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/agdg/ - Amateur Game Development General

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Thread replies: 755
Thread images: 155

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AAA engines only edition

> Previous Thread
>>140294439

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

> Upcoming jam
https://itch.io/jam/wi2016

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

> Previous Demo Days
http://pastebin.com/zsDQmN9K (embed)

> Previous Jams
http://pastebin.com/QwcSPdnx (embed)

> Development
Opengl: http://www.amazon.com/OpenGL-Programming-Guide-Official-Learning/dp/0321773039/ref=sr_1_3?ie=UTF8&qid=1461790882&sr=8-3&keywords=opengl
DX12: http://www.amazon.com/Introduction-Programming-DirectX-Computer-Science/dp/1942270062/ref=sr_1_4?ie=UTF8&qid=1461801724&sr=8-4&keywords=vulkan
Rendering: http://www.amazon.com/Physically-Based-Rendering-Third-Implementation/dp/0128006455/ref=sr_1_3?ie=UTF8&qid=1461801770&sr=8-3&keywords=real+time+rendering
Math: http://www.amazon.com/Mathematics-Programming-Computer-Graphics-Third/dp/1435458869/ref=pd_sim_14_6?ie=UTF8&dpID=51LbyfgZmPL&dpSrc=sims&preST=_AC_UL320_SR250%2C320_&refRID=17MA27GHRT5WT4HWW7WC
C++: http://www.amazon.com/C-Programming-Language-4th/dp/0321563840/ref=sr_1_1?ie=UTF8&qid=1461791007&sr=8-1&keywords=c%2B%2B+programming+language
General game dev: http://www.amazon.com/Game-Coding-Complete-Fourth-McShaffry/dp/1133776574/ref=sr_1_1?s=books&ie=UTF8&qid=1461791022&sr=1-1&keywords=game+coding+complete

> 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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>uncircumsized devs
>>
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https://a.uguu.se/onyfyp_2016-04-28_13-37-45.mp4

i don't know what the problem is. i can't even reproduce these little bugs
just wake me up from this nightmare
>>
I just quit my job over just generally being unhappy with life. I've got a lot of money saved so I am coast for a long time.

I guess my question is where do I start now that I have all this free time? I'm just looking for maybe pointers as to what I should spend my time learning.

I can write pretty good, I have some aptitude for music, my main concerns are art and programming.
>>
Really stupid question, but should I have a design doc for my game at least drafted out before I actually tackle it?
>>
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>source in OP
>>
>>140391110
0xFEFECACA
>>
>>140391110
learn programming then get Godot for 2D or UE4 blueprints for 3D
>>
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tfw i could have gotten the complete pro edition of unity for taking that game dev class in college for only $80.

why am i so stupid and lazy.
>>
>>140391110


spend all of your time looking for another job, dont fuck yourself doing hobbies.
>>
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>>140390804
>devs with cut content
>>
>>140391259
Thanks. Any advice on where to start for a language? I have a little base knowledge of C++ but that's it.

>>140391578
I can keep up my current lifestyle on what I have saved for another 4 years. If now isn't the time to pursue my interests, when is?
>>
>>140391780
anything you're comfortable with. if you go with Godot or UE4 blueprints you'll need some basic programming knowledge, and after that it's just practice.
>>
>>140391110
look at really basic art principles, "fundamentals". Look at shape, form, value and color. There are many books to choose from but try to stick to one at a time. The best tip for a beginner is to learn to draw what you see. Not what you think you see, what you really actually see. Basically, you have to learn how to trace with your eyes only.
This is for generally learning art and heads more towards the realism/alla prima direction.
You could also go more of a graphic design route. This would mean looking more at color and shape and how to make simple things look sexy.
All depends on what you wanna do. If you only want to do simple pixel art for your game, go the graphic design route. learn a bit, then copy a lot of good pixel art and do some origional stuff.

The one thing that most people don't know about learning art is that literally no artist is ever happy with his shit. Ever. You will always find flaws and that's okay, that's what will make you better: The motivation to not be absolute shit.
>>
>>140391780
>Any advice on where to start for a language?
Told you it wouldn't take long for another question like this.

C++ is fine. Works with UE4. C# for Unity.
>>
> 27th day of no job and living off of savings
> can do anything I want
> always said i'll dev 24/7 if I have the time
> didn't do a single thing on gamedev in those days.

It's over for me.
>>
>>140391202
Yes. Write down some things you want in your game. Also keep a to do list. It makes starting to dev in the morning much easier.
>>
>>140392017

Get over it, that's what new people want to know. It's called amateur game development GENERAL. Get off your high horse.
>>
>>140392081
This is most people on the planet, anon. Don't feel badly. You likely don't really want to do game development if you don't want to work on any aspect of it during your free time and would rather do something else instead.
>>
>>140391949
That's really good advice, thanks. You seem pretty knowledgeable.

>>140392017
Thanks Anon. I'll look into it a bit more, but C++ seems like the route I'll go then.
>>
>>140392192
Thread should have an FAQ and defer people to it. All questions like it should be ignored. Handholding caters to shitty lazy people who aren't intelligent enough to do research and likely are actually driven. But that's all I am saying on the matter. Shitflinging got pretty heavy at the end of the last thread.
>>
> using ue4
> expecting to finish a game

That part was shitposting, but on a serious note, it seems that alot of the "simple" ue4 games run like shit. I played alot of the games in the past few ue4 game jams and they all ran sub-optimally at best. Is this just a case of very bad optimization?

Another thing that always put me off from deving with UE4 is the performance in the editor. Even on the lowest settings/scalability would barely pull 50fps in it. Granted this was during 4.9. Did it get improved in that regard?

I liked the workflow in the engine itself and the prototyping, but the performance always made me drop it.
>>
>>140392384
Anon that was asking the basic questions here.

Just wanted to say that for questions like this 4chan is usually the first place I go for research. The people in a given thread usually have a real interest in what they're talking about, so it's a great place to start on the right track. That said, FAQs are great - the /fit/ sticky really helped me go from being a skeleton to being to open my own pickle jars.
>>
>>140392557
I don't think you should be using UE4 if you plan to solo dev a game. Especially with the level of fidelity of the graphics requiring a decent modeler/animator. That's way too much horsepower for nothing. But it's great to learn with.
>>
The game I'm thinking of making has a different "style" for every stage. Is this going to put people off, do you think?
>>
>>140391110
you want a quality game? if that's your goal you should practice at what connects best.
i mean, how long you gonna be home and how much money you have is a question too.
this is how i do my equation

good:
good code - good art - good music - good story

bad:
good code - passable art - good music - mediocre story

its usually how its going down, and i seen games come and go
take your pick
>>
>>140392557
It's the same shit as Game Maker, the default UE4 settings have motion blur and temporal AA, it makes games look like they're running sub 60 even if they're not.

I don't understand how people can be so retarded as to not change it.
>>
>>140391110
I did the same thing about three years ago. I already knew how to program so I just jumped right into my grand opus idea.

A couple things I learned were, its okay to spend time fantasizing about what you want your game to be, since you have time, you dont have to rush to get something visible or concrete. I jumped right in without planning it out enough, and lost literally months of work by adding something because it seemed cool, but later I changed the design and cut lots of parts off. Find the games soul first, is what I think. And the mechanics.

But once you start making it, go for a crude vertical slice over a single polished component.

Also always have a sense of fascination and humility, as its way more rewarding (and will drive further learning) by going "wow i was actually able to get it to do that! Its just like the real thing!". When you get an ego and stop being impressed with yourself it stops being fun and you will resent the fact no one cares about your game

Also no one will care about your game, not even AGDG
>>
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Where can I learn to make a little generic fps with Unreal Engine?

The less scripting, coding, etc, the better.
>>
>>140392790

Does anyone know if Unity is a similar scenario? One doubt I've been having since I started using it is the possibility I won't be able to finish what I start.

What I usually counter that with is c# is a relatively sought after programming language that it's worth learning.

That, and for a 3d game it seems like my main choices are Godot, Unity, and UE4, and I need a little hand-holding in the form of tutorials.
>>
>>140392841
Style of what? Aesthetically or gameplay wise? It's going to depend on the audience though. I personally like games with variety but it can feel disjointed depending on the overall feel of the game, i.e., The Last of Us's shooting segments with the rest of the game felt way off. But a game like Wario Ware or No More Heroes (mostly the minigames), it's more acceptable since they are way less serious.
>>
>>140393074
stock/placeholder everything btw. I just want to see if I can "drag and drop" first.
>>
>>140393074
https://www.youtube.com/playlist?list=PLZlv_N0_O1gaCL2XjKluO7N2Pmmw9pvhE
>>
>>140393150
That's bullshit. Your engine choice won't determine if you can finish a game or not. It's bullshit, just keep working.
>>
>>140393150
I know a lot of game dev majors who have made 2D games with Unity by themselves. Mileage may vary but it's mostly your own personal drive that governs if it'll make it to completion in a reasonable amount of time. Like >>140393397 implied.
>>
>>140393310
Do I need to learn rigging if I'm not that dedicated?
>>
yall niggas need to stop mentioning unreal and unity, there is 99% chance you won't be able to harness all the features of of both engines so stop talking about it like its life or death situation
>>
>>140393516
I have no idea wtf you are doing. Can you model? Do you plan to model at all? Because UE4 has a basic FPS set up when you create a new project. But if you plan on using any external assets, yes you will need to learn something.
>>
Anyone have experience with Visual Studio? I've been trying to learn C# if that's relevant.
>>
>>140393869
I have VS open right now.
>>
>>140393869

If you're using Unity, use MonoDevelop.

Notepad ++ is good too.
>>
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Sketching the first room you see when you start the game.
The camera will start at the top and slowly pan downwards and then you can start moving around.
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Why do you niggas try to come up with every possible reason for not finishing a game? Just fucking keep working at it. It doesn't matter if it's in GM, Construct, Python or RPG Maker, just fucking keep at it and if you don't give up you'll finish your game.

You people piss me off sometimes.
>>
>>140394074
Where is your game?
>>
>>140394074
I've noticed it's extremely easy to get distracted for a lot of people. It's not limited to game dev. I had a group project this semester and we didn't finish because 3 out of the 5 of us kept making excuses for why we couldn't do anything. It's not the first time I've encountered people like that either which tells me it's common.
>>
>>140393973
Both Sublime and Atom are vastly superior to NP++. NP++ is babby's first text editor with syntax highlighting.
>>
>>140394074
No discipline. Trend towards less/no corporal punishment of kids by parents, too much general leniency regarding chores.

Result, kids and manchildren can't be bothered to do the simplest tasks if it doesn't reward them immediately.
>>
>>140390665
Anyone know how to increase the visibility of the palette in GraphicsGale?
>>
>>140394261
Those require plugins to really be worth the use. And it's not really straightforward for a newcomer. I do dig Atom's activate-powermode though. Wish CLion or VS had it. Delicious game feel to programming.

https://atom.io/packages/activate-power-mode
>>
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Field of view now 'lights up' walls, this gives them a kind of neat depth effect, may still need tweaking here and there.
FoV graphics still need work.
>>
>>140391089
I suspect it has to do with how you've stored the inventory and more importantly, how you remove elements from that list.
>>
>>140394416
It's even worse when you consider how difficult it is to build up discipline, when you have no discipline.

What a tiny oversight, with such massive consequences.
>>
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>>140394018
Webm
I'm controlling the camera manually for now
>>
>>140394443
Yes, they require plugins to be 100x better than NP++. Out of the box they're still both 10x better.
>>
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How to make dirt/paths look better?
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Reposting progress because I didn't have time to dev today.
>>
>>140394018
>>140394660
you make it sound like you just started working on this. I am assuming this is a very incorrect assumption?

>>140394676
I didn't suggest NP++ but I like it for quick source code review. Doesn't take long to boot and highlights. That's all I really need it for. For Atom and Sublime, they take too long to boot but aren't as heavy as an IDE but that just makes them obsolete in my situation.
>>
>>140395168
>Sublime takes too long to boot
?
>>
>>140395070
did theatrhytm influence this?
>>
>>140395003
I'd worry more about the completely fucked perspective
>>
>>140395168
I've been working on the game for a long time. I started working on this particular area just now though.
>>
>>140395283
It's not extremely long but it's long enough that it makes it not worth loading. I used it for JS development, which is the only time I ever used it for anything major.

I guess my point is, neither NP++, Sublime, or Atom beat out decent IDEs.
>>
>>140395464
Are you not using a SSD? Sublime boots instantly for me.
>>
>>140395003
little pebbles and specks. Also grass should wrap over the edges
>>
>>140392081
You will get tire of games eventually, you will realize how shit modern stuff is and how you could do it much better

Then you make a little bit of progress and get hyped,and hopefully the feeling takes hold and propels you to dev
>>
>>140395594
Nope. I upgraded ~3 years ago but I am on an 6 year old HDD. Still holding out for SSDs to come down in price and go up in capacity.

>>140395641
Not him. I have mixed drive. I no longer shirk vital work but I still TRY to play games. But when I do they don't feel rewarding anymore and that frustration fuels me to push forward.
>>
I need someone who can do HUD and menu UI in GameMaker. Already got most of the game made; I just don't want to deal with that shit. You'll get a decent credit, and I'm open to longer-term collabs.
>>
>>140395980

Maybe you should post a shot of your friend instead of doing the game dev equivalent of a craigslist personals ad.
>>
>>140396130

friend? I meant game obviously.
>>
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progress :^)
>>
>>140392081
because you realized how fucked up is making games
most of the people i know don't have the discipline to sit on their ass 10 hours a day just watching tutorials and program, including myself.
its simply too hard to make a game by yourself
>>
>>140396564
Damn, you're working in "Hammer World Builder" too bro? It's great!
>>
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>>140396564
>>
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>>140396564
>>
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>watching "speed programming" videos on youtube
>a fuckton of really basic errors
>a fuckton of bad practices and newbie mistakes
>words like "super duper" "awesome" "fancy shmancy" are repeated thoughout the video
>mfw
>>
>>140396969
>implying programmers type impeccable, well-formatted code on the first attempt
>>
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>>140396969
>not using words like agile, nimble, scrum, KPIs, quick wins, critical success factors
No wonder they are awful
>>
>>140396585
This. Without the power of the Unity Asset Store, it's impossible for anyone but AAA studios to make a game. Just look at >>140396564 he tried to use something that's not Unity and the Unity Asset Store, and look how shitty it is!
>>
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What do you call a group of frames?
And a group of groups of frames?
>>
>>140398559
track
animation
>>
posting progress!
https://www.youtube.com/watch?v=97IDWBeohAg
>>
>>140398475
im being serious.
look at stardew valley. his game is good but for 5 years worth of investment he could have done alot better, but he didn't. you know why? because he was 1ma and basically started the project for fun purposes
i don't have 5 years anon, and certainly not for a game like stardew
>>
>>140398559
An animation?
>>
>>140394074
but UE4 takes so many minutes to boot up

i just want to make a game and its not letting me

>>140398559
a packet and a message respectively
>>
>>140398652
Dear god the framerates man. But nice otherwise.
>>
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>>140398652
>>
>>140398693
>links to that source image
Don't reply to anyone like that, it's a shitposter
>>
>>140395980
>>140396130
>>140396264
Maybe next time. Don't really like posting progress, but there's some occasional talent here for collaboration.
>>
>>140398693
I'm being serious too. The Unity Asset Store is the only way to make games. See my work in >>140398652 for an example, it really is the best way to make a game.

>>140398850
>framerates
Where is your game, nodev shitposter?
>>
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>>140399034
>being this defensive even after I followed up with a compliment
>>
>>140398652
>6 months ago

uh.. I thought danny was a dev, why was his last progress half a year go??
>>
>>140399217
The person who posted the link isn't the actual dev, anon. Come on, you should know better
>>
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If people missed it last general:

project.pixelships guy here. I'm ready to admit that I can't pull of this vidyagem myself. Tomorrow I'm rebooting my project from the ground up, and I could use an experienced programmer on board. The project is a Heavily stat driven Shoot-em-up RPG. Think Mechwarrior meets Tyrian 2000 or Raptor:Call of the Shadows.

The idea is to basically partner up, and do this as a two man team. This way I can shift some of my focus on the Art / Animation / SFX.

Project up till now:
https://some-pixel-dev.itch.io/pixelships
>>
You die in a zelda dungeon

Should you respawn at the start of the dungeon, or at the start of the room you died in
>>
>>140399321
maybe it's because he's on unity, if he used "Hammer World Builder" he could develop much quicker!
>>
>>140399586
Oh yeah. What I'd need is someone that knows some basics of Unity and has decent knowledge of C#.
>>
>>140399632

This is clearly your decision.
>>
>>140399632
At the beginning, like every other Zelda game? If it was just the room, there'd be little punishment in death.
>>
>>140399586
Don't start over, just keep chugging and posting progress
>>
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Not sure what's all going on, but I just started learning to use Allegro. Def. not much but new hopeful dev here.
>>
>>140399858
He's asking for your decision
>>
>>140398652
engine warrior pukinggoose.jpg memes aside,

>game itself looks like shit
>mspaint trash everywhere
>no visual consistency
>those capsule people at the end
>numerous shots of the editor instead of the game
>footage of thumbing through a windows folder
>it's never made clear what the core gameplay is
>"Featuring Buttons The Paranormal Kitten"

is this a fucking joke? this is worse than greenlight
>>
Hey, question that I think could be answered here. What was the engine or whatnot that RE/RE2RE3 made on? Thanks in advance.
>>
how is godot for 3d? slow as shit or usable?
>>
I worked a lot but made no progress at all
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Latest hilarious bug in my snake game
>>
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More RTS progress.
Animations are still fucked but my infantry aim and shoot eachother now.
>>
>>140399217
Shut up, dogposter.

What a funny coincidence that whenever there's source shitposting afoot, you're here...
>>
>>140400373

Already looks cool anon.
>>
>>140400368
make sure you set the position correctly, dev
solid progress though
>>
>>140400368
Clearly a feature
>>
>>140400374
Only shitposter here is you, shitposter.
>>
>>140399892
It has to be done. This project is about 50% spaghetti code at this point. It doesn't mean I won't be using ANY of the existing code or assets, it just means I'll reboot it, build individual systems as separate projects and then implement them slowly.
>>
>>140400151
Unity 2d. Capcom knows what they're doing.
>>
>>140400008
FYI the guy behind Allegro went on to play a substantial role in XNA, so if you like how Allegro feels XNA would be a good next step

Allegro is fun, its raw and simple
>>
Do you think for a demo, all the content should be unlocked? Classes, weapons, skills, etc. (of what's already implemented)
>>
>>140400368
>Now you're thinking with portals. :^)
>>
>>140400616

You should include a set of weapons and classes that show off the game's features well. Give them a taste.
>>
>>140400368
I think that could be a cool mechanic if you got rid of it as a bug and re-implemented it as a feature (since as it is, it seems to randomly kill you)

You sure you don't have an X and Y reversed somewhere or something? Is this being done ~~~~ENGINEDEV~~~~ style or with GM or somesuch?

>>140400616
imo a demo should be of a pretty late-game area. It lets you show off the most while not making the game appear to be super easy (since having things you're not meant to in an earlier level might lead players to think your game is casual trash for noskill nooblords)
>>
>>140400469
Pretty easy to solve. It was inserting the new SnakeSegment at the wrong end of the linked list.
>>
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Working on Big Jim is as tedious as usual (what with all of the loading and windup on every pass) but I still haven't come up with anything smarter.

Textured feet, textured legs, attack animations now support directional blending so that the attacks can be directed at the player (this is still in the early stages, though; there need to be marked segments when rotation stops (so that the dropped blade doesn't "run" from the player, for instance).
>>
>>140400829
That wouldn't have happened if you had been smart and used a queue instead.
>>
>>140400915

This is one of my favourite games that gets posted here. How long have you been working on this out of interest?
>>
>>140400801
Fuck OFF with your Full Sail garbage, already! No one wants your """""""""""advice"""""""""", reek.
>>
owari da
>>
>>140401046
LinkedList and ArrayDeque are the two common implementations of the Queue interface. I chose LinkedList for faster resizing.
>>
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>>140400613
Does XNA support C++?

Also, fixed that disgusting problem.
>>
>>140401195
Well, clearly you weren't using the Queue interface or else you wouldn't have been able to add anything to the wrong end.
>>
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Tinkering around with my guy's looks, and also gonna work on animation stuff, because I'm getting fucking frustrated with programming right now.
>>
>>140401387
weird anatomy and its hard to discern anything about him because of the colors. gj
>>
agdag questionnaire

How long have you been deving?
Current game? (include small description)
Team size?
How far along are you?
Which engine do you use?
What is your main area of expertise?

Pics welcome.
>>
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>>140401451
Did you fuck up the contrast on your monitor or something? Not hard at all to discern the colors for me. Either way, here.

Could you elaborate on what's weird about the anatomy? Shitposting doesn't help me improve the piece of art.
>>
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>>140401701
2 years
project.pixelships - RPG Shmup.
1 and done (LFM)
20% ?
unity
art
>>
>>140401228
just remember bro, every frame is a new frame. your hardware can handle it.
>>
>>140401701
>How long have you been deving?
Off and on for years, never really finish anything

>Current game? (include small description)
A simple Snake game for a school project

>Team size?
2.

>How far along are you?
Pretty much done.

>Which engine do you use?
Java with Swing

>What is your main area of expertise?
Fuck if I know. I dabble but never git gud at anything
>>
>>140401701
>How long have you been deving?
i rather not dev currently, im just browsing these threads
>Current game?
no game
>How far along are you?
no game
>Which engine do you use?
bge if anything
>What is your main area of expertise?
i fuck around with blender for the most part
>>
>>140401701

>How long have you been deving?
~3 years

>Current game? (include small description)
Hacking game

>Team size?
1

>How far along are you?
50%

>Which engine do you use?
Unity

>What is your main area of expertise?
Programming
>>
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>literally double the cost
>literally double the mem usage
>hurr double is superior in terms of evruthun
javamen, erryone
>>
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I used to play Aurora Feint on my phone and fucking loved it. For my first project I wanted to make something similar to it but the mobile store seem filled to the brim with bejeweled clones already. Is there any interest in that genre at all, or would it be best to start with something else?
>>
>>140401701

>~3 years
>2 programmers, 1 artist, 1 musicbro
>75% done
>C++ custom engine
>>
>>140400915
Fancy
>>
>>140402378
just do it

don't try to sell it
>>
>>140402248
>java"men"
>>
>>140401701
>How long have you been deving?
about a week
>Current game? (include small description)
shitty jump and run
>Team size?
1
>How far along are you?
Still coding basic game mechanics
>Which engine do you use?
GM
>What is your main area of expertise?
Art
>>
>>140401921
he has no neck
his shoulders are incredibly broad, to the point where they must be floating away from his body
his arms are bent back oddly in an uncomfortable stance
and yes, the colors you picked mostly blend into eachother, and he's hard to tell apart from the dark blue background of the first image.

>i-its not bad ur monitor is just messed up !!!
lol the least you could have done is fallen back on the classic "it's not bad, it's just muh style" thing instead of attacking my hardware to cover for your poor choices
>>
>>140402248
>double the cost
Is the intended audience running on potatoes?
>>
>>140398559

le reddit meme
>>
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>>140401701
>How long have you been deving?
3 years in May for this game, before that didn't really have a project, just programmed for fun
>Current game? (include small description)
2D beat 'em up/hack and slash or whatever you want to call it.
>Team size?
2, working with a musician and making the rest of the game myself
>How far along are you?
Not far because I restarted a million times, trying to make a demo for demo day 8
>Which engine do you use?
My own
>What is your main area of expertise?
Programming, spent most of the last 3 years working on my art
>>
>>140401701

>How long have you been deving?
28 years
>Current game? (include small description)
Rust mods
>Team size?
-1
>How far along are you?
i wrote a design doc, so 98%
>Which engine do you use?
source 2004
>What is your main area of expertise?
level design
>>
>>140401054
It was either 2 years this month or 2 years next month; I can't remember whether I started in March or May
>>
>>140402559
>actually giving criticisms
I'm surprised and impressed
>>
>>140401921
i think the main problem with this is that the color don't catch the eye, its so small i have to actually figure what it is at first
>>
Gogem is the only successful dev here
>>
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>>140401701
>How long have you been deving?
~4 years
>Current game
browser-based war visulisation (haven't decided how interactive it's supposed to be, i just want to see arrows and nato counters on maps moving around)
>Team size
1
>How far long are you
started a couple hours ago, still testing stuff
>Engine
custon
>Area of expertise
programming

>>140402390
rotate?

>>140402483
kekus
>>
>>140401701
>How long have you been devving
~2 years
>Current Game
Soapbox Adventures
>Team Size
SOLO UNO, PENDEJOS!
>How far along are you?
1.1%
>Which engine?
My own.
>Expertise
C++ and Java
>>
>>140403160
u mexican by any chance?
>>
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>>140401921
I also agree with the colours, everything is too dark.
Even though you used a lot of different colours, I can only see brown, light brown for the face, red and something near black.

I think his pose is too slouchy, and his head is too close to his left shoulder, maybe try something like this?
>>
>>140402559
I'll admit, I was convinced you were just saying bullshit to be an asshole because this is 4chan.
>He has no neck
There's a big ass beard and a scarf in the way. If you have any advice on how to convey a neck without making him look like a fucking giraffe, that'd be appreciated.

>His shoulders are incredibly broad, to the point where they must be floating away from his body
That's fair. I'll work on it.

>His arms are bent back oddly in an uncomfortable stance
You try looking comfortable when you're constantly about to deck someone in their face.

>Strawman greentext
It's hard to respect your opinions when you do shit like this. Please stop.

And I still disagree on the colors blending in. It really does not look like they do to me.
>>
>>140403269
No. Some white people have thought I was Mexican though.
>>
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>>>/tg/46923361

Where is your game?
>>
Why game dev?
>>
>>140402559
You also have to realize he's not particularly aiming for realism in this situation, anon.
>>
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>>140401701
>How long have you been deving?
Two years now, forced to use a shitty proprietary engine for school, minimal effort most of the time

>Current game? (include small description)
A Mario Party style board for Melee minigames

>Team size?
alone

>How far along are you?
About half way maybe? I'm bad with scope.

>Which engine do you use?
Schools "Zero" engine, moving to unity after school because they're similar in UI

>What is your main area of expertise?
Coding/level design mostly, just keep me away from art.
Shitty framerate in a simple game because this computer is ass.
>>
>>140403702
realism is good because realistic humanoid characters don't look retarded

even furry porn tries to have proper proportions and sensible color schemes
>>
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>>140401701
>How long have you been deving?
a year of nodeving, browsing
>Current game? (include small description)
I want to make a city sim in R, but I have no idea what I'm doing or why I want to do it
>Team size?
:(
>How far along are you?
:(
>Which engine do you use?
THE HADLEYVERSE
>What is your main area of expertise?
Math/programming, but the former's getting rusty as hell and I was never too great at programming.

If anyone has references for simulating aspects of a city, let me know
>>
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>>140403664
>tabletop game development requires skill equivalent or better to video game development
Please go back to /tg/ NEET

>>140403719
Why not say what engine? You know that makes people curious.
>>
>>140403843
>>>/g/
This is not your java homework thread
>>
In game maker studio, can I pass a sprite to a script, to let the script draw that sprite? Or do you usually use draw objects for that?
I want to have a script to draw 4x4 blocks of sprites for a chess board room.
Also, is there even a point to use sprites for the basic background work, or should I do a whole background and insert it as such into the room?
>>
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>>140403848
>No neck
>Shoulders floating away from him
>Arms in an "awkward" position

Think you're getting a little autistic.
>>
>>140403923
It's literally called "Zero", it sucks because the collision is inconsistent
>>
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>>140403664
>ideasguys: the thread
lmao
>>
>>140404240
I like this flowchart
>>
>>140403961
just import it as a background if the whole room is supposed to be the same.
>>
>>140404240
I don't like this flowchart
>>
>>140404240
I'm indifferent about this flowchart
>>
>>140404408
>>140404542
>>140404672
yeah, same
>>
>>140401701
>How long have you been deving?
2 years about
>Current game? (include small description)
RTS with space knights and mecha
>Team size?
1
>How far along are you?
Maybe 2 months in, AI and networking basics setup, starting on models and animation.
>Which engine do you use
Unity
>What is your main area of expertise?
Programming/design
>>
Lets all collab and make money I suggest we make basic addictive games
>>
>>140404203
Colleges are fucking criminal man. That's a complete out of date game engine. If it helps with fundamentals though I guess it's fine.
>>
>>140402390
>>2 programmers, 1 artist, 1 musicbro
What's your game
>>
>>140403843
because the "StudentsBean" class doesn't appear to be invoked?

<jsp:useBean <-- what is useBean and where is it defined?
>>
>>140403719
Holy shit I got accepted to DigiPen now I'm glad I didn't go for sure.
My college uses Unity and Unreal.
>>
>>140403719
>Schools "Zero" engine
Never heard of it. Have any real games used it?
>>
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>>140394496
It's a simple array and items in the inventory (actors) are assigned an index on that array. When removing an item that index gets removed and the actor gets destroyed.

It should work. I spent almost the entire day on this fucking problem.
>>
Don't know how many of you would be interested to read this, but I thought it was pretty good.

It's about storytelling and integrating it with game mechanics.

https://mega.nz/#!QhBygLDJ!T-pOpM-OLYtfB8PqnaOJXd7PEVA-7jyHddNrxn-U_C8
>>
>>140405175

A proprietary game engine developed by Pandemic Studios, first used Battlezone II: Combat Commander and later used in several Star Wars games including the popular Battlefront series.

gee this sure was hard to google
>>
>>140404795
They're updating it with complaints that we give at least, so it's not too bad.

>>140405091
I'm in their skills center class, and it changed my mind about wanting to go there LMAO

>>140405175
No, because they technically own the publishing rights any projects you make in it. It kinda sucks.
>>
>>140405175
https://en.wikipedia.org/wiki/Pandemic_Studios

>>140405091
How do you know it's DigiPen? Students have used UDK and stuff for their capstones. However, I'd advise against going to there, Full Sail, or any private arts college. They are way overpriced for what you are likely to get salary wise in the end.
>>
>>140405379
>they technically own the publishing rights any projects you make in it
What the fuck?
>>
>>140405182

It seems like the function that destroys the element of the array is changing the size of the array, which is why in the webm you can only ever remove an item which is at a smaller index than the last item removed.
>>
>>140390665
>AAA engines only edition
>Opengl, dx, c++, math books

>mfw the OP is now tainted by your enginedev shitting and subsequent OPs are gonna keep copying it
>>
>>140392870
Undertale and Risk of Rain were highly successful and neither of them had particularly good code, art, or story. Good music, maybe, but that depends on the player's tastes.
>>
>>140405306
>>140405405
There are two Zero engines I know of, one is Pandemic's engine and the other is DigiPen's engine. As far as I can tell they are entirely separate engines and no major games have been made with DigiPen's.
>>
>>140405219
thanks brah
t. shitdev
>>
>>140405379
That's good they are maintaining support for it then. Glad to see you plan on abandoning it at some point though. When Pandemic collapses, you're not gunna want to be dependent on that.
>>
>>140405681
What's wrong with it? Are you not secure enough in your choice of engine to use it without aggy dag approval?
>>
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Only 10 days left until demo day.
You are going to make it this time right?
>>
>>140405964
It's digipen's, not Pandemic's lmao
>>
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>>140401701
>How long have you been deving?
6 months
>Current game? (include small description)
medium ambitious engineering game and small game on the side
>Team size?
medium game:
1 idea guy/game designer/programmer/do-it-all, 2 programmers, 2 music guys, 1(?) 3D artist (maybe? hasnt given any signs of life in a whileso im looking for more 3D artists)
small game:
me
>How far along are you?
70% of the planned features for the first version are in, just gotta finish the others, make them work together nicely and polish. might be out in 2 months
>Which engine do you use?
ue4
>What is your main area of expertise?
game design or idea-guysing if you want to think of it that way, but i can code too (and am for the small game)
>>
>>140406121
How did you get all the guys for your team? Where did you find them
>>
>>140406062
>mfw the OP is now tainted by your enginedev shitting
>your enginedev shitting
>mine
I meant I wrote that op and the new op just copied it without reverting to the old engine list
>>
>>140405697
so they went on thin ice regarding art, i don't think it works for me or for the common developer
>>
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>>140405557
holy shit anon, this might be it
firing that editor up right now
>>
>>140405964
Who cares if it's "supported" if it still works?

Windows XP is no longer formally supported, but plenty of banks use it for their ATMs/ABMs.
>>
>>140394074
They just need some motivation. Anime sometimes provides that motivation. But it needs to be the good stuff, not the garbage anime.
>>
I want to make a 2d metroidvania arpg.

What is the best engine to do this in?
>>
>>140406121
are you looking for work? i might be interested because im not doing anything right now
>>
>>140406483
Game maker
>>
>>140406241
4ch and a large forum i go to. i posted progress and they asked what the game was about, got interested and asked me if i wanted help
i had to turn a few people down, but sadly no 3D artists have volunteered except this one
>>
>>140406524
which large forum?
>>
>>140406483
Assembly
>>
>>140406407
If you find a bug while trying to do something, having to work around it may be pretty cumbersome. Also legacy shit will eventually bite you in the ass in a lot of situations.

>>140406094
Well shit. That's confusing. Makes more sense why you'd be using it then though.
>>
>>140406483
Godot if you are a decent programmer and/or don't mind learning something new, UE4/Unity if you are
>>
>>140406483
>best
>>
>>140406483
>>140406680
this desu senpai
>>
>>140406512
i have a lot on my hands right now, bro, sorry. between these two games and my wageslave job i don't really have much free time anymore.

>>140406660
facepunch
>>
Ok guys. How do you make a game fun to play. I have the features implemented but how do I make them juicy? How the fuck do I make a fun level?
(This is for a platformer btw)
Are there any good books on this? Or articles? I'll take anything at this point.
>>
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>>140401701
>How long have you been deving?
6 months on and off, mostly off
>Current game? (include small description)
Turn-based RPG
>Team size?
1
>How far along are you?
Started this project 2-3 weeks ago
>Which engine do you use?
Unity
>What is your main area of expertise?
either programming or art, decent at both
>>
>>140406519
I know Undertale was done with this, but is it really feasible?

>>140406705
>>140406680
I've only got moderate java and HTML experience. It's been a while.

>>140406793
Best for someone who needs to relearn programming.
>>
>>140406857
im not looking to employ you, read my post again
>>
>>140406862
Play Super Mario Bros. Play other platformers. Play Mario Maker to quickly lay out and test levels.

Basically platformers are deceivingly simple in level design. You don't realize until you actually pay attention.
>>
>>140406898
>but is it really feasible?
Yes
>>
>>140406857
Finally a place where real game devs want to collab
>>
>>140406862
https://www.youtube.com/playlist?list=PLc38fcMFcV_s7Lf6xbeRfWYRt7-Vmi_X9
>>
>>140406898
Just look up all the popular titles released through GM. A lot is possible with it.
>>
>>140406898
I started with VERY VERY basic Javascript knowledge and went into Godot. I loved it, even though it did take a week to get up to speed in GDScript (since there's not a lot of documentation).

My honest recommendation is UE4. Blueprints will help a LOT, and UE4 has a lot of tutorials, documentation and answers to questions you might have in the Answer Hub.

Personally I think you should ignore Game Maker. It's really not great, most people recommend it just because successful games have been made in it. Doesn't make it a great engine just because of that.
>>
>>140406898
Imperative languages are mostly the same anyway, just download some engines you think seem nice and try them. Godot and GM are both good choices for 2D.
>>
>>140406483
c++
>>
>>140407181
>>140407251

It'll at the very least serve as a good testing grounds.

Thanks, Anons.
>>
>>140399632
tbqh I wouldn't mind respawning at the start of the room. Restarting at the beginning is just tedious. You're just playing through the same thing you've already experienced. It's like if you failed a test in school and they forced you to take the entire class again, when really all you need to do is retake the test. You already have to redo the current task, why force people to go back and do the same tasks they've already accomplished just because. I think it's just padding.

But the best way to go about this is to give people an option if possible. Some players like doing tedious tasks over and over again, some don't. Maybe have a hardcore mode that resets the entire dungeon when you die, and for an easier mode have each room load a save/checkpoint.
>>
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Very early work on "dynamic" lights. Mostly going to use this for muzzle flashes and certain projectiles.
>>
>>140407041
Oh, sorry, I thought you meant "do you want work?". What's your area of expertise?
>>
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>>140401701

>How long have you been deving?
Technically 8 years. Started in highschool, been going on and off since then.
>Current game? (include small description)
3rd person Action Dungeon Crawler
>Team size?
Mostly me? I was teaching a friend to code so some of his stuff is in.
>How far along are you?
The initial level code is complete. Its art time. Have to learn 3D modeling first.
>Which engine do you use?
Unity
>What is your main area of expertise?
Programming.
>>
>>140407306
coming from somebody who doesnt have that much coding experience either: gml is quick to learn and the documentation is great. tonnes of user created tutorials and articles exits aswell.
>>
>>140399632
>>140407348

The best design decision would be to punish the player by dropping them back to the beginning, but have them open up shortcuts as they progress to make returning to where they died not a pain. Opening locked doors, bridges lowering, the dungeon specific item allows you to skip significant portions and make general traversal easier, etc.

Death is a punishment, but you don't want to piss the player off.
>>
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>>140401701
>How long have you been deving?
4 years

>Current game? (include small description)
SpookyQuest
Action RPG with online multiplayer
Elysis died along with CC so now I'm trying out C2 and the new multiplayer stuff they added.
If the multiplayer stuff doesn't work out, I can just focus on the single player / local coop then.

>Team size?
Me

>How far along are you?
0% prototyping

>Which engine do you use?
Construct2

>What is your main area of expertise?
Pixel art, animations and coding with CC and C2
>>
>>140407420
3d modeling, but it really depends how is the existing quality of everything already is
>>
>>140407747
New demo when?
>>
>>140407770
Do you have a Steam account so I can add you? Let's talk!
>>
When are we all going to collab together and finish a game
>>
>>140407885
i don't like posting personal information here
send me somekind of message here and ill reply with my steam

[email protected]
>>
Would a person be more successful if they pick unity over unreal?
>>
>>140408058
You should feel bad about this post.
>>
>>140407840
probably demo day and maybe a few before that
>>
>>140408058
you wont be successful no matter what you choose
>>
>>140408058
there is an mmo developed in unity, i saw someone streaming it on twitch
oblivion level of graphics
>>
>>140408172
Neato
>>
>>140408046
sent
>>
>>140401701
>How long have you been deving?
For my current game, maybe a year, almost? I've made various games/prototypes and boardgames/card games on and off throughout my life for fun but this is my first 'real' game.

>Current game? (include small description)
casual 2D moba simulator

>Team size?
1

>How far along are you?
I have an extremely early/unfinished but playable prototype.

>Which engine do you use?
GM:S

>What is your main area of expertise?
Art
>>
Daily reminder you are all going to make it! When you do make it remember the Anon who told you and be proud!
>>
how's your fake loading screen progress going?
>>
>>140408790
Can i see that shit?
i have a moba side project and id love to see what youve done.
>>
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Ok guys a friend and i want to learn to develop 2d games, he suggested Stencyl but it seems pretty dead, is game maker viable?.

I know a little bit of programming and he knows graphical design if that helps
>>
>>140401701
8 months
none of your business
2
gotta do two tweaks with the engine and add some content like spells and powerups
homebrew
programming/sysadmin
>>
>>140409918
>>140408790
Guys, why are you working on ASSFAGGOTs?
>>
>>140409591
bro i know we are all ganna make it.

i post progress even thought i barely get replies because i know at least 10-15 people are noticing the changes
i honestly do it in hopes of encouraging others
>>
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>>140401701
>How long have you been deving?
Like, 2 months? Did one for the boat jam, then started another one a few days ago
>Current game? (include small description)
It's about a spaceman in space. Figuring out the rest as I go along
>Team size?
Just me
>How far along are you?
Walking animation is now pretty noice, but took like 70 lines to get right. Now to add some actual content.
>Which engine do you use?
LOVE2D
>What is your main area of expertise?
Em....coding?
>>
>>140409927
Java using graphics 2d.
Java is a simple well documented.
The graphics api is included in the basic jdk.

With a little extra work java will give you everything that a shitty 2d engine could.
And it will give you more power.
>>
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>>140401701
>How long have you been deving?
About 3 years on and off. Been around AGDG for 2ish now.

>Current game? (include small description)
Frog Sword. You're a Frog, and you have a Sword. Pic related. I have a million deadish projects though.

>Team size?
1

>How far along are you?
Started 3 days ago. Wanted to get a gameplay / feel demo done, so I'm about 80% of the way there with that. Once that's over with, probably going to do a total re-write to implement more fun mechanics.

>Which engine do you use?
Love2D. I've started a few games in SFML and Unity though.

>What is your main area of expertise?
Programming.
>>
>>140409989
because they dont have morals.
>>
>>140409989
Because league is going down the shitter so a rift is opening. And i wanna stick myself in that rift.
>>
>>140410435
You will never beat the champion of Dota 2 good luck with that
>>
>>140406351
so whats the verdict?
>>
>>140410683
Dota 2 is not the same as league, so it doesnt satify the same demographic, not in my mind.
>>
>>140410752
still not solved, but im not giving up quite yet
>>
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>>140401701
>How long have you been deving?
1 day
>Current game? (include small description)
None
>Team size?
1
>How far along are you?
About halfway through uninstalling Visual Studio after it decided to install to the wrong drive.
>Which engine do you use?
What's an engine?
>What is your main area of expertise?
None.
>>
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>>140401701
>How long have you been deving?
6 month on and off
>Current game? (include small description)
some inventory crafting shit
>Team size?
1 atm possibly more if my friend wasnt so "busy"
>How far along are you?
im not sure since i dont know what the end product is yet
>Which engine do you use?
unity
>What is your main area of expertise?
programming
>>
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>>140401701
>How long have you been deving?
18 months
>Current Game?
Luvvie Ducks, a tamogochi style game, with ducks.
>Team Size?
1
>How far are you along?
About half way, finishing in August is my aim.
>Which engine do you use?
Unity.
>What is your main area of expertise?
Programming (is my full-time job)
>>
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>>140401701
>How long have you been deving?
5 weeks
>Current game? (include small description)
Recreating Undertale to learn GM because can't come up with own ideas.
>Team size?
1
>How far along are you?
Like a third of the way
>Which engine do you use?
Gamemaker
>What is your main area of expertise?
Memes
>>
>>140410089
>This is Major Tom to Ground Control I'm stepping through the door, and I'm walking in a most out of place way.
>>
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>wanting a career in gamedev
Are you people fucking kidding me
>>
>>140410916
I would recommend drawing the numbers as a 2d image, at a 3d location. So it still moves with the cube, but it always faces forward.
I dont know if you care about catering to the dumb but it could get annoying.
>>
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How and when did you find out you want to make games? How many completed projects have you made?
>>
>>140411457
I would get annoyed at how games are shitty and should be improved.
1 small project.
>>
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>trying to design menus
>need to make them uniform, have good readable font and give all needed information without looking too busy and make them feel good
>>
>>140411457

About a week ago. I've dreamed since I was a child about making my own videogames, but depression, abuse, consequent substance abuse made me doubt my abilities at doing the most simple of things, so I didnt even try.

I'm starting my first project atm.
>>
>>140409918
There's not enough right now to show off the 'moba' portion of it. Looking at the current gameplay you'd porbably think it looks like megaman without a jump button. I have some basic non-hostile 'minions' that you level up from and unlock abilities, but I still need to finish another character to really have teams and real gameplay. There's no UI to tell you what abilities you unlock yet but it's there, you'll notice the character's abilities get stronger or more varied with each level up. I want to add items and more abilities later.

Here's an older video that shows the early game, then it skips to max level when she gets to the top of the cliff to simulate a late game team fight:
https://www.youtube.com/watch?v=e2ZrFYyuQgc

The catgirl is filling the role of both support and ADC since it's just one character, so she has crowd control and rapidfire shots, but I had to give her extra mobility too. The other team has a long range with the needle guy but he's slow, and the fatty is a tank with AOE and crowd control. It's completely unbalanced and everyone has too much health but it's playable at least.

The actual game would have probably 4v4, shorter team fights (similar to a LoL fight where there's posturing and positioning for a bit, and then it just gets crazy and then the fight ends almost as soon as it started), multiple lanes, a shop at the beginning, and it would take longer to make your way across the map, since you'll have to worry about not just the minions from each team, but also neutral wildlife or bosses that attack everyone. I'm planning for different objectives, not just tower defense. You get to late game faster than a real moba and the game is very generous with making everyone feel powerful right away. There's no hour-long games or any of that, no pvp either, just co-op vs bots.
>>
>>140411828
If you have too much data to give your player then your game isnt intuitive enough.
>>
>>140410827
What are you _planning_ to do at least?
>>
>>140411953
I lold at that bronze description of team fights.

Looks like you have a lot of the core of the game done.
I am looking to make a top down moba much more similar to LoL, DOTA, HoN.
Looks a lot like Awesomenauts which ive had fun in.
>>
>>140412519
I have a friend that has some ideas for a metroidvania type deal with a focus on resource conservation. I've got tons of free time so I figured I'd learn to code alongside him and maybe help him with his project. I can do art and music to a small degree.
>>
>Tfw making a game is too hard
>>
>>140410435
>>140409989
I'm working on a simulator. Not a real moba. It's a 'moba' for casuals who don't care for the ultra-competitive side of mobas. So it's not really a moba I guess. So basically for people who pick Ahri, Katarina, Miss Fortune, Jinx, Vayne, etc. You know, fellow waifu-friends.

I wish there was an offline moba where I could level up and unlock stuff whenever I felt like it, but there aren't any except maybe Dota 2 or Awesomenauts. But Dota 2 doesn't have bot matches and there's no progression since everything is already unlocked, so bot matches seem pointless. LoL can't be played offline and I have bad internet. The gameplay in Awesomenauts is very floaty and jumpy too because of the characters' acceleration and all the platforming elements. I want my characters to turn on a dime, not slow down first which feels slippery. And I want to focus on ground combat, no platforming, no bunny hopping everywhere or timing jumps. I also want the effects and sounds to be more meaty and have more impact. Also, I need more waifus in my offline mobas, and I can only think of two in Awesomenauts, the alien girl and the sniper girl.
>>
>>140413017
Are you two learning C++ or C#?
>>
What are some types of games for a one-man dev? I'm trying to get my brother and sister to help out (my sister is a professional artist) but they seem less than enthused. I don't want to have to rely on them, and want to start ASAP.
>>
>>140413436
Going with C#
>>
>>140413595

Puzzle game.
>>
>>140413595
How old is your sister?
>>
>>140413714
I was considering a puzzle game involving gears, actually.
>>
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>>140411362
just for you
>>
>>140413595
My first was a clone of the origional zelda mechanics.
I had shitty art i downloaded from the internet.
Which lead into my 2nd game of a 2d tower defence, the hardest part was pathfinding, but they both taught me a lot, and are soloable.
>>
>>140413825
15, but she's been drawing since she was like 5
>>
>>140406698
>If you find a bug while trying to do something, having to work around it may be pretty cumbersome.
It'd be a pain in the ass anyway. Do you think that Unreal and Unity's producers come to your house and suck your dick while they personally troubleshoot your installations?

>Also legacy shit will eventually bite you in the ass in a lot of situations.
Depends on the engine. If it's RenPy or Pygame, it's fukken python, it runs on everything. If Construct2 stopped being supported tomorrow, who cares? It's javascript. Now, if you're making Doom wads for the original release, that's where you might have to check the "run in compatibility mode" box to play it. Oh no.
>>
>>140413825
26.
>>140413928
I think my biggest concern is music. I've created plenty of artwork and I have some ideas, and I'm fine recording my own sound effects, but music gets me.
>>
>>140406085
Honestly if it weren't for music and sound effects, I'd say yes. I have no idea what to do in that department.
>>
>>140414142
Stop pussyfooting around game dev and start building your fucking game.
Art and music are worthless until you have a playable product.
>>
>>140411457
When I was like 6 playing vidya games that had level editors, and remarking how TECCNOLOGY some of the games of the era were with regards to how levels could be made and some of the wacky stuff you can do in virtual spaces.
>>
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>>140401701
>How long have you been deving?
2 months
>Current game? (include small description)
slave trainer romans vs beast/monsters rts
>Team size?
1
>How far along are you?
got the range combat done-ish
>Which engine do you use?
game maker
>What is your main area of expertise?
im shit at everything
>>
>>140414142
>Want to be a game dev when I grow up!
>Plays too much videos
>Watches too much anime
>Jerks off to too much asian porn
>Hits early 20's
>"HEY GUISE HOW DO I MAKE VIDYAS?"
>I can't Art, Programme, or Music, but I know a few guys and want to make an MMO RTS with crafting and world conquest factions that battle each other over land.
>>
>>140415108
one time my friend actually called me on my cell phone to ask me to help him make an MGS-like video game

all he had to offer me was the "story" which he had admitted he had not finished, and was more like a vague premise (that itself was a ripoff of several sony-bound IPs anyway)

was p laff
>>
>>140414785
Romani ite domum
>>
>>140411457
Started learning about programming in high school, made some mobile apps, then a space shooter for my calculator, and realized games are a fun, challenging programming exercise. I've completed 2 so far, and am currently working on a much larger project.
>>
>>140411457
Since 4 I was programming simple text adventure games on my Amstrad.
I have two finished projects.
>>
>>140411828
Don't forget to account for different resolutions and scales
>>
I've got a million dollar idea, a couple of them in fact, but I don't want to work with brainless codemonkeys or special snowflake "artists"

Sad shit mang
>>
>>140415958
I'll give it 3/10
>>
>>140401701
>How long have you been deving?
9 months I think.
>Current game? (include small description)
Comfy Forest Explorer REBORN (Animal Crossing but in a forest, and alone)
>Team size?
1
>How far along are you?
Not far at all. Had to restart the whole thing from scratch and I wasn't far even then.
>Which engine do you use?
Unity
>What is your main area of expertise?
No such thing.

I need help.
>>
Why is /tg/gdg so helpful and productive while /vg/agdg can't stop pulling eachother down?
>>
>>140411250
here's your (You)
>>
>>140411457
About one year ago. I came up with ideas for games I wanted to play but didn't exist, and after seeing how on /v/ there were people making games I thought I could do the same.
I've made 4-5 very simple games since then (mostly Jam games).
>>
>>140411828
Are menus really that difficult to implement? I never really expected them to be since they are so common in games, but agdg makes me feel like they are.
>>
>>140416819
most of agdg literally can't even install most engines' tools properly, let alone make anything
>>
>>140416513

Work on this game anon, I want to play it when it's done.
>>
>>140416819

They tend to require a hell of a lot of thought before any implementation, especially for games that don't have a lot of space to offer, in terms of resolution or what have you.

Menu design is probably the only part of programming and art that I truly 100% never enjoy ever.
>>
>>140416513
So long as it has personality and isn't just a shitty bunch of fetch quests, I'm down.
>>
Quick.

C++ or Q#?
>>
>>140416929
>>140417064
Oh thanks guys. It's reassuring to know other people want it to be finished. I'm mainly making it for myself, and I don't plan on giving up (though every now and then I feel like it's too much for me). Might take some years but I'll get it done.
>>
>>140417310
Q#
>>
>>140417310
c
>>
>>140417312
There are too few AC-like games that are actually good. i.e., make it gud faggort
>>
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>>140417514
>calling C++ "C"
I am trying not to be a prick about this, but never do that again, please. It confuses the more competent programmers and is a big difference.
>>
>>140417728
no i literally meant c
>>
>>140417796
For what purpose?
>>
>>140418082
i wanted to imply both options were bad :^)
>>
>>140418192
Oh okay.
>>
Reminder that there is literally no reason to use C over C++ for gamedev if your target platform(s) have C++ compilers (which is extremely likely).
>>
>>140418260
what if im gay
>>
>>140418260
i mean c flavoured c++ is ok but don't fall for the OOP meme or the template meme
>>
>>140418361
OOP can be applied in a good way.
Templates can be applied in a good way.
>>
>>140418436
templates maybe OOP no
>>
>>140418260
C is very different from C++. It's a subset of C++ but C lacks any OOP stuff. Both are awesome though. Can we stop talking about this? It's making me uncomfortable that we are going to mislead a newguy.
>>
Java is the best programming language to make a game
>>
What about C++ AND C#?
>>
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>>140418436
>templates in game dev
>especially if you are using UE4 or someone else's engine
>>
looking for a game idea. need to show something off at demo day. where have all the good idea guys gone?
>>
>>140418632
C# sounds pretty sharp...
>>
>>140418545
OOP is far less applicable than most people make it out to be (especially if you have FP features readily available) but it's still useful.

I mean, first class functions and objects are equivalent and either can be implemented in terms of the other.

>>140418745
Do you know what a template is?
>>
>>140418750
Post some credentials, faggot.

>>140418782
template<class T>
No I don't
>>
>>140418750
A procedurally generated game with ASCII graphics where you descend into a dungeon, collect items, fight monsters.
>>
>>140418750
You're a smart monkey trying to make his species evolve.
>>
>>140418903
Then what do you mean by >>140418745?
>>
>>140418904
No. It would never work. Unity can't do this.
>>
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>>140418782
>OOP(s)
>useful ever
4/10
>>
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>>140418903
dont have any credentials. just a lot of ded projects and c# scripts.

>>140418904
well for one I wanna make a 3d game. but even it it was 3d, doesnt this sound boring? I would have to add a bunch of content to make it good, and demo day is right around the bend. i wouldnt make it
>>
>>140419102
It's useful in the sense that it might be easier or more efficient to express something in terms of objects rather than in terms of closures, even though they're equivalent.
>>
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>>140418904
this to be honest family

>>140418996
Typically UE4 in particular, all the C++ coding you do is extremely specific. So templating makes data management way harder and time consuming, productivity speaking.
>>
>>140419290
Just because you're not writing a templated class yourself doesn't mean you're not using and profiting from templates all the time.
>>
>>140419102
>exception catcher
javaman located
>>
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>>140419264
>all those public variables
>>
>tfw bought into the Haskell meme yet still catching exceptions
>>
>>140419426
Using "built-in" templates is totally fine though. That's a stupid thing to say otherwise. But trying to implement your own is just...wasteful unless you are really good at planning your shit out ahead of time.
>>
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Speaking of menu design:

H-hows this layout looking?
So little room...
>>
>>140419626
i like it
>>
>>140419542
>Haskell meme
You piqued my interest.
>>
>>140419593
Writing your own containers instead of using existing implementations is a totally different thing from the C++ feature, templates.
>>
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>>140419743
here you go
>>
>>140419542
As in, you're using Haskell but using exceptions instead of something like Maybe or Either Error?
>>
>>140419990
That's not a meme.
>>
>>140420056
async exceptions are a fact of life, might as well accept it
>>
like in this case how would Maybe or Either help me over just throwing an exception in IO
>>
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it's official, i have been defeated
i couldn't get the inventory to work right, i'm giving up for today
shit just WONT WORK
>>
>>140420195
Asynchronicity is orthogonal to error handling, though.

>>140420367
If you're already using IO then, no, they won't help much. IO already encapsulates all effects, so the "effect" of Maybe or Either will be redundant.
>>
>>140420567
>Asynchronicity is orthogonal to error handling, though.
i disagree asyc exceptions are kinda fundamental to IO. you can even think of power failure as an uncatchable async exception but i digress
>>
>>140401701
>How long have you been deving?
Since GM4 was released. Started first serious project 2 years ago.
>Current game? (include small description)
Clarent. It's action adventure game, "a metroidvania".
>Team size?
1ma. I have kind of music guy, but he haven't done anything yet.
>How far along are you?
Started rewriting the game for 3rd time. I'll release demo next demo day.
>Which engine do you use?
GM:S
>What is your main area of expertise?
I can do pretty much everything except music.
>>
>>140420987
What's asynchronous about them?
>>
>>140421052
e.g. user presses C-c during a long running computation, that's just one example of an async exception... the async part is that they can occur at any point in the code
>>
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I am going to hire some voice actor (probably on fiverr.com) to do some voice over stuff.

I will write a list what words and phrases I need recorded so I dont have to pay twice.

I've got some recordings from anons in the last thread but you can clearly hear its recorded with headsets and not professional microphones so you can hear noises and . Also I want the voice to be continuously the same throughout.
>>
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>>140420482
Take a for the rest of the day.

When I get stumped like that, I either move on to art assets or just stop working on the project for the rest of the day.
When I wake up shit feels fresh and I usually manage to unfuck whatever I fucked.

You're gonna make it.

>>140401701

4 years off and on.
Geists and Gales (snowwy bad castlevania clone)
1MA
Hello World
GM:S
Probably art but I'm not very good at it. Or programming. Or music.

Redesigning this guy to be taller and slightly fancier.
>>
>>140421245
Oh, I thought you were talking about async as in async I/O or networking, things like that.

I don't see why you need an exception for that, though. Either the programmer is handling the interrupt, in which case it could be dealt with just as normal input, or they're not, in which case it's the OS's job to kill the process and hope for the best.
>>
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>>140421795
Wow Aseprite just fuck my shit up.
>>
>>140422042
teach me to do art like that
>>
>>140422239

1) Be mediocre at best
2) Get Aseprite
3) Aim simple colors and sizes
4) Turn on Rotsprite

Seriously this program makes me feel like god damn superman
>>
>>140422042
They look a little bland color-wise, which would work if they're part of the scenery or something. Otherwise, very readable. Good work
>>
>>140422487
I can't draw tho
>>
>>140421869
the point is that exceptions can occur doing pure code that otherwise could not fail
>>
>>140422703

Well git started my man. Its not like I started off being able to make the kind of stuff I make today.

You just gotta practice, and Gamedev is perfect for that kind of practice because you can take what you make and apply it to something meaningful, rather than just practicing for the sake of grinding your Art Level.
>>
>>140422825
Even in Haskell you can't handle something like that outside of IO.
>>
>>140423148
i don't disagree? i was just memeing
>>
>>140422239
That's not something you are taught. You study it and other resources.
>>
Is there an easy to use 3d engine that i can integrate multiplayer into easily and is not commercial so i don't have to worry about licenses and shit?
i made stuff in love2d before but my eyes are bleeding doing research and i want help.
my goal is to make a multiplayer rpg (like literal roleplaying, not what it has been bastardized into) loosely based on space station 13 in first person.
>>
>>140424503
opengl
>>
>>140424503
For that kind of project, enginedev is really the only way to go.
>>
>>140422042
really like that
>>
>>140424957
>>140425170
i was afraid so. time to get my hands dirty.
i've considered making it 2d top down instead but it doesn't get the feel that i want, i tried it a bit.
>>
GMS: impossible to learn?

This channer says, "Yes."
>>
>>140401701

>How long have you been deving?
Almost 2 years now

>Current game? (include small description)
Untitled Alaskan gold rush/ dog sledding thing

>Team size?
Me myself and I :')

>How far along are you?
Prealpha, getting basic systems down, arts mostly done except ui

>Which engine do you use?
Unity

>What is your main area of expertise?
Programming but I'm not completely terrible at most things at this point
>>
What mechanic should I base my game around?
>>
>>140425930
Maybe if you spent less time complaining about it on 4chan and more time doing it you would be at the level your supposed to be at.
Honestly, give up dude. It's been a week, most people wouldn't even need tutorials at this point.
>>
>>140426256
A magic paintbrush which paints real things
>>
I think UE4 will have to wait until I can replace the coolant on this toaster...
>>
Musicfag here again, post them requests

Here's a dungeon loop I made for an anon a couple days ago. https://soundcloud.com/olaf-pinkbeard/dungeon-loop
>>
>>140390665
>AAA
>no cryengine
>>
I was doing fine learning normal console application programming but once things start appearing like SDL_GL_SetAttribute, GL_COLOR_BUFFER_BIT, glEnableClientState, Vertex Buffer Objects, glBindBuffer etc. I just lose it and can't follow along at all. Does anyone know any resources dealing with graphics programming/shit involving the GPU that isn't API specific and is more focused on teaching the theory?
>>
>>140426280
Back off from me.

But also, you're right.
>>
>>140427251
It's true spend atleast 2 hours a day and you will get it
>>
>>140427503
I said back the FUCK off!

But okay I will.
>>
>>140427189
All you need is a decent resource for learning it.
open.gl
>>
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>>140419626
You're really going all the way on ripping off Clarent aren't you?
>>
>>140425930
If you cant learn a noobie engine, your a quitter who wont succeed.
>>
>>140428440
Wtf is Clarent?
>>
>>140401701
>How long have you been deving?
On this project...3yrs
>Current game? (include small description)
2D action-platformer
>Team size?
Me
>How far along are you?
Not far at all
>Which engine do you use?
GameMaker
>What is your main area of expertise?
Art
>>
>>140429521
BACK.
OFF.
FROM.
ME.
>>
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>>140429841
>Wtf is Clarent?
The game you're ripping off.
>>
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Can an intelligent person help me out here?

My game's scoring is based on placing 2D objects inside a 2D target container, then finding how filled up that volume is. Assuming the objects and the container are rectangular, you simply add the volume of the objects together and divide the result by the container's volume to find the % filled.

But this doesn't work if any of the volumes are partially out of the container. What's the best way to find the total volume of the objects inside of the container? I've attached a diagram. I'm using Unity.

The objects could also be rotated inside the container, so it might not be nice and clean like this in all cases.
>>
>>140426765
Maze like Forest. First level of the game so lighter theme. Action game. Music feels like you are embarking on the quest of a life time
>>
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I'm making a demoscene inspired game, aiming for <64Kb.
I'm using crinkler to get my filesize down, which sadly means most antivirus software will flag is as potential malware.
Is there any way I can make people trust me? The demoscene community will probably be fine with it, since it's something widely used in demos, but I worry about the average joe
>>
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>tfw have to make a gui for my final project IN JAVA
>>
>>140430907
the average joe will never trust you senpai
even if they did they'd be too stupid to prevent their antivirus from affecting your demo
>>
What's a good C# site for general stuff?
>>
>>140431250
dot net pearls?
>>
>>140430619
>Implying weeabakado's shit was the first Castlevania clone.

You really are idiot.
>>
>>140430721
As a quick solution, take the mid point of the shape, calculate its distance from container top line. then subtract that from the height or width, and recalculate the shape left.
>>
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>>140401701
>How long have you been deving?
Been devving for about 6 years, including when I was studying.

>Current game? (include small description)
Stormworm+
It's like snake, but 3D on various geometry, its also a huge epileptic trigger.

>Team size?
2.

>How far along are you?
Pretty much bug fixing and putting up the trailer before the end of next week. Will give the beta 2 more weeks then will probably release it.

>Which engine do you use?
Unity

>What is your main area of expertise?
I studied as a programmer, but I'm also an artist and sound guy for Stormworm+.
>>
>>140401701
>How long have you been deving?
1.5 years working on actual projects, 2 previous years of learning and fucking around
>Team size?
1
>Which engine do you use?
unity
>What is your main area of expertise?
fx, animations, juice, shaders, low poly, vector art, programming
>>
>>140431479

This looks sick as fuck
>>
>>140431206
thanks for the reply, anon
>>
>>140430721
Assuming no rotation just check if any of the interior rects are outside the exterior rect and calc its area from the bottom-left corner (x,y) and (x+width, height_of_exterior_rect).

If they're rotated you can do a line-intersection along the top of the exterior rect to get some points and make polygons from the intersection points and whichever points are sticking out of the container (5-, 4- or 3-gons). Calc their area, subtract from the total area.

Shit's pretty simple geometry famalam.
>>
>>140431479
>>140431579
>This looks sick as fuck

Do people really fall for the juice meme still in 2016?

Fuck, I need to get on unity again and start creating Mario Party tier shitty arcade games that look pretty.
>>
>>140432068
someone is jealous.

dont , you are cool too.
>>
>>140432068
I dont understand the problem, show us your non-meme'd game, show us how its done.
>>
>>140431387
that's a great idea, thank you very much.

>>140431942
thanks for that, yeah it's been ages since i've done this shit
>>
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>>
just a quick progress webm for shites and goggles
>>
>>140431479
Do you live in the shitposting capitol?
Pretty sure I saw your game (and you, probs) at some thing a few years ago. How can it take that long to release such a simple game? It'd be impressive for a jam, but for a long-term development?
>>
>>140432520

Really cool style. Would play!
>>
>>140391246
underrated post
>>
>>140432909
I don't get it
>>
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>>140432636
I released it on android 2 years ago and it was sitting on greenlight.

Heres some android keys:

- FZAMPTF96V8E1UU0T4QP4AZ
- VFSLYMSTYL39YMG1FQZVSMA
- WHN7A4G8JSV37N9SGQZ8JNH
- 0ERPMXSGGXW0ATJT6QFC7V9
- UMARECSYLPBQCESHX345SG1

It got greenlit last year and I started developing the PC build in November.
Getting something to not look like shit in unity takes awhile, getting an arcade game to not feel like garbage is a little hard too.

But from all the feedback from the beta, people are saying that at no point do they feel cheated when they die, so I guess thats a plus.
>>
>>140430721
they obviously can't read that you said rotated. find where your edges intersect the container's top border, record those points. also take the vertices of your polygon that have a y-coordinate lower than that line.
now take the set of points that are vertices below the line or are intersections of the boundry with the line. order them clockwise or counterclockwise.
you then use the shoelace formula with these ordered points.
https://en.wikipedia.org/wiki/Shoelace_formula

this will give you the area of the shape that fits under the line.
>>
Finish this sentence:

A game where
>>
>>140432372
>>140432326
I don't have any non meme game. I strictly pander and make furry smut. His game does look cool. But i keep hearing to avoid "Hipster indie memes"

I actually have this idea for a low poly 2.5d retro arcade space shooter.
>>
what do you do when you feel alone
>>
>>140433378
.
>>
>>140433508
masturbate
>>
>>140394465
What's up with this game. It's done with pixel art but it moves like vectors?
>>
>>140433508
Look at pictures of space and realize we're insignificant and everything in our lives is insignificant. Study stoicism also.
>>
>>140433378
?
>>
>>140433906
That is correct
>>
>>140394465
desu it looks pretty dude, did you make your own sprites and shit? i like how you abused moving the knight up and down to avoid animating walk cycles look good and saves work
>>
>>140433378
I am too lazy to come up with my own ideas, so I go to AGDG to attempt to steal other peoples ideas...I'm so lonely
>>
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>>140394465
FoV looks good. A note of caution: if you're planning on taking this to steam eventually, you might want to edit your sprites to make them more original, or you'll get a lot of shit for it that could impact you being greenlit
>>
>>140434202

I'm sorry you're lonely, but how do people like you steal ideas? If I am making a game/music that even borrows too heavily from someone else's idea I feel like a crook. How can you just actually steal someone's idea? Seems like it would kill your motivation fast.
>>
>>140434614
I think you miss my point.
I was finishing this guys >>140433378 sentence..
>>
>>140434445
>>140394465
i hope those sprites are placeholders then knightbro.
>>
>>140434843

Ah, I did. I thought all the replies to that post were from the same guy desu.
>>
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Hello aggydaggy.

I'm currently trying to add some juicy scaling effects to my LOVE2D game, but I'm having trouble with scaling.

The love.graphics.scale function scales from the origin (in the top left), but I want everything to stretch out from a point on the screen (if that makes sense).

Pic related successfully scales using the very center of the screen, but I'm having a lot of trouble scaling out at different points. Can anybody help?

>inb4 learn geometry
>>
What's the best method for showing/hiding UI elements in Unity 5?

Using SetActive(false) works but Unity is fucking stupid and after an object is inactive it seems like sometimes your variable reference to that object gets nulled, sometimes it doesn't.

Right now I'm just adding a CanvasGroup component to my panels and setting their alpha to 0 and disabling intractability. But now the problem is the panel is technically still in the game view preventing me from clicking on shit underneath.
>>
>>140399779

dang sorry, bro. If you were game maker I would be on board, granted you give me like a week to finish classes and graduate from college.
>>
>>140411842
Good luck anon, hope it works out.
>>
>>140435229
translate, scale, translate back.
Chances are good you'll be doing more viewpoint stuff, so a robust camera stuff will probs help. SFML has this built in, fyi.
https://love2d.org/wiki/Tutorial:Cameras
>>
>>140435229
I'm probably wrong and I'm unwilling to look at my actual code that does this but try

translate(-center) -- move to center
scale(factor) -- scale
translate(center) -- undo offset

option 2 is look at hump.camera which I think has the behavior you want
>>
>>140411842
What is your project?
>>
>>140430734
working on it
>>
Hey, does anyone have that infographic on making melody? The one with the wheel? I saw it here a few threads ago but forgot to save it.
>>
>>140433127
ty senpai
>>
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>>140436603
This one?
>>
>>140435783

Thanks man, lately things have been a lot better and that's part of why I'm finally following my dream

>>140436348

I have a couple of ideas in the works, but the main one I'm working on right now is a sort of comfy RPG with a similar vibe to the pikmin games. Bright saturated colours and cute characters/music, but with a little more in the way of character development. I only started unity like a week ago so it's slow going, but it's on the way.
>>
>>140433075
>8 hex digits
>pointer
>>
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Progress, coded the camera for that intro
>>
>>140436887
https://xkcd.com/138/
Time to come up with some new material lad
>>
I'm looking at using Construct Classic. Is it good? I can't seem to find anything on money other than that it's under GPL; what happens if I want to sell a game made with this? (I'm more concerned about the second question.)
>>
>>140437237
You should be fine for selling it.
Iconoclastsdev used CC.
https://www.youtube.com/watch?v=ZfISI9biqvw
>>
>>140414283
Let me help you with the music. I wanna have some fun.
Heres some of my stuff:

https://clyp.it/qs4vxgt3
https://clyp.it/ssat5kug
https://clyp.it/2ihkfwbb
https://clyp.it/5yhzmv2g
https://clyp.it/obsratgs
https://clyp.it/sj02zm2p
https://clyp.it/xjl3zvl2
https://clyp.it/artbmgxe

etc. What do you say my friend? Hit me up on skype @ tehsmf if you're down.
>>
>>140438156
Dude you're really good
>>
>>140436756

Yes! That's it exactly, thank you!
>>
>>140437237
Construct being GPL doesn't necessarily mean games that are made with it are. Even if the games had to be GPL, you can sell them just fine; GPL has nothing against that. GPL only covers code, not assets, too, so a game with GPL code is not (without your permission) legal to copy and redistribute.
>>
>>140438360
Thanks friend. Let me know if you're working on any projects. At the moment I'm like an artist looking for a canvas in a way, know what I mean?
>>
>>140436887
Yeah I don't know what those mean, I don't code in assembly or whatever, I use an engine.
>>
>>140438929
Its not assembly.
Essentially in some languages (such as C++) they allow you to see what a variable actually is, which is an address in memory where the data is stored. This is called a "pointer" as it points to the variables location.
>>
>>140439285
A variable is not necessarily a pointer, and a pointer doesn't have to point to a variable.
>>
>>140439381
a pointer is a programming language object, whose value refers to (or "points to") another value stored elsewhere in the computer memory using its address.

You are correct. was just making it easy to understand for someone who doesn't code.
>>
>>140439564
You can make an explanation simple and clear without making it disingenuous.
>>
>>140438929
A pointer is just a memory location.
Think of it like shortcuts to files/folders in your OS.
>>
>>140438929
Should screenshot that and put the AGDG stamp of approval on it
>>
>>140401228
No, but you can use DirectX
https://github.com/Microsoft/DirectXTK/wiki/Getting-Started
>>
>>140440979
>DX::ThrowIfFailed(CreateWICTextureFromFile(m_d3dDevice.Get(), L"cat.png", nullptr, m_texture.ReleaseAndGetAddressOf()));
All that typing just to load a texture?
Seems like you have to wrap a lot of these functions
>>
>>140441186
Yes, "game code" would never (or very rarely) touch raw DirectX, nor OpenGL.
>>
>>140401701
>How long have you been deving?
On off a few months
>Current game? (include small description)
Some 2d platformer
>Team size?
1
>How far along are you?
Early
>Which engine do you use?
XNA
>What is your main area of expertise?
programing
>>
>>140440979
PLATFORM
DEPENDENT
>>
>>140433127
Cheers, mate I'll have a play.
>>
>>140411457
I started making simple games in primary school, and realised in high school that it is what I wanted to do, and it would best fit my skills. I think I lack the most important skill: discipline.

If you can't make time for it now, you won't be able to later.
Don't give up on your dreams!

>How many
0, unless you count a few tiny arcade games.
>>
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>>140401701
>>How long have you been deving?
A few years off and on.
>>Current game? (include small description)
TacticalRPG - It's an engine for my own game. Will play similar to FF Tactics.
>>Team size?
1
>>How far along are you?
The battle module is almost feature complete. That's probably the most time consuming game engine part. Now I have to make all the supporting systems work. Then content.
>>Which engine do you use?
My own. "HowDoGameDevEngine" is the base.
>>What is your main area of expertise?
I'm apparently good at winging it.

Screenshot is of the unit deployment for a battle. I've barely started on the graphical side, so it looks pretty barren. Just need something usable for now. Prettying it up can come later.
>>
>>140443020
>Will play similar to FF Tactics.
Really surprised there isn't more of these in the world.
>>
>>140438929
other people said what a pointer is, so:
hex is short for hexadecimal, it's a numbering system that goes 0-15 instead of 0-9, because it works really well with binary numbers (which computers use inherently)
10-15 are represented with A-F
it's typically indicated with a "0x" in front
the traditional address space (the range of memory addresses possible) for x86 machines (like the one you're using if you're on a desktop or laptop) is 32-bit, which needs 8 hex digits to represent it
so, "0x10ABCDEF" or something along those lines is likely to indicate a memory address, and if you examine a pointer that's what you'll see
>>
What should I call my wall/floor/ceiling tiles in my 3d game? Constructs?
>>
>>140444814
W_tile
F_tile
C_tile
>>
Post progress?
Receive fanart?
???
>>
>>140443125
Someone made a framework for isometric SRPGs in RPG Maker, so there's going to be a whole lot more soon.
>>
>>140445191
Oh neat, when did this happen?
Any interesting projects in /rpgmg/?
>>
>>140437359
>>140438646
thank you
two more questions:
Can I code with Construct Classic? I didn't see anything about it on the site. My brain just works better with text than icons and arrows and colors and names or whatever the fuck "non-programming" program setup I come across.
Can anyone point me to some tutorials for Construct Classic?
>>
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>>140445073
Began working on jumps.
>>
>>140445381
timing is all off so no sense of real motion

don't do animations until the whole engine is done.
>>
>>140444814
blocks, chunks, cubes, placements, structures
>>
>>140445281
I'm pretty sure CC is only "non-programming"
If you want something free, easy and open source but with programming try love2D
>>
>>140445381
Would be good if your games campy / not serious.
bad otherwise.
>>
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>>140445073
Started 3D arting
>>
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I made this banana.
>>
>>140445723
Reminds me if you took the art of little big planet and gave it a dark-humor/horrorish vibe.
>>
>140446108
http://archive.4plebs.org/tv/thread/68190493/
>>
>>140445856

that's a nice banana
>>
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I added the snails and the flying puffs into the newer engine. I cleaned up their code too, especially the snail's code, so he works a lot better now.
>>
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>>140445568
>no sense of real motion
Artificial motion will have to do, then.

>engine
What are you talking about, Anon.

>>140445647
It's a video game. Pic related.
>>
>>140446293
LBP tirbute was not my intention at all.

Dark humor is spot on though. Trying to go for a genuinely weird fantasy world with just my type of jokes. Lots of dry one liners with apathy galore.
>>
>>140438929
It's not a joke about pointers. You don't need to know how they work. You just need to know that "pointer" has more than one meaning in the English language and they used one of them that didn't fit the context. That's the joke. Haha. It's the same joke as "I don't know, can you?", but they think it's intellectual because there's a reference to a STEM field in there.
>>
>>140446847
Now that you're resurrected, are we going to see this in demo day?
>>
>>140446872
You rebooting Ghosts 'n Goblins, m8?
>>
>>140446847
Her falling sprite is cute.
>>
>>140447030
Maybe! I don't know if I'll have enough done by then though
>>
>>140447098

Other than it being a 2d knight sprite with the ability to jump there is really no similarity at all.
>>
>>140446991
>Lots of dry one liners with apathy galore.
My favorite, whats the gamplay gonna be like?
>>
>>140445381
>>140446872
>>140447098
that's what it is
it's G 'n' G stiffy jumps.
it could work
>>
>>140447098
No, It's going to be a Castlevania clone (metroidvania type), but I admit the character design was a bit inspired by GnG.
>>
>>140447098
I was thinking the same thing.

GnG kicks ass Anon, keep going
>>
>>140447230
Just reminded me of it, not meaning to shitpost nice X clone if that's what you got.
>>140447274
Still good
>>
What makes a good rpg-gameplay style horror game good? With the lack of detail, does the sound design take precedent? Think the Witches House. I want to make a game in that style, but I want you seasoned veterans opinions on what (and what not to) do.

First time dabbling in designing, so right now I'm going to write the story, etc, then start trying to build the actual game.
>>
>>140447256
>>140447342
Thanks.
I know I'm not very good at animating, but I hope I can make something sufficiently nice.
>>
>>140446872
Good to see a knightdev who hand made his assets instead of recoloring /editing them. And you guys hate on Arikado because he used a place holder. Keep up the good work true knightdev, can't wait to see your game in action.
>>
>>140447241
3rd Person Action. dungeon Crawler.
I have a bunch of ideas for RPG elements but don't know if I want to go full RPG route. I'm thinking minimal gear with like 3 stats.

Plus I have a system I think is pretty neat being built in. hopefully it will make it not seem like a generic action game clone
>>
Where were you when we cast out the no-devs and rejoiced in glorious progress?
>>
>>140447724
Deving
>>
>>140447594
Didn't you shit on their art all the time last year?
>>
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>>140447476
> I'm not very good at animating.
You're not great, but you are good. Drop the DA middle school mentality and you could actually come across as a confident guy.
The point is it looks cool, and I would certainly play it just for the aesthetic, you put alot of detail into your art unlike pixel meme devs.
>>
>>140447441
For RPGM exploring games the most important factors are the obvious.

∞.Atmosphere
1. Art
2. Writing
3. Sound & Music
4. Secrets
5. Replayability

Avoid stupid jap shit like obscure trial and error game over factors and of course jump-scares though.
Atleast in my opinion.
>>
>>140447892
>Didn't you shit on their art all the time last year?

Constructive criticism =/= shitting on
>>
>>140448282
In your opinion, is the key system in early Resident Evils annoying or interesting? I always enjoyed the feel of those games. Especially when you found a key and were like "I wonder where this goes!" does that make sense?
>>
>>140447594
Thanks a lot!

>>140448130
And to you too (I think?)

I'll get back to work now!
>>
>>140448528
I liked them.
Just don't over-do it with the quantity.
You could also look to devil may cry, I always liked its key system even if its mostly ripped from RE seeing as it was intended to be a sequel. But it ended up adding something new to the RE system.

It's all about execution really.
>>
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Reminder that there IS a thing as too much/unnecessary juice and using it wrong will put people off your game.
>>
>>140449441
Reminder that juice rolls over, so if you think you have too much, keep adding more and you'll get to the sweet spot again.
>>
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>>140450018
>>
Fucking around with particles and GML, got it working, but for some reason the particles show up at 0,0 even though they are not supposed to. Anyone have any clue as to why?

///Particle Test
system=part_system_create();
part_system_depth(system,10);

part=part_type_create();

emitter=part_emitter_create(system);
part_emitter_stream(system, part, emitter, 5);

part_type_shape(part,pt_shape_flare);
part_type_speed(part,0,0,0,0);
part_type_colour3(part,c_teal,c_blue,c_navy);
part_type_life(part,room_speed*.65,room_speed*.65);
part_type_size(part,.95,.95,-.05,0);
part_type_blend(part,true)
//part_type_alpha1(part, .75);

target = obj_player

//step event

if(keyboard_check(vk_space))
{
var _dir=0;
var _dist=0;
var _x=target.x//+lengthdir_x(_dist,_dir);
var _y=target.y//+lengthdir_y(_dist,_dir);
var _part_dir=point_direction(_x,_y,target.x,target.y);
part_type_direction(part,_part_dir,_part_dir,0,0);
part_particles_create(system,_x,_y,part,1);
move_towards_point(target.x-25,target.y-10,target.speed)
}

if(keyboard_check_released(vk_space)){

}
>>
>>140450414
well I don't know anything about gml but you should check:
1. are you calling a function to move the particles to the location you want
2. are the variables that set the location accidentally set to 0 somehow
>>
>>140450414
>part_type_direction(part,_part_dir,_part_dir,0,0);
>>
Is there really any point in trying to pick up godot if you don't already have a good understanding of python? I spent about an hour last night trying to put together a basic player controller and got as far as making a simple cooldown ability before I realized:

>Having to use drag and drop scripts for simple things like timers is cumbersome as fuck.
>Referencing and manipulating dragons/other scrips appears to be completely different to C# and there's no documentation on how to do it.
>Trying to use python documentation and stackoverflow q&as to work out how to use the syntax is tedious at best.

At this point I'm thinking that it could be a nice alternative if I already had a full understanding of python and was also willing to pour through their wiki and trial-n-error all their undocumented functions, but the pros and cons vs unity (e.g. the tilemaps and 2d lights vs the abysmal hierarchy system and lack of running game view) are completely outweighed by the about of time I'm going to lose learning how to use it all.
>>
>>140450913
>Is there really any point in trying to pick up godot
No, it's a who engine just being spammed by a Godot employee.
>>
>>140450414
I guess _x and _y are 0?
>>
>>140450913
>drag and drop scripts
Is this really a thing?
>>
>>140451023

they aren't.

>>140450748
that doesn't have anything to do with it if you are talking about the two 0,0's infact thinking about it it shouldn't even be related to the step event since the particles spawn without space being pressed

>>140450596
will do
>>
>>140450414
put emitter in step event
>>
>>140450414
>using streamers or emitters

use part_particle_create
>>
>>140451004
Don't get me wrong, if I could actually use it, it has some really good features for 2d, even with the shit stuff like their hierarchy system and broken spritesheet handling. Just, going with their own language makes it impossible to learn how to script in the engine without who knows how much study and trial and error.

>>140451371
Using a timer dragon drop node was recommended by their official tutorial even. I tried using time.sleep() when I couldn't work out how to reference the timer properly or start and stop it, but apparently time.* doesn't exist in godot's custom language.
>>
>>140428440
Didn't know that was the name.
Also I have never seen his menu so I can't really comment on that.
I am making a shameless attempt at a castlevania clone though, while his game actually has some semblance of interesting combat and shader magics.

>>140422535
Well its for a snowwy dead village full of dead people being dead, I might make some more colors or throw in some gold lining or something.
>>
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>blatantly steal Dying Lights Logo
>another generic zombie game that focuses more on another generic writing-heavy gimmick that's mediocre
>literally mixels and pixelshit limbs
>rogue-like
>$15

When will it end?
>>
>>140452326
You don't like it? Then don't buy it!
>>
>>140452305
I mean it is open-source and MIT, so if you had the time you could de-bloat and implement your own language.
But it's not worth it at all.
>>
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is my brownie good, /agdg/?

if not how to improve?

i like more simplistic, less shaded stuff but struggle at making things look crisp and nice and interesting with so few colors
>>
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Made some detail meshes that look like tentacles kind of, and working on the item that spawns the Speed flowers. Thinking about refining and putting in an item that gives you the super jump and dash movement set for a dreamy "almost flying" feeling.

I also reworked some materials for at least the 100th time.
>>
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>>140452601
>Learn C++ so that I can implement my language of choice in a unity alternative.
Y..yeah I could totally do that if I just had the time, heh...
>>
>>140452975
I don't get it, is that supposed to be a literal brownie?
Why is it burned on the sides and why is the top so uneven?

Have you ever seen a brownie?
I-I feel like I'm missing an obvious joke.
>>
>>140453220
No you learn c++ so you can use a framework to make your own game.
Or UE.
>>
>>140436025
I tried that and it didn't work, and I was already following those tutorials. Thanks for the suggestion though.

>>140436060
Yeah, that code didn't work. Thank you for suggesting hump though, worked perfectly.
>>
kind of quiet here
>>
>>140453606
Wageslaves and students have commitments in the morning.
Slower /agdg/ is nice sometimes.
>>
>>140453757
That feel when having been a NEET for more than a decade. With no progress whatsoever. ;__;
>>
>>140453606
I want to talk about stuff, but I'm super new and only am just starting to dabble in RPGM. I could talk all day about horror games and such, but yeah. I'mma just lurk moar.
>>
>>140454503
Going back to NEEThood in a month, pretty excited.
Just gotta treat life like an MMO, set daily goals and grind them out though m8.
>>
>>140454564
>I want to talk about stuff
Then ask more discussion questions m8.
>>
>>140454564
I hope you're lurking your proper general too, because I doubt you'll ever be able to post your games here without being harassed.
>>
>std::map
Oh boy this is nice.
I should really dig into the std docs more.
>>
>>140454898
geez bro, wait til you find out about vectors
>>
>>140454992
I a-already know about them.
pls no bully.
>>
>>140454790
I'm not a fan of RPGs. The only reason for the RPGmaker is because I literally have zero idea what I'm doing when it comes to actual coding and design. The RPG thing seems really simple to learn, with minimal code. So i can make just simple little games and stuff to get my feet wet before I decide if I want to try to take this to college or whatnot.

>>140454769
Here's what I wish I could do. I would love to get the engine or whatever that the first RE's had, and make a game with it. You know. Those set cameras and stuff. Really nostalgic stuff. but of course I'd make my own settings and story and etc etc

but what I'm going to have to do is stick with this little RPG maker thing and try to make that work. I feel like it would be hard to make a horror game with it, but I'm gonna damn well try.
>>
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>>140455050
stl is pretty handy. it has most common data structures you'd need
>>
>>140455220
>Those set cameras and stuff.
They aren't hard to do, and one guy was even making a RE-ish game, haven't seen him in a while though.
The feel and look is just good use of shaders and pre-baked assets which you'll learn over time.

Once you get a few projects in RPGM, you could try Unreal or Unity or any other engine.
>>
>>140455220
>So i can make just simple little games and stuff to get my feet wet before I decide if I want to try to take this to college or whatnot.
Bro, first don't go to school for games. Maybe I misread that, I hope I misread that. Second, if anything test the waters by doing some coding.
>>
>>140455557
I apologize. I meant computer sciences as a whole.
>>
>>140455220
>if I want to try to take this to college or whatnot.
Like the other anon said, don't blow your money on uni for gamedev. CS and the like are near useless degrees and gamedev requires zero of them to be successful.

Go for a good fallback job in something you'd like.
I would have gone for Electrical Engineering myself.
>>
is there ever a reason to use a 'for' loop instead of 'while'?
>>
>>140455845
while you're unsure how long you want to go, opt instead for a specific loop.
>>
>>140455845
it's more convenient and easier to read to have the counter defined and incremented in the declaration

the middle part of the for loop is the same as a while loop
>>
>>140455713
Whew, but still I don't know if I'd recommend it. These days, just plain having the skills and a good github and a little networking does about as much as a CS degree, it seems. The things that need a CS degree to be done will be done by people with a fuckton of experience and/or higher degrees anyhow, and Pajeet will always do the wordpress/ruby on rails for cheaper.

>>140455745
>Go for a good fallback job in something you'd like.
I'd agree with this. Or learn a trade and make games on your own time. HVAC makes some bank. Don't fall for the wagecuck memes, a steady paycheck where you're actually in demand can be heavenly.
>>
Well, definitely don't fall for the "CS/college is a waste of time" meme. It's possible to learn on your own but there's also value in going through a rigorous program designed to hit a large variety of areas. Many recruiters won't even consider someone without a degree, and college is a good 4 years as long as you don't go somewhere that's 40k a year with no scholarships.
>>
>>140455845
They're equivalent in power, but each will be easier to write in certain cases.
>>
>>140456531
I won't deny that I got a whole lot of things out of college. But fuck, the things I could do with 50k (and I had some scholarships too.)

Really can't suggest it's worth 50k. Go live on a commune or WWOOF or go live and work in a random city for a couple years. College isn't the only place for experience, and it's hard to say it's worth 40-60 thousand dollars.
>>
I wish Gogem would post progress
>>
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>>140457006

progress :^)
>>
>140457204
Would unironically play a game with that art.
>>
>>140455845
for / foreach is easier for iteration.
while is easier for infinite looping until conditions are met.
you'll probably never write a do while
>>
Whats a general good length for an exploration RPG game? Whens the point of "God will this story ever wrap up?"
>>
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>>140401701
I know somebody is gonna call me a whodev but whatever.

>How long have you been deving?
4 years I think.
>Current game? (include small description)
Dead Tactics. I'm not married to the title. A tactics game where you kill things, create zombies from parts of their corpses, fill them with souls, and use them to crush your enemies. Or thats the idea at least. I've just been making props for a test map to start.
>Team size?
Me.
>How far along are you?
What you see is what I have.
>Which engine do you use?
Unity, but I haven't done much outside of asset creation atm.
>What is your main area of expertise?
C#,XNA, Flashpunk, and tactics games. So practically nothing that carries over to the current project.
>>
>>140458694
>Whens the point of "God will this story ever wrap up?"
If you have to ask this question your game is bad.
If you go into your story with this question you're doomed.
>>
>>140458694
Depends on too many factors.
>>
>>140453606
Just finished my last final. Expect dramatically increased shitposting over the next few weeks
>>
>>140445642
is that the one with the umlaut?
also I installed Construct and when I tried to run it it said couldn't because I don't have d3dx9.dll, or something similar, wat do?
>>
>>140458694
Think of plays
Usually there are 4 acts
do something like that

write the story in written form first as well
>>
>>140458845
>Dead Tactics.
This sounds pretty familiar.
Have you posted in the past?
>>
>>140459034
Not since the project switch. I used to have a project a posted a lot way back in 2013-2014.
>>
>>140459243
What was it?
And the best and only way to not be a who-dev is to post progress.
>>
>>140452975
If it's meant to be a li
>>
>>140457272

it's summer already?
>>
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>>140459034
Actually, you're probably thinking of Red Tactics.

>>140459296
The old project was dubbed Iso Strat by NG in the AGDG dropbox. Never had a proper title. I'd post progress more often but I work full time and I barely ever have it. At least asset creation is much faster with 3d than 2d. Especially now that i dont have to make fucking isometric sprites. Jesus fuck that shit.
>>
>>140452975
If it's meant to be a literal brownie, it's pretty alright!
>>
>>140459534
Oh right that one.
>Iso Strat
>NG
Oh god it feels like a decade ago.
>>
>>140453232
>Why is it burned on the sides and why is the top so uneven?
it's darker in the center because that's where the moist chocolate is, the brownie's crust is usually a light color and crispier
>>
>>140459534
that would look great with some bitwise tile mapping
>>
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Dont know what I'm making but just gonna make random assets and throw them in this place, see where it goes
>>
>>140459889
That's some uneven coating then.
I feel bad you've only experienced shit brownies.
>>
>>140460108
I've had brownies with even coatings as well. The uneven ones can be nice too though, the uneven coatings give it a bit of variety in taste as well as texture.
>>
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I added my first thing I didn't steal from a tutorial, walk/run modes
>>
>>140460082
I would meet for shady dealings under that streetlight
>>
Has any game separated body rotation from field of vision in first-person that you think did it well?

Thought of it from >>140460347 which looks really good btw, just a random unrelated thought
>>
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>>140460050
I actually tried. It took a crazy amount of effort. Had to make my own tool to allow me to draw iso tiles and get a preview of them in real time. Otherwise the guess and check part of making them tile correctly was stupid long.

This was actually the hurdle that got me to give up on the project. Killed all of my passion. Nearly stopped deving entirely.
>>
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Redid enemy sprite.
Probably going to redo his tracking code as well, but the actual spike turned out pretty well.
>>
>>140460347
so you just changed the walk speed inside movement component? good job even if that is covered in the most basic tutorials out there but i am proud nonetheless
>>
>>140460605
Even though I like your sprite a lot, gives me good dark souls vibes, why/how did obnoxiously sized hats become synonymous with magic/mages?
>>
>>140421528
You need to consult a lawyer on whether you can use the word 'Virtua' in your title because I'm almost positive it constitutes part of the trade dress for some of Sega's games. Your game looks great by the way.
>>
>>140460626
I spent 10 minutes trying to figure out why multiplying the value from my AxisAction wasn't changing my speed then I found the MaxWalkSpeed var
>>
>>140460605
>>140460605
Have a shadow on/under the ground instead of the floating reticle. More subtle and suited to a ground attack.

>>140460813
Since DnD in the 80s you chongus.
>>
>>140460926
Nope, Sony and Nintendo took care of that nearly a decade ago.
>>
>>140460813
>>140461078

The symbolism and connection to magic has apparently kind of dated to the early BCs, ancient Persia and China and shit.
Although shit like Colonialism and more recently Tolkein tend to have more responsibility for the modern fashion of wizardry.
>>
I don't think I will ever have anything to show you guys here. I am legit doing Art and Sound dead last. I'm using placeholder art for placeholder art.
>>
>>140461358
show us that sweet, sweet terminal output
>>
>>140461358
You can still show mechanics. I personally love placeholder pathfinding.
>>
>>140460813
magicians need big hats to hide their rabbits in

duh
>>
>>140461358
Most games here are placeholder/placeholder-tier
It literally doesn't matter.
>>140461484
>can't just shrink and de-shrink their rabbits
shit int level
>>
http://www.strawpoll.me/10078962
http://www.strawpoll.me/10078962
http://www.strawpoll.me/10078962

Also where can I put this on /v/? I don't want to make a new thread for it.
>>
>>140461426
I will literally have a giant white space map with the words "Forest - lots of trees go here" and squiggly lines entilted "Mountain range. . . or was this suppose to be the ocean?"
>>
>>140461594
>pandering to anyone
Force people to upgrade to play your game if you've FIRST exhausted optimization methods.
Don't be forced by them.

Consoles have been stagnating our medium for fucking ages.
>>
>>140461584
>>can't just shrink and de-shrink their rabbits
too risky, no matter what your int. shape shifting can cause serious system shock, and rabbits have shit save throws.
>>
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>>140461484
>>140461584
obligatory
>>
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>>140446872
>>140445381
Made a new animation.


>>140460605
It annoys me how good your stuff looks.
>>
>>140460605
You're not the guy who was recently working on the punching your ex-wife game, are you?
>>
Reminder if you use idioms in you're writing, your shit.
>>
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>>140461854
Also tried to make a slide move, but it turned out wonky as fuck, so I gave up.
>>
>>140462048
Turn it into the first move of a CUHRAZY combo.
>>
>>140462040
Reminder that idioms roll over, so if you find yourself using too many, just keep using more and you'll get to the sweet spot again.
>>
>>140461758
Force people to buy more stuff just to play my game? I'd rather just have a game that can run okay on weaker machines and scale up nicely for beefier machines. Though I use ue4 so I'm already limited to mid-tier PCs and above.
>>
>>140462783
Like I said, if you make a good game that requires a good pc after you've done everything you can. It will improve the medium.
>>
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Would you kiss a wolf?

Would you make a videogame about dating a wolf?
>>
>>140463189
No; Absolutely not.
>>
>>140460567
what do you use to make that tool?
>>
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>>140407363
Are you using raycasting or actual physics for your bullets?
>>
anybody working with cocos2d? it seems like a better choice than godot at moment.
>>
>>140463417
winforms
>>
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Are you triggered yet?
>>
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>>140463532
>mobile/web shit
>>
What are some good tools to work on a 2D fighting game with 3D graphics? Street Fighter style inputs, not Tekken or Mortal Kombat style.
>>
>>140433906
>>140434104
Could someone please explain to me what anon meant by "it moves like vectors"?
>>
>>140463909
I think he means you are not moving in square grids but from point to point.
>>
>>140463831
Mugen
>but
Mugen
>but I-
Mugen

Unless you want to write absolutely everything from the scratch.
>>
>went into Godot. I loved it
>Personally I think you should ignore Game Maker. It's really not great, most people recommend it just because successful games have been made in it. Doesn't make it a great engine just because of that.

>doesn't explain why
Godot shills everyone.
>>
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>>140463782
Why would that trigger me? I quite like that car, except for the lack of depth on the side windows. It has a pleasing shape. Reminds me of an old game I used to love which I just found out was remade! And there was a sequel apparently.
>>
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>>140464229
And holy shit, the creators are working on some kind of stealth/horror thing which has some pretty fantastic screenshots, and is due in 2016.
>>
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>>140421528
https://clyp.it/sndgsfll

i'm in the #vidyadev channel if you need me ;)
>>
>140464493
It sounds like shit regardless.
>>
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>>140464603
Why do you have to be so mean daddy
>>
>>140464041
That makes sense. I guess I'll ask Knightdev next time he passes by.
>>
>>140457272
>>140464603
I hope you realize how pathetic and edgy you're being by skipping an arrow. No one gives a shit about virtual (You)s everyone will forget an hour from now and showing how much you care about it shows how emotionally involved you are with 4chan.

Go back to /v/ or kill yourself.
>>
>>140463909
vector graphics would be my guess, which is like svg. maybe because of how the fov modifies the sprite colors?
>>
>>140462048

It looks like he's doing the splits.

Look up some Megaman X stuff and see how X slides around.
>>
>>140464190
years ago I remember seeing videos of this 3d fighting game where you make your own characters, it had ps1 tier graphics and the people playing were speaking Japanese and there was this one character who's head and limbs where spinning like he had full body exorcist syndrome and then there was this other character who had this one move that had this ridiculous 1 hit kill attack that took a long time to execute and it was basically the guy contorting his hold body and then reaching out and touching the other fight in the groin with 1 finger

off topic I know, but if there is any chance anyone here knows what I am talking about and can point me to the videos I will love you long time

I remember crying watching those things
>>
>140465341
>No one gives a shit about virtual (You)s
Obviously you do if you feel strongly enough to comment on it.
I don't give shitters, (You)s.
>>
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>140465482
It's merely a courtesy, to let people know they've been replied to, and can more efficiently reply back.

(You) addicts will get off just as much to a reply to them, even without the ping.
>>
>>140465465
okay, I managed to find 1 of the videos I was talking about
https://www.youtube.com/watch?v=7dwfMkCg36U
>>
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Does this count as deving?
>>
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How's my spoopy poly scene going?
>>
how do you guys go about doing your art? do you make it yourselves or get commissions?
>>
How would a mecha dark souls work anyway?
>>
>>140467501
Not well considering I didn't even think it was supposed to be spoopy.
>>
>>140467647
its not really, I just added fog and made the background black so it sort of looked like spoop. Honestly I'm just making random assets and throwing them on a street
>>
>>140467619
Just scale up everything 10x.
>>
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Gravity Well entrance exterior
>>
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Gravity Well entrance interior 1
>>
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Gravity Well entrance interior 2
>>
Here is my dilemma:
- The player must move with wasd
- The camera move with the mouse
- The player must be able to attack while moving
- The mouse buttons cannot be used to attack

So what key should it be? In the old days, movement was the arrow keys and attack was 'a', but that's not very modern.
>>
>>140467804
>>140467906
>>140468010
You should play Prey.
>>
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>>140467647
>>
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>>140468112
Not usually fond of vagina doors, but we'll see.

Gravity Well entrance exterior distance.
>>
>>140468127
A game where you are molly driving through your various game worlds trying to find your golden idea.
>>
>>140468049
>- The mouse buttons cannot be used to attack
?
Remap LMB/RMB to Q & E?
>>
>>140468049
you got capslock and space

or you could move to superior ESDF keybindings like how I remap every game and you got the A key and the Space bar all fingered up

seriously don't know why WASD became the norm. F keys usually have a little bump, that way you can position your hand back on the keyboard without having to look away from the monitor
>>
>>140468384
I was thinking about that. Are there any games where the default binding is esdf?

Q might work, but it's hard to move all your fingers while still holding down a button, which is the general problem. Space is better, but space takes a lot more physical strength to move, so not great.

It's a tough problem, I think.
>>
>>140468580
What do LM/RM do again?
>>
>>140468384
ESDF forces you to switch Ctrl with the Windows key.
>>
>>140468731
LM is for interacting with the world, generally. So if you LM a monster, it attacks, but LM an NPC and it talks, etc. You don't want to make LM attack if no target is found because you might be slightly out of range of an NPC and then it fires an arrow and hits them. RM might be something like view enemy stats, or switch between mouselook and fixed camera.

Z or X actually feels like it might work. You can still move every direction except left no problem, and you can press it when not moving without having to move your hand.
>>
>>140468891
Literally use/interact; E/F are typical.
RM can be middle mouse.
Your problem is more your scheme is shit.
>>
>>140469007
maybe it will have to be E. I was hoping to reserve that for turn right, but it may just be switching between classic/modern keybindings will require going into a menu instead of integrating it seamlessly into the game.
>>
>>140468784
but I have never used Ctrl in my life, with ESDF you have so many more options just a finger tip away:

tier 1 comfy keys: A, R, C, W, Z, SPACE
tier 2 comfy keys: Q, G, V, X, T, SHIFT

if you need more than 12 keys in addition to movement you should stop playing games by Dr. Derek Smart.

You can even use keys 1-0, uptop and easily return to your movement placement because of that super nice F key bumpy hump
>>
>>140469281
>turn
double tap A/D like the old days.
Really though, mis-firing can be fixed by being able to hold an attack and cancel if need be.
Don't sacrifice usability to make sure dummies can't accidently fuck themselves over.

And they will regardless of how idiot-proof your game is.
>>
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>>140399586
Neat stuff - I'm working on a multiplayer space game ... of some sort I guess?
>>
>>140469351
All your "comfy keys" are 1:1 with WASD, except you're missing Ctrl and they're smaller.
The only good point you've made is there's a bump so you don't have to remember the placement, which I don't think really matters because literally every one has WASD as their home position.
>>
>>140469419
What do those circles/lines/numbers symbolize?
Also, what DE is that?
>>
>>140469702
WASD:
t1: E, Q, X, Z, and Capslock a terrible key to use
t2: R, F, C, Shift, Space (becomes less comfy pressing it on the far left)

Holy fuck how do you use CTRL it is awkwardly as fuck away and so is tab.
>>
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>he's not pure
>>
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>>140401701

>How long have you been deving?
since 2011
>Current game? (include small description)
Writing networking lib for LÖVE, going to work in an open multiplayer spaceship game of some sort. An MMO if there's enough interest.
>Team size?
Just myself, but I like to bring on lots of different folks for music, art, dev, etc
>How far along are you?
Got the networking library down for the most part. Just sort of dicking around with a prototype right now before I work on a GDD.
>Which engine do you use?
LÖVE
>What is your main area of expertise?
programming and wearing lots of other hats semi-poorly
>>
>>140470017
Pinky lean ctrl/shift?
Actually pink can be used for the whole left side.
>>
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>>140401701

>How long have you been deving?
Messed around in UE4 in August 2015. Started deving current game from around November.

>Current game? (include small description)
Wingman, An Ace Combat clone

>Team size?
1

>How far along are you?
Need to work on the internal programming and polish it before I can start making assets/content.

>Which engine do you use?
Unreal Engine 4

>What is your main area of expertise?
idk did everything myself so far.
>>
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sparklepop.webm
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Added some collectables
>>
>>140470012

>What do those circles/lines/numbers symbolize?
Large circles are entities current position (currentxy) which is calculated from small circles, speed of entity and last time that the action was executed.

Small circles indicate where the entity started from (startxy)

Lines are the path that the object will travel to until it reaches it's target position (targetxy).

Numbers are: id:<id of object>, <currentx>,<currenty> @ <speed>

>Also, what DE is that?
I use openbox
>>
>>140470118
fuck leaning, my hands stay on the home row always. okay except for shift. but shift is a button mapping of last resort, usually reserved for such nonsense as "Sheath Weapon"
>>
>>140470249
Either way your pinky will go to shift of caps lock.
It's only a slight bend down to cover all three unless you're a literal manlet/women or jap.
>>
Guys Android dev is so much more fun than game dev.
>>
>>140470438
Your English sure has gotten better, Cristian.
>>
>>140470017
Ctrl isn't a weird key man. You just flick your pinky down from shift. So many games have that as a default, I don't know what games you were playing.
>Capslock a terrible key to use
Because off all the typing you do in a video game?
>becomes less comfy
What does that even mean? Does everything have to be a meme?
>and so is tab
Tab is no more out of the way than Q is with your scheme

I'm not saying your scheme is total shit, I don't think I could since it's almost 1:1, but I don't think your reasons for its supremacy are very good.
>>
>>140470438
That's because most retards on here call drag-and-drop """"programming"""" gamedev.
>>
>>140470227
Cool. Good luck man, can't wait to see where this is going.
>>
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>>140426765
here's some videogamey music free to download from soundcloud

https://soundcloud.com/warpchickensunrise
>>
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>>140401701
>How long have you been deving?
Tinkered with GM in highschool/uni years ago, but only picked it up again this March. I work as a software developer (mobile) though.
>Current game? (include small description)
Zero Quest.

Turn-based grid RPG about video game characters who live on a ROM hosting server.
>Team size?
1
>How far along are you?
Started in March. Have the basic engine working (mostly) but level design / content creation will be 99% of the work, and I've barely started that.
>Which engine do you use?
GMS
>What is your main area of expertise?
Programming. Everything else is just me stealing things and editing them until they look different enough. I'll have to collaborate with an artist/musician at some point...
>>
>>140470389
those bigger pinky buttons, Shift Capslock, and Tab, are twice as big as letter buttons so you lose on buttons, which is why my tier listings had 3 more comfy keys

I play 4--player Sacrifice maps edited with 128 starter souls and win, if that doesn't prove the superiority of ESDF then huff huff
>>
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>>140470639

thanks gamedevbro may you have eternal progress
>>
>>140470501
>Because off all the typing you do in a video game?

text chat is still a thing in games

>Tab is no more out of the way than Q is with your scheme

and Q is a tier 2 key, where is your tier 1 W? that's right, fat ass tab is taking two seats on the keyboard like kevin smith on a plane
>>
>>140470685
>so you lose on buttons
>which is why my tier listings had 3 more comfy keys
No man it's 1:1, you translated wrong.
>>
>>140470174
qt
>>
>>140470880
I literally don't understand what you're trying to do other than being a snowflake.
Anything you gain on the left from moving one to the right. You already have on the right with your index finger/thumb.

Not that most games even require a fuck ton of binds other than Stalker and Arma.
>>
>>140470880
>where is your tier 1 W?
Q. Are you doing it wrong on purpose?
Tab is your Q, not your W.
>>
>>140470438
you surely mean web dev
>>
>>140471034
It's not even that he needs more keys. He already said he didn't like lots of keys. His scheme is literally "WASD, but one key over".
>>
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>>140401701
>How long have you been deving?
Since I was 15, so about 12 years.
>Current game? (include small description)
Aphelion, 3rd person action shooter
>Team size?
Just me for now
>How far along are you?
Not very - Still learnin Unity.
>Which engine do you use?
Unity.
>What is your main area of expertise?
Art and design.
>>
>>140470174
>implying you made that
Go cry in a corner, nodev.
>>
>>140470174
WHAT IS THIS
>>
>>140401701
>How long have you been deving?
4 years on and off. work full time as Java enterprise developer (non Pajeet)
>Current game? (include small description)
top down action adventure
>Team size?
1ma
>How far along are you?
2 months into this project
>Which engine do you use?
My own using LibGDX library
>What is your main area of expertise?
Programming
>>
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>>140471398
Rude >:(
>>140471630
no title yet
>>
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>>140471678
>Java enterprise developer
I'm so sorry, pajeet
>>
>>140470174
Please finish this thing. I want to run around as an adorable little monster girl forever.
>>
>>140471781
Reminds me of pokemon XY, I dig it!
>>
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>>140471826
I'm not a Pajeet...
how do I become non pajeet?
>>
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>>140471915
you know the answer
come into the light
>>
>>140472004
EXCELLENT POST
>>
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>>140472172
>>
>>140470682
>>What is your main area of expertise?
>Programming. Everything else is just me stealing things and editing them until they look different enough. I'll have to collaborate with an artist/musician at some point...
story of my life dude
>>
>>140472284
awesome dogpost my dude
>>
>>140472210

That's james gosling you dweeb.
>>
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>>140472358
>>
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More boring AI progress. They can now keep memories of objects stored inside other objects. That, and the corresponding actions are broadcasted to help nearby actors.
Also, interacting with surface slots has the barbarians actually moving to the slot location now.
>>
>>140472284
>Hey it's me! I'm in the thread! You're a fag if you use a name, but I'm going to attach a dog to all of my non-shitposts! Notice me!
>>
>>140472428
that's the joke
>>
>>140470038
What is this from?
>>
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>>140472547
>>
WOULD YOU PLAY A REALTIME STRATEGY GAME ABOUT KISSING WHERE YOU CONTROL THE GERMS AND DISEASES IN ONE MOUTH AND FIGHT THOSE OF THE OTHER?
>>
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>>
>>140472618
github duh
>>
>>140472768
>Osmosis Jones: The Game
Y E S
E
S
>>
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>>140472469
Same system with a minor disturbance
>>
>>140472773
is this yours? If so, good fucking job.
if not, fuck you for tricking me.
>>
>>140473136
>can't spot 4chan filenames
hownew.ru
>>
>>140472936
> google Osmosis Jones
> learn that it was an entire movie before Ozzy & Drix
well I know what I'm watching tonight
>>
>>140473268
ah fuck you're right
>>
>>140473118
>>140473118
what about dust dust dust particles practices
>>
>>140473340
Yeah it's what got the tv series.
Shame the series was a massive downgrade in quality due to syndication and all that.
>>
>>140473435
For movement, using the barrels, or what?
>>
>>140472494
I post here a lot under anon I just want rape island senpai to notice me because our games have tons of similarities
>>
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Reminder that the more ANIME your game is, the better it'll sell.

Always bet on ANIME
>>
>>140473852
I assumed sales were meant to boost the sale of games that weren't doing so hot on their own.
>>
>>140403063
>14 hours old

I'm pretty interested in whatever it is you're working on. Keep us updated, okay?
>>
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FUCK where are the gamejams I need a rest from my main project I'm getting burned out
>>
>>140474312
https://itch.io/jams
>>
>>140474312
WAIFU JAM
A
I
F
U

J
A
M
>>
>>140474335
> no jams starting in the next 7 days aside from Lisp Jam
K I L L M E
>>
>140474523
join one in progress?
>>
>>140474523
Just find one with a theme already established and start early.
>>
>>140474523
Learning a shitty language like Lisp could make your love for a good language stronger.
And make you a better dev.
>>
>>140474000

new thread

>>140474000
>>140474000
>>
Some one make a real new thread. That one's just going to get deleted.
>>
before I go to bed new
>>140475079
>>140475079
>>140475079
>>
new thread

>>140474000
>>140474000
>>140474000
Thread posts: 755
Thread images: 155


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