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/agdg/ - Amateur Game Dev General

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Thread replies: 756
Thread images: 143

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Comfy Sunday Edition

>Waifu Jam (2 Days Left)
https://itch.io/jam/wj2016

>New /agdg/ Website (STILL IN BETA! REPORT BUGS, COMPLAINTS, SUGGESTIONS)
http://tools.aggydaggy.com/#

>Game Dev Articles
boreal.aggydaggy.com

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

> Next DEMO DAY (Nine) #9
https://itch.io/jam/agdg-demo-day-9

> Previous DEMO DAYs
http://pastebin.com/Qi63yBxd

> Previous Jams
http://pastebin.com/QwcSPdnx

> Engines
UE4: https://www.unrealengine.com/what-is-unreal-engine-4
GameMaker: https://www.yoyogames.com/gamemaker
Godot: https://www.godotengine.org/
LÖVE: https://love2d.org/
Unity: https://unity2d.com/

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

> 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/
http://freemusicarchive.org/
>>
First for just like make game
>>
>>143764756
No amount of game design is going to tell someone that the F key does a thing.

The EXPLANATION of a game mechanic, what it is for and how it should be used, should be done though level design rather than text.
Telling the player the keybinding in order to do said mechanic is in many games necessary and unavoidable.
>>
second for just like make waifu
>>
>>143765362
>Telling the player the keybinding in order to do said mechanic is in many games necessary and unavoidable.
There's clever/subtle ways to do it though, I guess that's what I should have said.
>>
nTh for who the fuck is stupid enough to use frameworks instead of an engine?
>>
>>143765191
Thank you for including the waifujam
>>
>>143765362
So what I put some graffiti on a wall in-game that says WASD to move. Since I'm not actually telling the player via a text box, would that make it better for immersion?
>>
>>143765543

Or just put a screen with the controls and instructions before the game begin and get done with it so you don't interrupt the player mid-game or add retarded graffiti saying "WASD TO MOVE XD", Jesus.
>>
>>143765469
>>143765543
Have fun doing it in a way which allows for rebinded keys and alternate control schemes.

Even HL2 which is held up as the bastion of teaching through level design has key prompts appear.
>>
>>143765362
I just won't tell the player anything. He can figure out the controls himself or look them up online. No need to babysit scrubs.
>>
>>143765691
>>Even HL2 which is held up as the bastion of teaching through level design has key prompts appea
HL2 is shit though.

>rebinded keys and alternate control schemes.
>what is dynamic text
>>
>>143765543
>>143765691
You could do it with Font like Decals.
>>
>>143765659
>Or just put a screen with the controls and instructions before the game begin
I hate this. Especially if they're done during loading screens. Either there's never enough time to memorize the controls before the level is finished loading or there's too much shit to look at and then I end up having to pause during the game to look up the key binding. Every first stage should have a soft tutorial on their first stage to tell us which keys do what. Like walking up to a log and having to jump or crouch over it when the button prompt shows up. Halo 1 did it perfectly.You don't have to stop and explain, it just shows up harmlessly on easier modes, then they remove it on the harder modes.
>>
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What robots do you guys wanna see in this game?
>>
>>143765659
to be fair, that might also break immersion if, say, you revisit the area after the tutorial. who the fuck writes "WASD to move" on walls?

>>143765659
what about games with unlockable abilities that you don't want to spoil?
"X - Power 1" and "C - Power 2"? any player will forget those by the time they unlock the new powers.
text is still an efficient and acceptable way to do it, i think.
>>
>>143766150
Sonnies.
>>
SFML or SDL?
>>
>>143766358
Do you need higher-level rendering, etc. or just something to abstract platform specifics (e.g. for OpenGL)?
Do you prefer OO or procedural?
>>
>>143766358
sfml
>>
>>143766358
SDL2
>>
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>>143766150
The twintail type
>>
A couple anons have told me that i should add a section for devstreams on the tools site. Im going to look into using the twitch api to show whether a stream is live or not.

If you devstream and you want to be added to this new section please reply to this post with your twitch username channel thing.

Also, friendly reminder that you can view the may recap at recap.aggydaggy.com and that sometime this week ill be running a strawpoll to redesign the site so its not "too big".

Again, Sorry for the shilling, but if i dont get input from you guys then it feels too much like im making it "my" site and i dont want that. Especially while its still in active development l.
>>
>>143766503
Reminds me of Maria†Holic
>>
How do you solve the issue of players hoarding consumable items and never ever using them? Especially in games with crafting systems.
>>
>>143766819
Why is that an issue?
>>
>>143766819
>How do you solve the issue of players hoarding consumable items
The simplest answer:
They degrade.
>>
>>143766819
i still have the depot in tibia from 3 years ago
>>
>>143766698
>Maria†Holic

It was inspired by Mina from Dance in the Vampire Bund.
>>
>>143766689
>A couple anons have told me that i should add a section for devstreams
I really think you should keep twitch out of it.
Twitch already lets subs know, and devs usually announce it every time in the thread anyway.
>>
>>143766902
That has never been good in any game ever.
>>
>>143766819
Do the Diablo
>>
>>143767039
What game even does it?
Keep in mind my JRPG-knowledge is shit.
>>
tbqh if you're making a standard sidescroller like Mario clone, or a shooter like megaman, the gameplay is so simple that all the prompts would be unnecessary. Even a standard FPS that uses the same controls all the other ones use, don't even need a tutorial.

But if you're making simulator or something, you should have prompts pop up. Any RTS, tactical turn based rpg, rpgs, anything semi complex, than yeah, you better put those prompts up. How else are you going to immersively explain the controls? To access the power display in your mech game, you're going to need to tell them to press 'P' on the keyboard. Just give them that information, having to stop and look it up is even more immersion breaking. And there are many words that start with P that might be used in your game so it's not like the first letter as a shortcut will always help.

The only other thing I could think of is if someone else in game was using a keyboard an also needed to press P, and either he said it out loud trying to remember it, or he pressed it and your camera was looking at it. But either way that's stupid. Why waste extra time teaching someone immersively. People aren't stupid. They know you're trying to shove a tutorial in immersively and it's dumb and patronising. Just give us the damn control prompts as we need them at least at the beginning. It's faster and less immersion breaking than doing it in a roundabout way.
>>
>>143767039
I like rotting food in Tibia
>>
>>143766819

Weight limit and/or limited inventory space.
>>
>>143767013
Yeah? Thats the first time someone has suggested against it. What makes you say that anon?
>>
okay, so

what do i google to fix this
>>
>>143766503
>>
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Remember: practice
>>
>>143767312
are they weighted to the bones
>>
>>143766819
>the issue of players hoarding
what, your precious engine starts to have slowdowns when there are more than 255 things in the inventory?

fucking grow up
>>
Any decent ebooks for gamedevving in c / c++?

I want to get into c and thought gamedevving might be a good way to learn! (Even if it's only the game of life)
>>
>>143767374
I was waiting for it to become good and the gif restarted
>>
>>143767312
makes bones/parenting for the hat and bow as well, doofus
>>
>>143767312
What do the weights of the hat's vertices look like relative to the head bone?
>>
>>143767412
hoarding and shitposting are unhealthy behaviours
>>
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>>143767315
>>
>>143767279
>What makes you say that anon?
I think it just invites leeches and whodevs for free advertisement.
As well as just being redundant, because as I said, devs already announce it anyway. And most people are just going to check their twitch link before the site.

Would be interested in poll results though.
>>
>>143767139
Dragon's Dogma
Dungeons of Dreadmor
>>
Accidentally replied in the old thread.

>>143762039
The enemies are spawned using preset spawn points that are at an average height so ground and air enemies can spawn at them and be useful. The glitch you saw has been fixed - the enemies will search for an open location above or below them if they spawn in the wall ;)

>>143762194
Thanks man! The sound effect is pretty cool too. Shame that /vg/ webms dont allow sound.

>>143762238
Yup, using Game Maker: Studio
>>
>>143767312
when will the flat shading meme end?
>>
>>143767612
>DD
Huh, I should get back to playing that then.
>>
Hey guys i'm making a windows game on gamemaker studio (free).

Do you think I will hit any problems when releasing the game using the free version?

How do I make sure no one will sue me over copyright shit?

How do I get music on here from lesser known artists? Is it royalty or one time pay?
>>
>>143767039
Dungeon Crawl Stone Soup
>>
>>143767407
>>143767494
>>143767498
i thought automatic weights would include them since they are parts of the model. time to add more bones i guess

>>143767653
as soon as i learn how to texture never
>>
>>143767449
http://fabiensanglard.net/c/
>>
>>143767872
it's not about the textures, it's the fucked normals
>>
How long does a music loop need to be to not be repetitive and fucking awful?

I know the longer it's looping the longer the loop needs to be, but I was hoping for more specific advice.
>>
>>143767653
It's only now just starting to get popular. It's only going to become more popular, anon. Think minecraft's cube style. Flat shading hasn't even completely caught on yet.
>>
>>143767978
just make a longer loop
whats the problem?
pokemon music is a good example
>>
>>143767039
Don't starve
>>
>>143767978
Make sections with different tempos
>>
>>143767823
>Do you think I will hit any problems when releasing the game using the free version?
probably not
>How do I make sure no one will sue me over copyright shit?
Don't use copyrighted shit.
Release your game under an LLC.
>How do I get music on here from lesser known artists?
ask
> Is it royalty or one time pay?
Depends on the person. Some might be inclined to do it for free to build their resume/name brand.
Other than that everyone has their own thing.
Some people do by the track minute, some do by the track, some do flat fee vs 10/20/+ track amount.

We have a few music friends posting lately. But honestly don't even think about music until your games about finished.
>>
>>143767991
people like it because anyone can make and modify their own minecraft stuff
>>
>>143768062
>>143768145
I'm not making the loops, is the thing. I'm scouring the databases of free music and there are tracks I like, but I'm not sure if they're long enough.
>>
>>143767991
holy shit, I think the people saying that after the pixel 2D plattformer hype there now really will be a ps1 era style hype.
Is history repeating itself?
>>
>>143767978
Over a minute is fine, the key is having a lot of repitition but not making it annoying by adding harmonies and variation to the melody
>>
>>143768205
i think it's more about the tools and market saturation

retro pixel style garbage is getting stale

modeling with flat shading is the next easy thing
>>
>>143767608
Poll results for redesign, or do you mean running a separate poll for including streams or not?

I definitely understand the leech worry. My main concern with putting my effort in the site in the first place is ill be seen as a leech myself, which is why im trying to include as much "other people" as possible (including giving out subdomains). Theres a fine balance im trying to strike between not making the aggydaggy "mine" and allowing attention whoring and personality cults to insert themselves into it.
>>
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We game now
>>
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Does Renpy count as game devving?
>>
>>143768648
If you're making a game about kemono baras then correct.
>>
>>143768484
A poll about streams if you care enough.
Ultimately the sites yours, you're doing /agdg/ a service.
You can't make everyone happy, just find the balance between community and your own direction. A "Mootocracy" if you remember Moot explaining that term.

If you think dev stream notifications are more good than evil, do it.

Otherwise move on to the next thing.
>>
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>>143768761
I am! But it's set during a bitter decade-long war between the Cat Democracy and the Dog USSR, exploring important questions like whether or not love can bloom on the battlefield.
>>
>>143766819
1. Always let players acquire more of each item as long as they look for it, and make it clear that no consumable used is lost forever.
If only five Potions of Cure Anything can be found through your entire game, you can bet your ass your players will hoard them until the very last battle.

2. Encourage them to get rid of the items they don't use, for example, as a way to acquire money, gear...
But don't make it the only/most efficient way to acquire these things, otherwise your players will grind and hoard these useless items to get something better, which is the opposite of what you want.

3. Encourage them to use consumables! For example, a random event that will let them benefit more from a healing potion when they have a surplus of those and low health.

Consumables are hard to get right. If you don't know why you're giving them out and what purpose they serve, don't include them.
>>
>>143768648
>>143768940
Fuck off furfag.
>>
>>143769058
>>
>>143769012
The more consumables you have, the less effective each one is.

So when you have 5 or less potions each potion heals 100 damage. When you have between 5 and 10 each potion heals 70 damage. When you have more than 10 each potion heals 50.

And then make a level up system where once you use 100 potions the hoarding debuff is lessened.

How you explain this in the lore is up to you. Magically reactant?
>>
>>143767823
>Do you think I will hit any problems when releasing the game using the free version?
I doubt it, but you could probably get some more information out of these:
https://www.yoyogames.com/legal
>>
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Another animation as part of my 1AnimationADay to better myself.

It should be a jump starting from idle and continuing into a run.

Please tell me which parts move like shit because after staring at it for 45 minutes my brain's perception of how a jump should be is skewed.
>>
>>143769058
Kemono is anime you silly billy.
>>
>>143769454
the upper body should lean into and out of a jump. that's the biggest issue at the moment. then the pelvis should turn during the jump to give most reach for the legs
>>
>>143768484
I was saying it would be a cool idea to have who's streaming on the website, but I don't have a twitch account and didn't know about the subscribing and it letting you know when they're streaming.

It's still a bit of an issue for new people who don't know who streams or even that anyone streams. I don't know, I guess I agree a poll would be a good idea.
>>
>>143769454
Needs more visual force behind the launch.
Go watch long-jumper footage. They put their whole body into it for momentum.

Assuming it's not a robot, some leaning forward on the landing from momentum/balance loss. Dominant foot stepping forward is a good highlight. There should be a brief period after the landing where he regains footing and transitions back into running.
>>
>>143768839
Good call mate. Ill do a lot of thinking on it.

In the meantime heres a strawpoll on if i should include devstreams or not:

http://www.strawpoll.me/10342695
>>
>third day researching how to start an LLC
This is really tedious, I just want to make a game, but I don't want to get involved in costly patent litigation where my personal assets could be seized for my game mechanics infringing on patented techniques
>>
>>143769454
I saw the last one and this is much better. Nice work. It physically looks pretty much perfect, but my initial impression was that maybe the initial acceleration gained after the last foot leaves the ground might be too great for how little effort they appear to be putting into jumping.
>>
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>>143767923
>http://fabiensanglard.net/c/

That is EXACTLY the sort of stuff I was hoping to hear. Fantastic, many thanks! I've got a well worn version of K and R, so I'm glad to see they pointed out where to go from there.

Also, I never realised Carmack put up his source code for his early id games. After reading Masters of Doom recently, I'm glad I can see this code in action

Many thanks again!
>>
>>143770151
>It physically looks pretty much perfect,
It certainly does not, ignorant praise does more damage than shitposting. Please refrain from doing it.
>>
>>143770137
Finish the game first.
>>
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>>143766503
>Mina Tepes
Shit, I knew she reminded me me of someone.
Is she for waifu jam or just your project? I wanna play it anyway.

Finished the background at least! Now to pray I don't find any complicated bug.
>>
>>143771230
I really like that grass
>>
>>143769717
Alright, I guess I got lazy around the torso.

>>143769979
Long jumpers get to gain momentum before jumping though, this is pretty much a "start from zero" jump so he can't put his whole body into it.
Good point about leaning forward after landing.

>>143770151
>my initial impression was that maybe the initial acceleration gained after the last foot leaves the ground might be too great for how little effort they appear to be putting into jumping.
No, you're right, the jump is definitely bigger than it should be with that movement.

Thanks guys.
>>
How make tons of money?
>>
>>143771230
She's just for my project, unfortunately it's going to take a while before any combat is implemented as I still need to overhaul my collision methods, but one day I hope to enter.
>>
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>guy in /dpt/ says Vulkan is a disappointment
>I ask him why
>he says they promised "control over memory" that they didn't deliver as an example
>I asked him how so
>he points me to a vastly simplified Nvidia article on it
>I say that that's not an appropriate source
>he then explodes, accusing me of not knowing the API myself and then goes on a rant about how he shouldn't need to cite the spec because if I wasn't too stupid I'd already know what he's talking about
>>
>>143771470
Rob a bank
>>
>>143770475
I don't want to start one without the safety of an LLC
>>
>>143771535
It takes like 2 hours to start a LCC
>>
>>143771492
banks don't have money in them
>>
>>143771394
>this is pretty much a "start from zero" jump so he can't put his whole body into it.
Yes you can, though you'll have less force and distance behind it.

Go do what you're trying to animate for reference.
>>
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I added 1st person camera mode. At first i thought
> i will leave the head bobbing in, so it's more realistic, like in real life
but holy crap, that shit is annoying. Definitely no headbob.
>>
>>143771490
>/dpt/

Found your problem.
>>
What does /acdg/ think of this?

http://www.citybuildingkit.com/
>>
>>143771490
>guys just wait, my Vulkan engine is going to be great
>Vulkan releases
>Everyone realizes raw graphics are hell and never get past drawing a shape
>we barely hear about it a few weeks later
But yeah /dpt/ is mostly ass.
>>
>>143771367
Thanks! It took me a lot of tries to make it and actualy like it.

>>143771487
I see, the I'll wait for it. Good luck on that and keep with the great work!
>>
>>143771727
Just smooth it a lot. Lerp the position/rotation with it favouring the camera's current position by 75% or so.

What is this game anyway?
>>
>>143771814
>$90
>FOR HOBBYISTS

>$ 290
>FOR DEVELOPERS

>$390
>INCLUDES PVP BATTLES,
>SERVER CONTROL PANEL,
>PLUS ADVANCED FEATURES!

Oh lord just put mobile dev out of its misery.
>>
>>143771394
>forward after landing
if you do that, it will look like a tumble and that will make the jump look unexpected. if that's the intention, fine, but it doesn't seem that way right now.

make the body lean forward into the jump then while character's off the ground turn it backwards so it lands roughly at same angle but leaning back and then during contact quickly turn upper body back to running pose
>>
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>>143771814
>paying money to make shovelware
>>
>>143771892
I will maybe add the option to have some degree of bob, but will nuke it away from now because it was making me seasick while testing.
It will be basically about one blockman killing other blockmen, using environment, and various weapons and grappling hooks and stuff.
Kind of simple FPS that i'm making for fun.
>>
>>143771727
That run is adorable

And yeah, head movements should definitely be artificial rather than tied to animations
>>
>>143771727
eyes, brains and a lot of reflexes compensate for head bob, literally drop that shit out. the only head bob related thing you should leave in is things attached to head that are in view like gas masks, helmets, visors, glasses etc.
>>
>>143772203
Yeah those animations are some free stuff i got from the internet, i hate animating movement so i simply didn't. I think it was originally some woman run.
>>
>>143771490
Okay, so apparently this guy is just disappointed that you can't allocate GPU memory and just use it through a pointer like anything else.
>>
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working on setting up animator with placeholders, put a little delay between input and jump to try and sell the liftoff. is that what is normally done? kinda works but is out of sync on occasion

not in webm but tried a landing animation as soon as there is a below collision but its clearly a lag between landing and animation playback. any tips?
>>
>>143772439
Thomas was alone already exists senpai
>>
>>143771814
So making a shitty game and putting in on sale for a high price for other people to barely edit it and sell it as a finished game is a bussiness now? Interesting.
>>
>>143772558
Have you seen the unity asset store?
>>
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>>143772487
>Hurr i don't understand what placeholder means

(not that guy but still man, wow)
>>
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>>143771814
>Calling that shit a city-builder
>>
>>143772439
The camera's vertical movement is way too slow.
>>
>>143772428
>allocate GPU memory and just use it through a pointer
ok what. i see what he would have meant, but damn, that's just not what apis are capable of doing.
>>
>>143772731
>hook, line, and sinker
>>
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I'm making a 2D sidescroller game. Give me ideas
>>
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>>143773059
>>
>>143773125
A metroidvania where you control gravity.
>>
>>143772887
I mean, if the language had "programmable pointers" like C++, you could make it look like that. The API gives you, theoretically, the same power, because you always work with a buffer + offset, which is the same information a pointer would give you.

But his assumptions just display a fundamental misunderstanding of how the CPU works with the GPU, likely because of how much OpenGL hides the details from you and makes them appear synchronous.
>>
Why is the loadFromFile function in SFML used as a bool and if statement? What do I need to put inside the if statement? Documentation is nice, but I can't get my head around how this works and why

sf::Texture texture;
if (!texture.loadFromFile("image.png"))
{
// error...
}
>>
>>143773205
There are bazillions of games like that anon
>>
>>143773125
I think you should give up now. We have another indie 2d platformers.
>>
>>143773360
My_font.loadFromFile("Folder/Font.ttf");
>>
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>>
>>143773417
whoosh
It's a generic idea because you gave a broad genre
>>
>>143773179
Not that guy but it was clearly a joke, like
>nice [game] clone
>>
https://www.youtube.com/watch?v=7IPbGfDfGcI

Did Sam Hyde make this?
>>
>>143773552
That's a cute girl.
>>
>>143773360
Also
>What do I need to put inside the if statement?
Do you not know the ! operator?

It's saying if it doesn't find the texture, throw an error.
>>
So am I the only one making a 1v1 6DOF dueling physics based building arena game?

If I'm not I'll start chewing on my monitor.
>>
>>143773798
Oh jesus christ, I really need some sleep. I'll avoid asking retarded questions from now on.
>>
>>143773951
It's alright anon, we're here to help.
>>
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>>143773907
How terrifying, might even steal that tron theme. But then again I wont be ready for steam in like 2 months
>>
>>143773660
MMBN-dev did.
>>
>>143773360
It returns a boolean based on whether or not it can do it's job: load from file. If it can, it returns true. If not, then false.
That snippet only enters the if-statement if the texture doesn't load, where you'd put code to deal with that (such as output a debug line or whatever else).

That help?
>>
>>143771739

>comparing dpt to agdg

Yeah, they're into programming, not playing with scripting engines.
>>
>>143773907
engine?
>>
>>143773951
Where else would you ask retarded questions if not the anonymous place where no one will remember your fuck ups?
>>
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Who is the Paul Latza of agdg?
>>
>>143774593
>into programming
>how to average 2 ints in C
>how to Haskell fizzbuzz
>recursion? lambdas? meme features IMO *tips fedora*
>>
Asking again in this thread, anyone know places for a musician to find work or others that need a musician on their team?
>>
>>143775385
Soundcloud?

I'd love to work with a musician.
>>
>>143775385
see>>143767823
>>
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Query for you AGDG

How fast can you expect to get assfucked by lawyers if you make a game based off an existing story and characters?

Here's an example: Let's say I like the characters and story in Ace Combat 5. I want to take those characters and general narrative and turn them into a non profit RTS game. I'm not using any existing assets or files, the only things I'm taking from this established game is the world and story.

I'm asking because I have honestly seen a lot both ways. Fan remakes of games are shutdown while new spins on games are left untouched (or perhaps unnoticed) and vice versa.
>>
>>143775651
And to add another example is MGS. Two seperate fan remakes of MGS1 have been at first supported, then takes down by Konami
>>
how do you guys keep from slipping out of your male management devices? It's hard to concentrate on deving
>>
>>143775651
Depends entirely on the developer.

Personally I would rip it off completely and change it enough to constitute an original work while keeping the same feeling. Spending a huge amount of time making a fan project is risky and a waste imo.
>>
>>143775651
>I want to take those characters and general narrative and turn them into a non profit RTS game.
Change names, likeness, add some fan-fiction to the plot, maybe even change some likenesses.
There.

>Non profit
You probably don't even need to do that much. I doubt Namco will care.
>>
>>143775460
Latest song:
https://soundcloud.com/dr-doomsday/town-theme

>>143767823
you can talk to me too, if you want
>>
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I've become a living meme.
>>
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Wew lads.
Now, to go back to the idol rhythm game.
>>
>>143776560
cute
>>
>>143776535
>Takyon
How's 2011, DD.
>>
How good is GameMaker Studio?
>>
>>143775894
>>143775821
Some good points.

Honestly, I probably wouldn't do it if I had to make a knockoff. In the case of the game I would be basing it off, the unique characters and narratives are what interested me in it in the first place and making OC donut steel copies wouldn't be much fun.
>>
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First time devving over a month. Don't be like me please.

Fixing bugs with the ziplines. It's fun to play old test levels with newer mechanics, such as this crouch jump exploit to grab barely out of reach ledges.

>>143776951
Good enough for 2D.
>>
>>143777053
Well you could always just make it in secret and release it anonymously.
>>
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>>143776734
it's golden
>>
>>143777053
>making OC donut steel copies wouldn't be much fun.
Changing a few things isn't steel donuts though.
>>
>>143777285
all me
>>
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It's definitely Blunderbuss time. I've been wanting to add a couple more flintlock weapons to the game, so I'm throwing this ol guy in there.
>>
>>143777670
There better be kick or I'm going to bitch.
>>
>>143775793
Konami is really weird case, they did than, then they took a fan made Castlevania remake made by spics, and endorsed it as an official game.

Then you have even shittier people like Sega shutting down the Streets of Rage remake or eve worst, like Warner and Netherealm studios that took down a Mortal Kombat 1 remake made in fucking mugen, stated they would go full legal even if the game was released for free, and later Ed Boon tweets jokes with assets those guys made.
>>
>>143777670
stream where
>>
it's time
>>>/v/339273150
>>
>>143777768
Like, firing it affects your horizontal velocity?

That's probably doable.

>>143777912

Not running atm, but I can get it going if anyone's interested.
>>
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Second shameless plug of the day

If anyone wants music for their game, hit me up. Dont care what kind of game, bad or good. I just want to write game music.

https://soundcloud.com/prutte-1

For free
>>
Is there a way I can create video games that have the ps1 style graphics? Wanna go for the classic resident evil style.
>>
>>143778146
>Like, firing it affects your horizontal velocity?
That's just the start.
>>
>>143778318
No.
>>
>>143777184
There is that, but it would potentially make putting together a team more difficult.

>>143777303
Its just the principle that irks me. Hell, if I were to do a particularly shoddy attempt at recolouring and renaming the characters, the developers may take offence to that rather than just coming clean.

Vaguely related but I'm thinking about the Japanese angle too. The (Japanese) game I'm thinking about has thousand of pieces of fan art, several fan comics and of course porn. The devs have not tried to DMCA any of it.
>>
>>143778318
No, it's totally impossible to read about the limitations of an older system and taking them in count to make something similar looking.
>>
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Alright, I guess I'll get the stream going.

twitch tv/Jasozz

Gonna be spriting some stuff, doing some coding, listening to some more Dance with the Dead.
>>
>>143778546
Japs typically don't care since doujin-culture is a huge part of Japan.

But if you really wanted to you could find the appropriate email and see if they'd be open to it.

I feel like a lot of people overlook this simple solution.

Or just say fuck it and do it anyway. The number one mistake most fan-made games make is over-advertising their shit.
>>
>>143778546
What about the parody concept? We could easily do a super cheesy fighting game with B-Movie tier gore, a blue ninja called Ice-dragon and a yellow ninja called Fire-insect. And as long as you don't take it seriously they can't either.
>>
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>>143768648
lamchan is a cutie
>>
>>143778950
Emailing them is an interesting but intimidating idea. It's entirely possible they might not reply at all.

I can definetly agree with the point of over advertising though. The MGS remakes I mentioned, they had flashy trailers and all star casts but neither even released any actual gameplay footage before they got taken down.

I'm edging more and more towards the posture of "just make it"

>>143779020
A funny idea but I think they've already done parodies in the game proper.
>>
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>>143778619
sup sup, Ill start my stream too, time for le progress

twitch tv/artificalintelligencia

I will be positioning elements and trying to figure out why my targeting menu is not appearing. Quite boring really , I recommend jasons stream to be honest
>>
>>143779218
That must be incredibly soft and kimochii
>>
>>143779837
>error: No streams found on this URL: twitch tv/artificalintelligencia
????????????
>>
>>143780546
twitch tv/artificialintelligencia
>>
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mockup of tileset 2
>>
>>143778232
I was reminiscing about one of the first songs on piano I ever heard, a Clementi sonatina, that has a really nice melody line.

If you would like making a song out of that melody line, I think it would be really nice. Not for me, I don't need it, but for someone else. Just a thought if you feel like doing anything and want a place to start.

https://www.youtube.com/watch?v=eJI10HzoS3Y

The melody at 0:09. I don't think Clementi was a great composer and I think this piece is meh but that melody really stuck with me. If you read sheet music, 2nd line 2nd bar down to the repeat. Again I don't need it for anything except weird pangs of nostalgia, but just an idea if you don't have anything else to do.
>>
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So I want to create videogames for a hobby. Is there a way I can learn the basics then move up to something advance?
>>
>>143781072
Yeah!
>>
>>143781030
>first songs on piano I ever played
I meant. Also tempo-wise, half or slower than how it's played there.
>>
>>143781072
no thats crazy
>>
>>143780827
You're going down the Leto path Pugdev, get out now.
>>
>>143781072
maybe
>>
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>>143780827
looking good pug
>>
can I get better at thing
>>
>>143781558
no
>>
>>143781558
yes
>>
>>143781558
maybe
>>
>>143781558
i dont know
>>
>>143781558
you tell us
>>
>>143781558
i can't so you can't either probably
>>
Give me some good C++ reading material
>>
>>143781558
only talented people can do thing
>>
>>143781558
can you repeat the question
>>
>>143781558
Unlock your hidden potential
Listen to your heart and dance to your spirit's rhythm
Close your eyes and imagine that you are a goat climbing around on a mountain who makes a game that everyone loves to play
>>
>>143780685
i liked the track before beep
>>
>>143782006
Recommended literature:
– Bjarne Stroustrup: “The C++ Programming Language”
– The C++ FAQ: https://isocpp.org/wiki/faq
– Steve McConnell: “Code Complete: A Practical Handbook of Software Construction”
– Steve Maguire: “Writing Solid Code”
>>
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>>143778232
I'd certainly be interested. Your tracks are very good!
https://howdogamedev.itch.io/tacticalrpg

My game's a tactical RPG. Something for a river battle or overworld would be great.
>>
>>143780827
God dammit, how'd you get so good at art?
>>
>>143782413
>>143782021
>>
>>143782413
>>143782440
He hired someone to make mockups (that's all it ever will be btw) so he can get some circlejerk around his game going
>>
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>>143782563
>mockups (that's all it ever will be btw)
>>
>>143782040
you're not the boss of me now
>>
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Doing some map stuff
generates rooms of random sizes around the room you're currently in
>>
>>143781030
Gonna give this a shot when I have the energy for it!
>>143782301
Are you in the Steam group chat? Cause if so add The Gamer Girl01 and we can talk more if you want
>>
>>143783075
>The Gamer Girl01
>>
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4AM
Want to improve this, but out of juice.
The shiny shit on the bottom tree definitely needs to go.
>>
>>143783307
I can't even tell what it's supposed to be
lay off the perlin noise
also the top of the tree is so flat - are you using any sort of reference? doesn't look like it
>>
>>143783307
Your knight better have some ridiculous fire spells to deal with that shit
>>
>>143783441
Cobwebs or cyclop ghosts
>>
>>143783441
It's a spider, and there is absolutely no perlin noise used here.
>>
>>143783463
Someone had a bad time in Dark Messiah?
>>
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I'm making Gunpoint 2.0!

Ideas?
>>
>>143775651
I'm pretty much plan on copying Ace Combat in terms of its tropes, gameplay and atmosphere. But I don't really plan on copying anything that can be identified as a part of the Ace Combat IP.
>>
>>143784138
Holy shit, Clonepoint dev from way back, or are you a different person?
>>
>>143784279
Different person, never heard of Clonepoint dev
>>
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>>143783307
>>143783463

I will vanquish this worthy foe for you my knight.
>>
dance competition game
>>
>>143785064
too many frames in the second fire animation
get rid of one - it will feel better
>>
>>143785232
It's all the same animation.
>>
>tfw you can't draw your character from different angles consistently

senpai, my shit is fucked up
>>
>>143785382
3d model it and take screenshots
>>
>>143785356
I think he means the second part, then. It does feel really slow.
>>
>>143785356
when the arm comes down and there's a big splash of fire, i think is what they're talking about
>>
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>>143781442

thanks, I like how it turned out too.

>>143782413

theres no trick to it, its just a simple trick! find art you like, copy it loads until you know how they did it then do it yourself with your own twist <- how all art has been done forever.
>>
>>143785479
catch 22: if he can't draw if from different angles then it becomes considerably harder to 3d model it
>>
>>143780827
Holy shit, nice. I like the color palette especially.
The way the ground is cobbled together doesn't make much sense though.

>>143783064
That's pretty cool. What kind of game?

>>143783307
Why is there always so much noise in your art, Jesus Christ. That coffin looks like a barrel, and you need to decide what you're using black outlines for.
Otherwise it's looking neat.
>>
What would be the best engine if I wanted to make essentially a better version of the Pandemic flash game?
>>
>>143785824
Flash
>>
>>143785753
Depends what it is, I definitely find modelling stuff easier.
>>
>>143785064
Knightdev here,
I love the character design and the clean, sharp tiles.
Good colours too. Fuck, makes me want to draw more, but I'm too damned tired.
>>
>>143785824
>the Pandemic flash game?
does not matter.
Pick anything you want Pandemic is not a demanding game unless you plan to get Toady-levels of tedious.
>>
>>143785753
Nah, being able to manipulate the forms directly makes up for not being able to visualize them.
>>
>>143785817
>That's pretty cool. What kind of game?
it's a farming game where the world randomly regenerates every day
>>
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>>143785817
>Holy shit, nice. I like the color palette especially.
>The way the ground is cobbled together doesn't make much sense though.

thanks, thats the wonderful thing about having a game set in a chaotic dimension where the rules of physics dont apply, it doesnt HAVE to make sense as long as it looks sick as fuck.
>>
>>143786472
Haha that animation is wonderful.
>>
>>143784138
Don't use semi-colons, just like the real gunpoint dev
>>
>>143786907
he used javascript? python? go?
>>
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>>143786605

cheers! I have many more but these nerds have seen them all many many many times.
>>
>>143787167
You will get shit from sjws for this
>>
>>143787093
gamemaker
He actually does tutorial videos on youtube, search Tom Francis
>>
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>>143782121
Thank you for the input !
>>
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>>143787267

i disagree, a racially/sexually diverse cast is exactly what they ask for.
>>
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This is how you make maps right? Its my first time . I think the gist is that you make the general landscape as one whole object then add infrastructure (like houses) as separate objects in engine right?
>>
>>143771490
The benchmarks so far are pretty disappointing.
>>
>>143787393
didn't want to sidetrack you during the stream but the video was all kinds of fucked. didn't seem intentional, what's up with that?
>>
>>143787438
haven't seen this one, keep going
>>
>>143787529
What about Croteams slav magic with TTP?
>>
>>143785972
You should do more art! You were my inspiration knight-kun~~~
>>
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>>143787585

well damn now we gotta have an ol' fashioned pugdev dump
>>
>>143787529
>it isn't already 10x better than the APIs which all existing hardware, drivers, and applications are designed around therefore it sucks
>>
>>143788090
No we don't.
Zip and upload them.
>>
>>143787539
hmm? which video the stream you mean? or the clip i uploaded? yeah i uploaded an old clip by accident, the game is a little less glitchy now
>>
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>>143788261
>>143788090

NUH UH OLDGRESS IS PROGRESS
>>
>>143787529
The shitty thing is that Vulkan (and D3D12) give the low level optimization power to random idiot shitters instead of competent and informed driver developers. It's likely that most of the time the end result will just be slower than before.
>>
>>143788338
These are amazing. I dig your style.
>>
>>143788447
Which is why the shitters should (and likely will anyways) continue to use OpenGL/D3D11 instead of those.
>>
>>143787862
From the benchmarks I've seen its had a fairly substantial framerate drop compared to DX11.

>>143788168
>>143788447
They were hyping it as the next greatest thing, but so far all I've seen is a performance drop with no increase in visual quality. Im hopeful for the future, but as of now its pretty underwhelming. I have the feeling that DX12 is still going to be the king, because as you said, everything has been designed around it for years and the devs have little incentive to change.
>>
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>>143788498

thanks!
>>
>>143788324
no i mean the stream video. seemed like the encoder was choked with really poor bitrate and/or there were some dropped packets; in short, stream looked like it was on shrooms
>>
>>143788676
>so far all I've seen is a performance drop with no increase in visual quality
There was never an increase in visual quality promised, except that which is made possible when you optimize.
The performance is generally less than DX11 at this point because a) application developers don't know how to use it to its potential and b) pretty much all GPUs, except the newest AMD models, are practically DX11 ASICs. All the gains you see with DX12 are applicable to Vulkan as well.
It's also a more generic and idealized API (and with less R&D) than DX12, sort of like how you can compare OpenGL to DX11.
>>
>>143788821
sweet screenshot plz
>>
>>143788985
That makes a lot more sense. My perception of the thing is kinda skewed from the constant friendly arguments I have with my AMD fanboy buddy.
>>
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>>143788032
Oh man, such a shame that you already seem better than me, then!

Anyway, fixed a tiny bit, but my eyes are hurting. Need sleep now - 5:15

Keep up the good work, man!
>>
>>143789369
Basically, look at the Ashes Of The Singularity benchmarks. The results they're showing for DX12 are going to be seen in Vulkan as well, it's just not as far along as DX12 is in development.
>>
>>143787472
Eh, I guess
>>
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>>143789181
kinda hard to cap when it's obvious but sometimes it gets way more fucked
>>
>>143789628
That game seems suspicious. From the looks of it it shouldn't be bringing powerful cards to their knees.
>>
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>>143790479
>>
will anyone play my jet set radio clone
>>
>>143790935
Is it really clunky?
>>
>>143775101

Close, you haven't been there long enough. In fact, it's fairly similar to here.

>OOP meme
>Not functional programmin
>rollin'
> >Java
>Poo in the loo
>5gb Azure has been allocated into your account, thank you for promoting .net
> >Java
>Webdev is not real programming.
>>
>>143791029

it's not finished but if you're talking about the gross boost delay and the bad ramp alignment then no.
>>
>>143790895
So a marginally better looking Supreme Commander 2.
>>
>>143779837
UI is looking nice
>>
>>143787167
WE
>>
>>143779837
whats with the rejected by et all part
>>
>>143790261
lol thanks man, i didnt realise my noggin was so big, hmmm I have no idea why thats happening tho sry maybe its a webgl issue =/
>>
>>143783307
Hey knightdev, just a quick question, does MS paint have or always had a noise tool? I'm pretty sure the reason I moved away from it was because it was too simple.
>>
>>143791640
i think it's the low bitrate. just bump the it up to 2000kbps in obs and if you have vbr on it should be much better without restarting
>>
>>143791206
>marginally better looking
Ehhh...
>>
>>143791862
Im serious, most of the screenshots look like SC2 with less jagged terrain and models, which is to be expected since that game is like six years old.
>>
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>>143791623
ah yeah, ignore that, it was a slightly parody trailer I made a couple months back during a dark moment

>>143791839
Ive upped it to 1000, hopefully that will be good enough without you getting buffering issues, thx for the heads up
>>
>>143792149
The effects and lighting are on a whole other level.

Still, you have:
>serious upgrade in graphics fidelity (not as noticeable as most games because the view is zoomed out)
>way more units, can see more of the world without zooming out into tactical view where it's just 2D
>still runs better
>>
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>>143792619
>Holding a gamepad
>Code on the screen
>>
>>143792748
Dude what, she's playing Space Invaders.
>>
>>143792748
She's tightening up the graphics on level two, you noob.
>>
>>143792748
t. n panel

>not mapping your gamepad for coding
>>
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>Finally working on an RPG battle system in Game Maker, not done but making decent progress
>Yesterday, computer freaks out and crashes any time I attempt to open a program
>Have to rewind 3 weeks ago to fix it, basically nuking all the progress I made
Fuck. W-w-welp, time to try and do it again!
>>
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>>143792835
>>143792857
>>143793019
Thanks rage quenched for now
>>
>>143787167
>wake up
>try to dev
>look to /agdg/ for motivation
>get called a """"""nerd""""""
Why should I even try to do anything when life just shits on me constantly. This thread shits on me, my game shits on me, my dog shits on me, great. Why should I even bother. My hands are bloody from hitting my keyboard so much, and I've eaten 3 whole pencils out of rage.

Tell me why I should make a game when I will just get called a nerd for it and get shit on
>>
I need voice acting for my game, I don't need something super good but I am willing to pay for it, it just needs to be out in a timely fashion. What's a good site or community to go to for that?
>>
Which language works better with libtcod? C++ or Python?
>>
>>143793268
>Tell me why I should make a game when I will just get called a nerd for it and get shit on
otherwise ur a nodev
>>
>>143793402
Agda
>>
>>143793209
Hey pal, maybe try doing what I do. I have a free Dropbox account, and I store all of my Game Maker projects on there. So as soon as I save, it syncs to the cloud. This way, I can work on the same files between my laptop and desktop, plus if anything crashes, Dropbox automatically keeps a history of previous versions to revert back to.
>>
>>143793386
here
if your game looks good someone will provide a shit tier voice acting
>>
>>143793209
You're an idiot on a few different levels.
>>
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>>143793268
>>
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>>143791343
Man thanks so much ive spent half my game dev time getting the bloody ui to make some sort of sense
>>
>>143793432
>nodev, nodev, nodev, NOdev
So just because I don't have a game because it just shits on me I get called a nodev.
>>
>>143793615
Yes.
>>
>>143793209
>>143793443
Why not just use git?
>>
>>143793762
Never heard of it desu.

What does it offer that's different/better than using Dropbox for backups?
>>
>>143793762
Git won't provide any benefit over Dropbox for GM. GM has everything in one big file and I don't think the format is diff/merge friendly.
>>
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>>143793762
>I check non-code assets into source control
>>
>>143794056
Game Maker: Studio actually doesn't store everything in one huge file anymore.
>>
>>143793473
I'm not interested in trying to impress people because I know I can't. I'd rather just pay somebody to do it with no questions asked.
>>
>>143793762
git is NOT backup. git is "game save" system for files. you still have to back up the git
>>
>>143793386

Freesound do requests. I'm sure you'll find something there.
>>
>>143794154
>>I check non-code assets into source control
I fail to see the problem
>>
>>143783263
I mean, how else do you expect me to trick retards online into buying me games?
>>
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>ui design
>>
>>143795264
>tfw one of probably three people total on /agdg/ who genuinely love UI design
>>
>>143795361
Not that guy, but I should probably be buying the same tracksuit.

My interface works good, but holy fuck its ugly as sin. Was going for something along the lines of a primitive GUI, but so far that's amounted to "Everything is red rectangles with the first Windows font in them". The CRT scanline shader is the best part of it.

I really must fix it quickly, because Im starting to get attached to it.
>>
>>143793268
>Why should I even bother
Exactly you idiot. Stop fucking bothering. Just make game. Jesus christ.
>>
>>143782301
You still wanna work together or did my Steam handle scare you?
>>
Today I learned that generating a dynamic material instance in the GetBrush function is a really fucking bad idea.
>>
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>>143795361
I keep thinking I'll hire a visual designer/UI artist once I get kickstarter money, then I realize I won't get any kickstarter money without good art, so I try to do it half way myself and get discouraged

pic related, its out of my grasp
>>
>>143796179
>pic related, its out of my grasp
No it's not.
>>
>>143796179
Thats pretty slick looking actually. Cant speak about how well it works, but just by looking at it it seems pretty good.
>>
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Anyone got any good ideas on how to predefine waves of "enemies" in UE4? I know HOW i can do it, but is there some good built in structure to do it? As in something smarter than a list of lists containing everything. (kinda like timelines being superior to manually coding in timings)
>>
>>143796179
You can do it anon, don't give up
>>
>>143796734
Blueprint with delay nodes.
>>
>>143796734
Could import a data table for each level. Have each wave be a row, and just use integers in the columns for the enemy types. When the timer goes or you've killed everything then run the same function on the next row.
>>
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>>143797123
>>143797053
Holy fuck i can just fucking abstract enemy types and spawn locations etc as fucking integers. I'm so retarded it hurts ive done it this exact way before. Thanks guys.
>>
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>spent a whole day on a single problem
>failed to resolve it

fuck I give up for today
>>
>>143796179
But that looks good
>>
>>143797427
Why do that instead of delay nodes? Lots of scripting things like Blueprint or even C# coroutines allow you to write code that looks imperative but actually is able to run over periods of time, delay, wait for stuff, etc.

Embrace it.
>>
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>>143797445

>spend a whole day on a single problem
>the solution was extremely simple
>>
>>143797427
enemy types as enums, man, not integers
>>
>>143797445
>spent a whole day on a single problem
>failed to resolve it
>next day
>try first thing I think of
>problem fixed
>>
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>>143797748
>spend whole day on problem
>try a half dozen increasingly complex solutions
>none work
>turns out that you did it right the first time and there was just a silly error
>>
>>143797445
>spend a few hours on a simple bug
>1 letter typo
>>
>>143797445
that's usually when I quit a project for good

but it hasn't happened on this project yet
>>
>>143797874
lol
>>
>>143797565
The "waves" spawn after all enemies are killed, otherwise i'd use a timeline with events.
>>143797794
Enums are integers though
>>
>>143797748
>spent a whole day fixing two problems
>resolved it and created 3 new ones in the process
>5 hours latter I've resolved those
>mfw I changed my original fix and there are no problems
>>
>>143798012
Pretty sure you could just have a while loop that waits until all the enemies are killed. If you can have a delay, you can have a spinlock without blocking.
>>
>>143798012
Integers are "too large" for that. Always use the smallest type possible. If you have a finite number of enemy types, use an enum.
>>
>want to make an adventure game
>want to make it 1ma
>realise i will probably never finish

is anyone else feeling this feel
>>
>>143798406
are you sure you haven't had a surprise lobotomy?
>>
>>143798246
I know, the problem I had was that I for some reason couldn't figure out a good structure of storing the waves.

>>143798406
I was joking about the fact that they ARE integers.
>>
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https://www.youtube.com/watch?v=kcEsh51YbLw

Made it so your money is saved, empty inventory slots don’t show up on the shop UI, and prices now show how much you’ll actually get if you sell something!
>>
>>143798406
you use an enum because having a list filled with "Wolf, Spider, Spider, Crab" is way more usable than a list with "63, 44, 44, 37"
>>
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>>143797053
>blueprint
>>
>>143798582
>I don't know a shred of set/type theory

>>143798660
That's the other reason, yeah. More precise type AND more readable code, win-win.

>>143798671
Blueprint can do things C++ can't, namely that.
>>
>>143798650
cool, but I think to GUI could use some tuning. It doesn't seem to fit with the rest of the art style
>>
>>143798406
Anon you're a double baka
>>
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>>143797874
>>143797445
reminded me of this

>spend like 10 years on problem
>fix it by changing 2 characters

https://dolphin-emu.org/blog/2014/01/06/old-problem-meets-its-timely-demise/
>>
>>143798650
how are you doing the "zone transition"? and I mean like... is the shop a separate level that you're actually loading?

eventually at some point I want to go from overworld to a dungeon with a loading screen of some kind, but I haven't looked into it at all yet
>>
>>143798850
>I don't know a shred of set/type theory
>>
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Yay logic?
>>
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>>143762453
I wondered why I got so many downloads all at once. That's pretty funny, I didn't even know you could do that.

If anyone else struggled with my game and wants to beat it, but you don't have a cheat engine, here's a pro tip that will help you beat the game effortlessly. Git gud.
But seriously, if you just sit in the top left corner, the boss can't hit you with any of his attacks.
>>
>>143798832
oh yeah, it's definitely just placeholder. i want to get the functionality in before i make it pretty!

>>143798949
yep! i'm using saving/loading to keep my inventory/money/etc persistent between levels. i haven't bothered making it streaming yet, so i'm doing a hard transition.

it's actually not hard at all, especially if your game doesn't have hold a billion variables between levels.
>>
post number is seed for http://orteil.dashnet.org/gamegen, sanity off, the next game I will work on.
>>
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>>143799476
I'm okay with this
>>
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>tfw i finished several things today and it feels great and i am still on fire but have to go sleep now
holy shit i want to dev so much, but i have shit to do tommorrow and will be able to dev no sooner than 2PM..
The dev drive always drives me insane when i want to and can't ;_;
I envy neets so much.. just get up in the morning and do whatever they want all day and then go to sleep at 4am
>>
>>143799258
Neat. I should probably try to tackle it next... I'm getting to the point where I know if I try to go back and add saving later there are going to be a billion variables and I'm going to forget half of them.
>>
>>143798957
Explain then
Cause as far as I see
>ints are too big
>use an enum which is still ints
>>
>>143794556
That is not how it works boy. This isn't just some "record "You have a new call" for my answering machine ok?". Game voice acting requires lots of time, shitload of dialog and retakes, and additional recordings later on to fix and add shit... nobody will do that for free, and when they do they bail halfway through when they get bored or tired and you are fucked because you can't use only half of something
>>
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>>143800198

>because you can't use only half of something

You wanna bet?
>>
>>143794518
git push IS a backup you shitcake, in fact it is far better than backup because i can literally just pull that one year old file i deleted ages ago from a server instead of having to download the entire fucking back up that can't even restore any states
>>
>>143800474
That only goes for things like code or sounds, but if your artist or voice actor bails you are fucked. You cannot use the art and then mix it with your shitty different art and have clash. Nor you can use half of voice dialog lines for the MC and then have half of the other lines voiced by someone else. Anything less and your game will be complete trash
>>
>>143797445
>keep procrastinating this thing you need to dev that seems tedious and would take long
>end up finishing it in 2 hours
>>
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>>143800474
An A press is an A press you can't say it's only a half
>>
>>143798650
Music reminds me of Dark Could. Stay comfy.
>>
>>143800198

I wasn't talking about individual requests you fuckboy, I was saying there are lots of people there looking to expand their portfolios and you said you were willing to pay. No shit they aren't going to do it for free.

What a retard.
>>
>>143797445
the wasted time and effort is not the worst part, the worst part is the hit for morale this delives
>oh fuck am i shit at game dev? should i just give up? if i can't solve this, how do i solve the other tougher shit? i don't even feel like deving anymore.. let's watch anime instead and jackoff
erry tiem ;_;
>>
>>143799729
Sounds like it could be really interesting.
>>
>>143800017
I don't mean like sizeof.

Say you have 5 enemy types. If you make an enum (strongly typed, like enum class in C++), there's only 5 possible values you have to deal with. If it's an int, you have 5 valid values and then all the rest are invalid, but still representable. Really, as soon as you have a single value that you have to deal with, but doesn't have a meaning in the context, your type is too big and imprecise.

Like how every reference in Java can be null.
>>
are artists allowed here? im a nodev but wanna make art for games
>>
>>143801440
Gamedev is all about arts. No offense to the programmers.
>>
>>143801440
post your art, i need an artist
>>
>>143799476
>An MMO where you dress up barbarians in the darkest caves.
what
>>
>>143793402

Anyone, guys?
>>
>>143801669
>not playing Dark Cave Barbaian Dress Up MMO with your friends
>2016
Ok gramps
>>
>>143801717
it doesn't matter, pick which one you're better at/have more interest in
>>
>>143799246
Are those rabbits?
>>
>>143801368
Oh okay, that makes perfect sense.
>>
Hey guys somebody linked me to this board to get me started on game dev. What's a good engine to start with? I have a neat idea for a game, which I already wrote the story for. Basically its set in an apocalyptic wasteland where you can meet and fight other people, kind of like an mmo but plays a bit more like Grand theft auto with more vehicular combat. I heard Unity is great for this, and there's some pretty nifty stuff in the asset market. Should I go through with this?
>>
>>143793402
c++ is archaic, and people use it only for legacy reasons, they realize it makes everything 10 times harder and longer to do, but they have to use it, so unless you are forced to use c++ use python which is way better
>>
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>>143801604

just random 3d stuff
>>
>>143802403
... you keep telling yourself that :^)
>>
>>143802376

not subtle enough
>>
>>143802403
>I failed my Intro to CS class and I'm mad about it
>>
Is it that time again where people bitch about C++ but can never give a valid reason as to why it's actually bad?
>>
Did you guys come up with the setting for your game first or the mechanics?

I am having a hard time settling on either.
>>
>>143802403
t. I haven't used c++ for more than 1 month
>>
>>143802884
C++ is not a real language. C# is the only way to make a game.
>>
>>143802929
You're using that wrong m8.
Go lurk /int/ some more.
>>
>>143802041
Rabbits with mohawks.
>>
>>143802445
This is shit. Please take your shit props elsewhere and focus on real art.
>>
Could anyone recommend books that could aid in learning game development? I've already got a grasp on coding from a few years of Uni classes, so not a basic book for programmers but something for the core of game devving. Even if it's not specific to that but along the same track.

Didn't see anything in the sticky.
>>
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can anybody recommend a method for upscaling low-res textures? I'm stealing textures from a late 90s game and I realize the inherent problem with using shit at low res, but perhaps there are tricks don't know of that work reasonably well?
>>
>>143803259
This. Fuck off, nodev. Where is your fucking game, literally insane shitposter?
>>
>>143803268
You can't go wrong with improving your physics and math, in particular linear algebra/calc based classical mechanics and linear algebra and calc themselves. Stats and probability, too.

For linear algebra: Gil Strang on MIT's OCW, for calc Stewart is fine. For classical mechanics, John Taylor.
>>
>>143802403
Anon, I'm the guy you are replying to and let me tell you, you are fucking retarded. Python cannot surpass C++. Sure, C++ is ancient Egyptian Hieroglyphics when compared to Python, but you just can't compare the power of C++ with Python's trade-off between quality and ease to use. I was asking because maybe libtcod was better used with Python, and seeing how easy as fuck Python is to learn I might as well learn it just to make game.

Also, you're a faggot.
>>
>>143802445
Wow, that looks really good.
>>
>>143802445
Fuck OFF nodev! Fuck you and your full sail garbage!
>>
>>143803509
Oh """"Blake Williamson""" if only you could know the pleasure of being cummed inside.
>>
yep, the only shitposter doing it all is back, remember to report him, so the mods can banny the danny
>>
>>143803973
>>143803997
I missed you, wondered if you would be around today!
>>
>>143803973
>>143803509
>>143803259

How do you guys even know it's reek (I believe that was the name?). I know you are just shitposting, but Jesus Christ at least have it make sense.
>>
>>143804112
Don't respond, you tool.
>>
>>143804009
>danny
>danny
>danny
>danny danny danny

You are fully and foreverially double dominated by me, Reek. Yup. Just remember, if you think it's me, it's me. :)
>>
>143804094
That's not even him.
>>
>>143802445
nice geometry and mapping, but textures could use some more life
>>
>>143804112
>you guys
It's just one retard, please don't give him or the dram any attention and report.
>>
>>143803898
It's pretty clear you don't know shit about programming.
>>
>>143802445
That looks good but is that really yours anon
>>
>>143803503
Something that sorta work for me is enlarging the image in a photo editor, then adding a subtle Gaussian blur filter to soften up the pixels, then applying some kind of Unsharp Mask. Might need to adjust the settings a bit for the mask, just mess around with it. Then sometimes I throw another more subtle blur on top of that.
>>
>>143804247
Are you fully drunk right now? lol.
>>
He's fully drunk right now. And the sun is still up. I can't believe it! :)
>>
>>143804386
Too broke to be drunk, don't bully.
>>
>>143803503
i'm pulling this one out of my ass right now but what if you used one of them "deep dream" bots?

alternatively, just upscale and clean it up by hand
>>
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>tfw haven't been called reek today
>>
>>143804781
Fully and foreverially brain-raped by me. Good boy, Reek. You'll never be a dev, though. :)
>>
yup, >>>/qa/541513

everyone wants you gone danny, so scram.
>>
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>tfw haven't been called shitfam today
>>
>>143805208
Fully and foreverially brain-raped. Good Reek. Just keep posting here. Pay no attention to the men coming to your door to mess you up. :)
>>
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>>143804262

it is, i'd like to work on a game though. need some motivation
>>
report and ignore him please...
>>
>>143805493
Nodev filth. Did you get that from Full Sail?
>>
>>143805408
>>143805208
>>143805009
>>143804781
>>143804551
I hang out with a bunch of idiots
>>
To the sad case who seems to be deliberately egging him on: fuck off.
>>
>>143805649
Fully and 100% foreverially brain-raped into ricola. Hahahahahahahahahahahaha.
>>
You do realize we can see individual IPs right?

So you're either pretending to be him or pretending to be a schizo.
>>
>used to shit on steamchat
>now thinking of joining them because of how bad agdg has gotten
I'm tired of reading about reek and full sail.
>>
>>143803503
You mean you just need the dimensions of the image itself to be larger, or you want to make it look better by upping the resolution and fixing the smears?
>>
http://www.deconstructeam.com/games/gods-will-be-watching/

Why isn't your game hardcore like dark souls like this game, aggy daggy?
>>
>>143805759
Or he's an actual Schizo

>>143805808
This truly makes me wonder if 4x2Chan's Aggy Daggy has it better.

But then I remember it's fucking dead and I forget.
>>
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If you're new, we get an almost daily little tantrum fest. Try not to let it derail the thread. Just report the shitposting, don't engage, post progress and respond to progress. They'll respond to themselves and eventually wear out. Since we have slow moderation, we mostly have to depend on time catching up to them, waiting for that "wtf am I doing with my life" moment.
>>
>>143805759
same thing
>>
>>143806123
Hahahahahahahahahahaha. :) Absolutely and fully owned by me. I own you. Brain-raped reek and ricola, where is your game?

boom
Boom
CRASH

:)
>>
> Danny - Insane nodev from /x/ who claims to have intimidated a ton of devs into leaving (they usually left for other reasons). Very insane in terms of what he believes he is capable of, often makes death threats and is your stereotypical internet tough guy. Making a horror game in unity made entirely of stock assets.

> Rotate - Another insane nodev who blogposts daily and usually gets drunk and spams with his tripcode for attention. Less of an asshole as danny, but 5x more disruptive because he posts for attention rather than to be a bigshot. Constantly changes his image for more attention (was pro-pedo, now anti-pedo). Nodev, often switches projects and makes new ones.

> Googum - Has finished several (shitty) games. Claims to know all about the business including marketing and good art and game design, but his games claim the exact opposite. Not insane, but prolific because he contributes a lot while namefagging.

> Sourcefam - (I was away during the era sourcefam was famous, someone pls fill me in)

> Pugdev - A generally nice dude. Worked on the pug VN before dropping it for unknown reasons. Now works on the cultist game. Has been caught samefagging and shilling on other boards though. May be secretly insane, but I doubt it.

> Hopoo, Vine and Homph - Old devs who use the steam chat and always post as anon. These three don't cause any known chaos or drama and are often accessible from the steam chat. All you need to know about these three is: Hopoo is a yesdev millionaire, Homph did the recap before he randomly vanished one day like a faggot. Succeeded by Sayaka for one whole month of agony anime recaps. Vine is probably an ugly girl who probably tires her hair back, and wears a strap on.

>sourcefam - Started discouraging other devs from making progress with long ramblings on indie gamedev and his experience with it. eventually he became the car poster. There is a good chance he is Danny, who continues to try and destroy /agdg/ from the inside out.
>>
>>143806098
because im a ShitDev
>>
>>143806569
Rotate hasn't been relevant in a long time
Pugdev killed his pug after the KS flopped
>>
>>143806569
>>>/soc/
>>>/r9k/
>>>/trash/
>>
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Is this supposed to happen?
>>
>>143806569
I literally could not care less about any of these people, fuck off with this teenage drama bullshit.
>>
Ever have those moments where you fix your code completely by accident and you have no idea how the fuck it happened?

I've been battling infinite loops and outright failures for three days trying to get a simple pathfinding algorithm onto a 2D grid that's actually a 1D array. Stupid situation, but its completely doable when you know the dimensions of the grid. Standard A*, with each node having its X, Y and a reference to the previous node. But it never fucking worked. Tearing my hair out, considering buying a drug made of ground up Adderal and coke thats supposed to make you a better programmer that they call Carmack.

Then I think "Im not using those references to the previous node for anything, Im just passing the whole closed set array to other stuff. Why bother even having it?" So I take out the line where it sets the previous node and it fucking works. There's still other bits that are complaining they have nonetypes being fed to them now, but it fucking works AND I DONT KNOW WHY
>>
>>143806569
NOBODY

CARES

stop fucking namedropping you god damn shitposter you are just as bad as the people you listed for even acknowledging them

this general is for progress and questions about how to make progress ONLY

GET THE FUCK OUT
>>
>>143806706
>Pugdev killed his pug after the KS flopped

KS?
>>
>>143806381
Is this even a real sentence?
>>
>>143807083
Okay, Blake the Snake. Where is your game, literally insane shitposter? Ricola, don't you ever get tired of being brain-raped by me?
>>
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>>143806569

Part 2: The next generation.

> Anubisdev - acts like he's cute and humble He's really a based homo attentionwhore, However, he resistant to shit posting, and often has proven himself impossible to breakdowns, (Unlike WeeaBakado who easily takes bait)

>Arikado the veteran weeb no-dev asset thief. Has been working on his game for about 3 years now. Once threaten never to post on AGDG again, however has came back after his """"Place Holder"""" incident, he is also a Nazi.

>Kobold Poster, the retarded step nephew of Anubis dev. Avataring faggot who is also probably the mysterious "Bullet Tiger" bara furry who's working on a fetish kobold text based adventure stealing the worst of everything from the fur community.

>Dog poster. The one who is many. Also wants to bang rotates trap ass to kingdom come, probably doggy style.

>Rotate x Danny shippers, mentions nothing but past drama, once invoked the all might Tranny Rotate, who might I add is waay to cute to go to prison now. Probably just the dog poster same fagging though.

>Sayaka, after witnessing his mother's death as a child, Sayaka was abandoned by his father. He is emotionally hyper-sensitive and sometimes does as expected out of fear of rejection, but he has often rebelled and refused to post this weeks recap because of the extremely excruciating harm that has been done to him, or done to his friends. After some difficulty taking the first steps, Sayaka gained supremely excellent control of Recap Monday, surpassing all other Recapers; posting Recap Monday has become his most well known talent. Recently has refused to pilot the robot due to new Recap Anon who has a scrapper.
>>
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Haven't posted here in ages. Here's my new A* implementation. Wondering if I should keep the drunk movement.
>>
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>>143806569
>> Sourcefam - (I was away during the era sourcefam was famous, someone pls fill me in)
The worst shitposter /agdg/ has ever known. He made this """"""""""""""""""""""""""""""game"""""""""""""""""""""""""" and then got brain-raped by me forever. He's probably rotting in prison now for what he's done. Hahahahahahahahahahahaha. :)
>>
>>143807668
best come back later lad.
>>
>>143807668
pretty neat m8.
>>
>>143807668
Nodev garbage from a Full Sail shitposter. What else is now?
>>
>>143807668
What kind of game you planning?
>>
>>143808257
Probably a Dungeon Keeper clone of some kind.
>>
>>143771727
No, no, make headbob optional, don't just take it out completely. Some of us love that shit and enjoy reading books in the car. Not all of us throw up on boats.
>>
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>tfw finally upgrading to Windows 10

Aww yes, can't wait to make some great games
>>
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>>143806569

>pugdev
>skins his dog alive and eats the organs on webcam in front of his tied up family
>cant tell if its laptop webcam artifacting or not but im 90% sure he vibrated through the walls with his eyes rolled back into his skull chanting demonic prose during the attack
>i literally cannot go one night without remembering his childrens fucking screams

yea real nice guy. video is on the deepweb for anyone brave enough. I wish i fucking hadnt.
>>
>>143808712
I hope it's on a separate partition.
>>
>>143807312
Even though its shitposting, at least its becoming consistently OC

>Blake the Snake
>brain-raped

Steamchat aside, how long should a Greenlight concepts promo video be? 1:30?
>>
>>143808712
I'm so afraid of upgrading. Everything is comfy right now, all my games work on Windows 7, all my gamedev tools and work software work perfectly. I don't really see a reason to upgrade just yet. What does Windows 10 do so good that you're finally going through with it?
>>
>>143808858
>im 90% sure he vibrated through the walls
Oh good, slittle Reek is ruining all the thread's jokes again. You have a lot of fun with this, don't you, shitfam? Well the """""""""fun""""""""""" is coming to an end.

boom
Boom
CRASH

;)
>>
>>143802445
anon you replied to here, have steam?
>>
>>143806569
>>143807359
Thanks for this, I'm new here and still figuring out who is who.
>>
>>143809117
theyre all scum though
>>
Shawn is the level designer in charge of several important chunks of the game, including the opening sequence, which the outside consultants had crapped upon with vein-popping vigor. Truth be told, it was Shawn’s idea that the open feature minimal tutorialization: “ShatterGate players are gonna have basic literacy with fundamental ludic concepts.” He graduated from the NYU Game Center four years ago, after which he and three friends successfully Kickstarted $75,000 in order to commercialize his thesis, Golem Girl, a retro platformer about a Jewish girl made of reanimated skin and her adventures through various levels inspired by Eastern European fairytales. In interviews leading up to Golem Girl’s release, Shawn scoffed at what he called “didactic interactivity,” which he regarded as a betrayal of the “language games are intended to speak.” (It took you a while to realize he meant any video game that told you how to play it, or essentially every commercial video game ever made.) Shawn also once told an interviewer that his personal idea of hell would be working for a big AAA developer. After a tortuous, extended development process, Golem Girl finally went out to its backers.
>>
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where2pirate Aseprite pls.
>>
>>143809117
oh fuck off, we don't want your type. Nobody actually cares about this shit. Go on IRC for that sort of thing.

Did you have a gamedev-related topic you wanted to discuss?
>>
>>143808906
It is

>>143809017
I'm just joking about being excited. I just decided to "upgrade" now while it's still free. I bet half my shit will be broken but I'll just deal with it. Microsoft is doing everything they can to force people to switch, and it won't be long until they start fucking up Windows 7/8 software.
>>
Which program would be good if I wanted to make a 2d building game (like Simcity from SNES)?
>>
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>>143807359

Part: 2.5 Extended edition.

>Revenge Dev: Veteran Shit Poster who fooled a few devs into thinking his 2D Souls Like project might be real. Has Artistic skills that even rival that of The Googems. Some even speculate they are the same person

>Knight Devs - every now and then a few noble knights find the liberty to enlighten us on their latest non-generic project. (Arikado could also be listed here as a knight dev) The other two known Knightdevs is one of Rotate's old artists, another is some whodev making a LTTP-vector based cloned with assets that reek of thievery so hard even Arikado will weeps.

>Depressed Trap Dev - French Trap QT looking for a 9/10 murican boy to take her as his bride. Making an exploration game based on balls. Has attempted suicide before finishing Jojo and is currently in the hospital. (The cause of her attempted is speculated to be induced by someone believing source is actually a real engine)

Bara Furry: A nomadic group of furries who post Seagull/ other furry porn around dusk. Claims to be making a Contra clone, but all we ever saw were giant bulges.

Feel free to add who I left out. I'll update all this into an /agdg/ trading card system soon.
>>
>>143809398
Great progress! I see you've put a lot of work into this!
>>
>>143765512
only retards who can't into coding use a shitty engine like unity or ut
>>
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>>143809398
>I'll update all this into an /agdg/ trading card system soon.
I want this, unironically

VIDYADEV: HOW DO I BUILD AN AUDIENCE
>>
>>143809398
What about sorcerobedev and letodev?
>>
>>143809705
Just sign the shitposting card, already, reek! I own you. You have to do it! Hahahahahahahahaha. :)
>>
>>143809705
maybe it will give our shitposters the recognition they desperately crave. Like how in DF, an engraving memorial slab puts ghosts to rest.
>>
>>143809290
Its fucking open source
>>
>>143809946
Why does it cost monies then
>>
>>143810016
Because of retards like you.
>>
>>143809705
>progress card works like dark hole in yugioh
>>
>>143809705
someone did this and then danny used it for weeks to shitpost

don't do it, man
>>
>>143810045

pls give pirate link to pirate PLS
>>
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>Still want to show off cool weapons system but STILL haven't finished 90% of weapons
>>
>>143810016
So artists that are too dumb to compile it pay the dude $10 for an exe
>>
>>143806569
>only speaks positively about pugdev, who never posts real progress and just keeps posting same fucking gifs over and over again
nice try pugdev. Now go back working on your game.
>>
>>143810060

>he actually thinks all of those images were made just to troll him
hey literallyinsanefam why do you keep ignoring our request to see the moment that made you literallyinsane? :( do you not want to show us anymore?
>>
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Progress!

> Added magic traps
> Added Blunderbuss
> Started work on secret rooms

The secret rooms still need work. They don't spawn nearly often enough, and are often unreachable when they do spawn. Also need to write an autotiler to make the blasted open walls look better.
>>
>>143807359
>he is also a Nazi.
Is there any source for this?
>>
>>143810294
>BB has no kick
ONE JOB
N
E
>>
>>143810209

unless pugdev is really good at double bluff he wouldnt describe pugs's life as a VN, it was an adventure game. Hell he never even brings it up in steamchat.
>>
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Hey guys, who can fill me in on the latest A.G.D.G. gossip! I'm just dyin to know the scoop on the biggest names around here
>>
https://boards.fireden.net/vg/search/text/sourcefam/

he's not going to go away, yes, it goes all the way back to october 2015

he'll only go away if you ignore him
>>
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This is the most you've ever amounted to in years of shitposting on agdg. Your legitimate efforts at game dev are your biggest shitposts. Just quit.
>>
>>143810380
Not exactly, but his grandfather probably killed Jews during the holocaust.Which he will try to deny ever happened, just like with his stolen assets
>>
>>143810561
vinny pls
>>
>>143810294
Game looks fun and juicy, I can tell you put a lot of love into your work.

One criticism, I think your graphics don't have enough contrast. Might just be my personal tastes, but I think stronger contrast will take your visuals up a notch.
>>
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>>143810643
TheGogem what do you think of our shitposter situation?
>>
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>>143810641
>these jelly nodevs
>>
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>>143810620


I believe this is yours? You might want to cover it up before anyone sees
>>
>>143810520
Your spine nearly snaps shouldering the weapon's kick, and in the air it kicks you backwards. What more do you want?

Should it kick the sidepanels off your computer tower when it fires?

IM JUST ONE GUY
>>
>>143809291
Sounds like you're salty you didn't get mentioned 2bh farn
>>
>>143809884

Top kek anon.
>>
>>143810763
Thanks man.

I'd agree with the contrast actually. I really like the washed out palette for this game, but its pretty easy for stuff to blend into the background. I don't really want to easy-way-out and put outlines on stuff, so I think just increasing brightness/vibrancy overall on the player and NPCs might do the trick.
>>
>>143810896
For it to move you and for the spray to not be static.
>>
>>143810294
Did you make that in Full Sail? Garbage.
>>
>>143810884
https://boards.fireden.net/vg/search/image/lKkEb94BN6Ptq7bbIwo3jg%3D%3D

give it up MeltDan
>>
Ideaguys, got a challenge for you, since there's not much but shitposting going on:
>(female) nudity as a game mechanic in an RPG
>hard mode: /e/ only, nothing /h/
>>
>>143811132
Remember when I asked you to post about triangles, and then you did? Such good times my friend. :) I love hanging out with you here, chatting. What's the one about static lights again?
>>
>>143810778
it's stagnant, lacking in creativity. i expect so much more from shitposters in a creative industry like ours. these guys are still shitposting like theyre back on /v/ like theyre back on /tv/ like theyre back on /r9k/ and /b/. this AGDG goddamnit, if you're gonna shitpost bring your A game since we know you dont have a game.
>>
>>143811367
Then why aren't you trying harder, Googs?
>>
>>143811128
I don't think a blunderbuss is really powerful enough to move an adult male in armor.

As far as the spread goes, it's just a random spread based on a maximum range of inaccuracy. Don't think much more is needed for a sidescrolling 2D game.
>>
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Took a brief break from boss combat design to get some more tricks implemented.

Tricks now work like attacks, they add score and combo mult.

Fun fact: all of these are real, accurate trick names (at least, as near as I can figure from googling aggressive inline terms) EXCEPT the Kite, which doesn't seem to be a real trick, so I had to take the name from Beat's trick in Jet Set Radio.
>>
>>143811605
Holy
Shit
That looks hype
>>
>>143811252
Still after me, Blake the Snake? Fully and foreverially brain-destroyed and enslaved by me. Your new name is Reek and always will be. Remember that. :)
>>
>>143811534
a-alright
Thanks for humoring me.
>>
>>143811605
That camera when landing needs work
>>
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>>143811605
>Abstract Shitty Backflip
>>
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What's the best way to make a first person dungeon crawler in the style of games like SMT, Arcana, and wizardry? I can't into 3D so I guess I should research raycasting, but it doesn't seem like those games use raycasting. I hate the way the view is in the old games and I'd rather have a smooth transition when turning.

Compare this (non-smooth transition when turning):
https://www.youtube.com/watch?v=6RXgmJy5dAU

to this (smooth transition when turning):
https://youtu.be/ypAHhrrfz1s?t=5m51s

What should technique should I be researching?
>>
>>143811605
What even is this game about anymore?
>>
>>143811605
>he literally posts screenshots at this resolution
>he is literally shitposting from a potato
>>
>>143811605
So you're going to implement THPS-mode fully right?
Because I'll buy your game the second it goes on Steam.
>>
>>143811812
>screenshots
You're an idiot
>>
>>143811776
The DS one is just 3D rendering.
>>
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idea guys and shitposters of /agdg/, need your help!

Need an extremely cool premise for my 1v1, 2 player card battle game.

basically, they have to battle each other because .....
>>
>>143811731
It's actually Shifty, but if you fuck it up it should totally convert it to an Abstract Shitty Backflip.
>>
>>143811776
Dude, simple 3D for that is really not hard.
There's no point of using raycasting.
>>
>>143811776
You know Legend of Grimrock exists right?

Just do it in 3D.
>>
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>>143811252


>muh danny post
You and rot8 just never learn.
You're a moron who has never done anything except shitpost here. Literally accomplished nothing as far as gamedev goes and now that mommy got you a dayjob washing dishes at the cafe down the street you come back and post this garbage. What a life you lead Sourcefam we are all in awe of you.
>>
>>143811776

This is a 70 part youtube series of a guy making a wizadry like game.

https://www.youtube.com/watch?v=Kf_brIro4C8
>>
>>143811921
fighting over a trans girl
>>
>>143811689
Maybe there should be a top-tier Blunderbuss thats basically a handheld cannon that would throw you around. Kinda like the Plasma Cannon in Spelunky?
>>
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>>143811367
>>
>>143811921
They both think they invented the card game they're playing
>>
>>143810884
>that pic

It really is a fascinating piece how long did it take you to make? 5 minutes? 10?
Hey what engine did you make it with is it in the list of engines in the OP by any chance?
>>
>>143812094
Get on it.
>>
>>143811653
Thanks.

I had all these ground taunts and then no air taunts so I figured, why not just make tricks air taunts? So I did.

The game is so THPS-inspired having tricks seems almost mandatory. I've toyed with giving points for grinding and wall slides, actually, just as an homage.

>>143811710
I think you're right actually, and I will.

It's a little bit tricky to get it to feel right when lerping but something better than the instantaneous boom-snap would be a good touch.

>>143811731
kek
It's SHIFTY, though, which, near as I can figure, is what you call a 90-degree turn that you reverse. The Abstract is the "grab" with crossed feet, the shifty is the lateral rotation, then the backflip.

>>143811808
Running around killing robots as stylishly as possible. Same as always. Think of tricks as aerial taunts; there's not much different from a 1080 corkscrew and squeezing in an "I should have been a pole dancer" as Bayo for some extra points.
>>
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First progress post. Working on a ray caster engine in SMFL. Fps is shit because the floor and ceiling have some issues, but i will sort that out later. Think i will implement sprites next.
>>
>>143812146
isn't Mao basically that? You play cards and introduce rules to justify it hoping the other player can't play anything anymore because the rules you've established together don't let him, or something like that.
>>
>>143809365

Bump this question.

Also I don't have much experience so nothing very fancy. It will be a simple game.
>>
>>143811834
...No. I mean, there'll be a "Free Slay" mode, which removes the time limit, but there will always be enemies.

OTOH I'm toying with a "rewards" or medal system for certain playstyles, including a melee-only, shooter-only, and "pacifist" or trick-and-taunt only play.

Which is more viable than it seems since not only do tricks and taunts award points, combo mult and overcharge, but taunting enemies triggers predetermined AI responses and you can totally bait them into traps and level hazards. So it should be possible, if you're good, to do pretty well without ever swinging a weapon or firing a shot.

Tricks don't do that, but they DO have other interesting properties like resetting your hover timer so you can use them to extend long jumps and such... Though tricks and taunts are mostly there for fun.
>>
>>143811663
>>143812015
am I blake, or am I sourcefam

make up your mind MeltDan
>>
>he's changing his writing style again
Uh oh this is always the sign that things are spinning out of control
>>
>>143812339
Game maker
>>
>>143811921
Earth has been taken over by evil alien spiders that disguise themselves as humans. Their only known weakness- they're addicted to collectible card games. A street magician and leader of the human resistance develops a game using magic cards to lure out and steal the souls of the usurpers in order to inconspicuously save the planet but is actually a spider himself, trying to steal the throne and become a god with his accumulated power
>>
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Hey I've got this problem with Unity, and I can't get my game to work Could anyone help me?
>>
>>143765191
>mfw look at recently greenlighted games
>expect average 2d pixelshit
>see a AA-quality post-apocalyptic openworld 3d experience, with ambient soundtrack
>mfw the author made it SOLO

How can /agdg/ with its run-of-the-mill le 2d platformers even compete with this?
>>
>>143812772
Did you try turning it off and on again?
>>
>>143812832
I'm not making a 2D platformer
>>
>>143810194
shitposter
>>
What's something I can work on when I'm not at home on a laptop?
>>
>>143812772
Dont tell us ABOUT it, just tell us
>>
>>143813017
Thinking about games and game design tropes.
>>
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>>143813017
Plan some easter eggs/TECHNOLOGY to add to your game
>>
>Get a dynamic UI working that reports player statistics
Don't laugh at me. I'm trying to figure all this stuff out on my own and I feel really proud of this.
>>
>>143812461

Bro you've literally accomplished nothing with your life let alone gamedev. Stirring up shitposting in agdg is really all you've ever done and now it's just stale and boring. You're boring. Even when you get drunk and cry to us about what a failure you are it's boring because you've just done it so many times. Stop being so boring.
>>
>>143813017
Design document
fleshing out mechanics/setting/anything
working on code if you can write whole things without building after every line.
>>
>>143812832
Are you talking about Ridge? That's pretty cool.
>>
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>>143812832
UI games are the future
>>
>>143813017
You could probably do the same stuff as on your desktop, as long as your game isn't that taxing. Even if it is, just disable all the fancy effects and shit for testing.
>>
>>143812259
Wolfenstein clone or just edgy?
>>
>>143811279
magic rune tattoos that burn clothes ala super saiyan mode

or

nanomachines, son
>>
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>>143813281
Haven't seen the Ridge yet. 35mm caught my attention. Is the dev really solo, I wonder..

>>143813365
Hmm, you may have a point.
>>
>finally fix that fucking problem
>two more pop up

And yet I'm not mad, I just feel relieved.
We're all gonna make it.
>>
>>143813736
>cyka
Of course
Seems like a walking sim though.
>>
>>143811279
the less clothing your female party membera are wearing the mire buffs male geys females lose def thoigh
>>
https://www.youtube.com/watch?v=97IDWBeohAg
Is this real? Is this really yesdev? What does googums think of this ?
>>
Do you guys ever write notes and scribbles about your game on paper? I would like to see it. I'm trying to diagram out some program flow while watching netflix. It's real cozy.

>>143814115
Sorry if we hurt your feelings by saying your posting is boring.
>>
How the fuck did you guys learn unity? I've been using gamemaker and love2D for a while now to make small projects. I just can't get used to all the stuff in Unity. I have no idea where to start. I've gone through the tutorials on the site, but I get lost on the first tutorial. The guy starts talking about vectors and views and I have no idea what he's doing when he starts scripting. Doesn't help that I hate video tutorials. There's so much stuff to learn. What can I do to learn the basics and slowly move up?
>>
>>143813365
You mean a text-adventure that gives the user an easy to use interface.
>>
>>143814296
I made a camera with a script.
Then I made a car racing demo, mostly ripping it off stock tutorial and adding my map and obstacles. Can't say I "learned" Unity though.
>>
I need someone to voice god in my game. Any audio-guys out there?
>>
>>143814296
you should learn basic linear algebra
>>
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Is there any theory on how to make visually terrifying/unnerving foes and characters? There's a lot about writing but I can't find anything about what makes a monster/thing scary. I've always been fascinated by Majora's Mask's visuals. Both the mask and the moon really deliver with their wide open, hunting eyes.

There's also something about this doll in pic related that I love. It's so simple but efficient.

You can go with gore, but even that can end up being goofy like the Cyberdemon from the new DOOM. It looks like some alien Avengers villain with no scare value when its sole purpose is to be a menace. The hellknights are pretty decent at looking like real threats though, with their hidden eyes, wide grin and bear mode muscles.

Any idea where I can find that?
>>
>>143814296
There are multiple sets of official tutorials, in you're case, start with the basic programming ones since you clearly need it.
https://unity3d.com/learn/tutorials/topics/scripting
>>
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I need a name for my game, religion being the center theme, story being almost nonexistent, game is essentially glorified VR arena shooter. You fight gods, angels and demons.

Currently thinking of "Preacher". Anyone have any cool sounding religion-related game names they've been sitting on?
>>
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What do you guy think of this?
>>
>>143814652
https://clyp.it/sutczsyy
>>
>>143814718
I think its unnerving when you can't tell what a persons expression is, its the same mechanism behind how sunglasses make a person seem cool and aggressive
>>
>>143813640
Started off a wolfenstein clone, so I just quickly grabbed some textures to test with. Will probably be a dungeon crawler though.
>>
>>143814718
Skip the gore, go for uncanny valley.

Try to make things that are ALMOST normal but aren't normal.

100% terror.
>>
>>143814912
how do you have jpeg artifacts in a png?
>>
>>143815161
I compress it with JPG to give it more texture, Should I not do that? I thought you guys hated sharp black edges.
>>
>>143815313
I like it.
A whole game in that style would be neat.
>>
>>143814912

I would.
>>
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I want to enable occlusion culling on the water camera in Unity 4. But this causes models to flicker in and out, because what's invisible to the water camera isn't necesairly what's invisible to the main camera.

Is there any way for one camera in Unity to use another camera's culling data, or do I have to use screen-space reflections and end up with shit like pic related?
>>
>>143815538
Is that real?
How does that even happen?
>>
>>143814718
https://www.youtube.com/watch?v=PEikGKDVsCc
>>
>>143814881
You can probably go through the list of Papal Bulls and grab some religious sounding Latin that also means something.

https://en.wikipedia.org/wiki/List_of_papal_bulls
>>
Its so freaking hot, I can't dev.

I need an AC but can't afford one.
>>
>>143815698

I'm no 3d programmer, but I'm guessing

>take the top half of the screen, after it's finished rendering, and flip it over
>project it onto the water model
>shove more crayons up your nose
>>
>>143815698
Screen-space reflections work by flipping the image where necessary to imitate reflections, guess they forgot to consider depth so it just does it to everything.
>>
>>143815792
Buy a box-fan.
>>
>>143815792
Im constantly chugging water with ice in it.
>>
>>143816002
>box-fan

Fans are not effective, they dont cool the air.
>>
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>>143815768
>https://en.wikipedia.org/wiki/List_of_papal_bulls
You're a fucking saint mate. The old dead christian god might spare your soul.
>>
>>143815792

Maybe get a dehumidifier?
>>
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>Ready to start drawing art assets
>Bought an intuous pro tablet
>No pixel art, all hand-drawn

What software should I use friendos?
>>
>>143816124
> they dont cool the air.
No but they will give you a constant flow of cold air.
>>
>>143815538
There are things visible normally that are not visible reflected AND vice versa. So you do want to have separate culling.
>>
>>143814881
No, but off the top of my head

Judgment Days
Broken Chapel
Blood Stained Glass
Olympus Mons
The Good Book
Holy Water
Faithless
Bloody Sunday
The Lord's Work
>>
>>143816210
Krita/Sketchbook were nice
>>
>>143816223

>constant flow of cold air.

Cold air from where? The air is hot everywhere, you are just moving around hot air through the room.
>>
>>143816124
Convection is the most efficient way to generate temperature change

Put a bowl of ice in front of the fan, that'll do it in a pinch.

But of course, an AC would be nice.
>>
>>143811776
this is piss easy to do in an engine like Unity

you'd have a harder time texturing and making things look nice
>>
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>>143816293
"The good book" is really good. Current menu system is placing statues on a table, might as well be books you acquire on your quest to find THE good book mcguffin.
>>
>>143815792
rag, bowl of water, ice cubes
>>
>>143816595
Piss easy to do in anything, really.
>>
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>>143814718
An artfag friend of mine drew this up for a concept of a Gluttony demon. I thought it was appropriate for something like that. Though it's more on the gross side of things. I'd probably model just a single large mouth on the stomach though.

Think something like this would look good in a Low poly Quake style?
>>
>>143814912
come mess up my pots n pans qt
>>
>>143816210
mypaint, krita, inkscape, pinta
>>
>>143814718
tryptophobia, probably easier in 3d than pixels
>>
>>143815768
Im going to steal some of those. Redemptor mundi, Vox in excelso, Exsurge Domine, this shit is gold
>>
>>143817171
I never understood this meme
>>
Hey guys, recently I've been feeling like making a game, but have never done any sort of coding or anything like that before so I need some help. Specifically, I want to make a roguelike, as lately I've been playing a lot of Dungeon Crawl Stone Soup. I also figure a roguelike would be a good game for a beginner to make since it's not 3d, actual graphics are optional, and it would be easy to expand on as I get better.

So anyway, how would I go about getting started? I don't know anything about programming languages or anything else that's necessary for game development, and I don't know what I'm looking for in any of it, so I could really use some advice.
>>
>>143817304
libtcod
>>
>>143817304
Roguelikes are deceptively complex.

Start with pong
>>
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>>143815768
>you will never drop your shit life and join a holy order
>>
>>143817246
did you read the manga about the girl with the holes?
>>
>>143817304
>I also figure a roguelike would be a good game for a beginner to make
As an artist, yeah, but from a programming side, roguelikes require an understanding of AI and procedural generation and from a game design side there is a lot of balancing you need to do to even get it to be fun.

I'm not saying don't go for it, I'm just saying don't judge game development by the amount of art assets you need.
>>
>>143817408
Most of the complexity from Roguelikes come from the generation. And making non-boring generation.
>>
>>143817492
Keep an eye on the news next year.
>>
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>working along with unity's 2D "roguelike" tutorial
>suddenly algebra everywhere
>almost-but-not-entirely sure i understand what's going on

I'm going to make it, just you watch me.
>>
>>143817807
is this prophecy?? Speak, oracle! What holds in store for MMXVII
>>
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>>143817304
>I also figure a roguelike would be a good game for a beginner

I remember when I thought that :^)
Honestly if you haven't had any coding experience at all there's a cool libtcod/python tutorial on roguebasin to help you make a "my first roguelike" project -- but be warned it will look like pretty much every other roguelike project because most people who make roguelikes fork from a preexiitng roguelike or... use libtcod. If you want to be unique, you should follow that tutorial, read all about algorithms you'll need from roguebasin (like raycasting, procgen, etc) and then work bit by bit on your own solutions from the ground up using a framework and language of your choice.

I chose c#/monogame. Do not choose c#/monogame unless you like feeling like a roguelike retard because every time you try and ask other people for roguelike help they'll go "lol why rnt u usn c or c++ and ncurses???"

tl;dr: Roguebasin has a good python/libtcod tutorial, but don't make a real roguelike with it, just learn how one is organized code-wise.
>>
>>143816239

That makes sense. Still, it's annoying that I need to take that 10% hit to poly count.
>>
>>143810194
Gamemaker I'm assuming?
>>
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>>143817527
every manga with a girl is technically a manga about a girl with holes
>>
Why do you think there is no serious progress or innovation in rpg systems in past decade?
>>
>>143818117
People don't like things that are different.
>>
>>143818117

The death of the AA developer really fucked everything.
>>
>>143817975
Have you decided on switching to C++/SFML? If so how's it coming along?

>>143818117
It's similar to fantasy literature. The writers mostly read fantasy literature. People who make rpgs are mostly inspired by rpgs.

Reminder to pursue hobbies outside of gamedev or risk falling into myopic perspective without even realizing it.
>>
>>143810194
Looking good. Keep it up, man.
>>
>>143818117
What do you mean, like stats? Which stats would you add to be more original? Maybe a semen stat.
>>
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>>143818058
but do they have THE holes?
>>
>>143818335
I've been reading up on C++ again because last time I used it C++11/14 didn't exist and I only know c++98 which is basically a completely different language. It's really hard for me to let go of my current game because I made a lot of progress in the 2-3 months I worked on it, to the point where all the engine was solid and all I needed to do was create content... but I know it's for the best if I switch it up because there's too many issues with maintainability and there's a lot of unnecessary coupling I'm unhappy with. The technical debt on the project is too high.

So I've basically already decided to switch to c++/sfml. But it's not going well because I only know an outdated version of c++.
>>
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>>143817979
You assume correctly
>>
>>143817975
Just throwing out ideas here but what if instead of random level generation I use pre-generated maps that are randomly chosen? That way I could more accurately put in secrets in the map and make sure they all flow the way I want.

Since I'm TRYING to make something Similar to Doom but with Roguelite/RPG elements.
>>
>>143818117
Because there has been no serious progress in AI
>>
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>>143815394
Thanks, but it's unfortunately just a Visual Novel.

>>143815402
>>143817053
I didn't know people here were into such things. But I guess I can post progress... If that's alright with you guys of course. I don't want to tread on anyone
>>
>>143810194
I too love the MMBN series
>>
>>143818818
Hmm I'm torn on the contrast of styles. I think if it stayed self-aware enough it could work but storke-style is better than the backgrounds.
>>
>>143818775
Are you the same guy I was replying to? Because if so, you said you wanted to make a roguelike, not a roguelite. If you want to make a roguelike, consider that the only people who will likely want to play it will be alienated if you do not do procedural generation -- and that it's entirely possible to create secrets, etc with procgen. If you want to make a roguelite instead then I'd still suggest against avoiding procgen because the people who like that type of game like it because no playthrough is the same -- if they start seeing repeat maps they will call it out and be bored.
>>
Should a promo video have sound effects AND music? Or just music? Is it rude to ask a musicbro to make their song longer?
>>
I'm playing around with pygame, trying to make a super basic dungeon crawler for shit and giggles and to get the basic idea of coding and such. So far, I believe I managed to get one part of the "basic" outline of my dungeon generator, but I have a question. How can I make this generate a 2D table instead of a 1D one?

def generateMap():
for x in range(mapWidth - 1):
dungeon.append(x)
dungeon[x] = 0

I mean, this thing only generates a 1D table composed of 0s depending on the variable mapWidth, but has anyone got any idea how I can make this generate the extra dimension of 0s depending on the variable mapHeight?

Am I being clear enough? I suck at explaining what I want.
>>
>>143817335
I've seen mention of libtcod when I was googling around trying to see if I could figure something out on my own. I'll see what I can find out about it.

>>143817719
Yeah I figured the generation part in particular would be on of the harder parts. And balancing is something that I imagine isn't so much hard as it is time consuming to make sure it's in a good spot.

>>143817975
>there's a cool libtcod/python tutorial on roguebasin to help you make a "my first roguelike" project
I think that's actually what I saw on my searches I've mentioned above. So I guess I'm starting with that then.

>every time you try and ask other people for roguelike help they'll go "lol why rnt u usn c or c++ and ncurses???"
So I should expect to switch into one of those down the line somewhere then?
>>
>>143819423

Basically, instead of generating, let's say, this table/array:

[0, 0, 0, 0, 0, 0]

I want to generate this array:

[0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0]

Actualy, I believe this is not really 2D, but i guess you got my point?
>>
>>143816708
Use it! I don't need it, my game already has a name

___Mayhem League
>>
>>143819269
Nah different guy. But I see what you mean. Was just sort of an idea I had.
>>
>>143819571
Make an array, then for each row you want append that array with another array.
>>
>>143819496
>So I should expect to switch into one of those down the line somewhere then?

In my opinion? No. Don't do what everyone else does. If you just do what every lazy roguelike dev does and fork angband or use libtcod then no one will play it or care because there are so many other shitty roguelikes out there that look exactly the same as yours will look and play exactly the same as yours would look.

Look at the list of roguelikes on roguebasin. There's hundreds. But you've likely only heard of or played a handful at most. Because there's nothing that sets the others apart -- they're all just forks and iterations of the same shit that's already been done successfully before.

I highly, highly suggest that you learn how to code, how a roguelike is organized on a structural basis in code, and then use a novel language / framework combination to create your own roguelike from scratch. It's the only way your roguelike will stand out at all.

>>143819631
Hey it's cool anon don't put yourself down or anything, spitballing ideas and getting opinions on it is very important so don't feel the need to excuse yourself or anything.
>>
What is /agdg/ fav GDD?
>>
>>143819371
I'd definitely say both, if you're doing things properly your sounds should be a big factor in making your game look satisfying
>>
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>>143820136
>>
>using a language without matrices as a primitive data type
>>
>>143820136
>>143820305
Meant template...
>>
>>143819663
Do you by any chance know if it's is possible to repeatedly add a new table(array) to a table(array) variable with a for loop on Python? I think I get what you mean, but my googling doesn't seem to net any result I can fully understand.
>>
>>143819423
>>143819571
An array can store arrays.
>>
>>143820957
Oh yeah, you can totally do that.

table = []
for i in range(height):
row = []
for j in range(width):
row.append(whatever)
table.append(row)

Obviously with the proper indentation but 4chanx doesn't like the tab key and I dunno if these spaces will stay
>>
>>143821125

I know, that, that's why in >>143819571 i showed an array with 6 arrays inside it. The problem is I have no idea how to indirectly make one with a for loop.
>>
>>143821271
>>143821197
>>
>>143821346
Thanks a shitton
>>
>>143819423
>>143819571
Do you just mean a 2D array? Can python not do 2D arrays? In every language I've ever used you could just use dungeon[x,y].

Even if it can't I'm sure googling Python 2D Array should get you results of other people asking the same thing.
>>
https://www.rockpapershotgun.com/2016/05/29/political-animals-sim-announced/

googums game is looking good.
>>
Gaah I asked you about the smart pointers AGDG you told me to "just like make game and stop caring" now I have double frees everywhere
https://yatb.giacomodrago.com/en/post/11/cpp11-smart-pointers-need-careful-programmers.html
>>
>>143819751
>use a novel language / framework combination
I'm not entirely sure what you mean by this, but I was definitely planning on trying to make something from scratch since I figure it would be better for the game as a whole because I'd have more control over what I can make.
>>
>>143821608
That's an easy as fuck problem to solve, though, just create a shared_ptr with a no-op deleter.
>>
>>143818117
Why do you think it matters? Even rpgs with terrible mechanics can get carried by story/world design. Take witcher 3 for example. So much tedious combat with repetitive enemies, low variety of viable builds, progression system with no weight and still awesome experience.
>>
New to game maker. When I open the properties for let's say a room, is there any way I can make it so that that the new properties window doesn't create a new window, and instead just opens up in the main window?
>>
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>>143821759
I just mean "don't use what everyone else uses to make a roguelike". For example, if you go to the reddit sub board for roguelike development literally everyone is using either libtcod, ncurses, or has forked an existing roguelike and has no goddamn idea how it works and they just change text around and shit.

Choose something that will allow your roguelike to be unique. ASCII text in a console window using libtcod has been done. Over and over. And over. No one will give a shit about your roguelike if it looks like a shittier version of a roguelike that already exists. The only roguelike in recent memory that anyone's given a shit about has been Cogmind -- because it LOOKS different, but it still feels like a roguelike.

In fact, their devblog is awesome: http://www.gridsagegames.com/blog/2014/06/procedural-map-generation/
>>
>>143821608
>>143822018
Actually, rereading that and the comments I can see why that wouldn't always work.

A good rule of thumb is to avoid shared_ptr whenever possible.
>>
>>143818117
There is some. Check out NeoScavenger it is pretty neat. There is more prolly but you have to dig.
>>
>>143818117
>Somebody posts obvious dumb rhetorical bait. 5+ replies.

>>143816141
>>143814912
>>143818818
>Whodevs posting progress that AGDG supposedly supports. 3-1 replies.

You guys really are terrible if you value shit posting over progress posting, no wonder why devs don't even bother half the time.
>>
>>143822246
I'm aware of it. I just hope that a good system with innovative mechanics can succeed if the rest is serviceable.
>>
>>143822246
Wow, that's a brilliant discussion piece for a game development thread. Don't focus on the game part, focus on the movie parts that a small team can't pull off.

Which game are you even making?
>>
>>143766503
>jiggling breasts in 1 pixel space
>>
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My brother's making an rpg.

I took his book of random numbers and slightly creased the binding near the middle. "Oops"
>>
>>143822389
I think it's File > Preferences, then uncheck 'Enable Popout Windows'. You will have to restart.

Never tried it yet so I'm not sure how it looks.
>>
>>143822395
Alright cool, thanks for all the replies.

>Cogmind
>huh, never heard of this before, I should check out this link
>really nice detailed blog post
>neat, I should check the game itself out
>see the gifs, screenshots, and descriptions on the homepage
Holy shit this looks amazing and unique as hell. Thanks for letting me know this exists, I'm gonna have to keep a close eye on this.
>>
The half week long battle I have been waging against this pathfinding algorithm has ended in a stalemate. It works perfectly except for some very specific circumstances which I can't see any relationship between. Its firmly in "Good enough".
>>
>>143822958
Progress isn't really something I respond to unless it is accompanied by a question of some kind. Only one of those three you listed had a question and it had the most responses. The others, while nice, are simply showing screens and I am not about to start parroting "looks good anon, great job. I know you can do it, never stop dreaming".

If you wanna ask a question awesome, I'll bite. Otherwise good work posting progress and don't let lack of responses get you down unless you are asking a question/wanting feedback about it specifically.
>>
>>143823847
Yeah I tried it but it isn't working. Fuck I hate having the windows pop out like this.
>>
>>143823523
>1 pixel space
anything is possible
>>
>>143822958
I see you spent a lot of time on this!
>>
Was he right?

https://www.youtube.com/watch?v=TDbfCjkyjG4#t=8h12m14s
>>
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>Terry is our shitposter
>>
anyone have this?

https://www.assetstore.unity3d.com/en/#!/content/55700
>>
>>143821503
thanks mate
https://www.youtube.com/watch?v=SoiyTuDDISY
>>
>>143824281
This is why you never see progress. Since when is it bad to compliment somebody? also what justifies replying to >why do x, still y?
bait memes?

And does this make these devs wrong for showing off their work and not asking for feedback? like these
>>143780827
>>143783064
>>143783307
It just seems like you guys are way too meticulous towards pointing out shitposts, yet don't bother to give devs feedback. I usually reply to all progress posts, such as here: >>143814881 >>143812259>>143811605
>>143810294 >>143810194

I'd rather people be posting "Nice!" all day to these instead of replying to shit like this >>143806569
Face it anon, your meta /v/irgin mentality is shit.
>>
Hey /agdg/

I just finished my first sorta game. It's a simple console based towers of hanoi game written in C++

https://github.com/mrblip/towers-of-hanoi
only compiled it for windows atm.

It's not fully documented and there are probably (most likely) inconsistencies in my formatting, but it works.

I wrote my own linked list/stack for it (Tower). i probably could have used the built in containers but this was primarily an exercise for myself in data structures. the github includes an example main for how the game class (Hanoi) can be used.

if anyone wants to look through it, i'm open to all suggestions/insights/wisdom

my next goal is to bring it to something like SFML with an graphical interface and mouse support and such.
>>
>>143817492
If you are more interested in war than religion, you can join the French Foreign Legion. If you're in shape, they'll take you. You might get malaria fighting in some shithole, but you'll also be special forces trained, will likely get to kill people, and able to get PMC work when your five years are up. Which will make you hopoo rich.
>>
>tfw your refactor worked and your code is better and cleaner now

Phew, time for a shower and some anime tiddies.
>>
>>143825896
I see you spent a lot of time on this! Really nice
>>
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>>143825953
also here's a screenshot i guess
>>
>>143826192
Thanks but I'm not gay, sorry.
>>
>>143825089
If you're looking to a mentally ill man who believes the Abrahamic deity spoke to him and is using his operating system as a temple then maybe you too should get yourself checked for mental illness.

Though, he's not wrong about doing things yourself feeling more satisfying than using someone else's work. But if your goal is to make a game, I don't think you're going to feel as satisfied feeling satisfied finishing a rendering engine as he thinks you are.
>>
>>143822958
It's not bait. I agree it should have been a higher effort post. I had an idea for turn based combat system that is innovative while being familiar enough so people don't reject it at first glance. It seemed worth pursuing so I started making it. While doing that I tried to modify existing rpg mechanics so I can make a full rpg around it. Focus was on making it as "clean" as possible without dumbing it down. 2 months ago I finally managed to make char creation and combat that is good enough for testing. So I tested the shit out of it with some friends and I'm pretty satisfied with it. It Problem is I'm not sure what to do next.
>>
>>143823478
You can make engaging story just using text lol.
>>
>>143825896
Never said it was wrong to show off progress. In fact, of the new three you linked only one got sub 3 replies. I am simply stating what, for me, induces a response. I can look at a thing and think to myself "wow that looks great" but as I recall not too long ago we had some ridiculous shitstorm over "nice posting" and that it was no different than saying "its shit". Neither give actual constructive feedback.

I will respond to straight progress posting if I can find a question I would like to ask about what is presented. Otherwise I would actually rather a dev ask us the questions so we can focus on a thing and hopefully get something worthwhile going with it.

To clarify I don't hate "nice posting" but I don't necessarily encourage it without proper feedback to go with it.
>>
>>143826221
gz m8.

SFML is p.nice though it takes some getting used to.
>>
>>143814718
Is there a fear of silhouettes?

Whenever I go to bed I check my room to make sure there are no big objects within view. No jackets on chairs, no piles of clothes on the desk, the room needs to be clear for the most part.

For some reason even when I'm asleep with the blanket over my head, I get this gutwrenching feeling like there's someone else in the room with me, but the thing is that I'm usually dreaming about it. Just imagine something so evil, so full of malice, gleefully inching toward your bed trying to sneak up on you, but it can't even contain its own excitement that you can hear it snorting and giggling like it's some kind of game. What sucks is that I think I'm awake, but I can't move or speak, and the closer that thing gets, the tighter my tshirt collar becomes and chokes me.

I've woken up yelling and punching at it, and you'd think that would be the end of it, then I'd just go back to sleep. Nope. I'm completely awake now and can move, but that thing is still there in the room with me in full view for at least 10-20 seconds after I'm awake and standing up. And it's always different.

One time it was some scrawny little midget goblin thing, it was already on my bed and I tried punching at it but it jumped onto the chair at my desk, then I ran over to the chair and knocked it over but it just flipped off the chair and started hopping just out of reach and still giggling until it faded away.

I've had other ones where a silhouette would run away and I'd chase after it all the way to the bathroom only for it to turn around, laugh and just disintegrate. I've seen long haired witches that grouped around me when I had a bunch of stuff out that I hadn't put away yet. The weirdest most surreal one was some giant skeleton's arm reaching into my room. Just an arm wearing these torn rags, it was trying to grasp for something and the rags were blowing in the wind since I left the window open, then it slowly pulled away after a few seconds. Fug.
>>
>>143826192
>The irony of you trying to formulate a point and failing to convey anything of value but satirizing positive feedback, implying constructive criticism isn't even a very valuable option by ignore its existence completely.
That's right guys, never compliment a dev and forget you have the option to critique his work all together, just keep posting your stale memes and just like maek gaem xD

No wonder why Arikado temporally left the community. Surprised he came back desu.

>>143826596
Next time just ask that question on /v/ or something, there is also numerous examples of turn based RPGs that have innovated the genre.

>>143826950
See my first point to idiot. I totally agree as you can see, but there needs to be a fair balance of compliments, and criticism.

Especially when /agdg/ is so fast to point out and correct shit posters.
>>
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>>
>>143827496
that seems kinda impossible. maybe shrink the fists?
>>
>>143827496
>>143827663
oh, or maybe spread the fists out a little more and each hit to them stuns them for a little bit.
>>
>>143827663
one fist is eventually going to try to punch/crush the player and get stuck in the ground. the enemy is then open on that side and the player has to hit the ball to the open side.
>>
>>143827496
Highly Responsive to Prayers but with baseball?

I can dig it.
>>
>>143827824
that sounds cool too.

it already looks cool too.
>>
>>143827454
You seem fairly bent on trying to insult me even though we are shown to mostly agree, anon. And really that is fine.

But I would think criticism with constructive feedback completely eclipses "nice posting" and "shit posting" in terms of desirability. Criticism itself doesn't have to be inherently NEGATIVE and so I do not feel it needs a fair balance of anything as long as it is constructive in some form.

I do agree however that, as a group, a little nice posting couldn't hurt. But we are not necessarily short on it. Unfortunately those nice posts are weighted more towards the aesthetically or technically pleasing showcases and not evenly distributed across all presented works.
>>
>>143827454
Why are you so butthurt? /v/ is useless shithole there is no reason to post anything there. >Numerous examples
Like what? Since first Fallout there is nothing that isn't some kind of (usually small) gimmick.
>>
>>143827496
Where have you been lately? I haven't seen you since last demo day. Good to see you've been making progress though.
>>
>>143827454
I feel like you're trying to come up with problems and that's dumb, but I'm bored so I'll discuss it a bit.
It's widely understood that people only really say something (if nothing specific is asked) if they have something specific to ask about it or a comment on it. Nobody here wants "Nicenicenicenicenice", there are many places to get that. Everyone knows or should know, that when they post progress, people are going "hmm pretty cool" and looking at it.

If someone just drops a screenshot like "I did this", then what? There's nothing really to say. Also some people post progress not exactly for feedback but as a way of kind of "checking in", both for the thread and for themselves, marking a success or difficulty or whatever.

If they ask for specific feedback, then there is something to say and most of the time a few people chime in. If not, nobody gets upset that after an hour+ the dev pulls attention to their post.

I don't know why there's so much discussion on how agdg is functioning. It's pretty alright, it's got its ups and its downs, not much more to be said. maybe it's an excuse to avoid talking about one's game
>>
>>143828272
Admittedly I've been pretty silent even on my gamedev blogs from march to april. At the time, I needed to focus on college more and I decided to focus my remaining free time into improving my drawing skills as opposed to working on my game. I was also switching progress between this game and another game during April, but I'm just gonna work on this game and not switch until I have at least the 50 main levels done.
>>
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And done! Uploaded my game to the Jam.
Any critique and suggestions are welcome.
And hope someone actually likes it.
>>
>>143829438
she blinked at me!

I love rare little events in those kinds of screens. You should have a very small chance of someone in the background castle turning on and off a light in a window.
>>
>>143828148
>You seem fairly bent on trying to insult me
I'm sorry if it's coming off that way, I'm really tired. as for my central point, I just want to note that being meticulous to shitposting here seems tolerated, while telling the community to
respond more to devs gets you replies like this

>>143824687
>>143826192

People tend to think I'm telling them to just like their assholes, when I'm just saying try to give them feed back.

Whats the point of posting if you're not going to get feedback?

>>143828219
Turn based RPGs only existed because of limitations on hardware, yeah you can add RNG stats gimicks ect, but I believe the Tales Series and other like RPGs, such as Dark Souls, are the successors, but people still like turn based stuff like pokemon, either stay or change, or add a gimmick, thats your only option.

>>143828405
>I feel like you're trying to come up with problems and that's dumb
Maybe it's just chan culture doesn't mesh well with gamedevs. I don't even know what I was expecting point shit out to begin with. But maybe reddit is better for these things, (never been there mind you, but generally devs seem more happy there)

>If someone just drops a screenshot like "I did this", then what? There's nothing really to say.

There is plenty to say, take Aliensgohome dev for example. >>143827496

It just really depends on how the hive is feeling a guess. Anyway I'm inciting drama at this point, and too tired to continue.

Just try to have more of an open mind about these things.
>>
>>143771727
Mars walker: the game: simulator 2016
>>
>>143828698
I'll be looking forward to it. keep up the good work.
>>
>>143829741
>>143828405
>>143828148
>>143827454
>>143826950
>>143826596
>>143825896
>got tired of clicking
All this progress!

>>143829741
I think you're just tired. Things are not as bad as all that. Devs post here because they want to post here. For some people it just gives an excuse to get going, others want some general feedback, still others have specific questions or want detailed guidance.

Just another point. If someone wrote a big long thing with their progress post, the chances of it being ignored would go down a lot. If someone just drops a picture, there's not much to say. If they ask for feedback on a specific element, there's more to say. Just like there's low effort feedback, there is also low effort progress-posting. Talk a bit about your process, a difficulty you overcame and how you did it, whatever. Nobody should get mad about no response if they're just throwing down a picture.
>>
>>143829438
Literally who?
>>
>>143825858
nice work googum, keep up the good work

pic unrelated: its a canine cleaning its canines
>>
>>143829741
Its all good, anon. Agreed on most things. I hope you get some rest or at least a chance to relax a bit from your day. Good discussion nonetheless. Better than a lot of the ones recently at least. Happy devving~
>>
So what are you stuck on currently, /agdg/?
>>
slicky cunny
>>
>>143830815
How's CC doing?
>>
>>143829438
I really like the art. In game looks good also. Movement controls are a bit clunky, I have to use walls to stop char movement. Hunter sometimes gets stuck.
>>
>>143830879
CC = corn chips
>>
>>143830639
Making a snake like object (6 squares linked together) move completely together while going along curved paths on occasion, so like Serris from Fusion. I am not a clever man and I've been stuck on this for a while. Using the built in physics options are probably not the best solution but I am at my wits end so I am going to try that.
>>
>>143831628
What about just nig-rigging them together with relative positions from the square next to it?
It's not the most elegant solution but.
>>
>>143831827
It works for vertical/horizontal movement but when it gets to curves it does terrible, terrible things. I'm not really sure how to go about the transition.
>>
>>143831628
>>143832154
Did you try the simple distance constraint thing I suggested?
>>
>>143829707
Glad you liked that! I was thinking on doing that, and having the bats at the tittle screen move too. Will probably add it later!
>>143830897
Thanks! Yeah the walls are the only way to stop the movement, kinda like pacman, but if most people want her to stop when you release the key I'll change it. Will check the Hunter too, probably will rewrite all the collisions to make them better someday. This was mostly done in a hurry after all.
>>
>>143830639
my particles wont emit and my game sucks.
>>
>>143832154
>it does terrible, terrible things.
I'm interested in seeing what that looks like.
Why not just do straight angles for now and come back to it later though?
If you've spent too long on a problem it's better to come back to it with a fresh mind.
>>
750
>>
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>>143830639
Learning C++/SFML. It's a lot of new information and concepts to take in, especially so coming from something as relatively terse and clear as Lua/LOVE.
>>
did another new
>>143833158
>>143833158
>>143833158
>>
>>143827496
Are you remaking the first Touhou Game?
>>
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>>
>>143836452
I got this reference.
>>
>>143836452
So kawaii
Thread posts: 756
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