shitty for wasting time.

Gonna try again on my Debian-top one of these days.
>>
>>139094645
I first read "pee into", that changes a lot the meaning of the pic. Like "meh, three triangle, I already seen that. Lemme pee on this"
>>
>>139094645
I don't know why but this is what I saw.
>>
inflating framerates for placebo effect y/n?
>>
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>>
>>139097331
Example?
>>
>>139097331

no, because anyone with fraps or another 3rd party fps tool will call you out on it.
>>
>>139097402
What is this?
>>
File: duck hunt.png (337KB, 422x615px)
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>>139097402
>tfw all of the purchases of rrps are just goog's alt. accounts
>>
>enjoying a game for awhile
>find out it was written in an OOP(s) language
Dropped
>>
>>139097331
or just limit to 24Hz for the CINEMATIC experience / to cater to analog hipsters?
>>
>>139096005
If you're trying to make a third person camera with an offset, I'd just make a new gameobject as a child of the player, set its position as as (0, 2, -2) so its slightly above and behind the player, and attach the camera to it. The child gameobject will always maintain its position behind the player, and inherit its rotation, so you don't have to keep updating it every LateUpdate()
>>
what do you guys use to upload webms of your games?
>>
>>139097402
If you guys spent as much time working on your games as you do bullying googum, you might have something on Steam too ;)
>>
>>139097697
plz don't drop the anubis game
plz
>>
>>139097697
>play a game
>find out they used an if-else chain instead of FSM
D R O P P E D
R
O
P
P
E
D
>>
>>139097834
I wonder if I will get on steam some day
>>
>>139097697
OOP(s)? Is this just a play on words or an actual acronym?

OOP does have its uses, but for many situations it's kinda limiting in the sense that you'll have to be prepared to everything beforehand, otherwise it might be a massive redesign/rewrite job to add a feature
>>
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>>139097629
If a game like Viscera Cleanup Detail can add new entries to your Steam Library, could you pay existing games to push your game into peoples libraries?
>>
>>139097812
4chan.org
>>
>>139098376
let me rephrase

what do you guys use to record webms of your games
>>
>>139098005

Object-Oriented Programming.
>>
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>>139098235
what would you have to gain from that though
>>
>>139098497
thats not really rephrasing is it
thats a different question altogether
>>
>>139098497
webmcam works fine for basic captures
>>
>>139098497
Fraps/Shadowplay -> ffmpeg
>>
>>139098625
I mean the (s). Was it there just to mock OOP (as in "oops") or does it mean something else?
>>
>>139098497
OBS to record video then webm for retards to convert it
>>
>>139098497
obs and webm for retards
>>
>>139098497
ffmpeg
>>
>>139098820
>>139098832
This should be in the OP
>>
>>139098497
simplescreenrecorder and ffmpeg
>>
>>139098810
OOP(s) is an acronym that means "OBJECT ORIENTED PIECE OF SHIT".
>>
>>139099039
It is.
>>
>>139099175
>asymmetrical acronyms
INTO
THE
TRASH
>>
File: monstermash.png (226KB, 512x448px) Image search: [Google]
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Working on monsters and their AI today. So far it's copy-pasta Solomon's Key. The skelly walks and falls until he hits a wall, then turns around and repeats. The others fly. Eventually there'll be guys with more complex routines, like chasing down the protagonist when she's at their y-position, shooting at her, etc. And the classic gargoyle head on the wall that spits fire, cause why not.

Instead of a linear puzzle room progression, I'm tinkering with platforming hubs that are sort of levels of their own. Kinda like Kirby's Adventure, but with stuff to do and secrets to find.

Also dev music:
https://www.youtube.com/watch?v=uaqxIgsRxS8

Is everyone having fun today?
>>
>>139099383
Object Oriented PoS
>>
>>139099039
Helpful links.
>>
>>139099562
>Java babies in charge of insults
>>
>>139097741

It's a 2D game, and I'm trying to give the camera a virtual "tether" of a certain length, and make it shorter when it gets too long.
>>
File: 1384355872581.jpg (83KB, 466x365px)
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If OOP is so bad then why does everyone use it?
>>
>>139099476
>Is everyone having fun today?
No, I just want to get my gamepad test class working.
I've spent way too long on this, but it just refuses to update values.
>>
>>139099902
>object oriented
>bad
you really gotta stop taking advice from anyone who says that
>>
>>139099902
Java
>>
>>139099902
well, everybody is using unity too so why not?!
>>
>>139084560
This actually proves that black borders and saturated colours looks worse. You literally took his crappy clip art windows 98 icon and made it into a good looking piece of pixel art.

Seriously what point were you trying to convey? No soul was lost, you just refined it.
>>
>>139100147
>everybody is using unity
I'm not.
checkm8 nerd
>>
>>139100320
fug you got me
(me neither tho, high five)
>>
>>139099739
>java baby backpedalling
>>
>>139099902
what?
who doesn't use it?
How would you even MAKE a game WITHOUT OOP
>>
>>139099902
Big companies threw money at universities to have students learn their OOPS language

No actual merit-based reason. It's the cause of all modern programming woes. There is no control of complexity and reasoning about OOPS
>>
>>139099902
first you have to prove that its bad
that's called having an argument
>>
File: dangan.gif (2MB, 999x705px)
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Does someone mind testing my game?
I can't tell if I suck or if its too hard.
https://a.pomf.cat/pngcxd.exe
>>
>>139100664
Observe the brainwashed OOPSer, trained so deeply that he cannot even imagine another way.

Pressed with an observation that questions his deep belief, he becomes enraged and lashes out.
>>
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how do i make my tower defense map look non-shitty?
>>
>>139099902
OOP is good. Simula (i.e. java/c#)-style OOP is dogshit. Everyone uses it because it's better than pure procedural programming, and because of baby duck syndrome (which translates to retraining costs) due to early investments into training and hiring people for OOP and OOP only.
>>
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>>139100664
>>
>>139100664
I kek'd!
>>
>the simulation is full of objects that have their own behavior and state
>somehow using OOP, a 1:1 mapping between code and simulation is bad

please end yourselves
>>
What's the 3d equivalent of game maker in terms of entry level game making?
>>
Is there an up-to-date tutorial for an FPS in Unreal Engine?
I found one, but it was outdated.

I just need something to get me through the development of some basic FPS step by step, to get me familiarized with all that shit.
I tried the brute force approach of using the example project and tinkering, but it's not working out for me, due to the complexity of the system.
>>
>>139100856
>shitty
this style looks good
>>
>>139101069
Unity
>>
>>139101069
Unity
>>
>>139101050
>Not seeing reality as a composition of functions

It's like watching someone raised by wolves suddenly in a grocery store.
>>
>>139100823
>exe
Nice try, script kiddie.
>>
>>139100856
IRON BRIGADE
TOY SOLDIERS
SANCTUM

GO PLAY THEM NIGGER.
>>
>>139101075
>the complexity of the example project
You what

Isn't it just press mouse > shoot projectile
>>
>>139101174
>i see a ball flying as a ball that continually disappears and appears in space, at each step being reconstructed from the ground up with state from the ball of the last step
maybe if you're a quantum physicist, otherwise you're just a crazy lunatic
>>
>>139100823
not downloading this virus
>>
>>139092039
But I do have 8-directional sprites and movement, for the player anyway. The legs have only horizontal/vertical animations but the bod has 8 directions... which might not have een apparent in the Webm.
>>
>>139101121
>>139101137

How is it for 2d stuff? I have no experience with making games at all. Am I better off starting with unity or learning the basics with game maker?
>>
>>139083657
>I currently use BGE
Blender Game Engine is a special kind of abomination.
I agree that being integrated into a proper 3D software is a insane advantage, and Blender by default is going to several times more powerful than editors because generating geometry is a pain.

That said, its really whatever so long you write your own shaders.
>>
>>139101095
What? No it doesn't. The trees don't even match the mountains stylistically.
>>139100856
Change the trees, position them better.
Get rid of sharp edges on roads
Add more different objects, a pond maybe, some foliage around it
>>
>>139100856
>>139101225

Dont forget the Orcs Must Die series (1 and 2).
>>
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>>139101295
>shoot projectile
>>
>>139101321
I'm fine with you believing that stateful shit and "objects" are an acceptable way of doing things.

Enjoy relying on luck and guessing for debugging, I'll keep easily reasoning about my code.
>>
>>139100856
Textures you fucker
>>
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What's a good way to write a text only game?

I designed my game a year ago on paper, and yesterday I played superhot and the interface is *exactly* like I wanted to make my game look like, it was an eerie feeling

Anyway, I wrote a prototype with ncurses and C because I wanted it to be compatible with tty terminals, but ncurses just isn't good for solving the kind of problems game developers face

So I wrote another prototype in IronPython (don't judge), where I had the whole game output be a standardised 80x120 char output, and I could render it in winforms and I could output it to a text file, and then I used some linux utility to render that text to a remote terminal

it was cool but the performance was shit

Now I wrote another prototype in C++/SDL, after getting past some hell with CMake I managed to get an opengl window with a simple quad and a texture on it on linux and windows

I started writing a font renderer but I felt discouraged by the sheer size of that effort

I just want to make my prototype, I want to make a simple "window" system to test some game mechanics and then apply a nice shader on top of it, that's all

Maybe you guys know a good way to do it? I am feeling really discouraged :S
>>
>>139102492

You clearly aren't fine with it, if that gotta-have-the-last-word snarky comment is any indication.

Tell me, where on the doll did OOP touch you? What went wrong, anon?
>>
>>139102571
>What's a good way to write a text only game?
By not doing it
>>
>>139102492
enjoy easily reasoning about your code while i actually make video games
>>
>>139102571
>What's a good way to write a text only game?
You don't, they're a waste of time because no one will play them.

if you really have to you may as well have it running in browsers so anyone can play it.
>>
>>139099476
man fix that background, it's eye cancer
>>
>>139102571
>What's a good way to write a text only game?
by realizing no one will ever play it
>>
>>139102710
that was a stupid way to say it

it's not actually a text-only game, like an old 80s terminal game

it's an old console style game, you play with arrows, enter/backspace and possibly mouse

it's supposed to be an immersion to an alternate autocratic future where computer science development stopped in the 90s for the masses, while the "inner circle" has access to all the cool shit we have and then some
>>
>>139102571
>text only game
>the performance was shit

lmao, only with python
>>
>>139102937
No one will play it still
>>
>>139099264
Theres nothing in the OP about webms or OBS

>>139099563
Too buried. If individual music sites get their own entry in the OP then something far more useful should be there
>>
>>139103062
it was shit because of the tty bullshit I did

the winforms version worked well

>>139103098
you'd see what I mean if I had a good prototype

it's more like Uplink if you ever played that, but without the graphic icons, only unicode
>>
>>139103115

It's in the "Helpful Links" part of the OP, literally the first part of it after the edition, you twat.
>>
>>139101184
>>139101339
How else am I suppose to share game maker games?
>>
>>139102937
It's basically an extra-credit version of the basic password system you wrote your first week of programming.
There's so many ways to do it, just depends on what you like the best.

I'm sure theres some open-sourced projects or ports you could look at.
>>139103115
Well, we've had a "Tools" section before, things just get changed over time.
I'll add 'em next thread and we'll see how it goes.
>>
>>139102778
Function before form, anon. I'll make everything pretty eventually. I promise. More juice than a Tropicana bottling plant.
>>
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>>139100823
>>
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>>139099476
>>139102778

He's right about your background. It's very hard on the eyes. You should try going with something that fits your floor tiles a bit better.
>>
>>139103247
Use SFML, it uses GL for rendering and gives you an easy interface to quickly draw textured quads.
Use vertex arrays to do batching. You can also apply shaders easily.
>>
>>139103247
>you'd see what I mean if I had a good prototype
Thats true of everyones game, nodev
>>
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>>139103632
I worked with SFML at my last job... ughhh

Well it has Haskell bindings and I wanted to learn Haskell anyway, I'll give it a shot, thanks mate! \:D/
>>
>>139103971
SFML is absolute garbage. Stay away. Use something sane like SDL or glfw instead.
>>
>>139103434
>FUNCTION before form
I like what you're saying here, OOPS is shit
>>
>>139104061
>SFML is absolute garbage.
Why?
>Use something sane like SDL
oh lord
>>
>>139103373
by using itch.io
no one in their right mind will download an .exe from 4chan but they will download from your itch.io profile no questions asked
bizarre but true
>>
>tfw C++ enginedev
>tfw suddenly understanding CRTP
Time to rewrite my engine for the nth time!
>>
>>139104061
It's not great but it already did the work for you
You'd have to do your own render system in SDL or GLFW
Fucking nodev
>>
Stupid game maker question, what event do I use to make an action run on every frame? I want to just write the code behind the wasd movement of my character and not use their weird button system. But is there an event I can use like "Every frame" which it seems to do automatically?

I.e. it checks to see if buttons were pressed on every frame (the rate dependent on the room), how do I do this.... checking?
>>
>>139103373
>>139104395
And compress it before you upload it, for christ sake.
>>
>>139104498
>be retarded and ignorant enough to spout You'd have to do your own render system in SDL or GLFW
>calls other people nodevs
KEK
>>
>>139104407
What can you do with it exactly
>>
>>139104504
Can I just have the script run on the event "On creation" and then loop infinitely? Or is that shit code?
>>
There is literally nothing wrong with Java
>>
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>>139104061
a friend of mine wrote a 2d platformer with glfw

last month he ported it to "universal windows platform"

he took a vacation after that

his gf broke up with friend on said vacation

he was actually more sad after finishing the port than after the vacation

and from my POV they were quite tight

dunno man but I'll keep it on my list

sorry I went on a tangent, it's just the first thing I thought of when you brought up glfw
>>
>>139104504
Frames in Game Maker are called steps.
>>139104686
That will break the game.
>>
>>139104712
That's what happens when you betray good tools like glfw. Don't be like that guy, don't use bad tools like sfml.
>>
>>139104667
I used them all you nodev.
SDL's render system is shit, you have to make your own in GL. GLFW just gives you GL so you have to make your own render system.
SFML already gives you sprites out of the box.
>>
>>139104407
static polymorphism should have been a language feature to begin with
>>
>>139104845
I believe his port still used glfw for rendering tho

you reminded me that he said that he needed to use glfw because he wanted to make a two-window effect that he couldn't do with anything else
>>
>>139104941
Congratulations, you've just made the wrongest post on 4chan this decade! You may fetch your diploma at the nearest mental institute!
>>
>>139104687
>JVM
>Oracle
>shitty language design
There is literally nothing right with java.
>>
>>139105052
>make a two-window effect that he couldn't do with anything else
Yeah, GLFW has really nice window support that SDL and SFML don't.
>>
>>139105146
There's one thing very right about java: it's not python.
>>
>>139105146
You forgot one
OOPS
>>
>>139105071
Ok
>>
>>139105146
The JVM is great

Nothing wrong with Oracle

The design of Java is pretty good it's still in use all over the world. Please you don't know anything
>>
>>139101295
>Isn't it just press mouse > shoot projectile
Yes.
The issue isn't the game content, but rather its structure. The entire interface is meaningless and arbitrary to me.
I even printed out the C++ code, hoping that it would make more sense to me. What I got is a bunch of function calls, of which most don't seem to contain any of the data that I would expect them to use as parameters for the function call.
The only thing that made sense was the commands for the crosshair.
>>
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>>139105071
>wrongest
>>
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>>139105071
>>
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>>139105426
>The JVM is great
Could you be anymore of a shill.
>>
>arguing about all this low level shit
>instead of just using an engine and making game
>>
>>139105603
It is and could you not know anything about computer science?
>>
>>139105146
>There is literally nothing right with java.
I guess there's something to be said about its spread.

The worst crime in programming history is to force newbies to use Java.
At least do C or C++, for fuck's sake. Those have simple ways to get CLI input, are less verbose and don't require you to do all of these superfluous things like the fucking arguments in the int main() element, which only confuse and annoy beginners.
>>
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>>139105518
there's literally nothing wrong with this
>>
>>139106038
Your palms are probably sweaty
>>
>>139104407
Not sure if it's THAT useful. Real neat for some things tho.
>>
>>139099476
>sekelton

Fuck me in the asshole.
>>
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You're making a cute game for the waifu jam right Anon?
>>
>>139106027
>C
>simple way to get CLI input
Hahahahaahahahahahahah!
Oh wait, you're serious?
>>
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>>139106038
We posting CS grad code?
>>
>>139099902
Because Java got popular in the 90s and it was easier to write and manage large codebases than C. Now we have idiots writing 1000s of lines of abstracted code for things as simple as Blackjack.
>>
>>139106365
Now that you mention it, I don't actually remember ever having done that in C. I'm most likely wrong in that regard.

But still, it's true in C++.
>>
Are you guys ready for recap monday?
>>
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>>139106424
>Now we have idiots writing 1000s of lines of abstracted code for things as simple as Blackjack.
https://github.com/EnterpriseQualityCoding/FizzBuzzEnterpriseEdition
>>
>not making all your games in qbasic
>>
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>>139106424
>tfw trying to find out how to do console input in Java
>tfw the solution apparently depends on throwing exceptions
>tfw I find out that Java devs use Try, Catch and exceptions in all kinds of wrong ways
I want to kill Java devs.
>>
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>>139106651
>not making all your games in a meme language
>>
>>139106420
>getFun(code)
If only it was that easy.
>>
>>139106780
>Java will never have anything as simple as cout/cin
>>
>>139106357
Probably not this kind of cute.
>>
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Started working on more difficult levels
>>
>>139107150
F U N
U
N
>>
>>139107150
You should honestly turn this into a mobile game, it has a nice theme and it's easy to pick up. Do it and become rich before a chinese guy steals your idea.
>>
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>>139107150
does your game have a bowling level?
>>
>>139107150
This looks really good, but just one concern. It sort of looks like it was programmed with OOP(s) paradigms. Hope I'm wrong about that, but otherwise looks great.
>>
>>139104683
I couldn't find a better explanation
>Essentially, it’s a design pattern where the base class is a templated class, and the derived class is a template specialization, containing the derived class itself as the template parameter

>>139104980
Well, I'd stick with C but I can't let go that delicious OOP :^)

>>139106272
Yeah, it has its uses. I'm not going to rewrite my engine, actually, but I'll certainly change some things once I'm done with my current project.
>>
>>139107150
stealing this
>>
>>139106804
tweet "hello world"
>>
>>139107150
This
>>139107293
>>
Java isn't even that verbose you only need a few more lines of code to write a real application seriously you guys think it's a meme
>>
>>139107310

Don't worry I wrote it straight in machine code without a hex editor doing every binary conversion in my head without a calculator or paper.
>>
>>139107527
>Java isn't even that verbose
>>
>>139107310
this is a very funny meme, makes it easier to cope with my OOP related existential pain
>>
its starting to feel like everyone here is just a bitter asshole looking to rip off real devs work
>>
>>139107590
It isn't you are just a shitty programmer who can't program if you think Java is bad for all these non real reasons. Java is a good language
>>
>>139107527
It doesn't matter. I'm an artist.

Might as well be staring into the void.
>>
Please ignore the ironic java shill
>>
>>139107720
Feel free to believe that.
>>
>>139107726
I don't think it's ironic
I do believe it's a CS101 kiddy that never used any other language or was too dumb to learn C
>>
>>139107716
Consistently working with OOP actually does encourage this sort of behavior, perhaps surprisingly
>>
>>139107726
>Having your own opinion now means you are contrarian, ironic, or trolling
>>
>>139107720
> Java is a good language

this is the shit all the people that were forced to learn java says in order to feel good with their miserable lives
>>
>>139107150
How do you do that camera zoom out?
Anyway looks really good, original and fun. I'm tempted to steal it just for fun.
>>
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Will someone quietly mutter thank you after they experience your art?
>>
Where the progress at
>>
>>139107527
It's too verbose for a beginner.
>>
>>139108459
Well apparently my OOP game written in java is an "OOPS" game so I guess I'm learning haskell
>>
>>139108449
Just add a portion of the rigidbody velocity to the camera's z position
>>
>>139108452
Why would anyone, unless it's a personality cult?
Art is supposed to stand on its own, not on the merit of the one-legged black hooker with the sob story.
>>
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Procedural bosses
>>
>>139105495
I still don't like having that face sad...
>>
>>139108746
Disgusting
>>
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>>139108803
>>
>>139108897
Yay!
She's cuter like that!
>>
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>>139108803
>>
im going to make dark souls 4
>>
>>139109068
gl
Wonder what happened to that one guy making a souls clone.
it was p.cool
>>
>>139109068
you go anon
>>
>>139108746
Hand-crafted set of two-hundred-thousand guns, all with descriptions and their own unique character.

Procedurally generated stat system.
>your accuracy is now derived from HP
>>
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>>139109005


(can't find the uncensored one, sorry)
>>
>>139108746
Procedural Procedural.
>>
what's your opinion on topdown games that only let you attack from the side because it's too expensive to animate in 4 or 8 directions?
>>
>>139109175
>>your accuracy is now derived from HP
That makes sense though.
>>
>>139109239
I'm fine with that because frankly, it's quite bad.
>>
>>139109239
w-why w-would you w-w-want the u-uncensored one a-a-anon?
>>
>>139109253
Now we're going places
>>
>>139109390
Because I want the christian board to be un-christian
>>
>>139109390
To make the dumb stutter poster leaves
>>
>>139109345
Lowering the player's effectiveness with rising threat level doesn't make sense from a game design perspective.
It's like the sprint energy drain in Cryis 2. Completely kills options because it causes the player to fall face first onto the slippery slope of death.
>>
>>139109776
No it encourages them to git gud
But yeah, you could obviously curve the decrease somehow.
>>
>>139108653
Oh cool! I figured it was based on the player's velocity.
Thanks.
>>
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>game maker doesn't use integers or floats but combines them as "real numbers"
>>
>>139104395
>>139104581
https://motokokoko.itch.io/dangan
Ok I compresed it and uploaded to itch.io.

When you play try to shoot the ship or the white dragon.
>>
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>tfw no games about dance competitions
https://www.youtube.com/watch?v=UDqQRuY-Voo
>>
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Turning all the slowest paths into fastest ones in the middle of the game is going to mindblow players.
>>
>>139110258
>"I'm retared"
>signed, dogposter
>>
>>139109932
>No it encourages them to git gud
Only on paper.
In reality it just kills any interesting and hard gameplay, because the only way to play effectively is to do so like a pussy.

>But yeah, you could obviously curve the decrease somehow.
I think that could be interesting in a game geared towards multiple playstyles.
Fight at range and you are less likely to be hurt, but getting hurt decreases your accuracy, so you are required to play like a perfectionist and absolutely avoid all damage. Add in some kind of pressure mechanic (time limit, health drain, whatever) and you are golden.
Fight up close and it's simply impossible to avoid all damage. But you don't need to be perfect to keep up decent accuracy, so it doesn't matter.

In melee, health would be a much more dynamic thing than at range.
>>
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>browsing freesound
>find something I may use
>"You may not remove license/authorship information. Sound boards, games and software must include a credits screen with working weblinks"
I've never seen a credits screen with working links
>>
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>4 dimensional environment
>dynamic gravity
>procedural controls
>>
>>139109668
m-make me l-leaves? w-what kind of l-leaves? c-chrysanthemum l-leaves? t-those are c-cute.
>>
>>139110476
>I've never seen a credits screen with working links
Flash games
>>
>>139110410
I hate that that faggot means no one can post dogs any more.

People were posting dogs long before this shit started.
>>
>>139110476
Those spergs won't do anything.
>>
>>139110626
mmm... that's really stupid.
>>
>>139110476
Just search for CC0 sounds. There's a ton on there.
>>
>>139110498
I wish a game would do dynamic gravity well.
It's always grav -= grav binary shit.
>>
>>139110258
Need to keep shit simple for kids to understand.
>>
>>139098497
fraps and then i convert it with xmedia recode
>>
Okay aggydaggy, I'm going to sit down and learn how to art, what should i focus on, pixel art or vector art.
>>
>>139111161
Vector
>>
>>139110498
I really want to see more four-dimensional games.
I've only played a single one yet.

But procedural controls is just evil.
>>
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>>139110984
I fucking hate it when people start teaching programming with python. I'm not saying start them with objective C, but holy shit that's a great way to create bad fucking habits

>"What do you mean I have to declare the type of variable I want to create? Won't the compiler just know what I mean?"
>>
>>139111161
Drawing, so you know how to do pixel art or vector at.
>>
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>>139111331
>"compiler? you mean the run button?"
>>
dumbass question about game maker, can I make functions inside code actions? Or does it need to be one long ass chain with no function calls?
>>
>>139111338

Dont ruin my motivation
>>
>>139111660
Whats wrong with drawing
>>
>>139111594
This is why GML needs to incorporate headers and source files.
>>
>>139110361
When you create the application, down by the filename input, there's a "save as type" option. You want to pick one of the ones that isn't an installer.
>>
>>139111331
>>"What do you mean I have to declare the type of variable I want to create? Won't the compiler just know what I mean?"

>what is "var" in C#
>what is "auto" in C++
>what is type inference in general
>>
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>>139111594
oh my fucking christ I have to have one function per file in game maker

oh my fucking god this can't be true, please tell me its not true
>>
>>139110379
Love it! In the beginning I hated the style of the character, now it's grown on me. I like when it gets all jangly.
>>
>>139111331
This. We started with Python the first semester and now my classmates are suffering with C.
>>
If I have one big .mp3 full of short sounds with gaps between, what's the easiest way to split them all up into individual files?
>>
>>139111594
You make script resources and then call them.
>>
>>139111954
>misusing auto
STOP RIGHT THERE CRIMINAL SCUM
>>
>>139111161
drawing with charcoal, then drawing/painting with inks, then oil painting, then digital art.
>>
>>139112095
Audacity.
>>
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>>139112097
Do script resources exist outside objects or classes? They just exist all together in their same folder?

I thought this engine was OO
>>
>>139111763

its seems like it would take longer
>>
>>139111954
auto should only be used for the retardedly long STL names
>>
>>139112095
Please don't do this to yourself.
Just split them up.
If you're really that autistic about space then just compress and read from a .rar like Orc Must Die 2 does.
>>
>>139112338
>OO
>relying on anything to work as it's supposed to
You were lied to.
>>
>>139112341
I guess it would.
>>
>>139112095
>>139112384
oh I'm dumb,
>>
>>139112338
GML has never been object oriented.
The engine is most likely written with OOP, but you don't get access to engine code.
>>
>>139110374
I'd definitely try making a game like that, if it wasn't for one big problem: the need for music. I have none, so all bemani styled games are totally out of the question.
>>
>>139110379
what's the story in your game like?
>>
>>139112194
auto is supposed to be used every single time you declare a local variable -- there shall be no exceptions
>>
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So wtf is all this? I exported an animation from Maya and it plays perfectly when i drop it onto an object in Unity. The problem is how to control it, i can use animator.Stop(); but I can't find any example on what method parameters i should put in the animator.Play() function
>>
I started programming in C. You learn how memory is allocated, how strings work, how basic data structures are implements, etc., and can much better understand how the higher level languages abstract this. I don't think anyone can be a good programmer without learning C, even if you never touch anything lower level than python or similar.
>>
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>>139112925
>auto is supposed to be used every single time you declare a local variable
>>
>>139111961
you have tabs in script resources
every script file consists of a set of functions, one for each tab
even though you save your script in a tab of one resource, you can call this script anywhere in the game, just as if you called a script from main tab
>>
>>139086057
explosion simulator? this actually looks like a lot of fun to toy around in
>>
>>139113035
Fucking this.
Everyone should learn C and at the very least understand how assembly works, you don't ever need to use them but you should understand it.

People considering memory a blackbox are why half the c#/java users are so retarded and making horrible applications.
>>
>>139113035
>I started programming in 8 bit Assembler. You learn how memory is allocated, how registers work, how basic function calls are done, etc., and can much better understand how the higher level languages abstract this. I don't think anyone can be a good programmer without learning Assembler, even if you never touch anything lower level than C or similar.
>>
>>139113035
>I don't think
Ctards, everybody!
>>
>>139113035
>how strings work
you mean chars
>>
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>spent the last hour drawing one frame of an 8 direction isometric character
>it's fucking awful
I'm going to have to hire an artist, am i? How much do you think i'll have to pay for an entire game's worth of characters? Remember that i'll need an ass load of frames thanks to my genius idea of making a nox clone.
>>
>>139112852
I'm still working on it, but so far player wakes up from stasis on a drilling machine and needs to figure out what the fuck is even going on.
>>
>>139112839
There are music bros around.
>>
>>139112925
>>139113169
I never even heard of auto and I did engineering at a technical university. We did a lot of C++.

>>139113035
I would say imperative programming in C++ is more than enough.
It's C but with some comfyness that makes the entry easier.
>>
>using Resharper for the first time
I-It's so good.
Why you faggots never told me about it?
>>
>>139113403
>How much do you think i'll have to pay for an entire game's worth of characters?
You won't be able to afford it
Especially if you add background and UI.

You should use 3D models and pre-render if you ever want to get anywhere.
>>
What is your favorite part of Object Oriented Programming?
>>
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It took me longer than I expected to get these two orbit shields up and running. They are still a little buggy though. Also, I modified the hit-box more to stand out. You like it?
>>
>>139113480
Techically there's all sorts of bros around, and yet these treads are filled with one man projects...
>>
>>139113294
>and at the very least understand how assembly works
Yeah, Assembly is so simple that there's no reason not to at least get an emulated system and write some small ASM software for it.

Plus, it shows that you actually understand the programmer mindset, if you can just read the ASM commands and then do shit like loops with no problems.
>>
>>139113597
Think a 3D artist is cheaper?
>>
>>139113546
auto is bad practice for most things.
Do not get attached to it.
>>
>>139113725
Because we're too autistic to work together.
>>
>>139113674
inheritance
>>
>>139113809
Much more cheaper in the long run, you can have animations at any angle you want and revise them with no issues
A 2D artist will have to redraw everything for every angle, and it'll take longer.
>>
>>139113683
What is this? Jewish invasion of Gensokyo?
Are not safe, even in death?
>>
>never touched a language lower level than Lua
>too afraid to start now
>>
>>139113035
Agreed. First thing I learned was C in college and I'm glad I did. Very solid base to work from and I feel like it's the main reason why I can be a good programmer thanks.
>>
>>139114007
do it you wont pussy

zero balls
>>
>spend all week researching different game engines
>still no idea which one to use

i just want to get started ffs
>>
>>139108459
On my computer, I've been making it while you post idiot memes and arguments
>>
>>139114007
I learned C+memes ages ago.
By "learned" I mean "bought a CD and a book".
>>
>>139113683
worst 2hu
>>
>>139111893
ok addded a non installer version
>>
>>139114148
Might as well go with Godot.
Literally no risk, literally no strings attached.
>>
>>139113683
This is unironically a cute nottouhou design.
The sprite itself is too big for a shmup in my opinion.

>>139113971
Shintoism is dead, jew-chan will save gensokyo
>>
>>139114148
When in doubt, Unity.
>>
>>139113820
why exactly? I kinda prefer writing auto thing = Object(params) instead of Object thing(params), is there a downside to this?
>>
You'll download my exe and you'll run it with administrator privileges.
>>
>>139114148
Make your own. It's the only way
>>
>>139113683
Allah help us, it's Jewhou.
>>
>>139114007
There's nothing to be afraid of.
Learning how all the abstractions work on the low level is just tedium.
>>
>>139114148
Godot. Takes 5 minutes to download. You don't need to sign up for shit. It's the best 2D engine. If you don't like it no problem.
>>
>>139114356
I'm on Linux.
>>
>>139114148
i recommend godot as well
i was working with gamemaker for 7 years, learned about godot [spoilet]here[/spoiler] a week ago, i feel like i wasted those 7 years - godot has it all, and more, and is easier
>>
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>>139114419
>It's the best 2D engine.
That's why there's many games made with it.
>>
>>139114298
Auto was a quality of life addition to deal with STL.
NOT as a means to be lazy.
>>
>>139114653
maybe they should try programming the STL in a way that isnt retarded
>>
>>139114241>>139114419
Isn't it advanced?
>>139114267
People seem to be trash talking it all the time,or I would be using it already desu
>>139114358
I can't write a line of code.
>>
>>139113674
interface polymorphism
>>
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>>139114578
>spoilet
i swear it was an 'r' when i pressed send
>>
>>139113224
Kind of, yeah. You use the explosions to propel your ragdoll to the end of the level.
>>
>>139114653
How on earth is that lazy though, it's explicitly stating all of the same information.
>>
>>139114298
Auto is only to be used when you have to deal with the STL or other complex names

>boost::multi_map<NodeType, indexed_by<ordered_unique<identity<NodeType>>, hashed_non_unique<identity<NodeType>, custom_hasher>>::iterator_type<0> it

Anything more is asking for massive debugging problems.
>>
>>139114728
Blame legacy Cpport for that.
>>139114884
>it's explicitly stating all of the same information.
IT'S THE EXACT OPPOSITE OF EXPLICIT
>>
>>139114765
Godot is easy to use, it's not advanced. Unity is harder to use than Godot.
>>
>>139114643
so whats the problem with godot then?
>>
>>139113674
All of the bugs to chase down and the sloppy coding practice it encourages.

I also dislike being able to easily reason about my code.
>>
>>139114895
>i dont know about auto
>i dont know what typedefs are
>>
>>139114884
>implied inference
>explicit
What the fug dude
>>
>>139115026
Did you even read my post(>>139114298
) tho?

Well, maybe this hatred towards auto cannot only be your typical agdg autism. I'll consider toning it down, I've been using it quite a lot lately.
>>
>>139114765
Just use unity, it's easy and it uses an actual language which will be useful if you want to learn something more advanced. Unity has lots of good tutorials too.
>>
>>139114214
Much better.
It works and everything, but I'm not sure what I'm supposed to be doing. I try shoot the other dragon, but he doesn't seem too bothered by it.
>>
>>139114643
The engine has been public for only about 2 years. And it was only earlier this year that 2.0 released, which is a huge improvement over 1.0.
Don't worry friend, soon people will realize Game Maker is old and bloated, and Godot will take its place as king of 2D.
>>
>>139114248
>jew-chan will save gensokyo
Yeah, sure.
Jew-chan does not respect genitals.
>>
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Oh hey look more progress. Now just a few more things and this will be done and I can work on other things.
>>
holy fucking shit, what is with all these random bullshit reserved words in game maker like "speed" and "direction"

Anyone got a list of all the reserved words? I'm been googling for ages and can't find the simple fucking list, their documentation sucks cock
>>
>>139113971
>Jewish invasion of Gensokyo
I keked
>>139114164
Opinion
>>139114248
>The sprite itself is too big for a shmup in my opinion

It probably is but this is just a side project I picked up over the week. Thanks for the feed back though I really appreciate it!
>>
>>139115105
>>139115551
Fair enough
I don't touching anything until it's established though. I'll check it out once more and more finished games use godot.
>>
>>139113558
Re-what now?
>>
>>139115229
Yes.
The downside is you're going to want to kill yourself when debugging comes.

auto'ing all your variables is as bad as just throwing your whole program into main.
>>
>>139115336
Does this not require me to learn c#? I'd like to be able to start making games as soon as possible ideally.
>>
How in the hell could a man enjoy being awakened at 6:30 a.m. by an alarm clock, leap out of bed, dress, force-feed, shit, piss, brush teeth and hair, and fight traffic to get to a place where essentially you made lots of money for somebody else and were asked to be grateful for the opportunity to do so?
>>
>>139115831
Just learn Java, it's a lot simpler.
>>
>>139115831
There is no way you are going to create any decent kind of game if you won't learn how to program.
>>
>>139115797
LITERALLY the best VS extension.
>>
>>139115551
Wait, Gamemaker is used for commercial games?
I thought it was a toy like RPG Maker.
>>
>>139115831
C# isn't hard.
Don't listen to the java retard
>>
>>139115716
Scripts->first four options show them all
>>
>>139115652
Game?
>>
http://steamcommunity.com/sharedfiles/filedetails/?id=667830602
>>
>>139115947
only a mad man
>>
>>139116010
Hopoo, our resident millionaire, made deadbolt and RoR in GM. Don't forget hotline miami and other indie games.
Just because 12 year olds use GM, doesn't mean it's a toy engine.
>>
>>139116076
holy shit what dumbass decided those words needed to be reserved

fucking lives is reserved

LIVES
>>
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>>139116131
>they paid $100 for this to go on greenlight
>>
>>139115947
>Tfw qutting wageslavery in a little over a month and massively behind schedule on my game
P A N I C
A
N
I
C
>>139116273
Hippo also had to cut-corners in GM in order to work-around it's silly entity bottle-neck.
>>
>>139115991

I'm happy to learn a language, but I've dabbled in game maker and can already see that I could, with time, make a game. What concerns me is downloading something which is entirely based around a programming language with no "shortcuts" for the early period and getting frustrated when it takes me a month to make a character walk a few steps.

Ideally I'd like something like game maker, but that uses real code as well as having the beginner interface.
>>
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>>139112995
bumping this. How the fuck do you play an animator??
>>
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>>
Just found this baby in my code:

do
{
if (item.IsSomething())
{
item = RecalculateItem();
}
else
{
break;
}
} while (true);
>>
>>139116446
Check that person's Greenlight page, he's got like 4 other extremely shitty games.
>>
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>>139116790
>else
> {
> break;
> }

>} while (true);
>>
>>139116735
Is this a spawning effect for the ship?
You should post a webm.
>>
Stop posting in this thread and make a game already
>>
>>139116461
>Hippo also had to cut-corners in GM in order to work-around it's silly entity bottle-neck.
That was GM8. Studio is a lot faster and can compile to native code.
>>
>>139116273
WHERE IS MY FUCKING MILLION DOLLAR IDEA
Iv been trying for months to come up with something i can actually make but also has big apeal

help me pls god pls help me
>>
>>139117192
>Studio is a lot faster and can compile to native code.
well that's good.
>>
>>139116735
I think I need to make a guide on UE4 screenshots.

Everyone has debug text all over the place, one person I follow on turmblr literally photographs their monitor

Looks cool though
>>
>>139117097
It's this effect, it's nanites building the ship (the ship model is just a placeholder): https://www.youtube.com/watch?v=ewGX4Mh5rv0

I just polished the effect up a bit and tied it to the ship building progress.
>>
>>139115739
Yeah I can understand that. But it's definitely becoming a more popular engine.
There's already a Godot game on Steam http://store.steampowered.com/app/330420/
>>
>>139117193
Survival game with crafting
What the fuck, do you just think somebody's give you their a million dollar idea?
>>
>>139115947
I do because:
I need the immediate money
As I'm forced to work, I get better at devving everyday. As I'm a complete procrastinator, if I was by myself I wouldn't do it.
When I feel that I'm good enough, and have enough money stored, I'll quit and work on my game.
>>
okay this is literally my last question about this before i make my decision:

Assume literally no coding knowledge
If I use unity, will I be able to make a super basic practice game like pong or something in the first week or so?
>>
>>139117497
>I follow on turmblr literally photographs their monitor
wew, Epic is single-handedly producing a new breed of incompetence.
>>
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>>139117497
i know how to take decent screenshots, i'm just lazy

i actually did a few 4k, 400% supersampled screenshots but gave up on uploading them once i saw that it'd take 20 mins
>>
>>139117596
afaik godot was a comercial engine before being releasedas open source
>>
>>139117724
Sure, but you'll need to follow some tutorials.
The one at Udemy is pretty good, and it was cheap as hell quite a few times.
>>
>>139117596
that's one beautiful game, dang
>>
>>139117193
Idea Guy here. Too bad /agdg/ always makes fun of me, I will n e v e r give away a free idea again.
>>
>>139117193
a helicopter progresses through a cave and your binary input controls the speed of its rotors, thereby changing it from descending to ascending, either way at a fixed and probably very similar rate
>>
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>>139116647
For fucks sake im soon sudko if i cant fix it
>>
>>139117724
you can do much better in an hour, just follow a tutorial
like this
https://unity3d.com/learn/tutorials/projects/2d-roguelike-tutorial
>>
>>139118052
pls ideas guy
I have always valued your kind
Please bestow upon my an idea
>>
>>139116490
>and getting frustrated when it takes me a month to make a character walk a few steps.
>tfw in Unity I make a ground plane according to a guide and yet somehow my character falls through the floor, no matter what I do
>tfw I try Unreal and instantly notice that it makes more sense than Unity, but I also do not understand anything and have no idea where I would even start shit (I don't even fucking understand blueprints, even though they just seem to be OOP classes)
>tfw I have hundreds of pages handwritten on my game concepts but simply cannot into game engines

And my idea is actually something that could be quite good.

>>139117193
>WHERE IS MY FUCKING MILLION DOLLAR IDEA
Just throw away your dignity.
A dignified person would not have made Whatsapp or Angry Birds.
>>
>>139117929

Fuck it then, I'm uninstalling game maker.

I'M SO SCARED
>>
>>139118052
People laugh at idea guys but honestly a good idea is the hardest part about making a game, coding, art doesn't even compare.
>>
>>139118213
And that's why I prefer using a collection of lower-level tools rather than a full-fledged engine: not only do I not have a team of 100 people to work with, but I can actually understand what the fuck is going on, where are the things, and how to do stuff.
>>
Hi I'm retarded

The library I'm using has a function to check if a button is currently pressed down. I want to have a projectile fire when space is pressed, but right now when space is pressed a whole fuckton of projectiles are fired because the key is held down. I just want one to fire, or like a function to check if the button just came up.
>>
is source ok for game dev
>>
>>139117497
>one person I follow on turmblr literally photographs their monitor
Win+Printscrn

And then those people whine about how Windows 8 never added anything good.
>>
>>139118361
Nigga follow the tutorials.
The Unity ones >>139118145
although it'd be better to follow an easier one.

And the Udemy one
https://www.udemy.com/unitycourse/learn/v4/
>>
>>139118213

what is a collider? Honestly, you can't be this dumb.
>>
>>139118486
if(action == keydown && key == space) {
if(!keypressed[K_SPACE]) {
keypressed[K_SPACE] = true;
handleSpacePress();
}
} else if(action == keyup && key == space) {
keypressed[K_SPACE] = false;
}
>>
>>139118213
>>tfw I have hundreds of pages handwritten on my game concepts
Give me those fuckin ideas now!
>>
>>139118541
there are tons of free software that does that, just google it

just like teracopy can pause the batch of coping files on windows since XP
>>
>>139118645
I literally followed a guide and did collider stuff as instructed.
It didn't work.

Don't ask me why. It was six months ago.
>>
>>139118541
Or you could just press the printscreen button...
>>
>>139118989
One of the issues is that there are often "major minutiae" that change between engine versions, such as one version might automatically enable colliders by default and the other might require starting a physics system explicitly.
Another issue is that there are several dozen places where there can be overrides with higher priority than the code you added.
>>
>>139119063
>Or you could just press the printscreen button...
This requires an additional copypaste.

>>139118937
>there are tons of free software that does that, just google it
This requires adding superfluous software.
>>
>>139118486
SFML?
window.setKeyRepeatEnabled(false);
>>
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my journey begins
>>
>>139118893
A game that's like skyrim but also metroid
>>
>>139118129
looks correct, maybe try removing Stop()
>>
>>139119332
>that speed
Ewwww
>>
>>139119332
your visual studio sure looks odd

good luck tho
>>
>>139117176
But I already have Hammer open!
>>
>>139118893
Humanity tries to revert entropy for shits and giggles.

Metroid/Accel World/[C]/Borderlands/Hawken/GitGud mashup ensues.

I think now is the time to restart a blank notebook to condense all of the ideas that have grown during the two years that I spent writing this shit. I bet some are mutually exclusive.
>>
>>139115947
> tfw neet
> still wake up at 6AM to start my day
> chill in bed till 8:00, read a book or watch a movie
> eat
> go for a run
> come back
> start deving

I would get depressed if I had to work again
>>
>>139119534
ikr

>>139119583

i literally don't even understand what you mean by this
>>
>>139118538
Anything is ok if it works. Just make game.
>>
>>139115947
Some times, jobs are enjoyable because they grant you the oppertunity to interact with other people.
In some ways, physical labor is far superior to office work, because it bonds people more.
>>
>>139119654
>that good feel when you wake up early and feel like you have your life in control and can breath the morning air
>tfw you can wait until you are hungry for breakfast instead of deciding between force feeding and starving
>>
What does the S stand for in OOPS?
>>
>>139119837
bonding is for faggots
>>
>>139119534
Whats wrong with 612kb/s? I get 300 and lower in Canada
>>
>>139119980
shekels obv
>>
>>139119654
You can't Neet forever Anon
>>
>>139119642
>Metroid/Accel World/[C]/Borderlands/Hawken/GitGud mashup
0/10
>>
>>139115376
but is it easy to shoot at him?
>>
>>139119837
I miss having easy access to peers of my age.
>>
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>>139120115
True, we all die some day. :(
>>
>>139120153
What, do you want me to explain what makes it actually a fun concept?
I'm obviously not sharing that kind of intimate detail before I actually get around to do something with the idea.
>>
>>139120115
I can. I sold my old family house because I didn't need something big for just myself. Bought a small apartment and had money saved up. I can neet for about ~8 years at this rate.
>>
>>139120527
To add 8 years isn't forever, but it's a nice long time. If I can't do anything in 8 years then I might aswell kill myself.
>>
>>139120527
And then you get to hit the streets because nobody will ever hire you :)
>>
>>139119837
why not join the armed forces then
>>
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>>139106420
This is a competition?
>>
>>139120048
How can you live without anything slower than 100/100 Mbit?
>>
>>139120784
>2016
>Wanting to fight for Shekelstein
>>
>>139120791
yes and you won because that was the only thing I've saved.
>>
>>139093428
check this out:
http://www.alexstjohn.com/WP/download/Recruiting%20Giants.pdf
>>
>>139117193
An action game where there's only a single resource for the whole game.

Every projectile fired, every attack swung, every jump, every sprint, every duck, every roll, all consume it. It functions as your health bar. You need more of it "in reserve" to equip better equipment or utilize better techniques. Literally the only thing you can do in the game to stop the consumption of it is to stand completely still with nothing happening; beyond that all you do is control the rate at which you lose it.

You gather it from fighting enemies, destroying the environment, etc.

When you run out of the resource entirely, you have no combat abilities or movement abilities and you get oneshotted by any damage whatsoever and the game becomes an incredibly difficult stealth/survival game until you can gather more.
>>
>>139120945
why not join Al-Qaeda then and fight ISIS from the weird side
>>
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Time to start my new project.
>>
>>139120784
Armed forces is something entirely different.
Just a year of conscription is extremely healthy for mind and body, and for learning how to behave.
But its too close knit

If you can get a part time job as a mover, i would recommend it. Its really nice.
You only really bond during pauses, and you will do that, because you are high on Endorphins from the job.
>>
>>139120916
If its enough speed to download images from thai bas-relief forums its enough speed to live.
>>
>>139120957
There's literally nothing wrong there.
>>
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How would you improve turn based strategy genre?
>>
>>139121296
See: M&L RPG.
>>
>>139113597
What if I have a nest egg from a deceased parent's life insurance, how much of that should I blow?
>>
>>139119273
>This requires adding superfluous software.

still better than having an entire botnet spyware OS
>>
I'm assuming I am gonna have to make 3d models now I'm using unity.

What do you guys use for modeling?
>>
>>139121393
Blender.
>>
>>139121037
>until you can gather more
How about an electricity-based superhero?
Needs to find a generator to restart his power and gets electricity tethered from enemies and shit.
>>
>>139121336
Mount and Laid?
>>
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>>139121296
A while ago, I had an idea to make it so your attacks were turn-based, and the enemy's attacks were more like a bullet hell. And then Undertale happened, and now I have to rethink my combat system.
>>
Engine of the game is complete, well for all needed stuff and some cool features like combos. now i have to actually design the levels... but god.. i always lose interest here, it's so fucking boring.

I even made a clone and accidently made the character accelerate automatically and turned into a weird speedrun game and that shit was more fun.
>>
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>>139121296
Redefine what it means to take a turn
Redefine what 'strategy' means
>>
>>139121296
Low learning curve, emergent complexity.

Strategy games these days have so much shit going on, it's a part-time job trying to learn how to play. Go can be explained in a few sentences.
>>
>>139121375
>still better than having an entire botnet spyware OS
Better botnet than an anti-life-experience OS.
>>
>>139121296
Call it turn based, but it actually isn't turn based
>>
>>139121037
>Every projectile fired, every attack swung, every jump, every sprint, every duck, every roll, all consume it.
http://tvtropes.org/pmwiki/pmwiki.php/Main/CastFromHitPoints

theres already games like this and they're too few in the world

though it's already typical to have one "energy" pool aside from your HP and no real other resources to manage. ZOE2 is like this, there's life, energy, and that's basically it.

>When you run out of the resource entirely, you have no combat abilities or movement abilities and you get oneshotted by any damage whatsoever and the game becomes an incredibly difficult stealth/survival game until you can gather more.
literally no one plays those games like this because you can just kill everything around you as normal. it's hard to get hit by anything when everything is already dead

ideas guy pls go

>>139121517
https://www.youtube.com/watch?v=n48WWdFHPqU
>>
>>139121630
>CC is boring
find a new hobby.
or just be an engine/tool dev.
>>
>>139121917
=(

maybe... maybe my game is just boring.
>>
>>139121517
Why would electricity be HP, though? Also, how would you gather it from dead enemies?

In my original vision on this concept , it was scrap metal that was like magnet-magic agglomerated to the player. The player would amass it to themselves like armor and every enemy attack would chip away at it until none remained, at which point a single bullet or slice or bludgeoning or long fall would be fatal. The player could mitigate damage (block, dodge, whatever) and that would consume LESS scrap, but still some. All of their movement abilities (high jumps, dashing, whatever), and all of their attacks would consume it.

Since it formed armor, different "equipment" would have a minimum amount of scrap required to function. So if you had 1,000 units of it, and your leg gear took 1,000 units, doing anything at all would "break" the leg gear, and you'd have to construct your loadout abilities/gear based on your current total scrap and how much you planned to spend.

You'd get bits and pieces from kicking around enemies (swallowing guns, walkies, glasses, zippers, etc) and destroying the environment (cars, telephone poles, manhole covers, what have you).

All abilities, even those too expensive, to use reasonably, would be available at the start of the game and the only element of "progression" would be how much scrap you could accrue at one time.

But then I started doing research and it's like, WAAAY hard to develop a skeletal OR particle system that can make particles flow from points on one predefined mesh shape to another to let the scrap shapeshift into armor and swords and rocket launchers and shit, so I made Mayhem League instead and waited until I knew more about how to achieve that effect
>>
>>139121296
Make it not reliant on being a doctorate of middle eastern history. I don't want to have to rifle through a hundred wikipedia pages on countries that haven't existed since WWI to play a game that is fundamentally about marrying off my cousin to get her killed and farting at dinner parties to start proxy wars.

>>139121570
Undertail did not do it first
>>
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What would you change about your game in order to release two almost identical but still different editions?
>>
>>139121630
Wanna dev a sfw fighting game including characters from hentai we don't own the IP of? I'll have all the ideas we just need to find a guy to do the art.
>>
>>139122767
Male or female characters

Then I release a third version which has a gender slider for twice the price
>>
>>139122767
All ages and lewd version
>>
>tying vitality to the most boring algebraic object ever, the interval [0, x]
Disgusting
>>
Guys please post your WIP webms.
>>
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What percentage of my characters should be:
1. Normal generic characters
2. Joke characters
3. Pandering characters (waifus, people of color, the gays)
>>
anyone want more infographics? i made the sprites one
>>
>>139122767
One set at night and one during the day. Just add a filter over it.
>>
>>139122767
Game 1 has a permanent Night cycle, Game 2 has a permanent day cycle.

The games have different palette colors. Red & Blue & Yellow did default to those colors. So did Green.
>>
>>139122824
Bravo, this is the dumbest idea I've heard in my life.
>>
>>139122995
90
10
0
>>
>>139121878
>literally no one plays those games like this because you can just kill everything around you as normal. it's hard to get hit by anything when everything is already dead
I would contend that proper balance might make it more difficult to just exterminate all threats without careful management of your resource though. If the game were balanced so that spray-and-praying while sponging damage would sap you of all your abilities quickly, the threat of being put in a one-hitpoint-wonder state would hopefully be enough to discourage that kind of carelessness.

Which is the real point; not that it would need to be particularly compelling stealth gameplay, just that if you decided to hit the shoot button and not stop you'd wind up toddling along waiting for a single lowly mook to kick you to death while you sat helpless, even if you never took any damage.
>>
>>139123120
Does this mean you're in?
>>
>>139122995
every single one should be a mixture of 2 and 3
>>
>>139122995
1:60 is the perfect ratio
>>
>>139122995
Do you want money? If so, 0%, 20%, 80%.
Do you want to make a good game? If so, 90%, 10%, 0%.
>>
>>139122589
>Also, how would you gather it from dead enemies?
In InFamous, didn't some enemies just have electric powers also, so you could absorb from them after a kill? Also, there's lots of electrical objects in the human environment to rip batteries out of.

>all that ideas-guying
you need to distill your shit a little bit because despite your manic fervor, a lot of that stuff is pretty basic

>The player would amass it to themselves like armor and every enemy attack would chip away at it until none remained, at which point a single bullet or slice or bludgeoning or long fall would be fatal.
literally just HP, but there was already a shmup that did this. broken up parts of enemies would magnetize and stick to you, blocking bullets. enemy weapons could also, and would fire off when you fired your own main gun.

>The player could mitigate damage (block, dodge, whatever) and that would consume LESS scrap, but still some.
that seems bad because dodging and blocking would prolong fights whose reward is more scrap HP.

>All of their movement abilities (high jumps, dashing, whatever), and all of their attacks would consume it.
that is dumb as hell since you're just punishing the player for even playing at that point, making it pointless to even bother with the mechanic since their HP is constantly being drained to 1. it would just create a culture of magic pixel play, where the idea is to not use the HP mechanics at all and just treat it like a normal one-hit-you're-out game if at all possible

>>139123238
what i was getting at is the whole aesthetic and main mechanic of your game is trivialized by a player just not being dogshit at the game and just not getting hit constantly

in other games, people willfully induce one-hitpoint-wonder states for the tiniest of bonuses, because why are you getting hit in the first place dude, git gud
>>
>>139123120
Why?
>>
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A game where day and night cycles are inverted.
>>
>>139122995
where's the "over-the-top expressive characters" option
>>
>>139123307
>0%.
Add 1 or two. Why? You get stupid news articles saying how progressive your game is. More publicity = more people seeing your game = more potential sales.
>>
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>>139123467
Get some sleep molly, you're talking shit again
>>
>>139123535
>Do you want to make a good game?
>>
>>139123516
the gays
>>
>>139123467
How so Mollygnu?
like they live close to a pole or it's light at night and dark at day?
>>
>>139123671
An insignificant addition like that won't affect the rest of your game
>>
>>139123776
AM and PM are switched
>>
>>139123776
Maybe he means that all the good activity happens at night, because in the day, it's somehow impractical or prohibited?

I had an idea once for a series of TF2 maps where if you stood in the sun, you'd take fire damage
>>
>>139124005
go to bed
>>
>>139124090
That's a pretty neat game concept as a whole actually.
I know it's been done by the dark/light gimmick, but it could easily be re-invented.
>>
>>139123467
Literally PLAYING AS A VAMPIRE
>>
>>139123810
(You)
>>
>>139124005
So instead of going AM PM AM PM AM PM ...
it goes PM AM PM AM PM AM ....
>>
>>139123402
Again, balance. If dodging takes 3 scrap, jumping takes 3 scrap, and getting shot by a little mook pewpew takes 50, you'd obviously dodge and jump first to avoid the shot.

It would just require conservative play; that you'd not jump or dodge unless necessary, not attack until you were certain it would connect, etc. You couldn't just dodge roll around spraying bullets wildly into the air or mashing punch like a lunatic; you'd basically stand still until the enemy was in range and then take a minimum of actions needed to avoid their offense and take them down.

Most action games you flip and swing and run around like a madman. Very rarely do you stand your ground, sidestep right to avoid their baton, and cut them in half in one stroke, unless it's a QTE or something... Because these games punish getting hit but not much else. I was interested in a game where you had like, Mary-Sue tier power, but being wasteful with it was literally as bad as getting your ass kicked.
>>
>>139124097
But it's dark outside
>>
>trying to build ogre
>tinyxml won't link against it because fuck you
Maybe game development just isn't for me.
>>
>>139124289
yeah, the general plan was to have a "typical" layout for that kind of level, but because the main routes are typically sunny and bright, they'd hurt you. so as a player, your choice was either to use indoor or shaded routes and preserve your HP, but get into tight CQC which is always fukken murderous, or you take the sunny routes that likely won't have many other players, but you'll join the fight on the other side at like half hp already and won't be able to engage anyone on the way without probably dying from exposure.

I also wanted to play with a harsh sun angle far away from the orthoganals so that even though the map would likely be symmetrical to keep up with the A E S T H E T I C, the actual routes would not be because of how the light works out.
>>
>>139124557
It's alright, I beat your game so all is normal again.
>>
>>139122824
lmao whats the point of hentai if it's sfw?
>>
>>139124706
>A map built for pyros
Y E S
E
S

Shame I stopped playing tfw years ago.
>>
>>139123120
If you don't explain I won't know what you mean. Do you think a fighter is a bad idea? Would it be better if it was a RPG or maybe a strategy game? Those also would make interesting games as many of the characters had armies on their command (at least before they were raped into submission). Though none of the witches did, except maybe the Bible Black ones which had a small cult.

>>139124767
The game itself is not hentai, it is just the characters that are originated from hentai media.
>>
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>>139125140
>tfw Quill made in 2 days what would take you a half a month
>>
>>139124706
Riffing on this idea

A sinple map where different routes (color coded or something, IDK) do periodic damage to specific player classes. So there are paths only Pyro or Heavy or Scout can take, some that only Pyro and Spy CAN'T take, etc. Ultimately every class has its own unique path across the level though most of them overlap in various spaces and the ones that don't frequently have line-of-sight to the other paths.
>>
>>139122982
learning for now
>>
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I like being with you AGDG. You always motivate me to try harder. Even the shitposting and bullying helps me build up a thicker skin and to take everything with a grain of salt. I can't remember the last time I browsed any other thread or even board besides AGDG.
>>
>>139124443
>Very rarely do you stand your ground, sidestep right to avoid their baton, and cut them in half in one stroke,
literally NMH and why are you getting hit in NMH

>I was interested in a game where you had like, Mary-Sue tier power, but being wasteful with it was literally as bad as getting your ass kicked.
a lot of high speed action games featuring a vehicle have some kind of heat or fuel gauge that, once emptied by dodging and actions, you become slower and more vulnerable than normal. in character action games, this is sometimes presented as a fatigue mechanic.

a non-vehicle example is RE6 -- its Combat Gauge works kinda like that. without it at least partially full, it's very difficult to fight since you only have access to normal firearms and the weakest melee moves around. with it at least partially full, you can play the game much more as intended and be a lot more destructive.
>Very rarely do you stand your ground, sidestep right to avoid their baton, and cut them in half in one stroke,
literally how RE6 is meant to be played, right down to sidestepping/behind "stealth" kills being more invincible and more powerful than forward-facing counters and definitely more useful than normal knife/baton strikes and even blasting away with firearms

>It would just require conservative play; that you'd not jump or dodge unless necessary, not attack until you were certain it would connect, etc. You couldn't just dodge roll around spraying bullets wildly into the air or mashing punch like a lunatic; you'd basically stand still until the enemy was in range and then take a minimum of actions needed to avoid their offense and take them down.
welcome to most action games, the only reason they "allow" mashing behaviour is so that players don't get super frustrated on the first level and refund the game for being "unfair".
>>
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>>139125838
AAAAAAAA
>>
>>139125838
Ok but where is your game?
>>
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>>139125838
good shit
>>
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Have to make a game in 24 hors or something.
Going to be posting progress.
>>
>>139124894
good, tf2 is shit and thats why i never finished that map

war-themed hat simulator indeed
>>
Is horde3d still being developed?
>>
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>>139126412
Doesn't matter if it still is, because it is what it is.
And https://github.com/horde3d/Horde3D says last patch was like 5 months ago, and thats super alive by finished engine standards.
Comparison: I don't think dhwem3 has received updates for like 3 years now.
>>
How do I convert text from a text file, something like "armor = 5" into an actual variable?
>>
>>139126795
Dhewm3 is just a series of fixes for the open-sourced doom3 engine, though. Horde3d is supposed to be a complete rendering engine. Unless it supports vulkan, opengl 4+, and multithreaded sorting and culling at least, it can't be "finished".
>>
>>139127012
http://www.cplusplus.com/reference/fstream/ifstream/
>>
>>139127012
most languages include ways to process a string and take individual characters from it, as well as turning strings that are only numbers into actual floats/ints/whatever.

how exactly to do it depends on how you're structuring your text but you can look for special characters and the like
>>
>>139125838
>>139126256
Is it okay to use code like this if I just can't think of a better way
>>
>>139125838
next OP has an image
>>
>>139126701
I like your concept, but the transition feels jarring. Perhaps if "stick-mode" always activated at a certain angle, instead being constantly rotated?
>>
Any opinions on MOAI?
>>
>>139127012
Come back when you can at least write fizzbuzz, kid.
>>
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>>139125838
>>
>>139125868
>welcome to most action games
I don't see how that's even a LITTLE true for most action games. There's a reason most of them let you cancel anything into a dodge/block/parry and only put a cooldown on those after like 3-6 immediately consecutive uses.

>a non-vehicle example is RE6 -- its Combat Gauge works kinda like that. without it at least partially full, it's very difficult to fight since you only have access to normal firearms and the weakest melee moves around. with it at least partially full, you can play the game much more as intended and be a lot more destructive.
There's loads of examples of games with a stamina gauge or something similar, but the larger point is that those games intentionally separate this "resource" from others like ammunition and HP.

It's a one-way conversion; you waste your stamina, you risk losing HP. But it doesn't work the other way, where getting hit starts eating into your ability to actually fight back.

I find when playing most games, you ignore your HP until it's "in the yellow" or thereabots; getting hit once, unless you're hi-score hunting or you only get like 5 hits, is fairly irrelevant.

IDK, I'm just intrigued by the concept of a game where the result of super-AoE nuking a field of enemies is intdistinguishable from the result of being beaten down to within 10% of death while fighting them.
>>
>>139127012
>allowing people to inject code into your game

Asking for a bad time.
>>
>>139127132
For example, it doesn't seem to support opengl4 or dx11 yet, there are open issues which reference work in that direction from 2013!, so I guess it's better to consider it to be dead for now.
>>
>>139127292
That would clearly remove everything from the game.
>>
>>139127132
>Unless it supports vulkan, opengl 4+, and multithreaded sorting and culling at least, it can't be "finished".
agdg is the most poisonous place ive ever seen
>>
>>139126701
You need a way to spin-in-place to set yourself up for the correct shape-shift point.
>>
>>139127132
Gamermaker is some basic OpenGL shit. Yet its a popular content creation kit.
And Vulkan is literally a meme at this point.
>>
>>139127864
That would clearly remove everything from the game.
>>
>>139128337
who gives a shit about version, all that matters is the tool itself
tool quality>everything else
>>
>>139128392
...not unless the game is "die over and over until you respawn with the correct orientation".
>>
>>139128392
He's right though. Right now there are many cases where accidental motion at spawn will ruin your ability to jump at the right time
I'll try to figure it out
>>
>>139124363
Thanks!
>>
>>139128337
But gamemaker isn't finished. It's still actively being developed. It's also not just a rendering engine, it's a drag'n'drop editor with a script management system which purpose is to facilitate the creation of 2D games.
>>
>>139128392
Really? Your stupid idea got called shit so you just start shitting on valid ideas?
>>
>>139128653
reset rotation on spawn and stop detecting rotate key until you release and press it again after respawning?
>>
>>139127306
>MOBAILE
>>
>>139128905
there are no shit ideas just execution
>>
A game where players compete in dance competitions
>>
>>139126701
>>139127864
R-rotatedev?
>>
>>139128912
better yet stop detecting until you hit ground
>>
>>139129232
>ratata
>(You)neetee
>>
>>139127435
>but the larger point is that those games intentionally separate this "resource" from others like ammunition and HP.
I don't have an encyclopedic knowledge of games to know of the one released in 2006 that is exactly what you're talking about, but it's been done to varying extents in a lot of popular ones. Many SMT games make you spend HP to use special physical attacks, for example.

anyway I'm not saying to not do it entirely, just that it's a bad idea as it is now because it's largely invalidated by the player just not getting hit in the first place

>>139127435
>There's a reason most of them let you cancel anything into a dodge/block/parry
well, mostly because your dodge would not have a point to existing if you couldn't use it when you actually have an emergency. but there's plenty of games where the dodge mechanic is not there to just cancel everything ever. in ZOE2, it doesn't cancel anything at all, really, and Zero Shift, your super teleport dodge thing, has a long enough wind-up time that you'll often get hit out of it if you use it carelessly. and while there's a separate health bar, all other actions consume the same one gauge, including basic blocking. in RE6, any action you take, you're locked into that animation until it finishes.

anyway your idea is still not great because, again, it's entirely invalidated by the player just not being shit at everything and treating it like any other game with low/no hp. if anything, they'd just think "ah, this is Sonic rules" since you lose your HP on a first hit, and then die on a second unless you re-collect some resource
>>
>>139128653
Can the ball be made to continue rotating in-place if it's stuck on a wall? That way all you'd need is a short ramp or drop before each checkpoint so that the player has a corner to adjust himself against.
>>
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>>139127864
Good feedback, thanks
>>
>>139130002
I wanna fuck the green one.
>>
>>139129472
>anyway your idea is still not great because, again, it's entirely invalidated by the player just not being shit at everything and treating it like any other game with low/no hp. if anything, they'd just think "ah, this is Sonic rules" since you lose your HP on a first hit, and then die on a second unless you re-collect some resource

...I kind of think that's all okay, though. It's an interesting presentation of what essentially amounts to traditional mechanics (don't act wastefully in combat, don't get hit) that Don't Need Fixing in the first place. It does the same thing as a game with an ammo gauge, a stamina meter, and a small HP bar, but it does so with an interesting presentation that also places some pretty interesting restrictions on out-of-combat level traversal, especially with respect to moving with efficiency and maintaining momentum where possible.

The whole point of the mechanic is to encourage the player not to get hit and not to cheese OP abilities and/or fight like a button mashing dipshit. If it gets them to do that, it's not being "bypassed", it's working exactly as intended.
>>
What makes tycoon games like Theme Hospital, Startopia, Rollercoaster Tycoon etc. fun and great?

Is it just about having a strong theme, and nailing that?
>>
>>139127012
Look into XML or JSON buddy.
>>
>>139130665
the feeling you are actually managing something, good music, acceptable visuals,decent/hard learning curve.
>>
>>139130002
Excellent. My only suggestion would be that whenever you switch back to the ball, the face should be oriented parallel to the arrows once again, so it's aligned with the box/log once more.
>>
>>139130002
Make them blink on landing
>>
A game where you're a therapist and guide women through recollections of being raped. It could be marketed as a sensitive, therapeutic experience.
>>
>>139130938
plot twist

You're also the rapist
>>
>>139130542
>and not to cheese OP abilities
they're going to spend all their HP on those OP abilities, just like people spend all their HP on Assassinate and Mow Down in Devil Survivor
>>
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>waifu bartending guys used to post here
>created waifu jam
>hit it big and left AGDG
I miss them
>>
>>139131272
I was indifferent about the game
>>
>tfw no art because no art talent
>>
>>139131272
>>139131332
Aren't they venezuelan brothers?
You think they fuck eachother?
>>
>>139131262
Not when low HP ALSO deprives you of subsequent attacks. Spending your HP on a last-resort nuke had better be sure to finish off everyone or you're not only nearly dead, you're effectively incapable of fighting further.
>>
>>139131024
Make it VR and at the end after the therapy session you have to insert the controller the therapists penis into your orifice
>>
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>>139130938
>>139131024
>>139131539
>last mission in the game
>the title comes on
>Therapist
>it suddenly changes
>The Rapist
>>
>>139131272
>become successful
>leave agdg

Everytime.
>>
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>>139131445
>>
>Try to get into Compo
>Fail and settling for Jam
Feels bad
>>
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>>139131793
>Stop being amateur
>Leave amateur thread
>This is somehow wrong
>>
>>139131524
>Not when low HP ALSO deprives you of subsequent attacks.
Who cares? Everything to attack is already dead because I just used my OP abilities.

>you're effectively incapable of fighting further.
Well that's just stupid. Who makes a game where it's possible to enter outright unwinnable conditions without the game actually ending? If there's not enough resources in the game to fulfill the tasks set out, that's just bad design. It's like if you took that ceiling trap from RE4 where you gotta shoot four lights out, except you only give the player three rounds and no gun.
>>
>>139131731
...
...
...

Damn, Shyamalan. That's good.

It'd be the most subtle, under-the-radar psych horror game ever devised.
>>
>>139131272
How did they hit it big if they're yet to release anything?
>>
>>139131995
And if done right it could sell to tumblr SJWs as well as sick fucks
>>
>>139131957
>come to amateur thread
>want to sell your game
>being called a jew asshole for having dreams
>>
>>139130665
>>139130863
For me it's the opposite: I like colourful graphics and that powerful feeling you get from building stuff. Thus I usually play with cheats enabled, because who really wants to balance finances or run out of money? I don't.

So I'd say a well-defined sandbox with enough building blocks is the key.
>>
>godot doesnt run on my laptop because shitty intel HD graphics 4000.
>discover that it works on linux
>install linux distro and cofigure everything to keep using that shit,
>godot is open for 4 hours while i browse internet.

>dev is hard.
>>
>>139131957
>make $10
>LOL NOW YOU'RE A PRO GET OUT
>>
>>139131973
>Who cares? Everything to attack is already dead because I just used my OP abilities.
Arbitrary definition of OP. An attack can knock half a healthbar off a room full of mooks and be OP without being a viable choice of first-attack if it drains 80% of your scrap.

>Well that's just stupid. Who makes a game where it's possible to enter outright unwinnable conditions without the game actually ending? If there's not enough resources in the game to fulfill the tasks set out, that's just bad design.
There are enough resources if you don't waste them. 10 shots is enough to kill 8 enemies provided your accuracy rate isn't 20%.
>>
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Finally, done with this. Now I can work on other things.
>>
A game that has you in the role of a therapist, and would teach you how to apply cognitive behavioral therapy methods would be amazing!

Make it about dialogue with a patient, and you have to provide the correct response, with little blurbs of text in between teaching you the methods.
>>
>>139132317
>using OP abilities means you're inaccurate now

Never make a game because you have a fucked up idea of player skill and resource management. If I have a grenade launcher, why not use it if there's lots of enemies around? Because there might be a bigg'un around the corner? Okay, why give me a grenade launcher at all if you don't want me to use it? And why make it run off my HP expecting me to have an "incredibly difficult stealth" bit if I use any of my weapons?
>>
>>139130863
>>139132162
Thanks anon!
>>
i want to make a first person detective game with classic controls like dejavu/day of the tentacle but i suck at programming
>>
>>139131957
>use resources from amateur thread
>shill game all over amateur thread
>never come back or interact with anyone in these threads ever again
Least you could do is talk about the post-release or some shit, if you're not even going to help other people who aren't ready to sell their games yet.
>>
How hard is it to get on steam? Like if my game doesn't look like a steaming pile of shit, what are the chances it will get through steam greenlight?

Also, does every game get featured in new releases in Steam store?
>>
>>139117724
Yes, the reference is good and there are a lot of people using it right now.

Just type any question on google about code or anything and you get ten answers.
>>
>>139132846
There are some really terrible games on Steam, simply looking alright will get you through greenlight, albeit how long it takes can vary depending on your luck/shilling abilities.

Every game is featured on new releases but not on the new popular releases.
>>
>>139132846
>does every game get featured in new releases in Steam store?
It seems like it. There's some really crappy games there, if one bothers to look.
>>
>>139132846
>[irrelevant bitchtears] what are the chances it will get through steam greenlight?
100% because even the most broken piece of shit with literally no content gets greenlit nowadays.
>>
>>139132846
Steam Greenlight voters don't care about anything except for graphics. As long as you've got good art skills, you're pretty much guaranteed to get in.
>>
>>139132846
Greenlight is no longer hard
You literally just have to upload something, it's not like 3 years ago
>>
>>139132773
Ideas are 80% of gamedev, you've got a good one. I'd focus less on programming and more on fleshing out the idea.
>>
>>139132810
Why would you want to ever give anything good to this place? It's a shithole.
>>
>>139133071
lets say i want to hire unity programmer, what are the general rates
assuming i won't pay him 100$ a day
>>
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>>139133064
>what greenlight wants is GRAPHICS
why is agdg so out of touch
>>
>tfw sometimes think about posting progress here but then I catch myself and realize that this place is for funposting, not progress
>>
>>139132753
...when you play RPGs, do you just save every single Megalixir until the final boss fight?

Put another way: if you have a grenade launcher and a room full of enemies, isn't there a space between "don't use it" and "spray the room full of grenades until your ammo hits zero or everything is dead"? Is there no space for punching out the first four enemies, lobbing two grenades at the big shield guy on the other end of the room, then punching out the fifth?

And if so, what sort of resource management scheme encourages you to do so, without making it preferable either to just spam grenades or to hold every grenade until the final boss?
>>
>>139133506
>tfw I hoard items for strong bosses and never use them in the end
Every fucking time
>>
>>139133594
Learning to use the resources the game provides to you makes a lot of higher difficulties way more manageable.
>>
>>139130665
Strong theme. Interesting Visuals. A decent disconnect form reality. The ability to fail spectacularly because you forgot some detail. But ALSO recover.

I wish games like this were easier to make though. I want to make a Startopia of my own, but that requires more than beginner knowledge. (Getting AI's to move, animate and make decisions, Am I hungry and tired which do I treat first, etc)
>>
>>139133594
Has anyone ever actually used a Divine Blessing in a Dark Souls game?
>>
>>139131272
Me too bro. Me too.
>>
>>139133462
>tfw I actually think someone might steal my art if I post it
Yep, boys, I'm that good.
>>
Would you ever put your game on humble bundle?
Is there even any point?
>>
>>139134108
yes if its been a year since release and sales have come to a halt
>>
>>139133976
This isn't *that* hard. A* and behavior trees!
>>
>>139134108
1 year after it's been out and no one is buying it anymore.
>>
>>139134064
There was once a retard that was afraid people would still his pixel art so he intentionally posted everything as jpeg with lots of artifacts.
I hope that wasn't you.
>>
>>139133462
>either I have good progress but don't post because I fear someone might steal it
>or I have shit progress and don't post because I don't want to be shit on
>or I have boring progress and there's no point in posting because it will get ignored
>>
>>139133076
Then why are you here in the first place? Either you're getting something out of it (which makes you a faggot for not giving back), or you're a hypocrite by refusing the attempt to make this place better. Eitherway, you're worse than a nigger.
>>
>>139133506
>do you just save every single Megalixir until the final boss fight?
No, I sell them off for offensive items.

>isn't there a space between "don't use it" and "spray the room full of grenades until your ammo hits zero or everything is dead"?
You're the one implying that there is no such middleground. I said that I'd rather just use the OP abilities than faff about trying to keep my HP count high, and you started talking about 20% accuracy rates.

Just look at a game like P4A -- in that game, your totally-not-shoryuken abilities consume HP, as well as canceling attacks into supers. No one cares about that mechanic, though, because if you're getting hit, shit has gone wrong anyway, and the only HP that counts is the last one. And even then, using your reversals can't kill you, so it's in your interest to be more liberal with them.
>>
new thread for progress posting only
>>139134372
>>139134372
>>139134372
>>
>>139134368
I'm laughing at the people in this thread.
>>
>mfw I have the greatest idea almost fully implemented but won't post it here because I don't want people to copy me

Try to guess what it is if you can
>>
>>139133930
They're already so easy that nobody ever uses rare(ish - you have infinites by endgame) resources.
>>
>>139134474
MMO RTS
>>
>>139133506
...and so I pondered this question and the results I kept coming back to were either "system to incentivize variety for variety's sake" (staleness decay, style rank, whatever), or "single universal resource".

Since if a punch consumes 1 unit of resource, and a grenade consumes 1000, you'll only use the grenade when you KNOW it's going to yield maximum damage output. Otherwise, it's better to punch, because if you fuck up a punch the cost is less. High risk, high reward; standard stuff.

But if you tie HP into this system, then punching (or any form of resource-safe attacking) has its own in-built cost of increasing your exposure to damage, which itself amounts to the same as wasting attacks.

In effect, the optimum combat strategy becomes "use as destructive an attack as I know I can execute successfully, up to the point where I'm not outputting more damage than the situation requires". In other words, rather than encouraging the player to always use the most destructive attacks presently at his disposal, or encouraging the player to always use the most conservative/resource-sipping attacks at his disposal, he has to goldilocks-zone in on the attacks which output exactly as much damage as is needed, without going over (which leaves him weakened) or under (which leaves him vulnerable).

The chiefest problem, as you've noted, is that it leads to situations where a bad choice five minutes in makes the game essentially unwinnable 25 minutes in, and that IS poor game design.
>>
>>139134474
I already know what it is but I won't post it here because I don't want you to copy me
>>
>>139134417
>and you started talking about 20% accuracy rates.
Not RNG rates, I meant "10 rounds is enough to kill 8 enemies IF you don't have pisspoor aim, and if you do, the game isn't at fault for not supplying you with more bullets".

>You're the one implying that there is no such middleground
No, I'm trying to figure out how to guide a player there since the default behavior is usually either "hit as hard as you can as soon as you can and as often as you can, no exceptions" or "drag it out, don't waste anything in case you might need it later".

Neither of which is a particularly compelling gameplay format. Ideally I'd like to incentivize the player to make varied use of their many abilities for some reason other than SSICK SSSTYLISH!!!
>>
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>2 weeks until all the demo day games
>just over 2 weeks for waifu jam
HYPE
Thread posts: 841
Thread images: 110


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