[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y ] [Search | Free Show | Home]

/agdg/ - Amateur Game Dev General

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

Thread replies: 760
Thread images: 128

File: vg.jpg (83KB, 1280x720px) Image search: [Google]
vg.jpg
83KB, 1280x720px
Early Morning Best, Edition

>Waifu Jam (13 HOURS LEFT)
https://itch.io/jam/wj2016

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

>Game Dev Articles New article when?
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
GameMaker: https://www.yoyogames.com/gamemaker
Godot: https://www.godotengine.org/
LÖVE: https://love2d.org/
UE4: https://www.unrealengine.com/what-is-unreal-engine-4
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/
>>
>>143968234
Thank you for posting best girl
>>
in case you don't know about it, here's something cool
ithare.com

also I posted this a few days ago, but some people might've missed it gameaipro.com
>>
WHO IS THAT ANIME GIRL AND WHY IS SHE ALWAYS IN THE OP

WHAT DOES SHE HAVE TO DO WITH GAME DEV?
>>
1-3 - music
4-6 - programming
7-9 - 3d modelling
0 or dubs - sketch whilst listening to music
>>
jesus I should really get started
>>
vampire bit is pretty fun my only issue was that the controls seem a little sticky
>>
File: 799285336353588429.jpg (283KB, 1500x1500px) Image search: [Google]
799285336353588429.jpg
283KB, 1500x1500px
>>143969016
what? who? why?
>>
>>143969016
Programming is the truest dev anyway.

Never heard of a music developer or a art developer.

There are two kinds of people in the world, software developers and nodevs.
>>
I'll ask here before I go with my implementation of a solution.

I have a lot of information in my save file, say, in total it's 50MB.
Saving and loading that would take probably 5-15 seconds~ (let's say, not actually testing it, but it isn't instant)

I want to save information every second, maybe some coordinates and some basic info about the game, nothing too much. Individually, it would take up maybe 5KB max if I serialized only what I needed to update frequently.

The problem is, right now I have a single save file, and if I update it, I have to update ALL of it.

>How do you/would you approach this?

My solution right now is to have a single class which stores extremely basic information and a list of strings which are filenames.
Then, I'll have individual chucks of info written to their own files.

When I go to save, I only have to save the info I want and the 'base file' that contains the filenames.
The end result is I may have hundreds of small files that I can update rapidly.

I feel there's a way I could turn all those files into 1 somehow, but I'm not sure how.
Though I don't think there would be a problem with what I'm doing since saving/loading tiny sizes only save a few milliseconds, which is fine since it runs on a different thread.
>>
File: 1443284860036.png (179KB, 540x354px) Image search: [Google]
1443284860036.png
179KB, 540x354px
>>143969016

Programming it is.

0-4 - Enemy AI
5-9 - Targeting system


>>143969190

What is your question?

>>143969204

Gotta do it all if I want to achieve my dream, but it feels good to do programming.
>>
>>143969261
>I want to save information every second
Why? Just keep it in memory and write it to a file on exit.
If you're worried about savescumming or whatever don't bother, cheaters gonna cheat.

SSD owners everywhere hate you.
>>
>>143969261
splitting up a huge file to update it faster is the standard solution, yes

that said, 50mb of save data seems a tad ridiculous (unless you're talking about some huge proc gen'd world or something)
>>
>>143969261
> the Linux choice
mmap the save file, write your position updates
> the nigger choice
sqlite
> the patrician choice
compress your save file, use LZ4 or other fast method such that it can be written faster
>>
>>143969204
>>143969016
I think only game design is true game developement. A good physics engine or a smart AI in a maze does not make a game, however a well designed level, a celver puzzle mechanic does. I love this general, but it's kinda sad that what happens here is mostly art or programming discussion. That is the reason why seemingly promising concepts turn out to be average or bad games at demo days. Because we discuss what looks cool and not what plays fun.
>>
>>143969467
As long as Unity can guarantee that it calls a function on exit, I'd be fine with it.

That'd be preferred, and I'm not worried about cheaters
>>
Reminder to all nodevs or yesdevs having a break - play demoday/jam games and give feedback.
>>
File: 29lim600.1.jpg (51KB, 600x300px) Image search: [Google]
29lim600.1.jpg
51KB, 600x300px
> make games you'd want to play

Anons, I have serious issue with this. The games I'd want to play are RPGs with
> deep story
> varied characters with development
> 100h content minimum
> great visuals
> music worthy of a symphony
> cutscenes and full voice acting

I literally can't make games I'd want to play, one lifetime is too short to become a great composer while mastering every other area in that as well.
>>
My gf almost broke my dick with her thicc this morning
>>
>>143969524
>compressing a file then writing it is faster
That's not necessarily true.
Compression time + writing smaller file might take longer than writing a larger file.

>>143969561
True.

Programming involves more design than art however, so programming discussion is more inclined to lead to game design discussion.

>>143969672
git gud.
Then:
just liek maek gaem.

Wisdom of the ages, son
>>
>>143969016
Rolling. because I hace to do a little bit of everything and I don't know where to start
>>
>>143969771

> Compression time + writing smaller file might take longer than writing a larger file.
Not everyone has pcie ssd, matey. It's certainly true for fast compression methods and hdds or slow ssds.

> git gud
I don't have enough time senpai. I'll be dead before I've mastered half the skills needed.
>>
>>143969672
> make games you'd want to play
what is it?

> deep story
what is it?

> varied characters with development
how?

> 100h content minimum
what content?

> great visuals
again how?

> music worthy of a symphony
like what?

> cutscenes and full voice acting
why?

to be honest you dont know what you want in an rpg...
how about you sit down and detail what you want, eventually you will find its not impossible...
if you know what you want that is of course
>>
Ok I beat the dragon, shot the weird pink bunny things and sucked some villagers. All nice waifu jam games, good job devs.

All that's left is Waifu Quest. Is that actually a real game? It's 60mb and there's no proper screenshots.
>>
>>143970178

I know exactly what I want, it seems you don't know what you're talking about.

> what is deep story
> how to make interesting characters
read moar
> what content
Game content, moron
> how visuals
That question doesn't even English
> like what music
Shedneryan, FF6, some of Nightwish
> why cutscenes and voice acting
It increases immersion like you wouldn't believe.
>>
File: 1453621706757.jpg (64KB, 580x427px) Image search: [Google]
1453621706757.jpg
64KB, 580x427px
>>143969672
>"Well, it's not possible to create the perfect game, so why bother making any game at all?"
If you're gonna be a 1MA you have to limit your ambitions to something that's feasible for 1 person to do in a reasoanble amount of time.

Figure out exacly what game you'd want, and then try to narrow that idea down to its core and make it as small and simple as possible, while keeping in mind what you except to personally achieve not only code-wise, but also graphically and musically. If you're not happy with the idea that you end up with, you need to either git gud, come up with another idea, or not be a 1MA, or any combination of the three.
>>
these threads huh
>>
>>143970638
>or not be a 1MA
That's a shit suggestion.
1MA is the only way.
>>
>>143970425
> know exactly what I want
then go turn it to a game, easy as that, provided you have the expected dedication... i'll be here waiting
>>
>>143970381
He posted a webm to the thread when he first released it. I don't think it's a virus or anything. It looks like a standard Unity game.
>>
>>143970638
It's not about >perfect, rather it's about >enjoyable at all. I'm not able to create a game I'd enjoy in this lifetime.

> then do simpler games
I've finished more games than 90% of agdg. It obviously doesn't satisfy me when it's done for trying tech out, or money, or for others.

> git gud
Gief immortality.

> not be 1MA
Gief million dollars so I can hire people.

>>143970923
> then go turn it into a game
Which part of "it takes longer than I'll live" do you not understand?
>>
>>143970381
>>143971036
>60mb

Yeah the executable of an empty Unity project, amirite

>>143971093
Go give up somewhere else, nobody wants to hear you gripe and refuse advice
>>
>>143969672
Dreaming big might seem to be a good thing, but actually it is not. Like others have said it, you think you have an actual vision, but in reality, you don't. Having astonishing cut scenes, ear blowing orchestras, waifu characters and Tolkien level fantasy story does not make a game. What makes a game is concept. Tetris has become a well know game because it's concept is simple, the game play is easy to understand yet it is deep under the surface.

"Just" find your concept. Find that story which you want to tell the most, then find the elements which can help you tell this story. Many like to shit on Undertale, but it is the prime example of this. The dev realized that he does not need good graphics to tell the story which he had in mind. Hell, in the end, it even adds more to the whole experience and to de-constructive game play.

Explosions don't make a movie, anon, but there might be explosions in a movie if they have a reasonable place in it.
>>
>>143970381
>pink bunny things
Weird. They were meant to be brown.
Maybe I need to calibrate my monitor.
>>
new jam idea

call it "just like fly plane"

theme is planes
>>
>>143971252
That theme sounds plane boring.
>>
>>143971195
Dreaming big and then figuring out what the core concept of that dream is is a good exercise in design. Indie games succeed based off really solid core concepts. Keep dreaming and then take those dreams and apply design principles until you have a viable concept.

Getting rid of unnecessary components that don't add anything to whatever experience you're trying to evoke in the player is the core of good game design.
>>
jam idea
make a game
>>
>>143970425

>nightwish
>voice acting

disgusting desu
>>
>>143970381
I'm glad you enjoyed sucking those villagers, anon. I wanted to make an actual animation for it but didn't manage to make it look good in time. Someday, maybe.

>>143971226
They looked brown to me, but I'm somewhat color blind.
Anyway, I liked your game, senpai.
>>
jam idea
make money with game
>>
>>143971195

The thing is, I don't much care about game mechanics, I play for the story. If it had astonishing cut scenes, ear blowing orchestras, waifu characters and Tolkien level fantasy story, I'd play it even if the game mechanics consisted of cookie clicking.

> Explosions don't make a movie
This is something we frequently fight over here. I say a good story makes a game, and the job of gameplay is to advance the story. This in turn makes a lot of anons really buttmad for some reason.
>>
>implying you need huge budget 3d graphics to make interesting characters and story

you need some VN tier emotive sprites and good writing, that's it. you can tell your big story on a budget of a few thousand dollars
>>
>>143969672
>i have insane standards but i would never work with someone else because he would kill my vision

get in line faggot
>>
>>143971507

Did you intentionally target some console, given the looks? It looks doable on a SNES or Genesis, a bit too much for NES.
>>
>>143971550
Anon, I don't know how to tell you this, but I think you want to make movie. Or write a book. Maybe a comic?
>>
File: all the heroes.jpg (158KB, 634x763px) Image search: [Google]
all the heroes.jpg
158KB, 634x763px
hey adgd

rate my party
>>
>>143970870
Well, if he wants to make a AAA game, and can't settle for anything else, clearly 1MA isn't a feasible solution for him.

>>143971093
You seem to be entirely focused on the problem, rather than on looking for solutions. If you honestly feel that the only way you could make an "enjoyable" game is if you were either a millionaire or you were immortal, you're simply being ridiculous and entirely dismissive of any possible solutions.

Also
>>143971550
>>143971710
>Anon, I don't know how to tell you this, but I think you want to make movie
It really does seem like you're talking about a dream-movie, rather than a dream-game.
>>
File: 1464636397951.gif (507KB, 245x245px) Image search: [Google]
1464636397951.gif
507KB, 245x245px
>>143971729
>>
File: GIF.webm (417KB, 315x489px) Image search: [Google]
GIF.webm
417KB, 315x489px
>make her close her eyes
>suddenly looks 100x times better
wew
>>
>>143971618

I would work with others, but I can't afford to hire them, and no good artists or musicians work pro bono or for a future cut.

>>143971710
This is also something we fight over often. It needs to be a game, because the immersion is magnitudes higher vs a book, a movie, or any other medium when your choices affect things.
>>
>>143971729
Your artstyle is like early 2000s webcomics.

Pretty good collection of cliches. Have at least 2 be non-cis and you're golden, the rogue and blackadin are good choices.. I'd also add a unifying colour or uniform piece or something to all of them.
>>
>>143971507
Thanks man. I really like your game too. Your graphics were really solid and consistent and your gameplay seemed a lot more focused than mine.
What engine was that?
>>
>>143971729
I recognize that middle guy, though it's been a while.
You're doing that rpg with the first person battle screen, right?
>>
File: WikiDex062614.png (3MB, 1000x2084px) Image search: [Google]
WikiDex062614.png
3MB, 1000x2084px
>Pokémon Sage is an upcoming role-playing video game developed by members of the 4chan board /vp/. Sage is a fangame of the Pokémon game series with an entirely new region, plot, and cast of human characters and Pokémon creatures.

they have 50+ devs all working on this game, not counting the artists/musicians/etc

they literally have more devs than all of /agdg/, collaborating together on a single game

is this the true power of pokemon-ism?
>>
>>143972259
How much time have they been working on it?
How much new stuff is there aside from new pokémon?
When is it coming out?
>>
>>143972259

Be bretty good if it actually materializes, but the power of pokemonism dwarfs in front of waifuism, and KS was barely completed.

> The game's development began in 2011
RIP
>>
>>143972259
>they started literally 5 years ago and still have nothing to show for it
>>
>>143971658
Yeah, I mostly followed NES restrictions.

>Game resolution.
>Palette colors and the way they can be used (amount of total colors, and how many of them you can use in a group of tiles or on a sprite)
>Sprite sizes
>Amount of channels for the music and sound effects

I probably went over the top with the amount of actual tiles on the background, and the amount of sprites on screen, (it would probably cause a shit ton of flickering on a real NES), and the yellow layer on top of everything when the sun rises (it can be done on a real NES but the effect won't be that noticeable.)

Maybe some day I'll get back to it to add all the ideas I had in mind and double check the limitations to make it even more accurate.
>>
>>143972367
https://en.wikipedia.org/wiki/Pok%C3%A9mon_Sage

I don't know what the current state is.

...I guess one of us could go to /vp/ to find out...
>>
>>143972259
The majority of those 'devs' probably chipped in one pokemon design to get into the credits.
I seriously doubt there's more than 5 tops actual devs working on it.
>>
>>143972259
not really relevant to agdg. this is a general for amateurs creating their own original content, not idea guys wanking over corporate IPs
>>
So I want to implement a targeting system in my unity game.

I was thinking about having a child gameobject with a box trigger collider and having a lookat event when an object with the enemy tag comes in to that range.

Does this sound like the best way to go about it?
>>
>>143972259
>>143972476
>>143972518
>5 years dev time
>Using RPG maker
>Using prebuilt scripts to turn RPG maker into pokemon maker
>Still not finished
Game's never going to be finished.
>>
File: whyfu.jpg (135KB, 1398x1040px) Image search: [Google]
whyfu.jpg
135KB, 1398x1040px
ok you convinced me to try waifu quest

i don't know what i expected

(still i like this sort of shitpost game, the victory screen was satisfying)
>>
>>143972519

You could get it made for a real NES, physical release and all, if you can get the limitations squared. If not, SNES or Gen are good targets - much more sprites, I'd say hellish flicker would take a bit away from the enjoyment.

t. console dev
>>
>>143971849
Cute as fuck, anon.
I loved the witch game, played it a few times last night and this morning my roomate asked me why I was trying to murder my spacebar. Yu know? I would totally play a full RPG game with those Dance Dance mechanics for fights.

>>143971918
Thanks! I'm glad you liked it too.
A really, really, old version 6.1 of Game Maker
I'm very used to it so I'm pretty comfy working on it, and I can run both the engine and all the stuff I make even on a potato.
>>
>>143972764
>You could get it made for a real NES, physical release and all
To be honest, that would be a dream made true for me. Playing NES games as a kid is when my whole "I wanna make a game" thing started.
I tried learning Assembler for NES games, but it the end it was a real pain in the ass. I admire the knowledge and patience of console devs.
>>
>>143972870
Thanks, I'm really glad you enjoyed it.
I was thinking of expanding on it myself, both making the casting system more complex and varied, and making into an actual RPG with overworld, story, different spells and enemy etc.
I'll put it into my "game ideas" folder and go back to it eventually.
>>
>>143973102
Please, do. I would play the hell out of it, and I can see a lot of people doing it too. It could even work great as a mobile game.
>>
>>143971849
this is a good lowpoly character, do you have a blog
>>
>>143973280
Thanks. I only have itch.io, sorry.
I guess I will make a blog when I have something concrete to show for my main game so not anytime soon ;_;
>>
>>143971849
post wires pls
>>
>>143973057

With the patents expired, there's several companies making new physical games for NES, SNES, Gen, GBA and a few others. You could hire some, and some have publishing programs.

There's little need for asm unless you run into performance constraints, most of what I write for NES is in C. I've made several NES games, and a few of them are already in physical distribution.

If you want to make it a reality, look up 8bit evolution, they have a setup for people like you, though the bare program assumes a ready game - if you need programming and music too, the terms might change a bit. But finish the game first, and check limitations, so that there's more to work with.
>>
>>143973479
Is this ok?
>>
>>143971814
sorry for the adgd bait.

>>143971906
indeed. can I roll with it, though?

>>143972054
indeed. made some solid progress in the meantime.
>>
>>143973102
Your models got really good since last year.
>>
Unity now requires you to have a paid subscription to create multiplayer games.

>dropped
>>
>>143973595
yes thanks
>>
>>143973509
That sounds great, I'll keep working on it then.
Thanks for the advice!
>>
>>143973649
Haha, that's true! Watching those Sebastian Lague's tutorials helped a huge deal.
>>
File: bones.jpg (223KB, 865x449px) Image search: [Google]
bones.jpg
223KB, 865x449px
>>143973678
>multiplayer indie game
>>
>>143973784

what is risk of rain?

I hate this because I'm creating a multiplayer game too.
>>
>>143973678
Doesn't it say 20 users, right there?
>>
>>143973784
>superman's skeleton is a superskeleton
spooky
>>
>>143973678

What game are you making that needs more than 20 players at once?
>>
>>143973678
I think you should learn to read first.
>20 concurrent players
>>
>>143973756
I might give them a watch if it means there's a chance I can get models as good as yours.
>>
>>143973420
Just set up a tumblr blog and post the progress you post here, so there will be a collection if someone would be interested in your development process.
>>
>>143973886
>>143973872
>>143973839

20 concurrent connections are pretty low, considering a strategy game that may go on for about an hour each session.
>>
>>143973678
Technically you can still use the old raknet API or any other external API.
That said, what is up with the criminally low CCU numbers on all the network providers?! Photon is the same. 20 CCU is complete bullshit, a game that has any success has at least 100 concurrent players at any time, heck even back in the modem days, fallout tactics (that was hated by the fallout community) had 300+ players.
Anyone have any experience with the steamworks P2P? I'm considering switching to that, just worried the punchthrough/relay service is not reliable enough.
>>
>>143974034
No it's not? Not even Doto needs more than that.
>>
>>143973839
>>143973872
CCU is a global limit, not per game/lobby.
No more than 20 ppl in the entire world can play at the same time.
>>
>>143974186
Source?
>>
>>143974121

what? Dota has millions of concurrent players.
>>
>>143974034
>>143974186

You're talking about free software here. Not to mention If you have peer to peer connection this has basically no effect.
>>
>>143974186
that doesnt sound right
>>
>>143974186
Any kind of MMO is discarded.
>>
>>143974237
Granted, I'm basing my claim on my interpretation of the Photon EULA, Unity might be less retarded about it, but I doubt they are any less money-grubby.
>>
>>143974265

I think I will have to drop Unity at this point. There's no guarantee that they will not restrict more stuff in the future.

Anybody know a game framework with an entity component system that is not complete garbage?
>>
is ipad pro with stylus any good for drawing art assets / sprites for your gaymu onii-chan?
>>
>>143974373
Someone linked xenko here the other day, looks pretty good, but a little lacking.
>>
File: linus_torvalds_fighter_jet.jpg (515KB, 2304x3449px) Image search: [Google]
linus_torvalds_fighter_jet.jpg
515KB, 2304x3449px
>>New /agdg/ Website (STILL IN BETA! REPORT BUGS, COMPLAINTS, SUGGESTIONS)
>http://tools.aggydaggy.com/#

>REPORT BUGS, COMPLAINTS, SUGGESTIONS

Where, how? There are no feedback links/tools on the site.
>inb4 derailng the thread with webdev shit
Nah, just implement some way to provide feedback. Best way to continue tradition from http://alloyed.github.io/agdg-links/ and use Github to get changes in from of pull requests and feedback in form of issues.
>>
>>143974690
I think he had an email at [email protected]
>>
>>143974690
Just suggest it here. I have done it before and the guy that makes the website replied me in a matter of seconds. A feedback section would be a great suggestion too.
>>
>>143974880
Or maybe [email protected]. You should send it to both just in case
>>
>>143974690
Just post it here and ill see it eventually since im usually gamedevving too. Or email me at [email protected] .
>>
File: 1458879411036.jpg (100KB, 614x1000px) Image search: [Google]
1458879411036.jpg
100KB, 614x1000px
>>143973678
> multiplayer indie games

wheeeeeeeeeeeeeeeeeeeeeeeeeeeeeeew

> unity
> for multiplayer

wheeeeeeeeeeeeeeeeeeeew

Clearly a person has made a mistake if he uses uNET for fucking multiplayer.

PROTIP : if you use a custom networking solution, you don't need to pay for CCU. This is only if you use their cloud.

I mean...you CAN write your own networking implementation, right? You are not a complete script kiddie I hope.
>>
Mixamo fucking sucks.
>>
>>143975164
I like this picture
>>
File: luvvieDucksV030006.gif (3MB, 484x277px) Image search: [Google]
luvvieDucksV030006.gif
3MB, 484x277px
Spending a day looking at different marketing and how to promote Luvvie Ducks (shill).

The game is on both itch and google play.
If you want to play a PC version then I created a link for agdg to download for free.

https://gremonation.itch.io/luvvie-ducks/download/RGtS8znu4S00Sp41m47DJ634vwkXa4ht1WlFKGZ4

I'll probably give shilling a go for a day, then I'll start on something new, I prefer devving.
>>
>>143976128

How did you come up with the idea for luvvie ducks? I'm so envious that I didn't come up with an achievable yet charming idea like yours, all I can think of is adventure games :(
>>
>>143968234
Thank you for making a pedo OP!
>>
>>143976128
>>143976227
>2 mins apart
>>
File: fag.png (3KB, 342x98px) Image search: [Google]
fag.png
3KB, 342x98px
>>143976364
>>
I love cocks!
>>
man you're game is so great how do you even make such a great game
>>
>>143976423
>posting from two different machines
>>
File: duckmallardf.png (94KB, 413x453px) Image search: [Google]
duckmallardf.png
94KB, 413x453px
>>143976227

I have completed two game before and I wanted to make a game where I could create some 3D models, rig, animate and control in Unity.

So I needed a really simple idea where the game focuses on a few characters.
So I thought of an pet simulator, the idea has been done loads of time before, but usually with more popular animals like cats and dog.

I thought of an animal which would be fun to make in 3D but also not been done loads of times before, so I ended up on ducks.
>>
>>143973678
You don't have to use unity matchmaking, you know. You'll just have to handle things like port fowarding/tunneling and hosting a server list yourself.
>>
>>143976227
No offence to the guy but it's hardly a new concept.
>>
>>143976459
its just pure skill anonymous what can I say I'm a hero of game development
>>
File: monkeypunch6.png (82KB, 1920x1080px) Image search: [Google]
monkeypunch6.png
82KB, 1920x1080px
>>143976483
Now you just need to make the ducks fight like in Monkey Puncher.
>>
>>143976442
>>143976364
>2 minutes apart
>>
>>143976483

Man. Wow. Ducks. What a concept.
>>
>>143976591
Well, I assure you that I do like cocks, but that wasn't me.
>>
>>143976459
>>143976561

>being jealous

Post your game and maybe someone will like it

Oh wait, you have no game :(
>>
>>143976665
I can't compete with ducks.
>>
In blueprints I have some errors like "cant access X because its due to be killed", nothing thats causing any functionality issues just simple things. Putting a "isValid" node in makes them go away, but is this a valid option? Or am I just putting a band-aid over it so the error messages stop and I should find out why its happening to begin with?
>>
>>143976483
I kinda wish you had chosen goats.
Ducks are kinda boring, but I guess goat simulator spoiled it.
Anyways, good luck with it!
>>
>>143976702

Clearly.
>>
>>143976483
nice..
>>
>>143976754
I agree, after creating the 3D duck and a basic level I read what its like having a pet duck.

You can't pet them much in case you break their feathers and there favourite thing to do is waddle, swim and snooze.
>>
>>143976753
What is the object getting killed, and what are you trying to do to it?
>>
>>143975174
Look on the archive, some threads ago someone posted a mega link with everything from mixamo, really usefull since their servers are powered by african kids putting coal in a furnace. Guess than link could also go on the aggydaddy tools website.
>>
>>143972519
>>143972764
NES sprites can only have three colors, plus mandatory alpha; yours are four colors.

And I don't think you really understand how tiles work. They aren't treated the same as sprites by the hardware; you get to fill up as much of the screen as you want with tiles basically for free. The sprite limit of 8 sprites per scanline and 64 sprites total is way too strict for the number of tiles, which is always 960(sort of)

The limits on tiles are four 3 color palettes(with alpha and a choosable background color) and sort of the number of unique tiles. Though theoretically you could have 960 unique tiles on screen, that's not realistic for an actual game(I), and you should probably limit it to 32 or 64 or something like that.

Your game is nice, but tbqh it doesn't look anything like a NES game to me at first glance.

Also, Consumer is best palette.
>>
File: 5 sec capture2.webm (2MB, 1264x576px) Image search: [Google]
5 sec capture2.webm
2MB, 1264x576px
twitch / artificialintelligencia

I will be streaming my game dev progress for anyone who is interested , the stream actually works from this location.

Have a good progress agdg
>>
Is there any way to download UE4 without using their shitty launcher?

I don't mind using it to start the program, I just need something that can limit the download speed when I download it, like a torrent or something.
>>
>>143977498
is this whole thing made in javascript?
>>
File: 1457727364992.gif (312KB, 400x401px) Image search: [Google]
1457727364992.gif
312KB, 400x401px
>>143977652
yep ( half of it server side though ie node.js )
>>
>>143977285
>game(I)
Meant to write in those parenthesis
>You could do that for a title screen(Smash TV) to basically let you draw whatever you wanted, not really but almost
>>
File: lKaH2i5.gif (1MB, 460x328px) Image search: [Google]
lKaH2i5.gif
1MB, 460x328px
In UE4, is there any easy way to subdivide a text-components faces? Currently its just one flat face but for the effect i want I need it to be multiple faces(ergo +4 verticies). Any ideas?
>>
>>143977275

The problem is their animations just have all sorts of errors for me. I even use a mixamo-created avatar and the movements fuck up.
>>
File: 1450077247401.gif (26KB, 158x132px) Image search: [Google]
1450077247401.gif
26KB, 158x132px
>>
>>143977285
I'm using an implied sprite overlay to get the extra color on the sprites (think about the face on Megaman's sprites or the eyes on SMB2), I'll probably get rid of it on the npcs and only leave it for the main character, that would probably help me a lot on the theoric sprite-limit/flickering issues.
If I recall correctly the number of tiles is defined by the cartridge hardware, do i'm not putting to much thought on it for now, but as you said I don't want to go too crazy with thm either. I respected the four palettes on the background too, except for the hud, wich has a different pallete. A lot of NES games did that by using a small trick with scanlines, Felix the Cat is the first example of it that comes to my mind.
I used Bisqwit's palette generator to get the colors, as I have plans to use the color enhacent modes too. I'm not familiar with Consumer's but I'll look on it.

Again I took some liberties, and probably made a lot of mistakes due to the time limit, that's why I can't claim the game is 100% NES accurate, but I have the intention of making it the closests to NES restrictions I can.
>>
>>143974452
anyone??
>>
What do if I want to make a 2d lightweight game with C#?
>>
>>143978113
Can't help ypu on that, I have downloaded the animations but haven't used them yet. But that's really weird, they should work fine with their avatars, unless you choose one that isn't rigged properly. Have you tried with another avatar/model?
>>
>>143978113
I've never had any issues
>>
File: 1453248175818.jpg (53KB, 511x512px) Image search: [Google]
1453248175818.jpg
53KB, 511x512px
>doing Unity's roguelike tutorial
>says to use Application.LoadLevel to restart the level
>monodevelop says Application.LoadLevel is obsolete
>I should use SceneManager.LoadScene instead
>SceneManager.LoadScene doesn't exist
>>
>>143978326

I've tried all sorts of combinations. I either get the "hip bone not found" message (despite having it present) or the animation plays with backwards feet etc.
>>
>>143978165
I don't know.
>>
>>143978214
XNA/Monogame imo.
>>
>>143977740

which javascript framework?
>>
>>143978427

You're probably missing a "using unityengine bla bla" thing at the top.
>>
>>143978445
thanks, have a (You)
>>
>>143978463

My intention is to make a smaller, 2d game first and then work my way up to unity later. I have about 3 months of C# knowledge so far. Will monogame be too in depth/low level for me?
>>
File: dig.gif (5KB, 78x75px) Image search: [Google]
dig.gif
5KB, 78x75px
>>143978512
node.js m8
>>
>>143978528
Any idea what namespace the command's in? The script is already using UnityEngine and System.Collections
>>
>>143978912

I mean the game framework
>>
>>143978912
>that weak as fuck animation
triggered
>>
>>143978926

using UnityEngine.SceneManagement;
>>
>>143978705
I recommend that you ask less specific questions the next time.
>>
>>143969016
>That feeling when you want to make music and listen to music
>>
>>143977996
You need it to bend or something?
>>
>>143978954
I built the engine from scratch dude :/

but on the plus side I might open source it in some way
>>
>>143978434
Weird shit, hope someone can help you here.
>>
>>143979614
Yeah, generally distort it, Can obviosly just add my own textures but having dynamic text would simplify things a ton.
>>
I wish there was an open source engine that could handle 3d to a reasonable extent. Unity seems like a shady company and I dont feel comfortable developing with their engine.

I'm on laptop so I dont think UE4 is an option.
>>
>>143979843
>unity is shady
now thats a first world problem
>>
>>143979843
see >>143974479
but there are other 3d engines out there, google it yourself!
>>
>>143979938

Well I live in a first world country, so..

Besides, my issue isnt moral. It's that I don't want to dedicate years of my life learning a software only to have features swept from under me and possibly be unable to use what I have already made without paying more money than I honestly have.
>>
>>143979843
https://en.wikipedia.org/wiki/List_of_game_engines

Tons of those are 3D and free
>abloo bloo it doesn't have feature X that unity or UE3 has
That's because they don't have teams of full time software engineers who get paid from the proceeds of their nonfree engines.
>>
>>143980034
> babby's first realization into free software principles

Watch it, before you know you're installing Gentoo GNU/Linux and growing a beard, while laughing into said beard when others complain about Microsoft and Facebook being evil.
>>
>>143979038
Thanks mate.
On one hand, that got MonoDevelop to stop bitching; on the other, it didn't fix the problem I had with the level not resetting properly, so it's probably the fault of a different script.
>>
name my gamedev company of which im the only member
>>
>>143980432
The cheese stands alone
>>
>>143980432
The self erected member
>>
>>143980559
kek
>>
File: Capture.png (2MB, 1432x759px) Image search: [Google]
Capture.png
2MB, 1432x759px
I have ascended to a new level of programming art
>>
>>143980597
nice engine, friend :^)
>>
>>143980432
Fire Fetus
>>
>>143980432
Trump Game Studio - Make Gaming Great Again
>>
What's a free, or close to it, program that allows you to load reference images, scale them down while keeping their resolution, and use them to trace pixel art with?
>>
File: 1435561763347.png (42KB, 1536x720px) Image search: [Google]
1435561763347.png
42KB, 1536x720px
>>143978138
Yeah, but that would make your character 8 sprites, 4 per scanline, which is kind of a lot. I think Mega Man's face was only on 8x8 sprite on top. Also, if you're going to do that, you may as well go for 6 colors.

Also, now I noticed how you tried to limit the colors for some tiles, but they don't line up to the tile grid (mixed tiles = miles?) so it's not quite right.

Also, you have a really of unreasonable amount of tiles. Of course you can do some crazy shit with the right setup, so it's pretty hard to decide on an actual limit, but if you look at a simple game like Castlevania I think there is always less than 64 tiles at once on screen, including the hud, which causing some obvious tiling in the bush/trees/thing.

A lot of that is stuff like the grass tuft things, which you repeat, but again, don't align to the tile grid.

Speaking of the HUD, it would be borderline impossible to construct that on the NES. Compare it to the way Castlevania does it.

As for Consumer and other palettes, check out
http://emulation.gametechwiki.com/index.php/Famicom_Color_Palette
and keep in mind if you actually made this a NES cart/rom, it could be displayed with any of these(or more).
>>
>>143980597
Like a young Andrew Gower.
>>
>>143981779
Only he made a software renderer for runescape, that's a level even I am not willing to go to.
>>
>>143968234
whos the girl
>>
File: Classic_Bank.png (49KB, 513x350px) Image search: [Google]
Classic_Bank.png
49KB, 513x350px
>>143981929
Well, art-wise at least, you're on par.
>>
>>143981989
TSF
>>
>>143981404
gimp
>>
File: 1335092067093.jpg (22KB, 471x480px) Image search: [Google]
1335092067093.jpg
22KB, 471x480px
>>143982110
TSF? Like the Pixiv tag?
>>
>meant to be devving today
>instead can't even decide what engine to use or what game I want to make

does anyone else have days like this?
>>
>>143982230
Not him, but I've used GIMP for a long time and I have no idea how you would even do that. Care to elaborate?
>>
>>143982579
go google it
>>
>>143982896
No idea what you would even google for that. Is it a plugin I guess?
>>
>>143981404
are you retarded
>>
Guys I'm doing it. I'm switching to GM:S from Unity.

I want to make games with scale, and I'm never going to accomplish that with 3D as a 1MA.

Kinda sucks as all my dream game ideas are 3d, but I gotta be realistic.

Am I making a mistake?
>>
>>143981575
>which is kind of a lot
>you have a really of unreasonable amount of tiles.
Yeah, I totally agree on that, that's why I want to rework them a little.
Castlevania 1 only has 128 tiles avaible for the backgrounds (without counting the HUD) and those 128 are usually shared on various screens, for example that area in your screenshot shares its tileset with the whole first level (the castle hall) and that's why they ended repeating so many tiles. With more experience and better hardware they improved that. In Castlevania 3 for example the amount of tiles is larger and so the backgrounds look less repetitive.
I did mess up a lot in the HUD mainly because I reused an old font from another instead of making a new one, But I'll change it too.
Thanks for the link on the Costumer palettes, will make small mockups of the game in all of those to see how it looks like.
Weird I didn't notice the missaligned grid while working on it, will have to check that, maybe the game ended not being scaled properly? I did that on a hurry too.
>>
>>143983203
Why do you have to be a 1MA?
>>
>>143983203
GM is great.
>>
>>143980432
anon and the 18 half made games
>>
>>143983303

I've tried to work with others before. Everyone pulls out or works too slowly. I want to have control over my game's progression. I work for 8-9 hours a day some days and I can't reasonably expect someone else to follow that schedule for free. I am also poor, so paying someone isn't an option.


I just want to make a game.
>>
>>143983203
Depends. How far did you get with Unity? What was your biggest problem?

>>143972870
>Using GM 6.1
Shiiiiit, and I thought -I- was weird for sticking with 8.0
What convinced you to keep to that version?
>>
>>143982230
Thanks anon.
>>143983031
yes.
>>
File: 002826.png (3KB, 244x54px) Image search: [Google]
002826.png
3KB, 244x54px
>>143979843
UE4 is hella more shady though.
>>
>>143982963
>how do I create pixel art in gimp?

the other necessary steps you should already know since you claim to have experience with gimp
>>
>>143983493
I've been using Unity for about 6 months now.

To be honest aside from what I've mentioned, my biggest problems are
A) the amount of time needed to model 3D characters and environments for a game that is anything beyond a small scale game

B) I find the interface to be kind of restrictive and clunky. It's not really a comfortable environment to work in honestly.
>>
I need some inspo for my farm life game, what music should I listen to? movies should I watch?
>>
Anyone need a musician?

http://vocaroo.com/i/s0iE3kq5U78o
>>
>>143983836
>http://vocaroo.com/i/s0iE3kq5U78o

Sure, do you know any?
>>
>>143980034
Do you really think they'd lock already available features from free behind a paywall?
>>
File: thanks.png (103KB, 600x578px) Image search: [Google]
thanks.png
103KB, 600x578px
>>143983836
im crying
>>
File: 1462128859535.png (619KB, 609x601px) Image search: [Google]
1462128859535.png
619KB, 609x601px
>>143983883
>>
>>143983670
I wanted to know how to draw at low resolution on top of a higher resolution image. The only way to do that would be to use a large square brush and manually align it to a grid, which is retarded.
>>
>>143983776
Eurobeat
https://www.youtube.com/watch?v=sA2gLffBpPc

Make tractors drift
>>
File: lawyer.gif (2KB, 27x54px) Image search: [Google]
lawyer.gif
2KB, 27x54px
tfw you built your own 3d engine but cant figure out how to install ffmpeg
>>
>>143983776
Animal Farm
>>
>>143983964
fits your game graphics perfectly
>>
>>143983203
GMS is perfectly fine for 2D games. People like to meme on it, but people have produced some really good/fun games with it.
>>
File: mimic face.png (438KB, 752x588px) Image search: [Google]
mimic face.png
438KB, 752x588px
Working on a pretty brutal idea I had this week.

Explanation in next post. This is just a goofy face that came out of a stretched texture.
>>
>>143983493
>What convinced you to keep to that version?
I got a pirated version of it some years ago, and by the time 7 and 8 came out I couldn't find a full version anywhere, so I just kept playing with 6.1 and I got used to it. It works perfectly for the stuff I want to do, and even works on my really outdated laptop so I can dev even on the bathroom.
Also some shit I love like Ultimate3D seem to have some compatibility issues from 8 onwards.
Only downside of sticking with an older version is that I don't have the android/html export option, but I guess most stuff from a GM6 project will work if I import it in studio, so I could always try that.
>>
File: recap2016june1.png (1022KB, 1420x2168px) Image search: [Google]
recap2016june1.png
1022KB, 1420x2168px
====Weekly Recap====
Here's this week's recap!

Let me know if you see any issues or have any questions or suggestions.
>>
>>143969261
50mb is an awful lot of data for a save, even if you procedurally generate the world, consider saving it separately upon generation (It's not going to be constantly mutating is it?), and keeping the rest of the data in your save file.
>>
>>143984517
I need to remember that monday is recap day
>>
how do i learn to 3d model if im a complete beginner
>>
>>143984637
google 3d modeling for absolute beginners
>>
Hi,

I'm a professional nodev with no progress or inspiration. Ask me anything if you want to know how I do it, so you can do the exact opposite.
>>
>>143979843
How about trying Xenko?
>>
File: 1463940432534.jpg (197KB, 1280x1280px) Image search: [Google]
1463940432534.jpg
197KB, 1280x1280px
>>143984216
Oh sorry, didn't mean to offend
it just sounded like someone was making a joke
if that's not the case, try switching up the "instruments" to sound less dopey and tone down the intensity of the drums, they're not fit to be the bread and butter of your melody

then again i am full of shit
>>
>>143984637
google
>>
>>143984637
Download blender and Google some tutorials
then give up after 2 days like you always do, you miserable shitpile
>>
File: 722044230.gif (70KB, 150x150px) Image search: [Google]
722044230.gif
70KB, 150x150px
Remember: practice
>>
File: Untitled Screencast (3).webm (2MB, 1600x754px) Image search: [Google]
Untitled Screencast (3).webm
2MB, 1600x754px
>>143984517

Hey guys I accidentally made progress!

Notice the yellow traingle that comes up, when you hover over it, it pops up an animation of what is happening at that location. It still needs some more ...

That took me a week.
>>
>>143984889
>then give up after 2 days like you always do, you miserable shitpile

oh my god this is me 100%. i only learn or work for anything when i really need money. i have an online-business right now and it feeds me barely. but "barely" is enough not to do more. i'm so lazy, it hurts. how to motivate yourself to be productive when you have enough resources to be lazy?
>>
File: images.duckduckgo.com.png (31KB, 512x512px) Image search: [Google]
images.duckduckgo.com.png
31KB, 512x512px
>>143971729
The nurse looks like Consuela, Peter Griffin's maid in Family Guy
>>
>>143983203
Exactly how I feel senpai.

Gonna try to finish off this relatively small scope 3d project, but switching back to 2D to actually make something worthwhile.
>>
>>143985093
>how to motivate yourself to be productive when you have enough resources to be lazy?

productivity is just means to become independent, as an ideal you owe nothing to no one
>>
File: talent.png (158KB, 645x494px) Image search: [Google]
talent.png
158KB, 645x494px
>>143984946
Don't stop posting these, I love how much butthurt they can draw out.
>>
>>143985308
you are right, but why did i never realize this? i should stop trying to be productive for idealistic reasons. i'll be lazy now until i get tired and bored of laziness.
>>
Does anyone have the latest version of Aseprite?
>>
>>143985513
you become motivated, not productive

productivity is a result
>>
>>143985597
i'll gift you a copy if you can prove your talent and aspiration.
>>
>>143985769

>talent
none
>aspiration
lots, but can't prove it.
>>
>>143985814
a refugee asked me if i can purchase him something to eat today. why should i spend money on you instead of gifting him a meal next time i see him or someone like him?
>>
>>143985597
Compile it yourself.
>>
>>143986039

Don't, I'm sure someone will post a compiled version for free at some point. Save your money.
>>
>>143984364
I had this idea for "The Hanger" who's a tall goon running at you with a noose so he can step on your legs and hang you with it anywhere he pleases.

Then I remembered my necro game has save points in the form of a hanged guy that explodes into a portal/death sigil.

Connecting the dots, I turned the hanger into a haning pole mimic.
>>
What's a good pattern for a bat in a platformer? It should be decent for a first area and killable with a stomp.
I'm thinking
>Move back and forth horizontally very quickly, the laziest fucking option
>Flying slowly in the player's direction when it has line of sight; keeps player moving forwards
>More aggressive, dashing in the player's direction whenever they come close
>Hanging on the ceiling, dropping to the player's height when he passes under, flying horizontally in that direction, and then returning to its hanging spot
The previous two seem interesting, but maybe a bit too dangerous for a simple bat.

Any other ideas?
>>
>>143984748
Original musician here. Yes it was a joke. Sort of. I couldn't get the beat and melody to line up so it sounds off even though I know how it's supposed to sound in my head. Maybe I'd be able to fix it if I was an actual musician, but I don't know what I'm doing or what it is I'm trying to fix. The timing should be the same between the melody and the beat, it looks the same, maybe it's just the instruments? It's sounds so bad you can't help but laugh, I figured /agdg/ would enjoy the laugh as well.

This anon is isn't me, I'm not that sensitive:
>>143984216
>>
File: mimic.png (1008KB, 2944x944px) Image search: [Google]
mimic.png
1008KB, 2944x944px
>>143986186
wrong pic
>>
>>143984946
>>143985350
So this practice meme is bait? How are people getting upset about it? I'm an artist so I wouldn't understand but I mean, I need to practice code and that's all good. Isn't it?
>>
File: RoundWeGo.webm (1MB, 960x600px) Image search: [Google]
RoundWeGo.webm
1MB, 960x600px
I changed the movement handling script to support arbitrary rotation, so now i can easily implement some extra, fun mechanics.
>>
File: 1456716865707.jpg (60KB, 680x516px) Image search: [Google]
1456716865707.jpg
60KB, 680x516px
>be making art for my game
>someone sees it and brings up how i need to practice until i'm an old master before continuing
>>
>>143986765
how did you do it? I've written scripts that use the ground's normal and make that the upper direction for the character but it wouldn't work in like in your webm when crossing the middle horizontal point of the sphere.
>>
>>143986765
>2016
>still believing the earth is a globe
>>
>>143986793
this

at some point you gotta stop practicing and start making things. you don't go to college for the rest of your life, so you shouldn't need to practice for the rest of your life either. we aren't immortal
>>
>>143986958
>the earth is not a simple model of the earth

Wow, I never would have guessed.
>>
>>143986920
It's not yet perfect, but it is basically using the ground normal plus some quaternion magic along with lerping to prevent snapping
>>
>>143986958
then why hasnt anyone sailed off the edge yet?
>>
>>143986715
I don't know if it's intended to be bait, but yesterday a couple of people got angry over it.
>>
>>143986587
You could make it move in a zigzag pattern, would look accurate to how people usually sees bats flying and they would be a pain in the ass like the medusa heads on castlevanias.
>>
>>143987079
https://www.youtube.com/watch?v=-LF3Cy5hZbc

He pretty much covers why the whole "I won't make something until i git gud" is retarded
>>
>>143987187
Are you stupid? They do all the time, but they die and can't tell anyone about it. Why do you think ships keep dissapearing in the bermuda triangle where one of the edges is?
>>
>>143986709
Holy shit, that's terrifying.
What if the piece of wood on its chest was actually a stake, and it could pull it out of its torso to impale its prey with?

>>143986715
I think people are bothered because the gifs represent an artist designing a character, not improving. They have nothing to do with practice, only methodology.
>>
>>143986703
>it was a joke
>>
>>143987356
oh shit, you might be on to something. but how do you explain all the satellite imagery from space and having astronauts circle the earth in orbit? Is that just CGI? Or maybe they're using gopro cameras to make the earth seem round because of the fov?
>>
>>143986709
You worry me sometimes

2spooky
>>
>>143987564
i-it was! I s-swear! it was all in good fun! ;_;
>>
>>143986958
>2016
>still believing in the Earth at all
>>
File: computa3.jpg (199KB, 1092x884px) Image search: [Google]
computa3.jpg
199KB, 1092x884px
>>143987473
very good idea

I'll have to make him a bit more wood-pole like cause it's pretty obvious it's not a normal pole. I might also make the regular pole more mimic-like to blur the difference.

>>143987636
yeah sometimes I worry someone I know will look at this and go "jesus fucking christ this guy's gonna shoot up a school one day" and never talk to me again.

not that I talk to a lot of people but still
>>
>>143987783
the all is mind. everything is vibration. there is no matter, just a lower frequency of vibration.
if the all is all, then nothing can destroy the all from the outside, because everything is part of the all. therefore nothing can ever disappear, because it would have to leave the all. the all is everything that will ever be and ever was.
>>
"Imported file conversion failed: Transform "mixamorig:Hips" for human bone "Hips" not found

How the hell do I fix this?

Everything has been imported and downloaded from Mixamo, and I'm basing the avatar off the T pose avatar.
>>
Hey folks, I'm using unity/c# and trying to have a narrator telling the player a small backstory to start things off. I initially went through the process of making GUI boxes and splitting the text, then realized I'd have to manually insert line breaks and that I'd have to redo it for any resolution changes.

So I came up with a function to try to cut the string and generate a new box for a string that would fit it, right now the boxes being generated in the loop just stack, I'm not sure how to delete the previous box upon generating the next.

http://pastebin.com/11VxkakP

Any suggestions?
>>
>>143973678
Just write your own multiplayer system. . .
>>
>>143984984
wow first time Ive made progress and no one cares. Ah well I guess y'all probably sick of me by now ;)
>>
>>143973678
You are retarded. That is 20 users if your use unity servers. If you use your own server you can have infinite users.
Do you think unity will pay for servers and give them away for free? retard
>>
>>143987298
I guess I could, but that's still a bit too generic-horizontal-type enemy for me. And maybe too tough for a first level.

>>143990263
>>143984984
Differentfag.
>>
>>143989804
You shouldn't use the legacy GUI for anything like that, it's pretty much just there as a debugging aid.

What you're trying to do is very easy with the new UI though, maybe watch through https://unity3d.com/learn/tutorials/topics/user-interface-ui
>>
>>143990404
>Differentfag.
suddenly I feel terrified of posting progress
>>
>>143984984
nice progress, but you're a literal whodev. If you've been lurking all this time then you'd know /agdg/ is suspicious and hateful of whodevs. Post progress more often so that anons have time to warm up to you. you're practically a stranger marketing his game here.

your game does look interesting tho
>>
>>143990631
sorry meant for:
>>143990263
but then it looks like i was wrong:
>>143990404
>>143990528

Maybe /agdg/ should collectively start posting with trips? That would improve everyone's yesdev experience. :^)
>>
File: rigging.png (52KB, 840x567px) Image search: [Google]
rigging.png
52KB, 840x567px
Where do I go from here if I just want to be able to open and close the hand? I don't care about individual fingers.
>>
>>143990520
Thanks, I'll look through those then
>>
>>143990830
Nah. It's fine as it is: there's no good reason to believe that a specific poster is the dev unless they're posting new progress at the same time.
>>
File: 40vvV.jpg (272KB, 1920x1080px) Image search: [Google]
40vvV.jpg
272KB, 1920x1080px
>>143990830
>>143991013

Sorry I was attention whoring, I will try to stick to progress posts with images from now.
>>
File: 1308097591001.png (25KB, 604x453px) Image search: [Google]
1308097591001.png
25KB, 604x453px
>>143991392
>>
>>143990872
you needed more loops in the middle then put like 4 bones along the hand
>>
>>143991392
>le 10/10 girl playing vidya and starving for male attention meme

im kinda tired from seeing this
>>
>>143990872
Add another bone where the fingers are (not one per finger, just one).
>>
I want to make a story based game set in a magical crime-ridden city.

Help me think of a simplistic gameplay system to handle battles and fill out the game between story choices. Only rule: it can't be turned based battles. Those are gay.
>>
File: bats.gif (490KB, 320x240px) Image search: [Google]
bats.gif
490KB, 320x240px
Well, finally settled on that "generic chase" AI for the bats. Though it's slightly randomized so they can attack in groups without having the same position, I don't know if I should keep it that way.
>>
>tfw your rape button doesn't work
Why is gamemaker so hard bros?
>>
>>143990872
If you don't want to rig weach finger just make 3 bones after the hand bone, one for each articulation of the fingers. It wnt be the best approach but would work well as long as you don't have close ups on the character hands.
You'll have to rig the thumb by itself though.

>>143990830
No, as soon as people become easilly identified the drama starts. If nodevs remain anonymous no one will give them attention and will dissmiss them as any other anon, and yesdevs will get attention when they post actual progress.
>>
Is modding really required for games these days? Especially builders/simulation/tycoon games? It seems every single ones selling point is the modding capability.

But the thing I noticed that the games themselves don't have much to offer then and just rely on modders to add things. That's just my observation.

what do you guys think?
>>
>>143992986
It looks fine, What I saw is what I would expect from videogame bats
>>
started 3 days ago, rate my progress friends

https://www.youtube.com/watch?v=rNCL2y-P4vA
>>
>>143992986
bretty gud bat swarm goin

Never give up.
>>
>our competitors are simplifying their models and lowering price points
>what if we complicate our strategy by introducing additional pricing tiers and service limitations?
thanks Ricci
>>
Is making a 2d platformer in unity a waste of resources?

Should I do it in monogame or GMS or something
>>
>>143993327
What is it going to be?
>>
>>143993058
It's not rape if it doesn't resist
I think it's working perfectly
>>
>>143990631
I hate to use internet slang, but your post deserves it: lol.

This guy has been posting here for like 3-4 months now. Not everyone comes here to whore for some attention with his waifu characters. This guy is making some slow but solid progress, and comes where to let us know when he feels like it.
>>
>>143993192
I think that you should ideally strive for a complete base game that is also easy to mod, although the former is more important.

Usually, though, if your game is difficult to mod, that is because of poor programming practices (hardcoding vs. data-driving) that will impede your own development of the game, so actually it is important to make your game "moddable".
>>
>>143993532
a stealth-based topdown shooter thing with a /k/-tier firearm autism i guess
>>
>>143993592
Shit, that makes sense.
>>
1-3 do stuff for uni
4-9 dev
0 waste your life away playing vidya
>>
File: 10.gif (4KB, 80x80px) Image search: [Google]
10.gif
4KB, 80x80px
>>
>>143994857
DO IT
>>
>>143993379
I think you already know the answer. As for what you should do: for 2D, Unity's big advantage over GM is that you can use C#. But if you're comfortable with using Monogame, you are also using C#. So it's really a question of what you want.
>not as powerful = GM
>wasteful, might have to work around it a bit = Unity
>more difficult = Monogame
>>
>>143995585
actually I think I'm gonna do the uni shit first because the deadline is in like 24 hours and I'll feel awful having it hanging over me even though it'll only take like 2, 3 hours tops

sorry, I might manage to do some dev today anyway
>>
>>143996374
You're not a real man.
Good luck with your Uni stuff
>>
File: 1464481493203.jpg (10KB, 250x230px) Image search: [Google]
1464481493203.jpg
10KB, 250x230px
today I learned to comment code instead of deleting it.
>>
File: image2.jpg (40KB, 709x765px) Image search: [Google]
image2.jpg
40KB, 709x765px
What books and sites do you use for gamemaker I don't know where to start.
>>
>>143996703
Gorge yourself on the tutorials and in software guide and you should be able to do OK with it
>>
>>143997318
oh, just noticed gamemaker site has those, thanks.
>>
>>143996698
that's a bad habit too. source control it
>>
>>143996703
pick one, doesn't matter:

https://www.youtube.com/playlist?list=PLPRT_JORnIuo-DyoWbB7LBrhqlJnsltJq

https://www.youtube.com/playlist?list=PLPRT_JORnIurFYwHdWhLWR3bLH2nzChsm
>>
File: Screenshot_2016-05-30_00-17-56.png (75KB, 814x680px) Image search: [Google]
Screenshot_2016-05-30_00-17-56.png
75KB, 814x680px
ok this is probably the worst place to ask but whatever
what do i put on left hand's bottom row?
>>
File: editor progress.gif (915KB, 509x430px) Image search: [Google]
editor progress.gif
915KB, 509x430px
some progress on the editor
so far you can place/erase objects, change object properties, change grid snap, and run the level
next gonna add saving/loading, the rest of the objects to the menu, and ability to change background

let me know if you guys have any editor suggestions

I figure since I already have like 2/3 of levels designed I'm gonna put a lot of work into the editor to make it enjoyable and easy to use
>>
>>143993379
The waste of resources really doesn't matter. What does, and what you'll only find out after wasting hours and hours trying to male things work, is that Unity is horribly unfit to make 2D platformers. You'll have all kinds of collision and precision issues, and the wonky physics will be inconsistent at best.

2D platforming in Unity is a trap. The whole point of using an engine like Unity is to save you time on not having to reinvent the basics, but that's exactly what you'll have to do. You'll be fighting the engine with janky custom code every step of the way.
>>
>>143998030
Get a normal keyboard, what the fug is that shit?
>>
>>143998053
>Super Mario Maker - Pantsu edition
YES YES YES
>>
File: flat meme.jpg (24KB, 570x757px) Image search: [Google]
flat meme.jpg
24KB, 570x757px
yesterday my model received a lot of well deserved praise. what can i do to improve my next one?

what's so BURN IT BEFORE IT LAYS EGGS about it
>>
>>143998258
KILL IT WITH FIRE
>>
>>143998258
the face, mostly
>>
>>143998030
i bet you use a standing desk too

these wont make u a better dev
>>
>>143998053
God damn, that's nice. What are you making it in?

>Suggestions
Is there an undo/redo feature?
>>
>>143998258
uguu~

what this guy says >>143998390
>>
File: temp.jpg (25KB, 570x757px) Image search: [Google]
temp.jpg
25KB, 570x757px
>>143998258
i googled a random mii face and slapped it on
you're welcome
>>
>>143998403
i bet you've never used tap-to-type-hold-to-ctrl, it's fucking great. also, stagger is a fucking meme, it has no purpose

the only bad thing about this keyboard is that it gives too much freedom, i.e. the thing i'm trying to solve right now
>>
>>143998258
your topography is all fucked up.

just keep practicing breh
>>
>spend all day tearing hair out over an issue
>click one button that I didnt even consider earlier, everything just works

well I'm fucking annoyed
>>
>>143997686
Thanks a lot
>>
>>143998258
The face, mostly the eyes are too close, and the face is too small at the center of her head. Look at how >>143971849 positioned the eyes and mouth on the face, or google a random anime/cartoon girl you like and slap that face over the texture, then you can paint over it, but you will already have an idea
Also the neck is almost as fat as her torso, that's not good.
>>
>>143999262
build everything from scratch, avoid stupid problems like this :^)
>>
File: 1404565360442.jpg (154KB, 1148x1024px) Image search: [Google]
1404565360442.jpg
154KB, 1148x1024px
is there any good C++ library for memory management? (memory allocation in specific.)
>>
>>144001872
What are you looking for, like custom allocators? I would just do that myself.
>>
>>144001872
>Bloat
L2MM
You'll love it after you realize THE POWER.
>>
>>144001974
I neither have the time nor the inclination to research what kind of allocation strategy is most suited for a specific kind of object...
>>
>>144002314
So what are you looking for? Garbage collection? Don't make me laugh.
>>
>Micro-SD sized SSDs are pretty much here
What a time to be alive.
>>
https://www.youtube.com/watch?v=kyQiKi87CX4#t=34m15s

So, should I first learn to sculpt with real clay materials before doing zbrush?
>>
>>144002395
This bait is pretty good desu
>>
>>144002525
No but knowing anatomy and how to draw help a lot.
>>
>>144002314
wrong language dude
>>
File: 1464718855629.jpg (275KB, 706x705px) Image search: [Google]
1464718855629.jpg
275KB, 706x705px
>>144002585
https://news.samsung.com/global/samsung-mass-producing-industrys-first-512-gigabyte-nvme-ssd-in-a-single-bga-package-for-more-flexibility-in-computing-device-design
>>
>>144002314
Fucking kiddy, use java or c#.
>>
>>144002121
i don't want to end up with an amateurish approach

>>144002354
i think you don't understand
you can implement memory pools in one hundred different ways, depending on, for example, the size of the object, or the de/allocation frequency or whatever

>>144002692
you joking?
>>
>>144002683
I want to learn to make anime figures, but they seem to be done by hand and anons told me you can't 3D print the prototypes.

Even those guys takes a year to make a full figurine.

wonder if what takes them is to make the prototype and then they make a mold of the prototype.
>>
>>144002854
So? Implement what you need.
>>
Is shooting easier to implement than melee attacks in unity?

Melee seems insanely difficult to get accurate.
>>
>>144003007
hitscan is the easiest kind of combat in the world to program for
actual projectiles will complicate things but I think it woudl be comparable to melee attacks int erms of difficulty
>>
>>144002719
>perform more than 12 read or write ops with it
>circuitry becomes all fused together and you lose all your data
>>
>>144003331
>hitscan
pls no
The fact that Serious Sam still has that shit, pisses me off.
>>
File: 41.gif (3MB, 639x480px) Image search: [Google]
41.gif
3MB, 639x480px
Testing some stuff.
Pretty big changes to bullet collision,
Money pickup has a little counter thing that appears below the total.
And messing around some bullet/ammo properties. Shoots fire, goes through enemies. Will set them on fire and cause DPS type stuff I guess.
Still got behavior changes to make.

I'm actually trying to decide if I want this to end up being a permanent weapon or some kind of special limited gimmick ammo that can be replenished at special places.

Either way it would be used for certain puzzles like when you need to burn stuff.

I don't know
>>
>>144003451
>I have no idea what I'm talking about
You made a dumb assumption and got proved wrong.
deal with it.
>>
File: 40 dollaridos.png (130KB, 350x241px) Image search: [Google]
40 dollaridos.png
130KB, 350x241px
>>144003492
>>
>>144002945
I have no idea what's best for case x. And I don't intend to research. That's why I thought using a library would be smart.
>>
>>144003723
>>>/v/
>>
>>144003642
>a known problem about SSDs
>"u-u dun kno nuffins ;_______;"

looks like my shit talk was successful and now you're are upset. terrorists win.
>>
>>144003745
How the fuck would a library help alleviate this? You'd still need to select the best allocator for the job.
>>
>>144003492
>triggered by hitscan

most shooters on the market today use hitscan. where is your non-hitscan shooter?
>>
>>144003832
at least I would have a finite set of allocators to choose from and probably even documentation that gives me hints
>>
>>144004010
Then just implement a few basic allocator archetypes without going into too much specificity over how they're used?
>>
>>144003803
the point is that people enjoy hitscans, even when they make no sense.
>>
>>144004123
it appears to me that you have NIH syndrome
>>
>>144004221
There isn't a library for you that I know of, only lots of information on how to DIY.
>>
>game with hitscan
>in enemy LoS
>50% chance of getting hurt every few frames
>have to dumb down AI and add health regen to compensate

>game with projectiles
>in enemy LoS
>you have the ability to skilfully dodge
>>
>>144004535
Name 5 fps games without hitscan
>>
>>144004535
thank you
HS apologists make me sick.
>>
>>144004218
Hitscans make sense in the context of video games because realistic ballistics are unnecessary in close quarters situations, and can be tedious to some in long-range fights. it also slows down the speed of the game since it's so much easier to miss

>>144004535
>i-if its hitscan its DUMBED DOOOOOOWNNNNNNNNNNNNNN
wolfenstien had hitscan and didn't need regenerating health or dummy ai
FEAR had hitscan and didn't need regenerating health or dummy ai

where is your non-hitscan game
>>
>>144003612
really like your fire particles.
>>
File: Brownorwhite.webm (1MB, 800x338px) Image search: [Google]
Brownorwhite.webm
1MB, 800x338px
Brown or white skeletons? Or brownish skeletons in the desert land and white skeletons here in the snow world? Is white skeletons too much to blend in with the snow textures? I have no idea.
>>
https://www.youtube.com/watch?v=Cx1J2CzNnS8

>>>/trash/3146868
>>
>>144004704
>we shouldn't strive for progress
>realism is unnecessary
>casuals might miss, we wouldn't want that

And Dead Space, I don't know, it's been a long ass time since I've played a shooter.
>>
>DOOM has hitscans
real life bullets are basically hitscans
>but I can dodge real life bullets
>>
>>144004535
What a narrow mind
>>
>>144004614
>>144004704
Metroid Prime series
Battlefield series

>>144004967
>le realism for le mature men such as le self
>>
File: Mobius.webm (3MB, 960x600px) Image search: [Google]
Mobius.webm
3MB, 960x600px
The mobius mindfuck, fun for the entire family.
>>
>>144005075
try to dodge bullets IRL then retard.
>>
>>144004876
what is /trash/ for?
>>
Ballistics always allow for more interesting gameplay.
>accounting for wind/gravity while sniping
>glancing/penetration
>dodging slower projectiles like rockets
>>
>>144005152
It's sad how little impossible landscapes/geometry/etc there are.
>>144005193
Give me a few hundred yards and I'll try.
>>
>devving to escape that no gf feel

help


help
>>
>>144005193
>try to dodge bullets IRL then retard.
this p much

people triggered by hitscan, how fast do you think a bullet moves? do you think you could ~skillfully dodge~ one irl?
>>
>>144001872
Why the fuck aren't you doing mm yourself? This isn't java, nigger.

>>144002314
>allocation strategy
jesus christ faggot, just google game custom allocator and it takes 5 minutes to see what's what
>>
>>144004535
the only games where projectiles for most weapons make sense are the very fast and/or have large distances between players like tribes or battlefield
>>
oh right
FUCKING RED ORCHESTRA
>>144005230
Literally its name, shitposting threads can get moved to it from other boards
But it's basically a containment board for pony/furry/2dfor/d/ porn
>>
>>144005230
Have a look.
>>
What would you use in place of hitscans then?
>>
>Projectiles
>Guaranteed damage when not dodged
>Works perfectly well as a test of the player's movement skills
>By making no mistakes, player should avoid coming in contact with projectiles

>Hitscan
>Guaranteed damage when accurate
>Work perfectly well as a form of punishment for the player doing something stupid
>By making no mistakes, player should avoid triggering any accurate hitscan attacks in the first place

Can we agree on this?
>>
>>144005516
Plus arcadey games.
So...the only fun first person shooters?

>>144005551
Projectiles you fucking imbecile.
>>
>>144004967
Actually i refuse to use hitscan for my bullets because i want the bulletdrop physics. In real life for example 9mm guns have massive bullet drop
>>
Who are even the oldest yesdevs here that are still here and haven't left for a real community.
>>
>>144005682
me
>>
>>144005650
> projectiles

Also no need to be so aggressive. I'm none of the anons you talked to. Wouldn't projectiles work weird in high speed scenarios? I can see it working for rockets, but what about rifles?
>>
>>144005682
I've been here since /v/idyadev. Haven't posted substantial progress in a long time, though.
>>
>>144005682
this guy
>>144005765
>>
>>144005818
>Haven't posted substantial progress in a long time, though

Not a yesdev
>>
Has anyone used Amazon's Lumberyard engine? Thoughts?
>>
>>144005810
Why would they work weird for rifles? They'd allow you to have effects like bullet drop and wind.

If you're talking about bad collision detection, that's just bad collision detection.
>>
>>144005765

holy crap I recognize you from the 2013 recap, you still working on something?
>>
>>143976364
He said he was going to shill, didn't he
>>
>>144005903
I like to think of myself as a positive addition to the community, in any case. I help anons out a lot with programming.
>>
>>144005986
I see, I guess it would add some nice juice to actually have bullets. But would the player notice it? Considering when you fire the gun all you see is the muzzle flash and then the impact point.

Is there anything that projectiles add that hitscans do not? It feels like at those speeds there wouldn't be much of a difference gameplay wise or am I missing something?
>>
>>144006291
>They'd allow you to have effects like bullet drop and wind.
At any distance, there will be a delay and displacement caused by these things.
>>
>>144006291
if ammo is subsonic (i.e. stealth) you'd see obvious difference
>>
>>144006291
See >>144005634
Projectiles and hitscan enforce different gameplay alone or together.

You people should have game design in mind when deciding on your bullet physics. Unless you're making a simulator, your game being engaging is more important than it being realistic.
>>
>>144005634
Reading the above posts, I was just about to post this.
>>
>>144006291
Go play Red Orchestra 2, if that game doesn't convince you to try for as realistic projectiles as you can, nothing will.
>>
>>144006610
(Forgot to add:)
At high speeds, it all depends on what powers you give the player to deviate or avoid the projectiles.
>>
Hitscan is less efficient in general because you're doing an infinitely long raycast instead of a finitely long one (which is a decent way to implement fast, small bullets). If nothing else, that should be a reason to just use projectiles, even super fast ones that have the same gameplay effect as hitscan.
>>
>>143971729
I've got some suggestions after I get off work, the characters are alright, but costuming could be better
>>
File: x.png (57KB, 1000x1000px) Image search: [Google]
x.png
57KB, 1000x1000px
please help im retarded

how do i simulate an orbit/gravitational pull with forces
>>
>>144006809

but you dont have to make the raycast infinitely long.
>>
>>144005516
even then, tribes 2 had a couple of hitscan weapons

>>144005634
yes but salty wannabe quakefags need to fuck off with this WAH WAH HITSCAN WEAPONS MAKE ALL GAMES BAD nonsense
>>
>>144006860
There's a highschool physics formula for this exact problem.
>>
>>144005928
It's Cryengine with Amazon bloat on top, they didn't do shit to un-fuck it, don't bother.
>>
>>144006887
Then you're limiting the shot distance, which is a poor approximation for bullet drop/air resistance.
>>
>>144006934
>please help im retarded
>>
>>144006860
Please tell me you're using vectors in your game. If so, it should be extremely obvious. If not, why the fuck are you making a physics game?
>>
>>144005928
lol
>>
>>144006964

Why can't you just limit the range according to the map size?
>>
>>143968234
>unity2d.com
what is this?
>>
>>144007270
Then you're still doing a longer raycast in one frame instead of a few shorter raycasts across multiple frames.

If you have a big map, it's less efficient and you don't get the stuff like bullet drop that makes snipers require more skill.

If you have a small map, there's not much difference, but hitscan is never BETTER than projectile, it just might sometimes be an alright approximation.
>>
>>144006906
>WAH WAH HITSCAN WEAPONS MAKE ALL GAMES BAD nonsense
They literally do.
Serious Sam of all fucking game has no place for it.
Hitscan was a means to avoid expensive cpu operations.
But it's not the 90's anymore.
>>
>>144007364
special fork of unity designed for 2d screens
>>
File: Screenshot_2016-05-31_00-11-31.png (14KB, 661x506px) Image search: [Google]
Screenshot_2016-05-31_00-11-31.png
14KB, 661x506px
I'm about to release a pack of dithering effects on unity store... Waiting for confirmation from Unity now.

Here is a sample screenshot.

I'm including about 30 palettes (mainly classic computers like C64, ZX Spectrum, Apple II, but also some that just look nice) and about 25 dithering patterns.

I tested it and it barely causes any fps drop and looks quite neat. I'm not gonna advertise it here because I'm not a douchebag, but if you find it in the store and email me using the "support" email, I will send you the pack for free. Just say something about agdg so I know you're a bro.
>>
cos and sin
>>
>spent the whole day in a void of uncertainty and barely got any devving done

i'll feel better tomorrow and make a decision right?
>>
>>144007798
Does it pertain to your game?
>>
>>144007798
>barely any
That's more than none!
>i'll feel better tomorrow and make a decision right?
Yes.
>>
File: 23060143103_9284378a0c_h.jpg (1012KB, 1600x931px) Image search: [Google]
23060143103_9284378a0c_h.jpg
1012KB, 1600x931px
>>144007798
Yes you will senpai
>>
>want to make futurisic/neon jet set radio clone
>http://store.steampowered.com/app/280180/

fuck off why do all my ideas have to be made already
>>
>>144007892

Yeah, I really don't know what to do desu. All of my ideas are huge in scale and I just want to make something fun that I can finish. That seems impossible

>>144007895
>>144007951

thanks guys, i hope so.
>>
>>144007798
don't let that turn into procrastination. it will mean the end of your gamedev before it has even really begun
>>
>>144005682
Same as >>144005818
>>
>>144008129
>Early Access
What's the issue exactly, this game is never going to actually come out.
Nor is it filling the JSR niche, it's MP "open" read: empty shit.

And the city doesn't even capture the same feeling.
Work on the game and learn from this ones mistakes, m8.
>>
>>144008271
>All of my ideas are huge in scale
Them flesh them out and make them perfect for the day that you can actually realize them.

And for now, think of a smaller game you like and what you'd like it to be or how you can make a whole new game from it.
>>
File: zdsU7xU.png (66KB, 388x223px) Image search: [Google]
zdsU7xU.png
66KB, 388x223px
Sorry to be that newfag, but what would be a reasonable amount of time to develop a RPG maker game that lasted about 1-3 hours? I'm planning to start a project that would be finished around this time next year.

I don't have any prior programming experience but i do have some art/pixel art experience. I also tinkered around with RPG maker a few years ago.

Is 1 year enough or not?
>>
>>144008129
>my original idea is to clone something
>>
Are porn games okay here?
>>
File: goingaroundandaroundandaround.gif (313KB, 970x619px) Image search: [Google]
goingaroundandaroundandaround.gif
313KB, 970x619px
>>144006860
Cos and Sine mothafucka, they have a circular congruence
>>
>>144008823

If it's a game, it's okay.
>>
>>144008823
You might get 3 day'd but our moderation is spotty so sure.
You might be better off in /aco/ though.
>>
>>144008823
just censor the lewd bits before posting them or janny will get you
>>
>>144008823
No lewds because blue board, but you're welcome to talk about it and post anything sfw
>>
>>144008823
Any progress is good. We're flooded with dumb dogposting and drama
Please save us
>>
>>144008828
sin/cos has nothing to do with gravity simulations. read a fucking book nigga
>>
>>144008693
It's a jrpg so you could easily make a 3 hour grind fest with stock assets in the time it takes to learn the absolute basics of RPG maker; it really depends on how much actual content you want to make (mostly art/text), but I couldn't imagine it taking more than a year.

You don't need to program to use RPG maker which is why it's not gamedev
>>
>>144009335
Nigga you dumb
>>
My trig is really rusty.

What would the equation look like for setting the pitch of something depending on Z velocity?
>>
>>144007431
I'll reiterate:
Hitscan is a mechanic like every other. Sorry you've had a bad experience with Serious Sam, that sucks.
But that doesn't make hitscan automatically bad. What matters is how it's used, not whether it's used. And it can be used pretty fucking well.
>>
>>144010046
>Sorry you've had a bad experience with Serious Sam, that sucks.
Nah, I love it despite HS.

>But that doesn't make hitscan automatically bad.
There is no situation where HS is more appropriate than realistic* ballistics.

It's like trying to defend billboard 3d.
>>
>>144010046
Hitscan is the special case of infinitely fast, infinitesimal projectiles. Logically, it can never be better than the alternative, only just as good, in certain cases.
>>
File: 1464635024717.jpg (23KB, 399x297px) Image search: [Google]
1464635024717.jpg
23KB, 399x297px
>>143984517
Where's Kobold dev? Gift of God dev? Clarent dev? That dev who had a bag full of dildos? The rogue like devs? Where are you guys?
>>
is there a game you could program for a whole year without touching assets or sound
>>
>>144010365
>without touching assets or sound
literally any game
.Stop making excuses.

Placeholders can be made from WORD text, sfx can be you literally saying what they should be.
>>
>>144010365
roguelikes
>>
>>144010026
Not original poster but:

a being an angle no bigger than 2 pi, and which increase's upon entry to a planets troposphere (or whatever you are simulating) would look something like

x = planetRadius + cos(a)
y = planetRadius + sin(a)

and rotate the ship / person / objects rotation by the angle (or the inverse angle to change direction)
>>
>>144010351
Games come and go here all the time.
Some live for years, some die in three posts.
Stop getting attached.
>>
Which of these game genres is most easily achievable for a relatively new Unity dev.

>Sandbox spaceship/space fighter game
>3d Platformer a la mario 64/ps1 stuff like crash bandicoot
>Rhythm game
>beat em up a la power stone/smash bros
>>
>>144010351
They left this hellhole
>>
File: not.png (656KB, 796x548px) Image search: [Google]
not.png
656KB, 796x548px
HOL UP

So graphics are not that important? I saw this posted on /v/ and it's an actual meme game that did relatively good.

I think I can draw a bit better than this.
>>
>>144010820
This being the simplest possible equation to perform the simulation, Depending on the depth of simulation you will need to simulate other things like acceleration and mass, look up circular motion for that
>>
>>144010351

Kobold "dev" was probably banned for sourceposting desu
>>
>>144010930
Runescape is one of the most if not the most successful browser MMO that used programmer art for a long ass time.
>>
Been hesitant joining in on this thread due to a lot of talk being about stuff I don't even understand, but I've done programming as a hobby for a while and just haven't had the drive to finish a game.

So anyways, got a platformer game I made a bit back, of course only a demo and doesn't have a huge amount of quality but I personally enjoyed the product. Most others don't seem to care for it. Been told it moves at least pretty smoothly, though it's pretty difficult.

Not sure if I want to post it in case it just gets shit on by everyone, but was just offering if people even wanted to try it out.
>>
>>144011227
>I've done programming as a hobby for a while and just haven't had the drive to finish a game.
Welcome, you'll fit right in
>>
>>144011227

Inevitably some people might meme on you, but a lot of us are here because we love gamedev and will give you feedback and advice.

The fact you've made something puts you above most here, so fuck them.


Post it man.
>>
File: hwO9iis.png (151KB, 557x605px) Image search: [Google]
hwO9iis.png
151KB, 557x605px
>>144011227
This thread is pure hatred, i post my stuff here specifically to have people shit on it so i later can sift through it and find the few good nuggets of actual critique. Love this place.
>>
>>144011227
>Not sure if I want to post it in case it just gets shit on by everyone, but was just offering if people even wanted to try it out.

Word of advice is everything you make is going to get shit on.
You probably won't get a whole lot of downloads but you'll probably get some.

Ignore shitposting, don't handle critism like a child, don't kiss ass and you'l lbe alright.
>>
>>144010820
this is not how you simulate gravity ffs. you replied to the wrong person too

the original person who asked has no use with sin/cos

it's literally just
> vec_to_planet = planet_pos - ship_pos
> f = vec_to_planet / len(vec_to_planet)^2
> a = f / m * t
> v = v + a * t
> ship_pos = ship_pos + v * t
you can integrate this if you want accuracy
>>
how is pygame?
should I use it?
>>
>>144011543
No.
>>
what makes a game control well? I hate shitty game controls like Super Meat Boy for example, is it something you can learn, or is it different for every game?
>>
>>144011543
Fuck no
Lua + love2D or godot
>>
File: space suit.png (225KB, 1488x885px) Image search: [Google]
space suit.png
225KB, 1488x885px
Space suit
>>
>>144011571
Comes down to your preference. I like the SMB controlsm FWIW.
>>
>>144011489
Its astounding how wrong you are.
>>
why aren't you making a porn game?
https://www.patreon.com/iccreations?ty=h
https://www.patreon.com/icstor?ty=h
>>
Two positive posts and two negative posts. I try and take criticism but yeah no promises if I'll actually stay if shit goes too sour for stuff I do. I've been into programming for 10 years now and have done on and off projects and have a bunch of ideas.

>>144011571
Also this making me more hesitant because my project has some Super Meat Boy influence because I love how fluent the controls are. First person I've seen to say otherwise.
>>
>>144011790
>simulating an orbit means moving around in a perfect circle with complete disregard to actual physics
>>
>>144011837
I am
Practicing my porn art first
>>
>>144011837
>games from those ridiculous 3DCG comics I used to love when I was younger
oh man
>>
>>144011886
Man up.

AGDG is a proving ground for whether you're ready to take criticism (or even hate, in stride) or whether you're just going to have tantrums like Phil Fish when your game is released to the public.

You make the decision.
>>
>>144011928
i was just memeing, I got you good
>>
>>144011886
Yeah just fuck off now then.
One blogpost is enough.
>>
>>144011886
If your can't take criticism on agdg than you won't be able to take it anywhere else. At least here you can ignore it as shitposting.
>>
>Unity goes full retard with their new pricing model (thanks john ravioli)

>CryEngine is now FOSS and it has a C# layer over their sepples API

good bye Unity
>>
>>144007558
now im wondering what the best way to subtly reference agdg is
>>
>>144012092
Generally known myself to be too sensitive, but I sure as hell am not going to be like Phil Fish. But with the whole mentality of "never know until you try", I'll just show off the project then. I believe this is the right project. I haven't worked on it in a few months but recently found it again and was tempted to pick it back up. Don't own any of the music, was just files sitting around on my computer and such of songs I liked.

https://www.dropbox.com/s/qg6p8cvnle8u7y2/One%20Bit-Default-1.0.0.5.exe?dl=0
>>
File: paused.gif (368KB, 480x270px) Image search: [Google]
paused.gif
368KB, 480x270px
I've been working on pause and options screens all day. I really really really feel braindead
>>
>>144012350
For the future, people here aren't going to want to install something to test it.
>>
>>144012509
It asks to install something? I thought it was just a normal .exe. If I get more demos out and such I'll probably look into making it not be shit like that.
>>
File: 1461724554059.jpg (449KB, 1013x847px) Image search: [Google]
1461724554059.jpg
449KB, 1013x847px
>>144011837
>horrible uncanny valley cg porn game
>probably making more money than I ever will of games
>>
>>144012350
It's a decent idea, but somewhat poor execution. Especially the controls. As soon as the game expected me to do stuff like wall jump and grab/throw a box at the same time, I had to stop because it was way too awkward. Wall jumping just also didn't feel very fluid.

It also looks ugly (mostly because of the interpolation when upscaling), and the varying zoom levels are just amateurish, but that's easy to change.

I think it has a lot of potential.
>>
>>144012092
This. I love not being Phil Fish.
>>
>>144013008
I guess the walljumping seemed fine to me. I didn't get too many complaints about that specific part. I felt like getting a mix of Super Meat Boy with some Super Mario World mechanics I've seen before, so I guess it made sense to me.

As for graphics, yeah I didn't spend a huge amount of time on that as I was mainly doing the project for the level design and programming. Lazy to not put time into the graphics but I didn't plan on the project getting too far.
>>
>>144011702
Noice
>>
>>144012316
I don't see what Unity Plus actually adds.
>>
>>144010858
Crash babdicoot. Basically an endless runner. If this is your first game it'll take weeks and it probably won't look good.

Look up endless runner tutorials on youtube
>>
>>143973595
really well done topology m8
>>
>>144013402
dark skin

but the mandatory unity splash screen is still included lol
>>
>CryEngine's source code is horrible, but the result is very reliable and performant
I hate to see what Unity's source looks like.
>>
>>144013597

Thank you, I'll get started on this tonight.
>>
>>144010858
Not a Unity dev, but rythm game sounds easiest.

>>144012465
Holy shit, nice. What game?
>>
>>144011558
>>144011596
I'm using it anyways
>>
>>144013938
Naming inconsistency and shitty programming style have nothing to do with performances
>>
>>144014380
>I ask questions to be validated and not to get actual help
Fuck off.
>>
>>144014408
Obviously not, but well-designed code is much less susceptible to problems that are too difficult or time-consuming to bother fixing.
>>
>>144014380
Dumb pygame poster
>>
File: space skelington.png (191KB, 1218x872px) Image search: [Google]
space skelington.png
191KB, 1218x872px
>>144013296

space skelington
>>
>>144015009
wouldn't it be more similar to a mummy since there's little to no oxigen in open space?
>>
File: watt.png (638KB, 2880x1024px) Image search: [Google]
watt.png
638KB, 2880x1024px
Reminder that I'm a shitposter and gender in games has been an issue since the 90s
>>
>>144015227
vashta nerada
>>
>>144015393
>what is a translation error
>>
>>144015393

Birdo is a better example. Literal tranny monster
>>
>>144010351
Gift of God dev lives in steam chat and only occasionally posts a "progress" screenshot to get a few (You)s. They'd never lower themselves to the level of joining the recap, the stuck up fuck.
>>
File: tmp_20579-1464127121888700212481.jpg (150KB, 1146x1213px) Image search: [Google]
tmp_20579-1464127121888700212481.jpg
150KB, 1146x1213px
Any decent examples of 3D games made in Godot? Their MIT licensing is attractive but they seem weak on the 3D front. Their website says they have a big update planned by the end of the year.
>>
>>144014259
https://meneerguus.itch.io/apotheosis
>>
File: TabletText.webm (612KB, 960x540px) Image search: [Google]
TabletText.webm
612KB, 960x540px
Fuck spooky physics books i'm gonna go with magical tablets instead that when put on the table "chooses" a level.
>>
is anyone here learning/using 2 engines concurrently?

I want to make 3d and 2d games. What's the best approach to that?
>>
>>144016194
>What's the best approach to that?
learn c++
>>
File: space skelington2.png (143KB, 1091x870px) Image search: [Google]
space skelington2.png
143KB, 1091x870px
>>144015227

the parasite eat all the flesh.
>>
File: 1458402929574.jpg (182KB, 1024x1024px) Image search: [Google]
1458402929574.jpg
182KB, 1024x1024px
I need an artist. Please post a link to your art and a contact link (preferrably Steam)
>>
059
Epic.
>>
>>144016085
3D really still is weak, but they've barely touched it. It's planned for this year.

With that being said, an aggydagger won Godot's contest a couple months ago: https://cowthing.itch.io/mouse-boat

Godot can basically only do PS2-level/360 launch title level graphics.
>>
Any updated indie devblogs out there? I'm interested in reading about a beginner/intermediate guy's journey or something.
>>
>>144017090
http://nacidev.tumblr.com
>>
>2 hours left
>4 submissions so far
>>
>>144017659
>tfw the guy with the robots that did nothing but move around didn't make it.
I liked her slut
>>
>>144016697
you post it, i say no more
>>
>>144012092
I wonder if any human being can take being insulted by thousands upon thousands of people day after day "in stride" without reacting negatively.
>>
>>144017659
>>144017935
>tfw the guy making the spooky anime girl disappeared
Fuck this place. I believed in you and you let me down, again.
>>
File: 1445212208781.jpg (14KB, 251x242px) Image search: [Google]
1445212208781.jpg
14KB, 251x242px
>finally motivated to like make game
>design a game trying to work around my art and code limitations while trying to add hobbies and fetishes to stay motivated
>final game draft is an empty war room with nothing but war propaganda posters and waifus where you move resources around
Yeah, this sure is going to be fun
>>
>Been applying to jobs on the west coast for weeks
>Software dev positions see a couple years full stack web dev experience on my resume
>Instantly disregard me as "not having the experience they're looking for"

Serious question to any software dev will having finished or at least prototyped games help me get my foot in the door of real software dev and let me leave webdev or do employers only care about professional experience?

Because if so I need to cancel the porn part of my roguelike.
>>
>>144018282
Phil is only a meme BECAUSE he reacts.
>>
>>144018565
https://www.youtube.com/watch?v=x1TsOHyJPpw
>>
File: space skelington3.png (110KB, 1384x837px) Image search: [Google]
space skelington3.png
110KB, 1384x837px
spoopy
>>
>>144018565
We live in a time where anyone could sellout of a startup for hundreds of millions or billions.
You don't need to work for other people m8.
>>
>>144017090
I'm still a beginner but you can see my first year and a half progress in a bunch of 3d projects in unity

neetdev.tumblr.com
>>
>>144018994
>>144018923
y-you too...

>>144017090
I haven't updated it in a while but you can see my roguelike progress from moving a square to what I had two months ago here: roguelikedev.tumblr.com
>>
File: MPAST.gif (104KB, 865x424px) Image search: [Google]
MPAST.gif
104KB, 865x424px
Started going a little more indepth with the world map, gonna give it a little more depth.
>>
Has anyone tried Love2D? I've wanted to make a 2d rpg game for a while now but I hate RPGMaker and I'm too poor for GameMaker or other engines that you need to pay for.
>>
>>144020091
One of our best devs here uses Love.
>>
File: SR_World_Map.png (19KB, 1232x257px) Image search: [Google]
SR_World_Map.png
19KB, 1232x257px
>>144019909
you can refer to the best world map ever created
>>
>>144020175
What is that from? It looks pretty cool!
>>
>>144020175
God damn I forgot about this game. Such a weird concept but was so captivating in its style.
>>
A: Guys! I can only program but I can't do art, what should I do?
>"You don't need an artist, just use programmer art."
A: Okay, here's my game!
>"This looks like total shit, like a 6 year old drew it, just give up"
B: Guys! I can only do art but I can't program, what should I do?
>"There are some options, but if you wanna do anything serious, you're going to need to learn"
B: Okay, here are some art mock ups I made. All you do is walk left and right.
>"Holy shit, this is amazing. This quality is too high for AGDG. This is going places"

Just another day on /agdg/
>>
File: HitHard.webm (2MB, 720x480px) Image search: [Google]
HitHard.webm
2MB, 720x480px
Diversifying player hit reactions because the little stumble-about looked stupid as fuck in the fight with Big Jim.

So here's the heavy knockback.

I've actually got the skeletal structure of a stun-recover thing (for the player being dazed, and also for tapping out right as you land from this hit to flip into standing and save time), so I'll implement that next.

Yes, I just use a debug prompt to apply damage.

I'm considering adding some hitlag and heavy effects to the player taking damage; I wonder if it would be weird to aspire to make TAKING hits feel as satisfying as DEALING them.
>>
>>144017659
To be fair, the jam was made for the sake of shitposting.
NOT saying that the devs submitting, themselves, are shitposting, they're legit.

>>144020175
Not him but damn thats pure sex right there.
>>
>>144020549
Who are you quoting?
>>
>>144020591
>the jam was made for the sake of shitposting
???
>>
>>144020624
Everyone.
>>
>>144020549
>That feel when my art is decent and it literally does cause people to ignore how awful and bland and poorly done my gameplay is.
>Never get any good feedback because of it

Art bias is real.
>>
>>144018565
didn't they give you a test? apply for junior positions m8
>>
>>144020338
an 8 year old small java game updated weekly or so by a lone japanese indie dev ha55ii

http://dan-ball.jp/en/javagame/ranger/

he has also created several other "games" which may or may not be really interesting to you
>>
File: house.png (1KB, 98x87px) Image search: [Google]
house.png
1KB, 98x87px
first time making a house, what do you all think?
what could i do better?
>>
>>144020961
Fan of Dan-Ball site's games for a few years now, stuff feels nostalgic at this point. I remember when Stick Ranger first came out and the concept felt so weird but enjoyable. I never got too far in it, sadlly.
>>
>>144020745
And people wonder why shitty pixel platformers come out all the time
>>
>>144020175
God damn, that's a Super Mario World/top tier SMW hack overworld map right here. I'm going to check this out.

>>144020549
I can only program GM shit and draw the most basic pixelshit, but I've never gotten any negative feedback for using colored boxes or stuff from opengameart.
(One guy once suggested I get a MC sprite, but said that the rest was p. good)

If you're getting shit for your lack of art you're probably using outright ugly placeholders.
Simple coloured boxes > Stuff you drew in Paint in ten seconds or got from google images.
>>
>>144021116
im quite sure its in my top 10 games ive spent the longest playing

rip first versions where you could just drag gladiators through air killing everyone in its path
>>
>>144021050
I'd personally like if the windows were less blue
>>
>>144021528
I'm hardly into RPGs but the style Stick Ranger went for was really...different. I'd love to try a game in its style, either graphically or gameplay, some day as a homage.
>>
>>144021837
well i really like how it seems like an idle game but you actually have quite an input once you start an area

kinda reminds me of patapons where you also have the game split in two parts, managing an army and commanding it

goddamn i wish more games tried to experiment with this manage and command style
>>
File: output.webm (432KB, 963x543px) Image search: [Google]
output.webm
432KB, 963x543px
Progress!

Got a working HUD that tracks health and stamina, looks like shit for now but at least the thing works.

>>144020549
I've not received any real hate for my crappy placeholders. Then again I'm not a programmer or art dude I'm a writer flailing at the unknown in an attempt to not suck shit so I'm bad at both sides.
>>
>>144022225
Had an idea somewhat in the style a bit back, combined some simulator/pet style of play where you can get attached to your "party" members and actually raise them in your own ways. Weird mix, but hey could have been neat.
>>
>>144020910
A junior position will likely mean a pay cut from my current job, but I didn't get a test anyway. I can't even get my foot in the door because recruiters see "web dev" only and then don't even look at my linkedin or personal portfolio site.
>>
File: ripoff.webm (3MB, 920x564px) Image search: [Google]
ripoff.webm
3MB, 920x564px
Haven't posted progress for this in forever, but here's some recent stuff from my bangai o clone.
>>
File: 1431993979037.jpg (115KB, 836x872px) Image search: [Google]
1431993979037.jpg
115KB, 836x872px
>>
brb making my own isometric tactical rpg too
>>
If I were to attempt a harvest moon style life sim game, what kind of features would you guys want in such a project?
I think if I do get a design doc up and running, I'd start very small and get the basic features out of the way and then expand/add on areas as I go in a fashion rather than working on everything at once.
>>
>>144023428
>I want to try to bite off Stardew's success with a genre I have no interest in

Become a mobile-dev please, Steam doesn't need any more of you shitters.
>>
>>144023428
Oh hey, I'm making something similar. It's a turn-based game so that every action requires time. For example, cooking will take an hour or tending the fields will take 2 hours and you only have so much time in a day before needing to sleep or passing out.
The point of the game is to build reputation, you do this by selling good quality crops. Once you have a high enough reputation you can hire workers (or slaves) for you.
I plan on adding a dungeon and you get rep from exploring dungeons, finding loot and killing bosses.
>>
>>144023891
I never said I wanted to sell it, poopieposter.
I've no desire to.
>>
>>144022229
>for my crappy placeholders.
What are the placeholders? Other than the health bar and the plainness of the ground, nothing looks terrible there
>>
>>144024414
Looks like those slimes are edits from HeartBeast's RPG tutorial
>>
In case you guys don't know about it :
https://graphtreon.com/

>https://www.patreon.com/user?u=108351&ty=h
>rank #1
>>
>>144024414
Pretty much everything in the game right now is a placeholder because I just started learning art stuff. I am a little proud of my character dude but I still have a lot of work to put into him before I'd want him in the game, plus his animations are ass because I've not been able to find a tutorial on how to do that well.

I haven't even bothered to tile the ground in the mob test area yet, I should do that.
>>
>>144025029
http://breedingseasongame.blogspot.com/

Gotta admit their sprites look good.
>>
reminder that if you have a kickstarter or patreon you no longer independent therefore no longer indie
>>
>>144025117
Don't worry dude.
>>
>>144025248
Nice new shitpost dude!
>>
>>144025117
It looks good so far.
And you'll only get better with time.

After 2 years of dedicated gamedev (on lots of different projects because I'm a huge flake) I've improved quite a lot.
Trying out different styles has also really helped in that regard.

My only real advice so far, and its not even advice so much as preference, is that I think your shading could use more color definition. The shades of the beard/skin could be more red, not just a darker shade of the same color, for instance.

But I wouldn't worry about that right now. Explore your talents my man.
>>
File: fok.png (3KB, 344x54px) Image search: [Google]
fok.png
3KB, 344x54px
>tfw

how do I twitter? I consistently get a dozen or two likes and shares on tumblr but never get anything on tumblr. I would have expected people to be more receptive to my posts on there of all places but get nothing.
>>
File: 1435616926448.gif (2MB, 400x286px) Image search: [Google]
1435616926448.gif
2MB, 400x286px
>start making games in unity when i was young (unity 2 just released)
>this is fun
>get older, distance myself from unity because i want to make "real games"
>dabble in c# and XNA. can't grasp it
>go to college, learn more c#, java, etc.
>haven't touched unity in years
>graduate, looking for work
>there's a game dev studio in my city and they're looking for people
>"Position Available: Experienced Unity Programmer"
>"2-5 years experience working on and shipping games, or other interactive projects."
>>
>>144022620
because every UI/UIX/graphics designer turns to a webdev there is a huge saturation
>>
>>144026137
I know why, it's just frustrating. I work as a full stack dev right now and I get lumped in with people that have no degree and think HTML is a programming language.

Anyway my original question was: Will having hobbyist gamedev prototypes and full games to show help?
>>
>>143971881
A VN then?
>>
File: 1445377481912.jpg (66KB, 585x300px) Image search: [Google]
1445377481912.jpg
66KB, 585x300px
>>
>>144025387
>>144025931
Thanks dudes, It's just frustrating to go from a creative field I'm skilled at to one I'm not. I've got a perfect image in my head of what I want to draw and get it to work but my attempts don't match it so I just end up wanting to scrap it and start again.

I know if I did that though I'd never finish a game so I'm trying to just push through and learn while I make this.

Thanks for the advice about the shading, I'm still figuring out how a palette actually works so any advice is great.
>>
>>144022976

too?
>>
>>144025029
>https://www.patreon.com/user?u=108351&ty=h
is erotica lucrative?
why isnt everybody doing it?
>>
>>144025029
I like how Easy Allies has less than half the supporters, has been alive for only a few months, yet is making 7 thousand more each month.
>>
File: house.png (2KB, 98x92px) Image search: [Google]
house.png
2KB, 98x92px
>>144021646
any better?
>>
>>144027907
What people posting successful patreons don't realize is that for one, there's atleast 5-10 failed accounts.

It's just like the Kickstarter bubble.
>>
>>144026472
if you made something using an a barebone framework and made your own AI or some other kind of library it would be damn impressive
>>
File: what am I doing with my life.png (63KB, 518x1650px) Image search: [Google]
what am I doing with my life.png
63KB, 518x1650px
>>144029245
What if I'm using Monogame to make a roguelike?
>>
>>144029245
also i wanna add another thing which is not only directive towards you.

there is a rise in demand for unity and UE4 devs, especially for interactive simulations. i predict this to be a big thing
>>
War game, or Warhawk game?
>>
>>144022763
I dunno about that color palette but that game looks fun as fuck
>>
>>144029441
The last time I did any sort of simulation was an AI course in college where I made a program that creates X number of people with randomly generated ages, races, genders, interests, dislikes, and geographical areas and dispersed them between Y number of Z different social networks, then created a fake news article about some topic and seeded it to a random amount of people and you could watch the news article spread through the social networks through the people on them over any amount of given time.

Shit, would anyone play a clickbait writing simulator?
>>
>>144017935
I did! They shoot now!
>>
>>144029382
interesting question, i don't know the answer however.
depends on whats going on there
>>
Question:

I have an NPC who moves around an area from point A to point B, back and forth.

How would you guys suggest "simulating" something like this when the player is present in a different area?
>>
>>144028234
Why are people even supporting them? They're just making youtube review videos. Just why? Seriously I don't get people.
>>
File: demo.webm (3MB, 1440x900px) Image search: [Google]
demo.webm
3MB, 1440x900px
>>144029905
This.
>Basic AI
>Procgen
>Raycasting LOS
>Inventory management
>Saving / loading game states
>Pure entity component system architecture
>Rewriting right now to not be pure ECS based on an article I read at boreal.aggydaggy.com
>>
>>144029856
instead of rendering interiors companies now make actual simulations where you can walk inside the house to impress clients

in unity people want interactive apps for their clients to mess around in tablets, sounds really mundane but i see those job adverts all the time
>>
>>144028575
Yeah, I like it more. My logic is that windows reflect the sky.
>>
>>144030432
Holy shit that sounds so boring. It sounds like something that sounds really good to people presenting to upper management but something that real customers probably wouldn't be interested in? I know I sure as shit wouldn't trust a computer rendering.
>>
>>144022229
>have an idea for a game
>possess none of the skills needed to make a game
>fuck it, grab a handful of its guts and start makin a game
I like you. I expect good things from you.

I would say the biggest thing for you is hit behaviors. I know you're using placeholder art assets for now, but at the very least I'd like to see the player get knocked back when he takes damage.
>>
Hey, /agdg/. I'm trying to basically roll a D&D character in GML.

Core stats roll just fine. When I started adding secondary stats is when I ran into trouble.

Here's what I have:

http://pastebin.com/sRM41yXt

I know I should be using switch cases instead of if/if else, but I'll do that after I fix this error.

Anyway, it keeps telling me that I'm calling meleeToHitMod (line 92) before I set it. I assume this error is also on lines 93-95 and it's just not getting there before it crashes. However, I set it inside the if statements.

As far as I can tell, what should be happening is

>roll stats
>based on these rolls, determine secondary stats
>based on secondary stats, determine tertiary stats

But it's trying to do step 3 before step 2 finishes, even though step 2 is earlier in the script.

Help me out?
>>
>>144030168
this experience applies more to game making i guess, heavy use of math can also help for people that mess with statistics but i don't really know where you can take this, however its a good direction

>>144030592
idk, did you see layers of fear? we can accomplish good things in real time now. bonus points if you understand shaders and graphics programming
>>
>UE4
>Can't update reflection captures in real time
>can't reassigned cubemap of reflection capture in real time
>can't force cubemaps to capture dynamic lights

Fucking hell. My current work around is to have two reflection captures (one with light on, one with light off) and turn them on/off depending on the light state but this is such a pain in the ass to set up.

I have a love hate relationship with this engine.
>>
>>144030871
What you really have a love-hate relationship with is deferred rendering, because it's a fault of the deferred pipeline that shit like this happens.

Believe me, I feel your pain. I HATE deferred rendering but I love everything else about UE4.
>>
File: 1456605527427.jpg (119KB, 716x520px) Image search: [Google]
1456605527427.jpg
119KB, 716x520px
>Living with GF both studying at UNI
>Together for 4 years.
>She'll be with her parents a whole month to take her drivers licence
>I have no drivers license
>I'll be with her about half that month, rest of the summer will be me infront of my computer devving
>She's studying to become a doctor
>I'm doing a 3 years programming course(it crazy hard to get into due to demand however, most people get work after 2 years and quit)

How do I live with myself?
>>
>>144030739
To the best of my knowledge, you can not use || like that in GML.
You'll have to either write it so it compares both values every time, if((rollSTR==3)||(rollSTR==4)) or you can check the range, if((rollSTR>=3)&&(rolSTR<=4)).
>>
>>144030064
once player enter an area the npc might be calculate where the npc is based on the time that passed since last calculation
>>
>deferred rendering
>not clustered forward rendering
Step the FUCK up, Epic.
>>
File: output.webm (974KB, 961x548px) Image search: [Google]
output.webm
974KB, 961x548px
>>144030724
I'll do my best to live up to your expectations.

I added knock back on the player and the slimes, it does look better now I've just got to add some kinda animation or something for getting hit.
>>
>>144031031
I dunno if it's only deferred rendering because Unity can update the captures fine. It seems to be a dumb limitation done by Epic for optimization reasons.
>>
>>144031778
Make the knockback quicker looks abit floaty now!
>>
>>144031778
I'd make the knockback on the player a BIT more extreme.

Also, juice helps; even without a hit-react animation, some screen shake or flashing white on the sprite will do a lot to convey damage
>>
>>144028575
I think you need to make the roof pop a bit more, so it's not flush with the house and maybe lighten the front of the roof just a bit.
>>
File: 1464521134386.png (44KB, 349x303px) Image search: [Google]
1464521134386.png
44KB, 349x303px
Could I get away with making a game with a Doom (as in Doom 2 as in 1995) source port, or would that forever brand me as a faux-retro pretentious hipster motherfucker only in it for nostalgiabux?

I just really enjoy making maps in Doombuilder DESU, that's my reason for wanting to do so.
>>
>>144031778
call it Slime Slapper
>>
>>144029382
jesus christ, its like you just learned how to use OOP
>>
>>143969016
There are no dubs on vg
>>
614
Here we go.
>>
>>144032289
Of course.
Ignore shitposting and post progress.
We could use more variety anyway.
>>
File: 1464736776196.png (1KB, 98x92px) Image search: [Google]
1464736776196.png
1KB, 98x92px
>>144028575
not op but bored
>>
File: lewdeyes.png (2MB, 1920x1080px) Image search: [Google]
lewdeyes.png
2MB, 1920x1080px
Need to create a game from zero till next monday and it NEEDS to be a p2p game.
Please, someone give me a sugestion about an engine to learn or a idea to what should i create.
pic unrelated
>>
>>144031456
That fixed it! Thanks!
>>
>>144032927
Cool.
The funny thing about it is, changing it to a switch statement before trying to fix this problem would have solved it for you.
>>
>>144032867
UE4 has the easiest multiplayer system I've seen for a game engine. It's basically click replicate on a variable and it deals with it for you.

Make a rock paper scissors game but the amount of cards you have is limited. Like some kind of restricted rock paper scissors.
>>
>>144032745
I don't lurk here, I gave up on indie gamedev around when AGDG got started (I was posting in the original-ass threads when it was on /v/, and then I got discouraged in 2010).

What's the "standard fare" of AGDG that you need variety from?
>>
Heartbeast's opinion on GM vs. Godot :

"GameMaker:

- Better for small games
- GML runs faster than gdscript (I'm pretty sure)
- A little easier to learn
- Faster prototyping
- I'd prefer GM for simple platformers, shooters, and games without too much UI.


Godot:

- Better for large projects (imho)
- Gdscript is more convenient (has dictionaries, easier to loop through information, real OOP)
- Amazing scene instancing system that is great for team projects (each person can work on a specific area of the game without stepping on the toes of another person)
- I'd prefer Godot for an RPG or anything with more complicated systems where OOP would be helpful and there is a lot of UI (Godot has one of the coolest UI systems I've seen anywhere)"

Thoughts? I like him as a teacher but that doesn't mean he's right about everything, thought I'd ask you guys too.

Also why would he say Godot is better than GM for large games? What's the problem with GM and large project? What if I want to make a 2D Zelda with a big open world? Would it be a problem on GM? I can't grasp why it would be to be honest. Deleted previous post because shit formatting.
>>
>>144032867
Just make videoball

Take it to market before Action Button, then accuse them of ripping off your idea
>>
>>144033303
Game maker platformers
Unity's moving cube/pill tutorial games
UE4's stock asset prototypes.
>>144032974
Advertising is against the rules HB.
>>
>>144033307
It's all tied around
>Gdscript is more convenient (has dictionaries, easier to loop through information, real OOP)
And that bit about the UI. Game Maker's UI support is next to nothing.

Any way, if you don't know what any of that stuff is and can't come to your own conclusion from this information, you're not a level where it matters.
>>
>>144033662
>Advertising is against the rules HB.
how retarded are you?
>>
>>144033662
>Game maker platformers
>Unity's moving cube/pill tutorial games
>UE4's stock asset prototypes.
Oh, engine-wise. I thought you meant genreshit.
>>
>>144033892
HB pls
>>
File: torpedoai-2016-05-31.webm (2MB, 800x600px) Image search: [Google]
torpedoai-2016-05-31.webm
2MB, 800x600px
made a new level.

progress has been really slow lately because i need to finish my master's degree.
>>
>>144033196
>>144033626
Many thanks guys :) is UE4 only 3D? its for a class on my university
>>
>>144033842
I'm indeed a beginner, still I feel like somewhat understanding the key point here. Surely it means that a larger project would become chaotic on GM, script/code-wise?

Looking over at some games made on GM like Light Drifter I'd say it's still possible to make a serious game though. I'm not interested in Godot, am more into GM, so am just trying to gather information. If I really need to get away from GM in the future I'd rather pick Unity.
>>
Awoo guy actually did it the absolute madman
>>
how would one go about making a level editor in Game Maker that I can actually use to create and save for use in the main campaign? i have hard-on for games in which every level is possible to make in the built-in level editor engine.
>>
Hello all. First time posting on /vg/, so forgive me if I'm out of the loop when it comes to board culture, etc.

I'm currently developing a porn game and more or less have everything done. The one thing I'm stuck on is how to make the lewd bits work properly. Somebody showed me Yiffalicious, and the way that game handles sex is incredible. I can't for the life of me, however, figure out how they do it. I mean, I have an idea, but nothing solid.

>penis and orifices each have script stating what they're doing (penetration or receiving)
>penis sends out raycast from all normal faces
>orifice reads these raycast and pushes/snaps verts into place

That's a super crude idea of how I think it's done, but it's really impossible to tell. If it is how they do it, I'm lost as to how to execute it. I usually try to be a 1MA when it comes to developing games, and that has worked out well so far, but I'm completely stumped and am looking for help to overcome this. Since adult games have a stigma/taboo on most mainstream sites, 4chan is one of the few places I can come to ask about this.

I came across http://labertorium.de/unity/789/unity-realtime-mesh-deformation-package/, but can't get it to work. The example scene works fine, but when I try using my own assets I get nothing but errors.

Worst case scenario, I could create a semi-decent system utilizing blendshapes with lots of clipping, but would prefer to get it right the first time.
>>
>>144022763
looks like it plays well but holy shit that background though
>>
>>143983443
What area do you like to focus on? I'm a programmer looking for an artist. Lots of GM:S experience as well.
>>
File: gamemaker-studio-2.png (95KB, 720x254px) Image search: [Google]
gamemaker-studio-2.png
95KB, 720x254px
What are you guys expecting from it? Anything in particular you'd like Yoyo to include in there?

Personally I just hope that GMS pro users won't have to pay for it.
>>
>>144034391
>Surely it means that a larger project would become chaotic on GM, script/code-wise?
That's exactly it. And as you've mentioned yourself, it's still very possible to make a large game in GM, it's just not as organised as a lower level engine.
>>
>>144035573
-free for those who already own GM:S
-return of some functions from pre-studio GM
-better file handling (just fucking allow us to save shit in game directory pls)
-faster processing, it's fucking annoying that you need to add delays because sometimes GM:S is just too fucking slow to do something
-overall better 3D support
-better room editor
>>
File: output.webm (2MB, 1414x628px) Image search: [Google]
output.webm
2MB, 1414x628px
Why my animated button gets stuck if i click and move mouse away then release?
>>
does being vegetarian make you a better dev?
>>
>>144036559
being vegetarian doesn't make you a better anything
>>
>>144034774
Honestly, how you go about making the editor is up to you. That's just as unique to your project as making the game itself.
The only thing that's absolutely required is a script to save the level and a script to load the level.

For my main game, I'm currently using ini files for level files, and I've seen some other games with similar setups, but you can also save the level in a ds_map and store that map as a string. Or even use a json, I think.
All that matters is you can save an object and its properties in the editor and the game can recreate that object and its properties in the game.
>>
>>144036619
Heretic!
>>
>>144036114
May I add
-usable collision functions and movement code

I always ended up writing my own collision code. Probably a waste of time, but I really find the built-in collision to be useless. I never used the built in speed variables, gravity, or friction.

Maybe I'm wrong here.
>>
>>144036114
>better file handling (just fucking allow us to save shit in game directory pls)
I agree with this so much. We could do it in 7, we could do it 8. Why does GM:S need to be sandboxed?
I am sick of telling people to go to their appdata directory to uninstall my game completely.
>>
>>144036645
>ini files

is this possible in GML?
>>
>>144036350
If I had to guess, it's because it loses it's shrink code when it's clicked and no longer responds to the mouse leaving.
>>
>>144036923
Yes. In fact, I find ini files to be the easiest type of file to write and read with Game Maker.
https://docs.yoyogames.com/source/dadiospice/002_reference/file%20handling/ini%20files/index.html
>>
>>144036923
Yes.

https://docs.yoyogames.com/source/dadiospice/002_reference/file%20handling/ini%20files/index.html
>>
>>144036114
>-return of some functions from pre-studio GM
May I ask which?
>-overall better 3D support
I'm not sure people using GMS care much about 3D, so I hope they keep prioritizing 2D above anything else.

>>144036863
You're not alone, everyone does this I'm sure.
>>
>>144037108
>>144037154
sweet! this makes things really interesting. thinking of having each level have an ini file in a separate folder, allowing players to modify them if they really want to (along with a built-in level editor).
>>
>>143986039
one is a stranger in need the other is a foreign invader asking you to help make him stronger before the upcoming war
>>
File: output.webm (2MB, 962x541px) Image search: [Google]
output.webm
2MB, 962x541px
>>144032057
>>144032070
Tried messing with the knockback, added screen shaking and made the player flash when hit, not been able to make him invincible when flashing yet but working on it.
>>
>>144037197
I definitely recommend it.
Game Maker's room editor is nice for beginners, but not being able to edit or load levels at runtime just doesn't work for real games. In the old days, I used to have a room for every level, nowadays I only have rm_menu, rm_game and rm_editor.
>>
What are some cool UIs that I can rip off?

And please none of that minimalism shit that plagues modern games.
>>
>>144036863
I did that too. The built-in movement functions (hspeed, vspeed, etc) and collisions are 100% shit.

>>144036910
It was always there until GM:S. It's stupid that we can't do it now. Why can't have it as option? Is it too much asked?

>>144037167
>screen_refresh
>screen_redraw
>io_handle
>sleep (I know it was broken, but It could be fixed)
>keyboard_wait
>mouse_wait
>string_execute

>I'm not sure people using GMS care much about 3D, so I hope they keep prioritizing 2D above anything else.
The 3D in GM:S is bad and with all these engines like Unity and UE, I expect them to try to at least move a bit forward.
>>
>>144037253
make him flash faster
>>
File: non_minimal_ui.png (2MB, 1363x768px) Image search: [Google]
non_minimal_ui.png
2MB, 1363x768px
>>144037593
>none of that minimalism shit that plagues modern games
Haha what.

Anyhow, here you go!
>>
If you want some royalty free drum beats from a batshit insane vegan here you go

https://youtu.be/XIb1Vv5-ZsU
>>
Asking AGAIN because I still haven't gotten a legitimate response:
Anyone know where I can join a team or find contract work in gamedev?
>>
>>144037942
>Best guess for this image: amusement park
>>
>>144038201
reddit.com/r/gamedevclassifieds
>>
File: output.webm (1MB, 960x541px) Image search: [Google]
output.webm
1MB, 960x541px
>>144037854
Better?
>>
>>144038439
>reddit.com/r/gamedevclassifieds
>REDDIT

REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE GET OUT MOTHDAN GET OUT
>>
File: professional_ui_dev.jpg (283KB, 1064x798px) Image search: [Google]
professional_ui_dev.jpg
283KB, 1064x798px
>>144037593
>>
h2dev in this heat?
>>
File: a.jpg (181KB, 1024x768px) Image search: [Google]
a.jpg
181KB, 1024x768px
>>144037593
You can move shit too. It's very user friendly.
>>
File: Kerfuffle 10.webm (3MB, 480x320px) Image search: [Google]
Kerfuffle 10.webm
3MB, 480x320px
New demo is out

Menu is in the game, you can turn all the anoying shit on the camera now.

hope you guys like it.
>>
File: minimalists_blown_the_fuck_out.png (1MB, 1440x900px) Image search: [Google]
minimalists_blown_the_fuck_out.png
1MB, 1440x900px
>>144037593
Here.
>>
>>144039376
is that a real ME screen
the UI looks like an XBLA game
>>
>>144038469
Still seems a little slow...
>>
File: fuckinggrossdude.jpg (464KB, 600x600px) Image search: [Google]
fuckinggrossdude.jpg
464KB, 600x600px
>>144039376
>>144038909
>>144038703
>>
>>144039376
isnt there a series of 3 hours videos just shiting on the ME1 interface?
>>
>>144039524
seconding this
>>
>>144039474
Nah it's some cunts attempts at fixing the UI, after reading a blog about all the things ME's UI did wrong.
>>
I can't make action games.
Like, I just cannot make fun gameplay for an action game at all.

I don't really know what else to try though.
Can you guys recommend something else to try to tackle? Something that'd make for a decent length experience.
>>
File: Untitled.png (51KB, 2132x568px) Image search: [Google]
Untitled.png
51KB, 2132x568px
Got the first part of my character generator working. Click roll and you'll randomly roll the six attributes, then everything else is derived from that.
>>
File: output.webm (596KB, 963x545px) Image search: [Google]
output.webm
596KB, 963x545px
>>144039516
Now?

Also actually made the player invincible when hit now too.
>>
>>144039948
>Can you guys recommend something else to try to tackle? Something that'd make for a decent length experience.
Make me a falsebound Kingdom sequel.
Doesn't even have to be Yu-gi-oh monsters.
I just want another game like it with more depth and a longer campaign.
>>
>>144039948
Walking sim
Survival horror
>>
>>144040121
Is it 60fps?
>>
File: maxresdefault.jpg (160KB, 1280x664px) Image search: [Google]
maxresdefault.jpg
160KB, 1280x664px
>>144037593
>>
File: space_empires.jpg (204KB, 1024x768px) Image search: [Google]
space_empires.jpg
204KB, 1024x768px
>>144037593
space empires
>>
I need to make money. What would be the easiest game to make? It doesn't have to be much. I just need to say "Hey look it's happening" to my family.
>>
>>144037942
the fug
>>
>>144040056
don't be that guy that makes the total stats different every time you roll
>>
>>144040913
The easiest game would be getting a job.
Your family isn't going to believe it's happening for years, if ever at all.
>>
>>144040913
Space shooter.
>>
>>144040913
>>144041269 this
Did you go to college? If so, you can probably find a job within a couple months of looking.

After that, you won't be stressed to the point that you have to fake making games.

Just embrace the fact that you're a nodev and move on with your life.
>>
>>144041209
Why not?
>>
>>144040913
>I'm a NEET who thinks I can make a game and make money ina week before I get kicked out

time to wageslave m8
>>
>>144040913
See:
>>144040271

Walking sim in particular.
>>
File: 1417521367820.png (100KB, 500x520px) Image search: [Google]
1417521367820.png
100KB, 500x520px
>>144041209
>not setting all 3 genes to Metastreum and rolling a billion times until you get an OP character
>>
>>144041462
cause literally everyone is just gonna mindlessly spam the button for an hour until they get the highest stat total, defeating the purpose of it in the first place
>>
>>144041721
Well, right now I'm just testing out how it works, making sure I can do derived stats, and so on.

I was also thinking about giving the player extra money to start with, diminishing based on the number of times they re-roll.
>>
If I'm modding shit in source engine, what sort of code do I need to use? I'm new to all of this, and I want to create shit for Garry's mod, before I work on my own stuff.
>>
File: nice.jpg (258KB, 1440x900px) Image search: [Google]
nice.jpg
258KB, 1440x900px
>>144037593
>>
>>144041941
just don't make the same mistake ADOM did
>>
if i dont know any programming and just go along with the unity tutorials provided by them, can i do some decent work on my own?

of course, id like to learn how to code C#. hell, i'd love to code anything. but im not sure how to get started, started with.
>>
>144042063
>>143983604
/egg/ is where you want if you're genuine.
>>
File: and.webm (119KB, 1280x800px) Image search: [Google]
and.webm
119KB, 1280x800px
Procedurally generated logic gates
>>
>>144042529
whats the point?
>>
>>144042281
>but im not sure how to get started, started with.
Close Unity.
Open up Mono, and stick to console applications while you work through a book or two.
>>
>>144042782
World domination
>>
alright guys. i'm doing some research here and was wondering if anyone had any input. are there and decent 3d rendering engines or game engines that are open source? i want something not massively difficult to work with. i've made stuff in love2d before but i got an idea that i need 3d for.
>>
>>144042829
What are console applications

Where can I find some free monobooks?
>>
>>144039295
>still no hitlag
>stamina bars
>looks like there's no blocking either, at least not in any traditional way
>fucked up hitboxes

i hope you're not pandering to actual fighting game players right?
>>
>>144042938
Irrlicht
Ogre3D
Horde3D
Urho3D
>>
File: tools added.png (157KB, 1670x1003px) Image search: [Google]
tools added.png
157KB, 1670x1003px
Thanks to the anons that gave me feedback on what to add today. I added a new section to Tools to link to 3d and 2d art software.

I wanted to add a section for music programs but I don't actually know any. Musicians of AGDG, what do you use to make your music?
>>
>>144043190
Ableton Live
>>
>>144043025
google.com
>>144043190
Fl Studio
>>
>>144043190
fl studio
https://clyp.it/yfygvegd
>>
File: 1458354987848.png (1MB, 1080x1200px) Image search: [Google]
1458354987848.png
1MB, 1080x1200px
>>144041269
Don't listen to this anon getting a job is impossible
>tfw graduated 6 months ago and still jobless
>>
>>144043436
what did you get your degree in? I've been thinking about getting a degree in CompSci but I'm afraid pajeet will have that market cornered in 4 years.
>>
File: Kerfuffle 7.webm (3MB, 800x600px) Image search: [Google]
Kerfuffle 7.webm
3MB, 800x600px
>>144043034
> you're not pandering to actual fighting game players right?
im not making ANOTHER street fighter clone if thats what you mean.

>still no hitlag
there is. 0,002 seconds to keep the game fast.

>stamina bars
yeah, i wanted to make something more tatical. were a missed hit will cost you more than just health. also is the only effective way to keep the game combo heavy AND avoid infinite combos at the same time

>looks like there's no blocking either, at least not in any traditional way
there is a block button, but blocking in fighting games doesnt make any fucking sense.
taking a high velocity strong kick in your arm will still hurt as fuck

then i made a second mechanic based on the dodge from god hand game.
still need to make a effect for the defense thought.

>fucked up hitboxes
yeah i using 2d hitboxes. so i need to fix then to be on the skeleton instead of the gameobject
>>
>>144042529
This is really cool. I wish I came up with this idea.
>>
>>144043586
Compsci major here. Had a full time job before I even graduated college and a year out of college I make good money in the midwest. There's jobs everywhere if you're good.
It's webdev though and I hate it don't go into webdev.
>>
>>144043395
p.jazzy m8.
Get rid of the perc that comes in at ~0:37, or atleast lower it to every 2 bears or something
>>
File: 3429999qt68fic9th.gif (366KB, 370x200px) Image search: [Google]
3429999qt68fic9th.gif
366KB, 370x200px
>>144043586
Software engineering, the only jobs around here are helpdesk or website design. Every time I have an interview somewhere they say "why do you want to work for us? you should get a job as a programmer"
>>
>>144043628
holy shit why did you decide to make a genre of game you know absolutely fucking nothing about

also
>2ms of hitlag
>1 frame in 60fps is 16ms
are you legitimately braindead?
>>
>>144043628
>to keep the game fast.
YOUR GAME IS三毛か知八とかンらな背に磯井らは特に借る
ISN'T FAST
FUCK YOU'RE GIVING ME DAVID PTSD.
TURN OFF ALL THE SHITTY EFFECTS
>>
>>144043080
what do you think is the easiest to use, especially coming from lua?
>>
File: out.webm (2MB, 800x600px) Image search: [Google]
out.webm
2MB, 800x600px
Would anyone actually want to demo this for the waifu jam? Only the very basic gameplay is in, and there's no sound, but I do have working dialogue, if that means anything
>>
>>144043942
Irrlicht is a full game engine, the others are rendering engines.
>>
>>144043816
Top kek I'm only a sophomore in Software Engineering, and I already have an internship. Step up senpai.
>>
>>144043971
Man, your art's getting a lot better.
Only demo it if you really want to. As it's not a game you made specifically for waifu jam, I think you should only upload it if you want some gameplay feedback.
>>
>>144043971
This reminds me of loli rape sim.

Whatever happened to that?
>>
File: UVs.png (297KB, 1228x878px) Image search: [Google]
UVs.png
297KB, 1228x878px
Doing drunk game dev (drunk game dev alwas ends in total chaos)
>>
File: file.png (3MB, 1602x901px) Image search: [Google]
file.png
3MB, 1602x901px
>>144043852
>are you legitimately braindead?
look at how good the game look and tell me

>>144043914
you can do it on the last game demo
i dont want to admit it but whitout the bloom it fucking loooks better
i miss edge detection thought
>>
>>144018978
Now everytime I see a space skelington I think of blackstar and I get sad rather than spooped.
>>
File: cogmind.png (71KB, 1366x768px) Image search: [Google]
cogmind.png
71KB, 1366x768px
>>144037593
>>
File: 1434984002784.jpg (98KB, 1280x720px) Image search: [Google]
1434984002784.jpg
98KB, 1280x720px
>>144044319
>pizza explosions
>>
File: IMG_2538.jpg (143KB, 659x697px) Image search: [Google]
IMG_2538.jpg
143KB, 659x697px
>>144044258
I had a job for most of my degree but quit because they were a shitty company. Worst idea ever
>>
>>144043586
Comp Sci here too.

Got a job 2 months after graduation. Not making as much as I'd like $42k/year but it's something. Been there for a year and 4 months.

As far as Pajeet taking over programming, I doubt that's going to happen. We outsource work all the time and it always come back trash quality. We have to rewrite half of it, if we use it at all.
>>
did a new
>>144044808
>>144044808
>>144044808
>>
>>144044714
Honestly it could just be your area. My hometown has ZERO software jobs so I gotta find a job fast and live somewhere far away after graduation. Keep sending out those resumes
>>
>>144044959
I don't know why people would want to live near where they grew up anyway

companies will pay for you to move out to them
>>
>>144043190
IIRC GraphicGale's free version isn't complete, like, you can't animate stuff and such. I wouldn't recommend it over Aseprite considering googling "aseprite download" gives you easy legit download links.
>>
File: whaaa.png (134KB, 327x482px) Image search: [Google]
whaaa.png
134KB, 327x482px
>>144043971
C-CUTE
>>
>>144045515
>bullying ESL people
>>
>>144043971
maximum noisy
>>
LOVE2D user here. Just wrote a pathfinding script. I'm hoping someone with Lua experience could take a look and critique it.

Anything I'm doing wrong? Anything I could do to make it run faster?

I've actually just rewritten it to be threaded so it doesn't slow down the main game thread, but I don't have that on github yet. Other than running in a separate thread, the code is pretty much the same.

www.github.com/danielpower/zStar
Thread posts: 760
Thread images: 128


[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y] [Search | Top | Home]

I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


If you need a post removed click on it's [Report] button and follow the instruction.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com.
If you like this website please support us by donating with Bitcoins at 16mKtbZiwW52BLkibtCr8jUg2KVUMTxVQ5
All trademarks and copyrights on this page are owned by their respective parties.
Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from that site.
This means that RandomArchive shows their content, archived.
If you need information for a Poster - contact them.