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/agdg/ - Amateur Game Dev General

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Thread replies: 761
Thread images: 149

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Armstrong, Edition

>Waifu Jam (OVER) Go play some games
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/
>>
>>144044808

I hope this is not bait to derail the thread
>>
>>144044808
>New article when?
When I figure out what to write about la.
>>
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first for hitlag
>>
>>144044981

it's called a hitstop brah
>>
>>144044816
im going to change my major to compsci (was gonna be game programming major; decided ill change it so it can look better for me)

anyways, what kind of job do you have? like, what do compsci people do at their job?

is it hard?
>>
>>144044972
Have any ideas?
>>
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>>144044981
DONT MAKE ME PUT HITSTOP ON THE GAME ANON
>>
>>144045219
Not really, I was kind of sitting on those for a while (actually, the state machine one is just a rewrite of an article I did at the beginning of this year)...
>>
>>144045090
you mean impact stall, right?
http://www.ssbwiki.com/Freeze_frame
>>
>>144045140
>what do compsci people do at their job
go to meetings to figure out what features we need, talk about how to implement things, implement things, and fix bugs. it's pretty straight-forward.

what kind of programming you do depends if you're a Java engineer, UI programmer, web developer, network engineer, tools developer, etc.
>>
>>144045313
Do some interesting math stuff in games.
I love stuff like that.
Or shader stuff.
>>
>>144045140
I maintain and update code. Basically, we have a git repo of our entire web application, and it's my job to add new features to it without breaking everything else. It's alright I guess.

My day consists of sitting quietly at my desk listening to music, messaging my work friend on the internal Skype For Business client, and working on feature requests in the current development cycle. I have very few meetings and no one really cares if I'm MIA for a long lunch (I usually take 1-1.5 hour lunches and have a beer during them) as long as I get my work done.
>>
>>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 and legit download links.

>>144044319
>look at how good the game look and tell me
Do you have autism? I have a friend with Asperger and you remind me of him somehow.
>>
>>144045552
I really like architectural stuff, which I think is underrepresented. I'd prefer to stick to that kind of topic if possible.

I could talk about serialization, coroutines, threading, debug console, stuff like that, I suppose.
>>
>>144045760
Co-routines or threading would be nice as I'm currently looking into them right now.
>>
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>>144045313
Yo I reread your latest one and tried to implement that kind of thing when I'm rewriting my roguelike and I'm basically really confused on why it would be better to structure my code this way. With pure ECS I can rely on the systems to do the heavy lifting in an almost "blind" manner -- I make one call per system to work on the components necessary. But the way your new article says to do things, I'd be calling each system multiple times for each "tree" in the forest, which seems to me like it kind of muddies the flow of the game loop a little? You did mention that it takes more game loop code to do, but it seems like the overall idea is instead of entities being abstract compilations of components, they're set up as "trees" which are basically set-in-stone components, and then optional modifier components, with logic still removed from them and kept in systems.

I didn't understand the last paragraph or two of the article. What did making a class called "props" which is an array of a few different components accomplish exactly?

I'm jealous of ur smarts
>>
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By myself in the office today (aka my garage) because my right hand man got a temp job working for Bob Katters Australian Party for a few weeks. So I come to you guys for replacement bantz.
>>
>>144045760
A serialization or save/load thing would probably be the most useful to people - the pseudocode is pretty portable. This is a really neat set of code in Unreal that uses the same function to both save and load by overloading the << operator:
https://wiki.unrealengine.com/Save_System,_Read_%26_Write_Any_Data_to_Compressed_Binary_Files
>>
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>Working on blender
>Feel like hot shit, making stuff from tutorials
>Thinking of game ideas and marking them down
>Talk to friend who also has been working in blender
'Yeah, I've been working with blender for a few years now, it's really labyrinthine, I can barely make anything still'


Is it really that tough once you stop with tutorials? So far 3D work has seemed rather simple, as long as you have a hang on what you want.
>>
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reposting my hanging pole mimic for the necromancer game (I just did the model and rigged it, I don't want to start working on the necro game and end up never working on hellball again).
>>
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>>144045678
>IIRC GraphicGale's free version isn't complete, like, you can't animate stuff and such
You wot m8 the only thing you can't do is save .gif and .ico. You can even animate anything then save as a spritesheet, or even as multiple files then import on some other program and make a gif, that is if you really want a gif because I don't see why anyone would use gifs in a videogame in this day and age.
>>
>>144046203
it's a lot harder to make something when someone isn't telling you exactly what to do. it makes sense when following a tutorial but as soon as the guide is gone, you feel lost and don't know where to start/what to do next. coding is the same way.

there's also a lot of steps to 3d - modeling, texturing, animating - each is its own skill and quite a bit different from the others, and it's time-consuming to put them all together.
>>
>>144046351
Merge the two games
>>
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>>144046552
I'm planning to make a bunch of my games connected by lore somehow
>>
>>144046619
make the comic book path

same universe with diferent dimensions n shit
>>
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>>144046452
Yeah, I know. I suppose hearing that a year in, someone still hadn't progressed got to me a bit. It's hard learning that something your doing as a hobby is so intensive, but over time, I'll at least make some sort of progress.
>>
>>144045917
>But the way your new article says to do things, I'd be calling each system multiple times for each "tree" in the forest, which seems to me like it kind of muddies the flow of the game loop a little?
No, the flow isn't messed up. You'd still do all the calls to system A, then all the calls to system B, and so on (you also could do otherwise if you wanted). It's a bit more code to put in the loop, yeah, but that's the tradeoff for being able to specialize and add a bit more structure. You could even do it by having an interface for each system, where the implemented method just calls the system (which is still a static/free function) with the components, if they're available.

>What did making a class called "props" which is an array of a few different components accomplish exactly?
That's a long story, but you can get the gist from something like this:
https://blog.molecular-matters.com/2011/11/03/adventures-in-data-oriented-design-part-1-mesh-data-3/
tl;dr it generally allows the CPU to use memory much more efficiently. You can benefit from this even in C# if your components are structs and you store them in arrays like that. But it's also not worth it to make everything follow this organization (because memory usage and iterations can skyrocket), so it's nice to be able to do it only for specific entities where you know it won't be wasteful, like I showed.
>>
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Any MusicBros here? If you want to make music for a game for free I need music for my sewers level.
>>
>>144046815
Thanks friendo. So am I accurate in my summary of your proposed system being basically:

>Mandated Components
>Variable Components ("either")
>Optional Modifying Components
>>
>>144045960
What game?
>>
>>144047000
post your game
>>
>>144047208
Basically, yeah. Instead of saying "every entity can have any component!" you split it up into buckets, where each bucket can require a component type, forbid a component type, or do something in between.
>>
>>144047293
I'll try this out and let you know the results in a few days if you care. If you don't care, I'm still gonna try it out.
>>
>>144047370
No, please do, I want to see how it works for you.
>>
>>144047000
Have a reference you'd like it to sound like, sewer levels are a pretty broad thing and can be anything from drip drop ambient to Grant Kirkhope-core
>>
>>144044808
Eh. At least it's better than pedo anime shit.
>>
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>>144047215
Radium has been our working title for a long while. Its a top down twin stick with some puzzles combat, platforming and exploration.
>>
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If this guy is around, I want to ask:

Why are u making a fighting game?

I'm part of the FGC (I follow EVO, follow fighting games scene, can name pro fighting game players, go to my local scene, start playing fighters in 2005, have SRK account and so on).

I just noticed you said you don't want to make a SF clone, so what's the point?

Fighting games are basically street fighter clones.

>Block button
garbage.

The standart is back to block.

block button eliminates crossups, mixups, 50/50 setups.

the reason why MK is garbage and considered a party casual fighter for normies is because of the block button.

Also your game seem to have awfull and slow reaction times.

I ask again:
Why do you want to make my favorite genre of videogames if you don't have at least a decade playing them?
>>
>>144047826
But, anon, you can win street fighter by button mashing.
>>
http://www.strawpoll.me/10365817
http://www.strawpoll.me/10365817
http://www.strawpoll.me/10365817
>>
>>144047984
all me
>>
Honestly, I might need an idea guy soon. I'm not sure where to go with my game after the mechanics are implemented
>>
>>144047972
>button mashing
if you're a begginer sure.
I can easily stomp you if you spam normals by simply spaming fireballs or choosing long range normals.
>>
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>>144047826
>I'm part of the FGC
>Street Fighter
>>
LOVE2D user here. I 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
>>
>>144048209
I don't play turd fighter.
It's boring.

I play SNK fighters.
>>
What is the "correct" player collider in Unity to use for 3d platformers? The default cylinder is garbage.
>>
>>144048210
>those dcss altars
>trog and xom

you have insanely good taste
>>
>>144045140
Huh, my uni doesn't even separate them into different majors.
>>
>>144048210
You probably don't need to make it threaded unless you're going to have many agents doing long pathing every frame.
It'll be a pain later if you have things like moving obstacles, inter-thread communication is a major hassle.
>>
>>144048556
Wait, misread the comment. Didn't see word "game" before programming. Disregard.
>>
>>144048681

I actually just finished the multithreaded implementation. It took me a few days to wrap my head around multithreading, but it seems to be working pretty well.

I start a new thread, pass it the few variables it needs. Then when it's finished the calculation, it sends a callback and gives the object the result.

I can see how it might cause issues though, because the result doesn't come immediately. For example, if my CPU is maxed, I can move around, and the pathfinding takes a moment to catch up to the player.

I think I'm going to stick to the single-threaded implementation until performance becomes an issue. But I'm still glad I put the time into learning it. It was interesting.
>>
>>144049001
Yeah, I would recommend against ever doing multithreading stuff that can takes longer than a frame. Kick off some parallel jobs and wait for them all them to complete, yes.

Best way to do this is not work with threads directly and instead just use them to implement a job queue.
>>
why arent there any proper engines for fighting games? MUGEN and 2DFM2016 are the closest we have... wtf?
>>
>>144047984
Where is the "I am an artist that doesn't need anybody because engines make gamedev so easy nowadays that programmers are literally deprecated" option?
>>
>>144048324
No such thing as a cylinder collider in unity. The capsule collider is the most commonly used as collisions are reliable smooth and simple.
>>
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>>144047826
alright first, sorry for my REALY bad english.

>Why are u making a fighting game?
because i love playing fighting games
im not realy good at then, not a scrub by any means but not ONLINE tier good,

>Fighting games are basically street fighter clones.
I know. the ones that break that formula of are the ones that i like the most. i love street fighter but every time i try a new fighting game i like i playing the same game with diferent characters.

stuff like guilty gear, tekken or even fight night round feels diferent

fight night is not realy ' fighting game" is a boxe simulator. but i aways wanted to play a arcade version of it, in the ways of street fighter and the such, thats were the first idea to my game came from.

>The standart is back to block.
the first thing i did was back block, and is still on the game
but a friend conviced me to add a block button because fuck it. the back buttons on the gamepad were unused anyway., so one blocks and the other one dodges like in that webm with the mirrors

>the reason why MK is garbage and considered a party casual fighter for normies is because of the block button.
the reason i think MK is shit is because every single combo is pre programed to the game.
the physics are too heavy and the moves dont actualy connect, you cannot do a free combo because that character only has like 3 combos that connect to expecific powers in a expecific way.
that feels "clunky"

>Also your game seem to have awfull and slow reaction times.
because i dont know how to use the unity animator thing very well
im still working on it.

the game "feels" completly diferent playing on a gamepad against someone else.
if you have a friend that likes fighting games, i would love if both of you tried the game.
>>
>>144047984
I wish artists weren't all such entitled cunts.
>>
>>144047826
>Fighting games are basically street fighter clones.
Is this bait?
>>
>>144049973
This
>>
>>144049662
Because there isn't an audience for it. It's better for an engine to just have lots of tools that will fit many game genres, rather than specializing.
The audience for fighting games just play Street Fighter, or Melee, or whatever else. They don't tend to be people that want to make their own fighting games, and they don't buy or play indie fighting games. They stick with one game for sometimes 15+ years.

RPGs and Visual Novels have specialized engines because those two genres tend to have more people that want to make their own stories. And the audience doesn't play just one game, they play a lot, they're always buying new ones.
>>
>>144049973
I wish programmers weren't so poor
>>
>>144049910
It's this your first game?

If so, maybe you need to learn to make othe types of games, get some experience.

if you want, you should try making a fighter on libgdx or monogame with kof or SF sprites, as practice and you'll gain deep knowledge on how they work.

It seems you're simply trying to tweak that awfull unity fighting game addon.

It looks nice, but it's shit.

make smaller games first.

I've started to make games in 2010 in game maker but now finally I can make my first fighting game, basically an urban champion remake.

>>144050212
If you make something new the FGC will cry it's not a fighting game, like smash or pokken or power stone.

If you're making a game for casuals, don't market it as a fighting game, focus on the single player rather.

the only people who play fighting games rather than smash or LoL are the FGC.
>>
>>144049910
I think as long as you see this as a learning experience and don't get frustrated when it isn't THE BEST FIGHTING GAME EVER when you're just starting out learning to make this kind of game, learning Unity, and so on, you'll be fine.

I'd remove the running-in-place guy and the Jesus impersonator from the background, though.
>>
>>144049872
It isn't fiction
>>
>>144050487
he could make the animations and render them as sprites in blender and import them on 2D fighter maker or mugen if he's too scared to code.

It will be better than that shitty unity fighting game addon.
>>
>>144050647
I didn't know there was a shitty Unity fighting game addon. I use Game Maker.
>>
>>144050406
well shit nigga, we're more neet than most artists, what the fuck do you want from us.
>>
>>144050702
why don't you use mugen?
>>
>>144050796
Because I'm not >>144049910, I'm >>144050487, and I'm not making a fighting game.
>>
>>144050908
oh well.

In any case, he's better using 2D fighter maker or mugen if he wants to make a fighting game.
>>
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>>144050647
>>144050438
its not a addon, i codded it from zero. what realy fucked the project were the 3d animations timming.

>It's this your first game?
not realy, i made some stuff before, like a DMC clone , a Castlevania clone and, my personal favorite a C# adventure game.

>>144050487
just testing the shaders for the last 2 characters on the game

its a small enough project, only 4 characters.
>>
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Good idea or bad idea: flak cannons now inflict friendly fire, but stop shooting when an ally gets too close to their target

Will also make it so they can fuck up and keep shooting anyways, and I'll slow down their reaction time a bit too
>>
>>144051297
those dust clouds are annoying
>>
>>144051297
Am I on crack or is that Advance Wars art?
>>
>>144051495
They'll be actual explosions eventually, plus there won't be a dozen of them spammed in one place. They'll also probably be smaller since right now they're impossible to avoid even if you see them coming

>>144051504
The background tiles, yeah. I'm still learning to do pixel art so I'm using them as placeholders
>>
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>>144051495
They appear to be explosions.
>>
>>144051297
Sounds cool. You could have it so you fly in front of an enemy jet which causes them to fly into a wall of flak.
>>
>>144049875
>smooth and simple
How can it be smooth if it can't handle slight slopes without stair-stepping and ground detection flipping out?
>>
>>144047984
>No just ideas guy option
C'mon now, give us some pure love. That's my idea by the way, where do I contact the strawpoll heads for cash?
>>
>>144052065
Play with your friction values and physics materials, most people will swap out materials or change values if there is player input or not. Your issue is not with the physics of the capsule collider but more so whatever system you are using to handle player physics.
>>
>RPG is too big of a project for right now
>don't like Shmups or puzzle games
>did all the programming for a platformer, made about half a level, then lost interest
I don't know what to do, /agdg/. I've done the Pong clone and the Tetris clone. I just want a project I'll actually feel excited about.
>>
>>144053010
>feel excited about
Spotted your problem.

Don't worry, though. Everything in life will let you down under such a criteria. Humans have an amazing capacity to get bored by even the most exciting things.

Suggestion: KYS
>>
>>144053010
pick an old game you really liked and make it better/3d/etc.
>>
You know not all RPGs have to be Witcher Scrolls.
Not all SHMUPS are 2hu shit
Puzzle games have a dozen sub-genres.
>cam't even name other genres

Sounds like you have a case of shit taste

You should go cure that by playing more video games
>>
>>144053156
>that suggestion
Why? This is literally the one thing in life with which I'm unsatisfied.
>>144053158
>better
That's an idea.
>3d
I don't really want to.
>etc.
Now you're just talking crazy.
>>
>>144053253
I can name other genres, but I was naming the supposedly easiest genres (platformers and shmups) and the one I like most (RPGs).

I've actually never played any of the Witcher games, and I've only played about an hour of Daggerfall in the TES series. My favorite RPGs are the Ultima series, Secret of Evermore, Avernum, and Ogre Battle: March of the Black Queen.

That said, if you want to recommend some more games for me to play, feel free.
>>
>>144053010
Pong RPG
>>
What do you do when you've been trying to implement a feature for almost 2 weeks but gotten nowhere and kind of want to drop everything?
>>
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we farmin now
>>
>>144053845
when I did that I dropped everything, quit for 4 years, then started again on a completely different project
>>
>>144053845
Implement something else. Come back to it later with a fresh perspective.

The number of times I've spent hours trying to get something working, give up for the day and finish it in 5 minutes when I start again the next day is amazing.

>>144053982
Need more frames in your animation. And better art. 1-pixel limbs look so fucking bad, how did it ever catch on?
>>
>>144053636
Revolver360 and Sine Mora to change your opinion about SHMUPs.

From Dust for puzzle
Tales Of series, the first one is still great.
Nox
Stronghold

But all those games you just made are great project options and are relatively programmer-art friendly as well.

Not seeing the issue here
>>
>>144054151
I'm not an artist, and I can't afford an artist, so this is how its going.
>>
>>144047826

we tried to tell him that the action animations were pretty stupid. he didn't listen.
>>
>>144051297

Yes or no: Do you think your game is going to be better than Advance Wars?
>>
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Made a sonar shader
https://i.gyazo.com/95a25502fbed0f1d0caff15d5dd52fb0.mp4
>>
>>144053982
fug yeah.
Make it so diggy spots next to each other will connect.
>>
>>144054619
Teach me your ways.
>>144054578
m8, he's not making an AW clone.
Nor is he even making a TB'd game.
>>
>>144054619
neat
>>
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>>144054785
good thinking, will do
>>
This years Waifu Jam is over. A hooray to all of you that participated you are real vidyadeving champs
>>
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Client wants an animation set of a finger gun. I have some ideas but nothing concrete. You guys got any ideas?
>>
there's a lot of nice 2d tools, but when i try to find a 3d tool everything looks like complete hell and is suddenly massively more difficult
>>
>>144055775
>3D things are more complicated than 2D
Wow who would have guessed?
>>
>>144055542
Thanks, senpai, had a lot of fun taking part on it.
>>
>>144055542
Thanks, senpai. I wish I'd tried a bit harder.
>>
>>144055863
on a theoretical level of just the geometry, not really that much. i was talking more about how accessible everything is to use, a lot of things suddenly are insane to set up or get anything working in at all.
>>
>>144055727
Like a literal index and thumb finger gun?
>>
>>144055727
Is there any guidlines?
You could do a finger revolver
>fan the hammer but with the thumb
>open cylinder is an open palm
>reload is opening hand, bullet casings falling out, putting new casings in hand, flipping fingers closed
>>
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>>144056318
Yes, for some reason he wants that.

Need a draw, fire, reload, and lower animation.

>>144056374
Didn't even think about including bullet models. Good idea, that makes things more interesting.

Here's an in-progress (needs polished up a bit) M203 animation I'm working on. Finger gun is after this.
>>
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>>144055542

special shoutout to vampire's bit. perfect jam game.
>>
>>144056542
>Need a draw, fire, reload, and lower animation.
Just go full cheesy western with it.
quick-draw style for draw
Old-western six shooter, left hand flicking the hammer for each shot from left to right.
flick the chamber open with your right hand, then go full battlefield and flick invisible bullets into each and then shake it right to close
Not sure for lower though.
>>
>>144056542
Is there a theme for the finger gun? Is it just a silly gun for a military shooter. Or is it some fantasy fire shooting mage finger?
>>
>>144056993
>silly gun for a military shooter
That one.
>>
>>144056684
who did the art? it looks great
>>
So what's the next jam theme?
>>
>>144057269
Poo jam

The theme is shit
>>
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>>144057357
what about
toe jam
>>
>>144057505
In that case we should have a grape jam
>>
>>144057505
what about earl jam?
>>
>>144057269
Demo Day 9 jam
you work on your fucking game and then submit it

- Vine
>>
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>>144057617
i have no inspiration and i want to contribute to a themed jam

i didn't have time to participate in waifu jam so i feel left out ;_;
>>
>>144057714
>i have no inspiration
Of course you don't you useless spic.
>>
>>144057714
https://itch.io/jam/theme-jam
>>
>>144057793
Takes Juan to know Juan.
>>
>>144057824
>implying I'd be alive right now knowing I'm a sub-human
>>
>>144056684
I hope he keeps working on it. Could turn out pretty nice.
>>
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>>144054870
It was quite simple actually, got a random inspiration for it all of a sudden today and made it in 10 or so minutes.
I do it through post-processing, after recreating the position of the fragment from the depth. I then get get the fraction of the distance so it becomes 0.0-1.0, based on what the value is, it adds blue in the upper ranges and makes the lower values darker. I have another parameter that gets added to each frame that advances it to give it movement.
>>
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Fixed my particle rain system, then created a rainbow particle volcano. Need to add customization next instead of the hard-coded values.
>>
>>144055542
Burg jam when?
>>
I'm getting a variable name expected error in my game maker script here
http://pastebin.com/Nr9eFdCZ
I've gone over it a few times and can't see anything wrong.
>>
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>>144057269
outer space
>>
>>144059267
What is oPlantingDirt? Doesn't look like it's declared in that scope
>>
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was on hiatus, back now.
have some progress.

[sp]my new workplace blocks 4chan posting for some reason and my home isp is entirely ip banned, why is life so hard[/sp]
>>
>>144059262
Please don't put jam into burgers
>>
>>144044808
>Waifu Jam (OVER) Go play some games
>https://itch.io/jam/wj2016
cute games
>>
>>144059334
It's just an object, no need to declare a variable to check collision in gm
>>
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>>144059274
HA because you already have assets for it, huh? I'm just playin' space would be a cool theme.
>>
>>144059375
m8 how did you get banned?
Also good to see you back, I like your game.
>>
>>144059461
Is dirt also an object type? I don't know anything about GM, but the documentation says,
>This one typically appears when you have given a variable the same name as something else.
>>
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>game is going great
>time to get starting on art
>lose all willpower
>>
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Anyone be willing to help me with this? This script which is called by other objects is supposed to warp you to another room, then drop an object (object_combat, it works fine and stuff) into the room with you. The issue is, it goes to the other room, but won't spawn the object in that room. Anyone know how to fix?
http://pastebin.com/MJwCM4ui
>>
>>144059375
>mouse movement
>>
>>144059751
kind of, its a variable that gets passed an object, it's the only time I've used the name "dirt" for any of my variables
.
>>
>>144059627
i didn't get banned, my isp uses dynamic ips and someone using my isp is a serial proxy/CP spammer, so nearly all ips i get assigned are permad on 4chan. Ive appealed a few times but i get asdigned a new (banned) ip before the appeal goes through.
so i gotta use my 4g ob my mobile to shitpost. captchas on mobile suuuuuuck
>>
>>144059901
did you make sure they call the "combat" variable?
>>
>>144059395
People put ketchup on steak
Why can't I do that?
>>
>>144059901
Why not:
If (!room_battle) room_goto(room_battle); ?
>>
>>144059751
>>144059334

I've just changed the dirt variable name to d to see if it still happens and it does, it points the error to line 5 position 10, which would be the place_meeting call which doesn't make any sense at all, thats just game makers built in collision, idk it could be saying that one of the args is giving the error but it shouldn't be
>>
>>144059274
I'd be cool with this.
>>
>>144060063
Yeah. It worked fine when I prevented it from changing rooms. Not sure what fucked up in the transition between rooms.
>>
>>144060163
Huh, then I got nothing. My recommendation would be to replace each variable with an appropriate constant one by one and see which one fixes it

So try
>if(dirt.place_meeting(0,dirt.y,oPlantingDirt))
>if(dirt.place_meeting(dirt.x - 16,0,oPlantingDirt))
>if(dirt.place_meeting(dirt.x - 16,dirt.y,NULL))

If it's the arguments then this should at least help you figure out which one
>>
>>144051094
Holy shit, anon. I know you are catching shit but if that is really your first prototype for the fighting game you have honestly come a long way. it definitely seems a lot faster and smooth in the first iteration as opposed to what you have now, but if you could bring them inline a bit more it is pretty sound.
>>
>>144059901
Is the object with the called script following into the other room as well?

If not its script might just be ending because its no longer present.

Are you using persistence?
>>
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>>144059836
This is where discipline comes in.

Or just pay someone lol
>>
>>144060386
I think i just figured out whats happening, it sees
>d.place_meeting()
as
>d.
>place_meeting()
I thought place_meeting() was part of the objects but i guess its not? anyone know how to check the collision of another object from another object in GM?
>>
>>144060163
>>144060386
Also, definitely try
>if(dirt.place_meeting(0,0,oPlantingDirt))

Because odds are if dirt.x or dirt.y doesn't work, the other won't work either
>>
>me before
>(You)

>me now
>(You)
>(You)
>(You)
>(You)
>(You)


Don't forget, practice.
>>
>>144060628
Don't forget, samefag on your source engine posts to make yourself look popular and funny
>>
Sometimes I leave a shitpost here on dev breaks and see how many (you)s I have after an hour. I'm sure everyone does that though.
>>
>>144059274
I'm game with this theme. I've wanted to make a space game.
>>
>144060795
>I'm sure everyone does that though.
No, just you and the other nodevs.
>>
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daily reminder that anything is a skill.
if you put enough time and effort and practice, you can learn anything and be good at it.
There's no secret magical talent some people had and others don't, it's simply years of experience and thousands or hours put into practice.

don't give up.
>>
>>144061183
Cristian's english is not that good and he rarely uses adverbs.
>>
>>144060535
It's not following into the second room. Making it persistent did fix it though. However, is there a way for in the future to have it work even if the object isn't persistent?
>>
>>144061282
I've improved.
;)
>>
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>>144059274
If we end up doing space, if anyone needs 3D first person or mechanical animations (like ship shit or anything robotic) hit me up.
>>
>>144059436
yes... quality games in this jam
https://www.youtube.com/watch?v=fAiacpO7H4s
>>
Space babes in my Ultima-like Space Opera.

Y/N?
>>
>>144061712
When are babes ever a bad choice?
>>
>>144061712
Better be chromatic
>>
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>>144054785
done
>>
>>144061947
you're beautiful, I love you.
>>
>>144061947
Good job avoiding tricky intersections, mon ami ignorami
>>
>>144061947
why when you dig one way do they extend the opposite direction
>>
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>>144062171
because I'm a retard. better?
>>
>>144062332
yesssss
>>
In my RPG, Charisma will affect how cheaply you can hire people to work for you, how many of them you can hire at one time, and NPC reactions to you in general (for example: whether an enemy who is feeling hostile outright attacks, keeps their distance, or lets you try to talk to them and bring them around).

What are the pros and cons of having it play into whether you can romance certain NPCs?
>>
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I'm learning a valuable lesson in not waiting too long to tackle saving/loading.

I'm a little over half done now. I can save all player/NPC's positions/health, the player's stats/spells/etc, all quests progress, and the current state of all attack delays/timers.

Still have to do items in the world, treasure chests, inventory, and equipment.

Optionally I can do projectiles, but right now I'm not planning on it.
>>
If I wanted to draw the trajectory path of a projectile, is there some easy way to do it or would I just be basically simulating an amount of time in the future like this?

float t = 0, simulatedTime = 5, timeStep = 0.33;
Vector2 pos = bulletPos, vel = bulletVel, lastPos = bulletPos;
while (t < simulatedTime) {
vel += gravity * timestep;
pos += vel * timestep;
drawLine(lastPos, pos);
lastPos = pos;
t += timestep;
}
>>
>>144062689
>What are the pros and cons of having it play into whether you can romance certain NPCs?
You being able to abuse char like luck and ez your way through the game.

Your "romancing" probably being about as good as Bioware's.
>>
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>>144057269

food jam
cooking based gameplay or a heavy food aesthetic
>>
>>144062689
It may be a fun ride, but I doubt that you can tell a coherent story with that. However, if you are really good at writing, you can give it a try. Simply put: if it is executed well, it can be fun, if the execution is shit, then it will feel like an unnecessary gimmick (like getting hookers in GTA games).

You have to keep the player informed about his charisma level and the effects it can cause, and all the possibilities he can do. For example: I felt that Chrono Trigger was unfair at the Trial episode. I wanted to be really kind to Marle, yet because I did not asked her if she needs any help after she fell, I've received a minus point at the judges. Like: how the hell should I supposed to know that my timing counts in an otherwise static JRPG? If the mechanics of the game and the options the player can do is unclear to the gamer, then choice systems are rather annoying, because the player might know what he wants to do, but does not know how he can implement his will into the game world.

>>144062764
Why do you struggle so much with saving? Wouldn't it be easier to have 'safe houses', and let the world reset with each loading? Or make loading available from the start of the level? Don't get me wrong: I admire that you want to implement a save system like that. I really miss games like Half-Life where I could save any time I wanted, yet it is not the trend nowadays, so I'm wondering why would anyone touch this lost art today?
>>
>>144064109
You could use the path of a parabola, assuming you don't want any wacky physics going on. Wacky being forces other than non-dynamic gravity and drag working on your projectile.

https://en.wikipedia.org/wiki/Projectile_motion
>>
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/agdg/ what kind of video game would you make if you had to base it off of THIS image?
>>
>>144064285
Well there's a lot of travel back/forth between zones. The game structure/balance would have to change drastically if you couldn't enter a dungeon, clear half of it, leave, and come back later.

Also, quicksave/quickload is basically a requirement for things like opening trapped chests and stuff. Some players are cool with it and some want to scum, and I'm ok with people's personal choice. Quicksave helps to enable more playstyles.
>>
>>144064509
LRS
>>
>Start learning UE4
>Doing the blueprint tutorial to get used to the engine
>Add a cone to an actor, seems simple enough
>Engine tells me I've lost my default scene component
>Literally what, try to go to the next tutorial screen to see what happens
>Blocked
>Look up the issue and learn that a fucking tutorial in UE4 is bugged. The engine telling you that you've lost the component is the end of the tutorial with a next button that simply highlights the issue again
>Part 2 of the tutorial just ignores that and has another next button that shouldn't be there since the tutorial actually ends after a few instructions

I can't believe this shit. I just want to learn how to make games, is Unity a little better with learning even if I don't know programming at all? I thought blueprint would be easier to get the hang of but this just pissed me off.
>>
>>144064771
>using blueprints
I wish Mayhem dev was here to post your future hell.
>>
>>144064771
One of Unreal's flaws is that it changes a lot, and a lot of the help is from 4-5 versions ago and there's a couple tweaks you have to do. If you're not a programmer, recognizes what needs to change is probably out of scope.

Regardless, I would kill myself if I had to make a game with only blueprints.
>>
>>144064623
>Quick saves
>2016
I'm proud of you.
>>
>>144065005
Of course, there will be multiple quicksave slots and it overwrites the oldest one, and loads the newest one. Maybe the number of quicksaves could be configurable.
>>
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>>144056684
>>144057171
>>144057908
Thanks guys, I'm really happy that you liked it! I'll do my best and keep working on it and improving it!
>>
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Don't mind me, posting a game idea I found a while ago that I want to be a real thing.
>>
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>>144065423
>>
>>144061518
How much do you charge for these animations and models?
Always wanted to get a few animations from you.
>>
>>144065423
>>144065549
>Pokemon but with baking
Gonna be honest, that sounds rad as fuck. I'd play that.
>>
Can i make realistic female characters if i have never talked with a real girl?
>>
https://my.mixtape.moe/accmeu.xlsx
kektus
>>
>>144066109
They say that Emily Brontë wrote the best novel about love, yet she has never felt it or had a man in her life. So yeah, I can imagine if you want, you can have realistic female characters, it all depends on how much can you imagine yourself in the given situation and role.

We indeed need some, actually. Most female characters are just men with tits and occasional childish behavior.
>>
>>144065867
I don't make the models.
Animations it depends. For my longest client (basically a friend at this point) I do like $40 for draw/reload/lower.
>>
>>144064509
You plan rapes based on how big of a cunt a woman is.

It's a fairly in depth game, it requires the player to have knowledge of typical investigation procedures, optimal ways of breaking into a home, stealth and possibly avoiding capture from the police.

You can even date women, only to rape or rape/kill them, entirely procedurally generated landscape, first person with 2d sprites.
>>
>>144066109

Most people don't want a character whose traits are defined primarily by their gender or sexuality. Write an asexual character, and if it fits your universe, try to include their struggles as a female/fag/whatever in order to add some depth. There's a fine line between good writing and pandering bullshit though.
>>
>>144066109
Just write a child.
>>
>tfw i almost posted my progress in the krbal space program general ;_;
>>
>>144067507

Thank god you didn't post it here.
>>
>want to take a break from devving
>about to stop
>have great idea
>get back to work immediately so I don't forget great idea later
>have more ideas and write them down
>too many things to do
>can't stop

anyone else have this problem? I just wanna be a bit lazy and go read the new Overlord chapter parts that came out
>>
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I wrote a chat bot instead of devving

https://discord.gg/012rdTAj7GLttbL7Y

Come do things to it
>>
>>144068242
Yeah. When I'm in the phase, I lost all contact with the outside world for months, then completely burn out and have to regen for a few months before I can come back.
>>
>>144068347
>innocent girls
There is no such thing as "innocent" girls. All women are born whores. Kill yourself.
>>
>>144068442
Not anime girls.
>>
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LISTEN UP FAGS

I've crunched the numbers, thoroughly examined the data, and i'm CONSIDERABLY DISAPPOINTED in the low level in participation last month.

There's plenty of mostly talented devs here and you're all working on SHIT anyways. Anyone who doesn't submit to the DD#9.EXPERIENCE is officially DISBARRED from the office of AGDG.
I only want the best for you, if you can't submit even a shitty/joke/meme demo, Kill yourselves eternally.

There is l i t e r a l l y 0% REASON for you not to submit SOMETHING. I EXPECT MINIMUM 80 ENTRIES THIS TIME. Shit something out the night before, ask your mom for help, resubmit an old demo with minor tweaks, resubmit someone else's demo?? Make a silly memegame to prove you aren't a pathetic shitdick-scrubber. Nodevs getting lynched;

==1 MONTH 6 DAYS 22 HOURS, 55 MINUTES==
>>
>>144069364
suck my benid
>>
>snowing on the first of june
what the fuck is weather anymore
>>
Just started out in UE4 a few days ago. What's the best way to teleport your character to different levels in the middle of gameplay? I can't find a tutorial for this
>>
>>144068719
That's just show that anime can not represent women realistically and they are just pandering to male fantasies. >>144068442 is right.
>>
wew a dude just got shot below my window
>>
>>144069847
Create a BoxTrigger, and in the level blueprint, override event begin overlap and call the OpenLevel node.
>>
>>144069364
just
>>
>>144070274
Can I then use the options string to pick an arrival location or is there a different way
>>
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>>144070373
>>
>>144070532
uhh, not sure. you should spawn wherever you place the PlayerStart actor in the level

you could probably get the actor once the level loads and call SetActorLocation if you want it to be more dynamic
>>
>>144070715
I'll try figure that out
Just trying to make a house with multiple doors for entry. Can't have them all leading to the same spot
>>
>>144070904
I know you can place multiple PlayerStarts but I'm not sure exactly how it works or how you choose
>>
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First person animation guy here, here's literally the first third person animation I've ever made.
Gonna need some practice with this shit.
>>
>>144070904
Just have it so you have multiple player spawn points BP. And create a variable in GameInstance that will persist from level to level as an indication where your character will spawn.

And during level load you go into your Level Blueprint and spawn an actor depending on what that variable in GameInstance is called and then you can spawn and posses that actor.
>>
>>144070649
kek
>>
>>144071193
>First steals from CSGO
>Then steals from ARMA

You're going to get caught one of these days y'know.
>>
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>>144071193
This one loops a tiny bit better.

>>144071391
If I was stealing things, I'd steal a lot better things than this.
>>
should i make a tactical isometric rpg
>>
>https://www.kickstarter.com/projects/80250451/niche-a-genetics-survival-game
>even educational games are made to appeal to furries
And what's your excuse to not?
>>
>>144071642
My Discord chatbot appeals to furries.
>>
>>144071579
As I know there's one on KickStarter now, actually. However that resembles FFT so much that I wonder why no one had flipped some tables yet.

Make whatever you find interesting. I love tactics games, so you have this nameless anon's approval, if you need any. However if you make it for money or fame, try to find some innovative ideas which might bring a new twist to the genre.
>>
> tfw sitting and trying to write down different ideas
> all of them are shit
> realize 5 hours have passed, i've filled a notebook and I still don't have a single idea that would be both fun and doable for a 1MA

I just want to make game. I don't want to do shitty clones anymore of games I liked.
>>
>>144071265
This worked thanks
>>
>>144072040
Take inspiration from life and the things around you.

Try to translate other experiences into video game format.
>>
So if Blizzard does actually update Overatch frequently, do you think this will be the game to beat League?e
>>
>>144072156
I keep hearing this idea, but honestly nothing much inspires me. Over the past few months I've been to forests, open fields, industrial sites, big cities, suburbs. Tried reading books, watching movies. Reading about random professions.

I always come to the same problem.
The game is interesting, but the scope is too big. Reducing the scope guts the game.
The scope is good for 1MA, but after making a prototype I hated the gameplay.
>>
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>>144072156
Addendum : this might not work if you're a neet who hasn't seen anything outside his room, or didn't even have the curiosity to search for them online.
>>
>>144072290
Different class of players.
>>
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a little management screen ui progress
>>
>>144072347
Demon Souls online mechanics simply came about from the creator having some car problems, with some other people stopping their cars to help him before going on their way.

Later on he thought that because of the circumstances some strangers came to his help, but perhaps if circumstances were different these same people who helped him would have actually harmed him instead.

Thus the invasion/phantom summoning system.

Also
>The scope is good for 1MA, but after making a prototype I hated the gameplay.

Many people start hating their game and feeling like the gameplay is broken. Did you let others test it for you?
Even if it's shit, you can still improve it. And as long as it's something novel, people will still play it, no matter how rough it is.(Many are starving for something different)
>>
>>144072689
Never knew that DS story. That was interesting to learn.

I did share my games with a few friends and they all said it's very boring aswell. Been a long time since i've done anything since then, since everything seems subpar.

And I don't feel like my games are "something different". They were always just "X game, BUT..." sort of thing. Been trying to come up with something new, something old, something mixed and matched or whatever. Just fun gameplay. I feel like i'm stuck in a huge ditch of ideas, where everything repeats over and over again.
>>
>>144072487
good work anon, I know the pain of making UIs
>>
Found the full story from an interview if anyone's interested.

>Demon's Souls' uniquely double-edged online play, in which players can either help each other through levels as Blue Phantoms or invade and assassinate as Black Phantoms, is easily its cleverest feature. It's also deeply revealing of human nature, and quite culturally fascinating when you look at the difference in people's behaviour on the Japanese and US servers.

>Human nature, it turns out, was the inspiration. "The origin of that idea is actually due to a personal experience where a car suddenly stopped on a hillside after some heavy snow and started to slip," says Miyazaki. "The car following me also got stuck, and then the one behind it spontaneously bumped into it and started pushing it up the hill... That's it! That's how everyone can get home! Then it was my turn and everyone started pushing my car up the hill, and I managed to get home safely.

>"But I couldn't stop the car to say thanks to the people who gave me a shove. I'd have just got stuck again if I'd stopped. On the way back home I wondered whether the last person in the line had made it home, and thought that I would probably never meet the people who had helped me. I thought that maybe if we'd met in another place we'd become friends, or maybe we'd just fight...

>"You could probably call it a connection of mutual assistance between transient people. Oddly, that incident will probably linger in my heart for a long time. Simply because it's fleeting, I think it stays with you a lot longer... like the cherry blossoms we Japanese love so much."
>>
Alright since I'm still very new to this I'm going to ask. Is having too many void updates going to slow down the game to any degree even if they're simple scripts?

Right now I just have statistic tracking and movement tracking.
>>
>>144073631
I wouldn't worry about it until you start noticing slowdown.
>>
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>>144073261
> Simply because it's fleeting, I think it stays with you a lot longer... like the cherry blossoms we Japanese love so much."
>>
>>144069875
That's the point, realism is shit.
>>
>>144073791
How do I tell it's my scripts and not Unity's engine shitting itself? It doesn't seem as fast as it could be in the preview run.
>>
>>144070373
does he have an office?

>>144069364
yes I will refine my crappy clicker in time for demo day 9
>>
>>144073631
You can use a custom update function made with coroutines. Don't use it for input and movement, but use it for areas where you can adjust the update period. This way, you will be able to control how often the function updates. Maybe once a second? Ten times a second? 30 times. once very 10 seconds, etc.

https://www.youtube.com/watch?v=DAeW6SME4XE
https://www.youtube.com/watch?v=NTLQq9339uw

Watch these two.
>>
>>144074213
Very useful, thank you. I was wondering how that worked since I was thinking to myself, "Does health and stamina REALLY need to be updated once every single frame?"
>>
Anyone know any decent unity tutorials for making a devil may cry type game?
>>
>>144074036
I don't use Unity, but to be honest, I always experience some lag when playing Unity games, doesn't matter what rig I'm playing on.

Like others said: don't worry about it until you actually experience issues. However you can always use small tricks to save some CPU resource, like using x*x instead of calling the 'to power' function.
>>
>>144074419
It all depends on the needs for your game. Personally I do alot of my update stuff in a custom coroutine Update function, except for input. This way I can control how often stuff updates.

For example in one of my projects I didn't need the AI to update ~60 times / second. With a coroutine I can control the update frequency and I found that 3-6 times/ second was more than enough for what I was doing. Essentially throwing out the useless calculations and receiving a gigantic boost to performance.

all you need to do is make a
IEnumerator customUpdate()
{
while(true)
{
//Your code goes here. Basically the same as being inside the void Update brackets.
yield return new WaitForSeconds(frequency);
}
}

then just fire that coroutine in your Start method( StartCoroutine(customUpdate()); ) and that's it. You can also add somekind of loop breaker. Again, if your project needs it, but if you just want an update function, leave it as it is.
>>
>>144074710
You should always have performance in mind from the start of your project. But it needs to be a balance. You can always just start overtuning things and never finishing. but you shouldn't just do everything randomly either, because you will need to scrap and rewrite every single line of code. And once the project gets too big, people don't do it and try doing some cheap hacks that are extra bloat. That's why unity games usually have shitty performance.

Well, unless you're just trying to prototype a game in a day or two, then it doesn't matter.
>>
>>144073940
It might be, but the fake reality anime and Hollywood movies try to represent just keeps the average viewer in an illusion. You think prince charming on a white horse is a bad image for girls about men? Your waifu is just as delusional.

Don't get me wrong, I don't mind them, they are good fap material, however it gets very annoying after a while. You'll learn nothing and you'll gain nothing from them. It's okay to waste some time occasionally, but it looks like that's the only thing you can do nowadays, since no one creates anime or movies or proper books about real life questions with real people.
>>
unreal engine 4 or cryengine
I have a cs degree so I dont really like blueprints
>>
>>144075169
>it gets very annoying after a while
no it doesn't
that's what the industry cashes in on
>>
>>144075716
UE4 is probably better. It only takes money after you've made sales if that's important. And you can still manually edit everything and completely ignore blueprints.

I'm also biased and really don't like Cryengine so take that as you will.
>>
Is unity really inherently laggy?
>>
>>144076071
A bit. Some of it seems to come from poor coding by devs, some of it seems to come from the way the game is. Physics and real time lighting are the two biggest killers.
>>
>>144076071
I mainly use unity and I would say yes. You can fix alot of things that's wrong with it, but that's hours of work to get your tools and utilities running. Then it runs well. Just need the correct settings.

Also FUCK Enlighten. Unity fucking ruined it. It should be better than BEAST, but they managed to botch it all up. So that's the biggest performance hog in the whole engine, unless you get your setting just right.

As far as code performance goes, you need to keep in mind that it's c# basically. You can optimize it really really well.
>>
>>144076262

If I'm making a basic game without much of those things, will I avoid the lag altogether?

Honestly I keep reading off putting shit about this engine, but I am on a laptop so it's probably my only 3d option with any real support.
>>
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Everything in my game can be saved/loaded now. Finally. I'll have to make some tweaks to the system down the line a little if I want things like each weapon to have randomized stats or something, but it's good for now (I only store the item name instead of all the item's stats in order to keep save file size down).

The last thing I have to do for save/load to be fully done is I have to store each level in a separate entry in an array. That way, when I leave one zone I can serialize its state and store it in the array, and reload it upon re-entering a zone.
>>
>>144076357
I'm sure it'll be fine. If you've got a shit tier computer somewhere try it on there too. I've got an old Intel Core 2 Duo computer if I want to try games on a toaster config.
>>
>>144076357
You wont feel any performance issues with a simple game.

Well here how it is. If you're making a "realistic" game lighting will kill your game. You need to make it perfect and do custom coding for lighting, baking and how the maps are handled. The default setting that Unity provides is a crime.

Bad code practices will kill your performance no matter what engine you use. Unity isn't at fault when it comes to coding in general. Most of the time. It just sucks huge dick when it comes to huge scenes with lights, post processing and physics.
>>
>>144076535

So is it more that the game will require a better computer than it will have inherent input lag?

I can deal with higher system requirements, but input lag of any kind is extremely off-putting to me.
>>
>>144076357
You can use Ogre for 3D rendering and something else for the actual engine. I'm not familiar with Ogre, but I know that Torchlight is made with that, and that game runs like a charm while I know every single moment when Hearthstone will freeze for a few seconds. So it might worth a look.
>>
>>144076515
What engine is this in?

>>144076595
Input seems fine to me. But I don't have a lot of scripts running at the moment.
>>
>>144046794
Man, that pic gave me a great idea of a game.
Sadly I don't have time...
>>
>>144076649
unreal
>>
>>144056684
Is there any pic of gameplay?
>>
>>144076703
Been watching your progress over the past couple of weeks. At least you've made more progress. You have experience already or are you learning as you go?
>>
>>144076825
I am new to Unreal and relatively new to 3D game development, but I have several years of professional C++ experience.
>>
>>144076740
It has been submitted to the current Waifu Jam. You can check out the game itself.
>>
>>144056684
So here's some critics about your game:
->when we release the moving button, the character doesn't stop, which feels weird
->There's sometimes when walking between two objects is hard as hell
->How the hell does that house works?
->The villagers always goes out of the screen
->You can pause on the death screen, which cause a bug
Overall, the project is promising, but the gameplay need improvement.
>>
Does anyone want to collab?

I'm a jack of all trades, but my main "thing" is probably music. I don't have anything to show right now but I do have like 10 years of making music (including live shows) under my belt. If anyone wants to take a chance on someone I'm up for it.
>>
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How much should I use blueprints and how much C++
>>
>>144077656
Use blueprints for:
- Subclassing your C++ actors to accurately position components and set health/movement speed/etc. (ie 5 different enemy blueprints from your C++ enemy class)
- Animation Graphs
- Behavior Trees (implement functions in C++ and call them from Tasks)
>>
>>144077581
Currently I'm just experimenting with different algorithms, but it would be cool to know that there's someone who I can get in touch with if the prototype is good to go and all is left is sound and looks. So if you have a tumblr, soundcloud account or any sort of way we may get in touch with you, that would be great.
>>
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>>144048210
>Xom altar
>>
>>144077413
That's excactly the kind of post I was looking for!

>when we release the moving button, the character doesn't stop, which feels weird
First one was intended as a feature, you know like the control on Pacman or Clu Clu Land. So far seems that most people haven't liked it, so I'll probably drop that idea and go for a "normal" control.
>There's sometimes when walking between two objects is hard as hell
Yeah, I tried to fix that but seems I didn't succed totally on it, specially with the fucking barrel. I'll probably rewrite the collisions from zero to make them better.
>How the hell does that house works?
House has 3 doors, the door you see at the bottom, and two doors you can't see because of the perspective. One at the right side, and a door at the top. They are there to give the villagers more than one way to exit the house and prevent the player from camping at the door.
You can't enter in the house even if the door is open because vampire shit.
>The villagers always goes out of the screen
>You can pause on the death screen, which cause a bug
Another last minute fuck ups that I'll fix later.

I'm glad you think is promising! I'll work hard on it to improve everything that is not working as it should. Thanks for your feedback!
>>
>>144078568
The difference between pacman and cluclu land for the movement, is that in these game, the "maze" is extremely precise. Here, the movement just feels like they aren't at their place.

For the walking, maybe reducing the hitbox from the character and putting a part of the houses on the first "closer" to the screen (in order to make the player seems to pass under it) should do the trick...

Maybe you could add an indication that there are to doors "behind"

But hey, good work still. And the graphism are damn great.
>>
>>144077915

[email protected]

If anyone else is interested in a collab feel free to message me too.
>>
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>>144044808
What are you dev'ing to AGDG?
https://www.youtube.com/watch?v=2aa6daeNxVI
>>
anyone has a good tutorial on drawing polygons in 3d space including the distance from camera to polygon
>>
The Waifu Jam was a catastrophe this year again.
>>
>>144079223

Because "Waifu" isn't a theme. It's basically "Just make any game and put a girl in it". There's no creative prompt there.

I love 2d grils as much as anyone, but it's just not an inspiring theme.
>>
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You fuckers get back here and post more progress
>>
>>144079223
www.strawpoll.me/10236061
>>
>>144079013
https://www.youtube.com/watch?v=jDatjUbYrxo

Debugging a tutorial project at the moment, but once I've got the fundamentals down, I have a good idea of where I'm going with my game.
>>
>>144079281
Please don't acknowledge his existence.
>>
>>144071642
Are you retarded? He got all his donations from furries. if his game wasn't furry he would make barely 10% of his goal
>>
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>>144079013
R34ing waifu jam girls
>>
>>144079940
you're doing god's work anon

i wish there was more fan art (lewd or otherwise) of /agdg/ games

it's just you and the demo day / jam art person (bless them) (assuming you're not them)
>>
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>>144079310
Ingame menu now consists of putting arcane tablets on a table.
>>
are shoes considered clothing or accessories?
>>
should I store all my levels in a single text file sorted by level number
or separate text files for each level?
>>
>>144080439
Footwear is one of the most necessary things we wear.
>>
>>144078882
You have a really good point. I'll work on that! And thanks again!
>>
>>144079013
I like to listen to this song on infinite loop via brstm. Working on some minor juice effects for player feedback in water.

https://clyp.it/oyq0n3om
>>
>>144080198
totally agree

>>144079940
will you upload full versions of those somewhere?
>>
>>144080439
Clothing, usually.

>>144080693
>he fell for the shoes meme
>>
>>144059274
that shit looks so fucking dope
>>
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I kinda just want to make a bunch of waifus
Like several waifus
Whats your favorite Waifu stereotype?
How do you make a seductress, but not make them some whore wearing a Bikini
>>
>>144080198
>>144080963
I really appreciate it, guys. It's fun drawing for this place.
I'll post the rest when it's done and link to it though I'm not sure if it's against the rules to link nsfw stuff on a blue board.
>>
>>144081525
>I'm not sure if it's against the rules to link nsfw stuff on a blue board.
Me neither but I've never been/saw anyone be banned for it
>>
>>144081470
>Whats your favorite Waifu stereotype?
Souless doll/kuudere
>>
>>144081617
Hmm good to know, thanks.
>>
>>144081617
I think is ok as long as you don't post the image here directly, you can spoiler the link anyway.
Doubt you get banned for it after seeing how much seagull porn has been posted here latelly.
>>
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who here /UI/
>>
>>144075742
then you are a slave to the anime industry
everytime konami or some other fucking company release a game you all have to get it because it gives you dose virtual reality
>>
>>144082484
I have UI planned for today's work. I hate UI so much.
>>
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>>144082484
I don't think your game is pretty enough to warrant transparent menu background, anon. I guess it might be important if the game screen has information that you'd want to check while in-menu. Looking to see if enemies are close enough for an AoE spell, maybe


I'm trying to do a GUI for some orbital mechanics. I'm glad I have stuff like KSP to copy from, putting these complex concepts into easily-understood symbols is tricky.
>>
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Why there is no jam about making a downgraded version of an AAA game?
for example, take a 3d game and make an old school doom version of it, or make it 2d while preserving most of the game mechanics.
Also genre switch, you turn an action game into an rpg or card game, or you take the same game idea and project it on multiple genre (action, rpg, strategy, visual novel...)
>>
>>144082908
google one of the gorillions of demake jam
>>
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>>144082529
it's just how things are. theres no need for pure realism when everyone already has reality
>>
>>144083329
and when when anime dies and the culture dissolves there is no choice but to go furry.
i don't want to be held hostage like that, anime is already stagnating and would not return to its glory
>>
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1AnimationADay Report
(Except this time I had to spread it across 3 days and it still looks like shit, but I'm not gonna waste any more time. Also bad time to realize that I made the arms a bit too short so the model isn't that good for parkour tricks, so ignore the clipping.)

As usual tell me which parts make your eyes hurt.
>>
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>>144083435
>anime is already stagnating
but that's bullshit, anime has been in a post-recession boom of experimentation and quality for the past few years.
>>
>>144083642
Looks pretty nice. Maybe slow it down a bit and post it again?

>clipping
Real humans compress, so that's probably going to happen if you want to keep range of motion high. Which you'll have to for parkour, that is already an extraordinarily limber human.

I'm pretty sure this sort of stuff has a lot of procedural animation going on in games like Ass Creed. What are your intentions?
>>
i have somewhere around >intermediate and <professional proficiency in java and i'd say intermediate understanding of c.
im learning UE4 could I start a blueprint project and once in a while do some c++ or do I need to choose c++ project to be able to code? Is learning c++ through UE4 too much even though i know OOP paradigms and C?
>>
>>144083962
You should be fine. The nth language you learn is 1/n as difficult.

Have you worked with big libraries before though? Working with an API is a skill in itself.
>>
>>144083856
this tbph
galko chan was a fun and enjoyable anime the whole family could enjoy
>>
Are stamina bars a meme, or are they expected in a modern day 3d adventure game?
>>
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How possible is it to make a 3D RPG by myself?
Using say FFX levels of animation recycles?
>>
>>144084267
>every thread
>>
>>144084267

What's your experience and skillset?

Whatever your answer, it's possible, but immensely difficult and will take a lot of time. FFX had an enormous company and lots of dollars backing it.
>>
>>144084267
have you tried making a textured rigged and animated model
>>
>>144083856
can't compare tho
>>
>>144084148
i wasn't talking about any single anime, that's just a good animesplaining reaction image.
there's been way more experimental anime in the past few years than the entire decade before that and the level of quality has gone through the roof after some of the bigger companies imploded and scattered their talent to the wind and tons of new talent has been drawn in by funding from industry and government programs.
>>
>searching for tutorials on the internet
>... for absolute beginners
>... for complete beginners
>beginner tutorial xxx
>xxx fundamentals
>how to start ...
>basics for ...

it seems like there is absolutely no market for advanced tutorials
>>
>>144084549
there have been a handful of experimental shows like jinrui and a boatload of moe and ecchi garbage like infinite stratos. I dunno where you're getting this from, it seems like pretty much business as usual to me
>>
>>144084128
i did work with jpa, ejb, and some others but nothing of the scale of what UE4 has to offer I suppose, so could I start with blueprints and once in a while jump to c++?
>>
>>144084678
i can, but i have cgpeers account and good at googling
>>
>>144084678

because you are meant to learn how things work then make stuff on your own. No you arent going to have your hand held the entire time.
>>
>>144084678
digitaltutors make some pretty good advanced tutorials.
>>
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>>144083895
Here's the slow version.

>What are your intentions?
Oh it's nothing grand, made a list of "common video game actions" and I'm trying to re-create them to learn animation. Made walk/run and 2 jumps so far, this is the third and last one and I'm gonna work on slashes and punches afterwards, so no more parkour in the near future.

>>144083962
Yeah you can add both whenever, starting with either C++ or blueprint doesn't change much unless you're starting a Template, in which case the template is made with either C++ or BPs.
>>
>>144045551
he asked compsci, not code monkey.
>>
>>144084390
>>144084334
Well Ive worked with Modeling before, Ive made a few, they're not perfect but hey they look like a human
Never got around to texturing but I did give one a Skeleton and moved it around a bit, it worked, but thats about it
Ive also done 2 tutorials where you make the rolling ball game and the Suvival shooter
But I lost all those files when my Hard Drive died
How about Persona 4 levels of animation?
I can draw Kinda so I could do some stuff like that
>>
>>144085000

you're gonna need to start a lot smaller desu.
>>
>>144085039
not the same anon, but what are some good model+texturing ideas for the first baby steps?
>>
>>144085109

Small objects. Chairs, treasure chests, trees, doors.
>>
>>144084695
See: Japan Animator Expo, Young Animator Training Project
>>
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Reminder that Space Patrol Luluco is literally the best anime in years.

Watch it now!
>>
>>144085204
What about coconuts and bananas? I like fruits and would like to become a professional fruit modeler for fruit games.
>>
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>>144085290
>>144084695
also just that there is tons of smaller studios now putting out risky things, if not experimental, in that they are trying to appeal to wider audiences than what has been normal for otaku primetime tv.
>>
>>144085489
too cartoony
>>
>>144085724

I can't tell if i am being memed but fruits are a great place to start.
>>
>>144085489
Emilia-tan the cutest

>>144085724
Well someone was payed to make the fruit models for fruit ninja.
>>
>The model is all black in texture paint mode, if i paint over it the color is still applied to the texture but the model texture doesn't change.
>The model is textured in object mode and if i paint, the color is applied to the texture.

Occam Razor this shit, what could cause it? Blender.
>>
How to I get my premature drive to be creative back?
I feel so empty and boring. Does it help to start playing games (or having fun in general) until I get bored of consuming and want to create my own stuff? Or is gaming/consumerism a downward spiral?
>>
>>144086201
>How should I get better at being creative?
>Should I just stop being creative?

Stop.
>>
>downloading UE4 because might be fun to mess around with
>an hour or two later
>1% done
>check bandwidth stats
>downloaded 1.2gb of 3.6gb

Gee, thanks Epic.
No wonder people are flocking to Unity if they can't even make a damn launcher.
>>
>>144086119
Got your texture mapped correctly to the model? Have a look at the outliner, see what datablocks are doing what where.

>>144086201
Books and movies related to games I want to make inspire me. Playing games doesn't since then I fixate on the stuff other people have done first\better than I ever could.

Motivation comes and goes, but discipline is eternal.
>>
>>144086354
Not that guy but, what?

I got most of my creative juices going by reading books or playing other video games. You never felt "oh man this is so cool, but what if X was Y and Z actually did W" from a story?
>>
>>144086498
That's exactly why I was asking this question. I'm always hard on myself and don't want to consume anything, but at the same time I don't feel any drive to be creative. Then I end up idling and nothing happens. Maybe it's really "work hard play hard" and not "work hard work hard".
>>
>>144086201
Funny, for me it's the opposite. I always have a drive to create stuff, but I'm to lazy to ever get good at anything. So I almost never find a good release for it.
>>
>>144086498
>>144086629

I'm saying that if you look for inspiration via consumption every time you get demotivated, you are never going to get anything done.

Creativity comes from being creative.
>>
>>144086482
i don't have my shit here now, ill check in a few hours, but if i remember correctly the outliner was fine and there was no lighting problem either
>>
>>144086761
Is there a point when the entry barrier of frustration breaks and it starts to become a joyful experience? I always feel so demotivated when I start something and can't really imagine that there will be a point in the future when it develops into joy and fun.
>>
My math knowledge is bordering on retarded. The time I've spent looking for solutions to math-level things could have been spent making a whole game, and I have to keep looking for dumbed down answers because I don't understand most of them.

What's a good place to learn from scratch that doesn't involve reading from a 1000 page book?
>>
Is there any game on steam that's not just a stupid time killer for 1-2 days until it gets boring? Any games with a community that you can play long-term?
>>
>>144087028
Is this game dev?
>>
>>144086896

It does to an extent, but I think that managing that frustration is a skill of its own. The first bit of resistance when learning a new skill is always the hardest, and the way to overcome that is with disciplined practice.

It doesn't ever "get easy", but the things you are struggling with right now will become easy.

There's a reason not everybody creates, and that's because despite the popular myth that it's all just a chain reaction of genius and inspiration, there are a lot of hurdles and it's fucking hard to make something good.
>>
>>144087019
I feel you. I tried retaking a easy high school math course so I could maybe get into some universe or trade school and failed so spectacularly I gave up only a month or so in.

Khan Academy is pretty nice. But I found just searching for tutorials on youtube to be fairly effective as well.
>>
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>>144086761
>I'm saying that if you look for inspiration via consumption every time you get demotivated,
Why?

Also define "every time". It's obviously not a good idea to come up with a new game every month and you should instead focus on finishing the first one.
And I don't know what sort of image you have in your mind, but I just "consume" regularly every day one or two hours, to wind back and relax. The creativity then comes by itself, it's not a good idea to work without remuneration.

Lately I've been playing Dominions 4 and I get so many ideas for spells to use in games it's crazy. They've got a shitton of factions each with their own history and evolution along the ages, tons of different units and a very in-depth spell system with heavy influences from real life cults/religions/philosophies.

I'm not gonna aim to make a game of this scale though, it'd be like wanting to make Dwarf Fortress. I mean it's called Dominions _4_ for a reason, it is what it is today after many years of work.
>>
>>144087019
Khan Academy?
>>
>>144086119
you need to apply the texture both in edit mode and texture stack
also don't forget to paint in material mode
>>
Now that waifujam's over, I have just the thing for AGDG: https://itch.io/jam/yaoijam
>>
>>144087603
Good lord
>>
Im gonna do it, /agdg/
Today is going to be the day I start taking my game seriously and making a bunch of progress
>>
Someone ideaguy me some ways I can implement music in my attack system
>>
>>144087978
Music changes genres based on the ethnicity of the attacker. Be sure to give me a cut of your profits
>>
Has anyone here switched from Unity to GM:S?

The one thing that is stopping me is GML won't be of any outside advantage to me whilst learning C# is learning a serious language that I can employ afterwards.
>>
>>144088324
Why switch?
>>
>>144088409

I want to finish something.
>>
>>144088324
I'm not a very consistent guy, but I know for sure that you wont get anywhere if you don't stick to one engine and go into depth. It's like running from one job to another one because you feel uncomfortable and at the end nobody wants to employ you anymore. If you want to get anywhere, stick to one thing and overcome pain instead of running to the next thing.
Saying this is easier than doing it, but it works this way.
>>
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>sugardev does ama
>no one asks anything
>>
>>144088534

I think this might have been exactly what I needed to hear desu.

Thanks anon.
>>
>>144088648
Going to become saltdev soon
>>
>>144085489
thanks for reminding me, a friend put me onto it and i've been enjoying it
>>
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>>144088728
good one
>>
>>144088658
I had an internship for one week at a webdesign/webdev office for one week. I really felt uncomfortable after only one day, because I thought I'd only have to dev. But he organized a client for me and I had to talk/design and program the whole website on my own.
I really struggled but I kept going. I finished on friday and eveything was done. I was proud that I did not flee and sticked to my goals.
BUT, it really felt like hard work. It wasn't really fun, but it gave me inner strength. And maybe I can work for him in the future.
I don't know how to motivate yourself to go through this struggle without having a job offer right after working your ass off.
But I learned that I can finish stuff when I stick to one project and don't end it until I finished it, no matter what else comes to my mind.
>>
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>>144087603
oh shit, now we're talking.
>>
Should I implement all the races and classes and so on for my RPG first, or just make basically "generic human fighter" and get the character on the screen?
>>
>>144089141
Depends on how long of a goal that is, in my case it meant an assload of animations and graphic work and "generic human fighter" is definitely the way to go if that's the case.

But if it's fast then add a few, maybe not /all/ of them but more than one.
>>
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>>144046203
I was able to create photorealistic renders in Cinema4D and create some decent shit (i was good with objects, could never really model organics to save my life)


but the second i touched blender i felt like a blabbering 2 year old

i couldn't even attempt to create half the shit in blender i could in C4D

the UI really doesnt make any god damn sense
>>
>>144089091
Is that character progress, googem?
>>
>>144083856
i like galko
>>
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>>144089362
nah but I could make the Freedomcell game a proper thing since Lost King never did.
>>
>>144089321
For right now it'll just be stats because I'm going to literally just have a cube represent my player on the map until I have a working prototype to show my artist friend.

The basic idea is to take the grid-based combat of games like the first few Fallout games, some of the Ultima games, Final Fantasy Tactics, etc., and make it work with old school D&D rules, in a sci-fi setting. So I don't need much art at all at first.
>>
>>144061518
that looks pretty great but..

I'm going to ass, I'm pretty sure that's a double action revolver not single action one, and pulling the hammer back is a very bad tactical move as you need to come off target and remove a supporting hand

your animations do looks pretty good tho
>>
>>144089648
/k/ pls, you're talking to someone who had their bullets pointing sideways in the clip
>>
>>144089604
Then yeah, in that case by all means add a few races. The caveat of maybe not adding all of them is because designs change, especially in games that take a while like RPGs. You could end up adding a bunch of stuff that you end up getting rid of down the road because of changes in development.

The concept you has sounds pretty interesting, especially because depending on the version of D&D we're talking about here the combat can play out like a strategy game as is. Excited to see some gameplay, when it's ready of course.
>>
Remember, a shitty game is better than no game.

You learn something from a shitty game, you learn nothing from no game.
>>
man
every day I wake up and realise
my life may be shit
but at least my name isn't Ryan
>>
>>144046203
at some point blender becomes easy.

the problem with art or 3d is that you always make those little mistake that frustrates you and you only realized you made them after you finished the model
>>
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>>144089828
Thanks! Have my ugly pre-art chargen screenshots.
>>
>>144089831
i always feel like i shouldn't waste my time, then i end up wasting my time idling, doing nothing. my brain is fucked up. i need to become wiser.
>>
>>144089361
that's a nice render but the materials are wrong
>>
Does anyone know a decent guide to drawing "toon" characters? i.e. 3-4 head tall. FF9/Windwaker type things?

Seems even harder than drawing normal proportions.
>>
who wants to be inspired by some feels?

https://www.youtube.com/watch?v=wuz2ILq4UeA
>>
>>144089361
>tfw really want to use Blender because it's free and open source and I respect the hell out of that
>still always feel myself drawing towards 3DS Max instead because it's just so simple to use in comparison

Granted I'm still shit beyond belief when it comes to modeling.
>>
>>144089952
You've got a bunch of stats that are going to be... interesting to implement, to say the least. Good luck!
>>
>>144090241
Yeah, it should be a ride. And thanks!
>>
>>144072290
What an odd way to spell dota
>>
>>144090140
3DS Max for me on the other hand feels harder to use. Its a matter of opinion not fact man.
>>
>>144072487
if you go pixel, go all pixel
pixel and rounded uis don't mix
>>
>>144090608
Oh i wasn't trying to state that one is better than the other. It's mostly just a question of what you learned first and how your workflow is laid out.

I just wish I could use Blender and not 3DS Max.
>>
>>144089982
I force myself to work on real things like programming, because design would be too fun and not generate anything. Then I get this prototype working that technically representative but isn't fun
>>
What are some game genres that require minimal animation?
>>
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To the person who makes the Progress Reports.

Thank you.

To the guy who amde the agdg tools site, I am finding webmcam to be excellent thanks to you.

Thank you.

Progress bless you all.
>>
>>144090104
Its too early in the morning for feels

but not too early for progress and making fun of googem, that namefag
>>
>>144089065
I do webdev. I hate it. I want to escape. Please send help.
>>
>>144090785
puzzle
Text
>>
>>144090010
I spent an hour on the copper jackets but just ended up saying fuck it, but the materials are not /that off/.

i was having more fun doing the modeling and blackpowder than the texturing heh


i cheated by creating the basic shape of granulated black powder, and adding it to an emitter and using physics. Tweaked it until it looked exactly like something from one of the many cut away photos

>>144090140
dude if you think Max is easy compared to blender

you aint seen shit about cinema4d

all of the modifiers in max and be added/removed at anytime in C4d

which makes hundreads of tasks so much eaiser, like dealing with nurbs.

I havent used it since R13 but at a minimum "obtain" R12, its when they added in the new render engine thats literally like 6x faster. (compared to older C4d 9/10)

>tfw i would possibly still be doing modeling but i ditched career paths for software development
>tfw i don't even know why i'm posting here i've already tried the AGDG route and failed

also the default render engine in C4d i feel is so fucking good i would only export to say maxwell if i was really really bored

and the physics engine is damned good for anything that doesnt require water
>>
>>144090713
I disagree. I think Pixels and modern UI's work fairly well together if it's a "modern" game and not one that attempts to copy a older style like a NES game.

Now non uniform pixels is where I draw the line.
>>
>>144090849

>been wanting to make a puzzle game for ages now
>not smart enough to come up with any fun puzzles

sucks mate
>>
Foreverially delitized jam
>>
>>144090785
Arena shooter
>>
>>144090919
>all of the modifiers in max and be added/removed at anytime in C4d

Isn't that the same as Max?

I remember using C4D a bit when I first tried getting into 3D modeling and found it to be really user friendly as well, but got into 3DS Max more since I heard it was better for games.

Fuck I wish I learned Maya instead.
>>
>>144090919
cinema4d can produce good renders, thats the strength of it
>>
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>>144090987
>>
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A clone of Airport Madness that I had to do for a software construction class. Having not played nor seen the original, I just read the written instructions and did my own spin on it.

Spent about two evenings on it due to work eating up my schedule, along with the other assignments I had to do for the same class (for the same deadline, too).
>>
>>144090714
Yeah exactly, I got so used to blender now that touching anything else fills me with pain, bet its the same for guys coming from the other side.

Only other 3dprogram i can handle is Zbrush but there I use a stylus so it isn't as easy to confuse controls.
>>
>>144046351
you sir are a genius
>>
>>144090987
steal ideas from existing games.
Have shame no game.
>>
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>>144091115
>Isn't that the same as Max?
when i started to learn 3d this was certainly not the case as far as i can remember (R9 / 2004~)

if i say turned a box into nurbs, if i tried to back out of it i was just left with the 40Ktri mesh that was a result, rather than it just going back to what it was.

This hiearchy view saved my fucking life when i was learning this shit.

I was told the "better for games" thing was just about the fact Max came with some dope exporters.

Later on down the road export support got a LOT better and i was trying to make a shitty source mod, all inside C4d rather than max or thos XNA games tools or whatever it was called.

I had to export animations to max then to source, but i'm sure theres a proper converter now.

(it was still eaiser for me to use max as an exportation tool than actually use it lol)
>>
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>>144046203
You're doing ok, mein nigga. Pic related is my "best" stuff and I'm still a beginner. That's not even really great.

When you're out of the tutorial, just follow the same set up steps that you've been using. For more practice just type in concept arts in google images for shit to replicate. Your friend just sounds like a whiner.

https://www.youtube.com/playlist?list=PLQmcvHjGUS16JV_M_FPgxJZkoDPEpaWtk

I was making vids but had a thing come up and had to stop. I'm picking it back up and I think I'll do a thing on where to go after your tutorial phase.
>>
>>144090987
One demon here gave me a good advice: walk backwards.
This really helped me almost finish my puzzle game.
>>
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The white tooltip looks ...bad right? So far ive spent a day trying to change it, and another day is starting to end. Do you guys have trouble sticking to your schedules?
>>
>>144091850

I did that t-rex tutorial too
>>
Congrats to everyone who put a game on Waifu Jam.
Having a go on them now.
>>
>>144091850
Neat.

My problem with modeling has been that I can never take that step from more simple architecture to proper organic rounded models, I've tried so many time but my brain just doesn't compute for some reason.

Like I can make props for Skyrim and have them look passable, but I can't make a simple character to save my life.

I would model a lot more if unwrapping and texturing wasn't such a massive fucking hassle..
>>
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>>144091948
Show me your rex, big boy.
>>
>>144092239
that looks perfect man, tell me you are not going to colour any of it in
>>
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>tfw looking at the concept art you made for your dead and semi-dead games
I wish I wasn't so shit at everything, man ;_;
>>
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>>144092165
Unwrapping and texturing isn't as hard as you'd think. When you do it enough times, the unwrapping process is all intuition. The pain in the ass part is just forcing yourself to do it enough times that you start seeing the unwrapped results in your head instead of the screen.

Just get concept art from google and set them up. The organic stuff is easy when you do it enough times. I started off the same way and I still feel more comfortable making stuff that isn't organic.
>>
>>144091924
>The white tooltip looks ...bad right?
Hard to tell without seeing it in context of the whole game. But probably yeah. Just theme your GUI some wacky colours. White on black for leet hacking. Check some other defcon style games for inspo

>Do you guys have trouble sticking to your schedules?
Oh god yes.
>>
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I have TWO games I should be working on, one I abandoned three months ago and one I had barely started.
What am I doing instead? Coming up with ideas for microgames to implement in a RPG not like Undermeme though that I wouldn't even know how to program. Fuck me.
>>
>>144092464
what about texturing?
>>
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>>144092382
Thanks, buddy. It's actually from some random concept image I found in google. I just didn't know how exactly to texture it so I left it like that.

That's how the room would be colored in concept.
>>
>>144092239
too bad its not....
...in engine
>>
>>144092732
>stolen content
wew lad
>>
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>>144092670
I'm really not that great at texturing yet so I don't really do it all that much. I just get everything unwrapped and ready for the texturing part when I get to it. Still working on getting good.
>>
>>144092732
>>144092732

so have you made anything original or nah?
>>
>>144072487
those girls with beards are super esxy
>>
It's libgdx the perfect spot between bloated unity baby garbage and no game enginedev SDL?
>>
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>>144092931
>>144092968

Just to be clear, I was posting for the guy with the blender question and what stuff to make. This is all just shit I've made with blender trying to actually get better at it.
>>
>>144084678
if you are advanced you don't need tutorials you doof
>>
>>144093279
No lad, you're just shedding the skin of memes and assuming the final form of all agadagers: the engine dev.

>>144093280
Skull + torso look great. Really emaciated. Limbs and especially hands+feet are tricky, but learn to do them.
>>
>>144091905
What do you mean?
>>
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>>144093174
Not yet, sadly. I can't put things together like the pros can. I'm still in the beginner side of things.
>>
>>144093584
It's libgdx engine dev tier?
>>
>>144092548
ah good to know - thx for the reply.
>>
>>144093835
I wouldn't really say so. It has about all you need to do a game.
>>
Hey aggy, I'm looking for reference pictures of low poly models. Specifically, I would like to see NDS/3DS models to understand how the pros manage to get nice models with limited tris.

Anyone know where I could find them?
>>
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Just started development on a new game, the idea is to have an on-rails shooting style game. It will be useful as it gives me a chance to make bigger levels.

Currently I'm getting some basic movement together.
(Hopefully I can get a version for Demo Day 9)

Luvvie Ducks kinda bombed unfortunately, although 7 people from agdg downloaded it, so I hope it provided a little entertainment.

If anyone is still interested in Luvvie Ducks I created a download key for agdg.
https://gremonation.itch.io/luvvie-ducks/download/RGtS8znu4S00Sp41m47DJ634vwkXa4ht1WlFKGZ4
>>
>>144094310
There are some 3d models here.
http://www.models-resource.com/3ds/pokemonxy/model/9156/
>>
>>144094321
is it also going to be ducked based?
>>
>>144094321
Are you going to have a random character action section near the end?
>>
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Do you really think your games are safe AGDG?
I'm coming for you... and your game...
>>
>>144094310
sketchfab
you can find alot of models that went into ps2/gamecube/ds games if you look carefully

https://sketchfab.com/models/678935bd505c4fd4aa9b9e368a63e1ce
>>
>>144094490
Thanks, this is exactly what I was looking for!
>>
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>>144094517
Nope,
Although, I may hide the duck model somewhere in the game, or do a flyover of a lake with ducks in it.
>>
>>144094321
I'm sorry man, but your duck game was one of the least interesting games I've ever seen on here.

You seem like a dedicated dev though, just pick a more interesting concept this time.
>>
>>144094321

Are you using Rez as inspiration at all?
>>
>>144094608
I'd like to have a boss battle at the end of the level. But there's a long way to go before then.
>>
>>144094612
fuck off googum
>>
>>144094883
oops my mistake, didn't quite read the name field
still though, fuck off
>>
I want to make a side-scrolling platformer in C#.

Should I just use Unity or try monogame?

I am newdev btw
>>
>>144094832
Leaning more towards starfox, my audio skills are not good enough to incorporate it into the gameplay.
>>
>>144094612
that Rippus screenshot is out of date.
https://www.youtube.com/watch?v=SoiyTuDDISY
>>
>>144094993
Monogame, XNA.

If you want to skip C#, then GameMaker, Godot.
>>
>>144095059

Sweet. I look forward to seeing your progress man.
if you want to collab in terms of music or anything I wouldn't mind giving it a shot. [email protected] if interested
>>
>>144094612
You cant fool me. No one would bother stealing my game.
>>
>>144091905
Not that anon, but...

Start with the finished state, then figure out interesting ways someone could get there, then create a puzzle that requires figuring out those interesting ways.
>>
>>144095107
Mind sharing progress of your latest game? I'm just interested that's all... I'm not the kind of guy who steals ideas...
>>
>>144095125

I would try GM or Godot, but I want to learn a language as well as make game.
>>
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r8 my inventory
>>
>>144095281
here you go
https://www.youtube.com/watch?v=SoiyTuDDISY
>>
>>144095107
consequence of you not posting progress itt
>>
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>>144069364

If you were a true statistician you would have already noticed that the trend has been linearly decreasing since the first demoday, which means that it's been losing steam all this while.

It's not the last demo day that should engender disappointment, it's demo days #2-8
>>
>>144095326
Use GameMaker. Learn GameMaker Language. It's its own language, which means syntax won't necessarily transfer, but learning how to script and everything will be invaluable later on.
>>
>>144095252
Post it here friend, I just want to see how my fellow devs are doing...

>>144095434
That's your old game. There's no use stea- I mean looking at an old game.
>>
>>144095415
empty/10

Try making it lighter colors, with a bolder selected tab and darker, more muted deselected tabs. I would also make the selected tab slightly less tall than it is.

6/10 colors, 8.5/10 design.
>>
>>144095646

this namefag/meme attempt is shit btw. Nobody who is too lazy to think of an idea is going to finish an entire game they didnt come up with
>>
>>144095646
>1 day ago progress is old
if you werent a nodev you could be an actual game theif
>>
>>144095747
>Nobody who is too lazy to think of an idea is going to finish an entire game they didnt come up with
If you're so confident about that, post your game right here.
>>
Can someone post latest aseprite?

I would compile but i'm a pleb and idk how
>>
guys i need some help
in my game i have the following stats, Strength, Endurance(represents the HP in a way), Agility, Dexterity, Attack type and rank (depending on the weapon, and Armor, all of them are ranks (from F to A then S), i used ranks because i want to avoid meaningless huge numbers and keep stuff somewhat realistic (you can absorb/avoid weak attacks, but receiving a higher rank attack is lethal).
now i'm struggling to come up with a good damage formula, there are two parts, the first is hit chance depends on Agility (affects evasion) and Dexterity (rises hit chance), the second part is dealing damage, it is affected by Strength (gives bonus to the attack rank), Attack type bonus (if weak, strong or resistant to it) and Armor (for the targeted party).
if the attack lands, the Endurance rank decreases, going bellow F = death. having few ranks means the battles are short (unless neither you nor the enemy is landing hits), also it means that nothing is damage sponge unless your attack is too weak the damage becomes 0.
what would make a good formula in this case?
>>
>>144095853

joke's on you I don't have a game.
>>
What are some cool effects on health bars? I think having health bar without any effects is kinda boring.
>>
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listen to this bomb ass track I just found on that free music website in the op.

http://freemusicarchive.org/music/Tours/Enthusiast/Tours_-_Enthusiast
>>
>>144096028
Bubbles
>>
>>144096028
Pulsing when it's low
>>
>>144095326
Then I say stick with Monogame. I haven't tried it personally, but they say it's the replacement of XNA, and XNA is basically C# with a library which can be used for game making.
>>
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I dunno why but I posted my stuff to the KSP thread. Apparently it turns up if you search AGDG. Anyway here's some MOTIVATIONAL ART
>>
I've been interested in chiptune but I have little to no experience making music, what would be a good program to work with?
>>
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>>144096317

and also some robot bullying. it's ok since they have a shitty green mohawk...
>>
Is it ok to use tris for non-deforming parts of a mesh?
>>
Any ideas why a 3rd person camera might randomly start in the wrong place sometimes in UE4?
>>
>>144096028
Instead of a health bar you've got a bunch of bio-metric stats.
Instead of a health bar you've got a the face of your character at different stages of beaten up.
Instead of a health bar you progressively remove clothing from your character the more hurt they are.
The health bar starts to cracc as you get low on health, spraying out steam or somesuch, and when you die it explodes.
The health bar is actually a meta enemy that uses the abstraction of health to make the game more difficult for player, going so far as to restart the game when it is reduced to zero. To defeat it the player must do a minigame where he "hacks" away the health bar. Said minigame is itself a meta enemy.

Etc.
>>
>>144092464
any good tutorial on uv texturing? I can never just use a texture made for a model. I always plop an image of what I want and then scale the uv a lot higher so it repeats all over the model in a way that doesn't look 100% retarded.
>>
>tfw have the skills to make a good 2d platformer or rpg but have no good ideas

Want to make a cyberpunk game but my ideas for combat and story are wanting
>>
>>144096698
lie in wait for someone to post a promising game and then steal it from right under their nose
>>
>>144096661
Elaborate
>>
>>144096532
3d models are 100% made from tris, unless you have some new tech.
>>
>>144096851
Not really, they're just converted to tris in-engine.
>>
>>144096764
First the copyright meme, now this
>>
>>144096698
2D platformer or RPG? Is the world future earth or something else? What's the tech level? What are the in-world struggles? What sort mechanics do you want?
>>
>>144096698

Nobody cares about platformers, so make an RPG.
>>
>>144096317
guy looks dope, is he your oc DonutSteal?
>>
>>144096532
Tris are generally fine in moderation.
>>
So, a few years ago I remember playing a sort of dating sim game where you were a renaissance artist, and you could meet with other artists, take classes and work for guilds or something like that. It was web-based.
IIrc I first saw the game on the agdg generals. Is it still in development? I can't remember the name and every search ends up on that Painter's Guild game.
>>
>>144096851
>>144096940
It actually doesn't matter, the gpu only calculates tris.
>>
>>144095207
Thanks, I will get a bit more of the groundwork done and see if you like where its going.
But I would be interested in any music you want to contribute.
>>
>>144096814
For my character I have some mesh with a broom and a camera at the end of it above it angled down so it's looking down at the character at an angle.

At the BeginPlay event I have the level blueprint set the world location + rotation of the player at one PlayerStart actor. This data should be the same every time

But sometimes, my player camera that's at the end of my broom rotates 180 degrees on the Z axis so it ends up looking at the player from the opposite direction of what's intended. Seems to happen at random too
>>
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>>144096317
cool pose
>>
>>144097726
How come you're setting the location of the player to the PlayerStart?
If you click the little arrow next to Play and tick 'Default Player Start' you should start there automatically.

No idea if it'll help but eh.
It could have something to do with the boom (I assume you meant boom) trying to avoid collision while getting teleported.
>>
>>144097726

If it's inconsistent, it may be rounding errors, but I don't want to jump the gun and say that just yet.

Have you checked the rotation code for any sort of weird division that you may be doing?

Pastebin code if you could.
>>
What language is GML based on? I want to use notepad++ as a text editor instead of the built-in one and would like syntax highlighting to look right.
>>
>>144097053
Platformer, near future

Mechanics involving animal splicing and augmentations
>>
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>>144098187
>>144098163

Eventually I want more than 1 possible start point but I need to get past this error first

This section of my world blueprint is enough to for it to start appearing
>>
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who do you think is going to be the next agdg dev to make it?
>>
>>144098474
>blueprints have more juice than my game

>>144098545
Me :^)
>>
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>>144098545
Me.
>>
>>144098474
Try what I said and see if it still happens.

You can have multiple spawns with it anyway.
>>
>>144098545

The one who actually finishes a game
>>
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>>144098545
I ask myself the same question
>>
>>144098545

Me.
>>
>>144098545
pajeet
>>
>>144098545
a dev with

>creative thinking
>huge amounts of ambition
>talented
>great eye for detail
>is naturally liked by others

hard question
>>
>>144098545
someone post the monday recap so we can choose one from there
>>
>>144098906
>is naturally liked by others

No such thing as bad publicity. Hated devs are just as successful, if not more so, than loved ones
>>
Does the pugdev guy have a blog or something with the stuff from his cultist game?
>>
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Doing some texturing
>>
>>144099238
Looks good provided there was an impact on the exact centre of the faceplate. Which is pretty unlikely.

If you could randomise where the crack is centred that'd be good.

Also too many primary cracks and probably too many overall.

Otherwise nice. I was spooked by imagining being a spessman with a cracked helmet.
>>
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>>144099238
>Literally just put some of the built in materials in substance painter on a shitty mesh
>Looks horrible
>"Look at me guys look at muh realism :^)"
>>
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>>144098906
>creative thinking
me
>huge amounts of ambition
me
>talented
me
>great eye for detail
me
>is naturally liked by others
>>
>>144099238
is that you virtuawave

>>144099113
to be successful you have to be liked by others
>>
>>144099763

>le tortured genius meme

nice delusions of grandeur
>>
>>144099571
Where is your realistic model?
>>
>>144099775
I am convinced. Thank you for showing me the error of my ways.
>>
>>144097440

That's Thumbtack man

https://www.youtube.com/watch?v=7IPbGfDfGcI

>>144098147

<3
>>
>>144099775
>to be successful you have to be liked by others

Okay, so I'll hate every project you make and you'll never be successful, no matter how high quality your games are.

Makes perfect sense. Enjoy being a permanent loser chasing other people's feelings I guess
>>
>>144100264

Well you're an exception cause no one really cares about what you think.
>>
>>144100406
How many exceptions does it take to make a rule?
>>
>>144100406

I'm glad your definition of 'success' is so convoluted and pointless
>>
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>two more days until exams finish and I can start devving again
>>
>>144100264
yes, everything in life works this way
undertale got popular because of people saying its the best game ever, obviously its not the best game ever but its worth seeing whats the noise is all about
>>
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>>144100137
>crushing hopes and dreams
>>
How do I put myself ahead of the competition and become the next AGDG successdev?
>>
>>144100843
Make a good game.
>>
>>144100576

that has nothing to do with my post.

Undertale is successful but Toby Fox is hated, which is a complete reverse of >>144099775's dumbass statement

>to be successful you have to be liked by others
>>
>>144100843
Actually make a game
>>
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>>144100843
Quit your job and mortgage your house to fund your new studio. Look at the amount of natural light it lets in, I can't wait to start devving here! Just wait until I finish unpacking and setting up my rig bro

>6 months later
>still shit
>>
>>144100014
imagine you and another guy applying for a company.
you are better than the guy applying with you.
you are anti-social and he is very social
but the other guy knows this so he becomes an obnoxious asslicker to trample you
who you think is gonna get the job?
>>
>>144100576
This nigga really gets it. You can not be the next Carmack or Gaben or Toby if you are unknown before releasing your game. It's really like politics: you need friends and money to achieve something. If you would go for the president chair on the next day, you would have no chance, since no one would know you. If you don't have the money to advertise, then you need some sort of audience already before you release anything.

So the statement still stands: the next 'big' dev of ours will be that guy or girl who will win our sympathy and support.
>>
>>144100843

Finish one single game. Just one. That's it
>>
>>144099514

>If you could randomise where the crack is centred that'd be good.

Yes I see what you mean.

>>144099571

I never said any of this what you claim but whatever.

I have made this one before:

https://youtu.be/CjixHiNeyAo

The main fabric material is from gametextures.com so its not just built in materials.

Also, back the fuck off!?!?

>>144099775

>is that you virtuawave

yes!
>>
>>144100843
Why not become an intense namefag nodev shit poster who scares away all the nodevs with weak stomachs and makes AGDG great again
>>
>>144101012

>in order to be successful in game dev, you must join a company

haha oh god wow
>>
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What happened to all the enginedevs? There used to be loads of regulars, I loved reading into how you go about creating an engine
>>
>>144098234
Using C, C++ or maybe even Java syntax lighting ought to get you close enough.
>>
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>>144101080
>HA it wasn't built in i just stole it from someone else online and without customizing but it on the model bet you feel stupid now!

Whew lad learn to take some bants boy.
You need to spend some time learning actual texturing to make it look alright is all.
>>
>>144101127
>AGDG great again
>again

>>144101080
>Yes I see what you mean.

It wouldn't be that hard, really. Entirely dynamic cracks are also a thing. I saw an article somewhere awhile ago, looked simple enough. I'm a pretty competent programmer though,

>>144101237
I'll post progress tomorrow I swear ;_:
>>
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>>144100973
>only have an hour or two a day to dev
>quit job for easier, less time consuming one that pays much less specifically so I could have at least 4-6 hours a day to dev
>instead spend all my new freetime sleeping and relaxing
>too lazy to even do the hour per day I was doing before

help
>>
>>144101080
>Also, back the fuck off!?!?
Never talk to me or my game's son ever again
>>
>>144101205
i didn't say it, you did,
but as someone who sell something you need to be a likable person
>>
>>144101325
Thank you! That helps a lot.
>>
>>144101497
Ive just realised the alignment is still screwed
fuuuuuuuuuuuu
>>
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>>144101515
>>
>>144101497
>took my advice
>game looks 100% better

Fuck me I should try taking my advice sometime too.
>>
>>144101406
Can you post some of your models please?
>>
>>144101237
There's still one, an FPS dev that was most recently working on something about shadows
>>
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>>144101551
>but as someone who sell something you need to be a likable person

Yeah I'm sure every time a user loads up a Steam page they first do a background check and look at the twitter profile, facebook profile, elementary school yearbook photos, and Hillary Clinton's e-mail files before deciding

"hey yeah this dev is a cool guy, I'm going to buy this game"

Jesus fucking christ anon. AGDG is now officially so delusional that they think that charisma is an acceptable substitute for the crushing reality of being a nodev with noproduct and noquality
>>
>>144101824
That guy using LibGDX?
>>
>>144101615
You will likely also have to add some GML keywords by yourself. I have never done custom syntaxes for Notepad++ so I can't help there, unfortunately.
>>
>>144101836
but its indie games we are talking about idiot. you can't fucking make smash hits as 1ma, its almost impossible.
if you were to make a super high quality game by yourself, you have to be a madman or work with others, and guess what you need in order to work with others
>>
Been testing out how best to organize and handle character stats. Now I'm off to the store. When I get back, I'll narrow down what kind of setting I want, and from there, work out a basic rules system.
>>
>>144101871
I dont know what they use but their default texture is pink and white checkerboard, they've been working on it for years
>>
>>144101734
thanks anon, I couldnt have done it without your positive response
>>
>>144102006
Oh I thought you were on about Ctesiphon
>>
>>144101985
>you can't fucking make smash hits as 1ma
>stating this in a forum where exactly this happened
>>
>>144101985
>and guess what you need in order to work with others

skill to be able to complete a game

charismafags spend all day trying to become friends with others instead of actually getting things done.
>>
>>144101985
>you can't fucking make smash hits as 1ma, its almost impossible

>what is dwarf fortress, cave story, touhou
>>
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>>144101780
Here's one of my WIPS. Why did you want to see that?

I differ from you however in that critique is welcomed since i'm not here just because my summerbreak started.
>>
>>144102142
i don't see the difference between low probability and impossible
jesus christ are you for real

>>144102170
yes but most collabs dissolve because of petty arguments and lack of leadership
>>
>>144102249
>what is hoople
>>
>>144102253
I don't see your texture though.
Oh and by the way, I'm not the guy making the astronaut model. I'm just sick and tired of people talking shit when they can't do any better. I hope you'll prove me wrong.
You were still an asshole though
lol you stole textures, lol you use the default textures is not critique
>>
>>144102354
>yes but most collabs dissolve because of petty arguments and lack of leadership

more like lack of motivation and progress

self-motivation is far more important to a game getting done than socialization. socialization is what you to do pretend that you're being productive, but you're really not
>>
someone got texture triggered
>>
>>144102129
My bad I guess they're an enginedev too

but still
>Java
>>
>>144102253
>since i'm not here just because my summerbreak started.

proud of being an /agdg/ lifer is pretty sad, desu
>>
what gamedev can i do drunk guys
>>
>>144102635
Considering the most successful indie game of all time was made in Java I don't really see the problem. The "Java has trash performance" meme is severely outdated and not really applicable to indie scale games.
>>
>>144102756
Social media rants
>>
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>>144102502
Sure you aren't ;) Your secret is safe with me astronaut guy.

Don't take it so hard, its not a dick.

I called you out on the fact that you had a crappy model with a crappy texture that you tried to pass off as your own "Doing some texturing". Its fine to use placeholder textures and programmer art, but don't try and sell it as something else next time.

>>144102679
Not proud, i just post my stuff here from time to time to get critique since you guys are fucking savage, whilst the other guy came here not expecting to be called out on his unoriginality because he's new.
>>
>>144101237
I just started a raycasting engine. Will post progress when I can be bothered.
>>
>>144102553
time is the most important thing, and you can't make good things with limited amount of time
>>
>>144102994

>literally having reaction gifs saved to your harddrive

what a faggot
>>
>>144102994
You sound like a big faggot. And no I'm not the astronaut guy.
>>
>>144103117
Really? I've just started one, too.
>>
>>144103249
can you post an upskirt shot?
>>
>>144102994
you probably one of those guys that make terrible 3d but its ok since its at elementary level and you didn't make any mistakes
>>
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>>144101237
I drop from time to time for the latest maymay shitposting. I'll post again progress after graduating in a month
>>
>>144103243
>>144103249
>faggotmind

>>144102994
This anon is correct though, saying youre doing some texturing but then showing someone elses texture deserves some bullying.
>>
>>144103243
>Doesn't know you can use an URL as a file-path

Whew summer comes so quickly now that i'm no longer in school.

>>144103249
>Im jealous of you being able to make actual models so you must be a faggot

Alright.

>>144103343
This is the kind of bantz i can get behind. My art is BASIC as all fuck thats why i post shit here sometimes so I can get better. Most people here would cry if they saw me trying to do proper topology for example.
>>
>>144103249
That's pretty cute, yo.

I hope you're planning on modeling and texturing her pantsu
>>
Well, I've went trough the jam games, and I would like to say thank you for all the devs who have participated.

Momiji Quest
Holy shit, this game is hard as balls. I like to torture myself with stuff like Super Meat Boy and Wings of Vi, and this has the potential to be just as cruel as them. Yet I can not decide: is this difficulty comes from the level design, the well crafted challenge, or because the control is not always responsive and just hard to get used to since it feels unnatural in an unexplainable way.

Cony Chaos
The heroine is adorable. I can say mostly everything about this game like I did in case of Momiji's. It's a good and hard game, however your controls are much more polished. It felt good that with every try I got further and further, so there was a learning curve for me. Some checkpoints would have made it a more splendid experience, but I had my fun nevertheless.

Commander
Placeholder-chan is best waifu.
Looks like a fun game, but there's really not much to say right now about it. I can only hope you'll keep your humour for the final version also.

Waifu Quest
I've grabbed them, I've grabbed them all!

Jamos
100% welcome, 100% done, mouse is 100% broken.
>>
>>144103482

You don't post your stuff, you are just pretending to be one of us so you can get away with your 18 year old bravado.

Go back to r9k please.
>>
Vampire's Bit
This is a great example of what kind of games amateur devs should aim for. The concept is simple yet fun. It is a small project, which means it can be finished, yet you can learn a shit ton while making it and by polishing what you have. Boner/10, I demand a high res version of the opening screen and the game over screen, since they would make great wallpapers. Others have mentioned the bugs regarding the controls before, and I can only repeat them. If I press right, the character will always go right until I press some other key. Just simply implement an event listener for key release. Other than that, it was never clear to men when does the vampire hunter see me. I assumed that it works like the hide 'n' seek parts in Oracle of Seasons, where basically you had to stand in uninterrupted line of sight with the character, which has to look at you, yet it feels like here that it depends on how close I'm to him. If that's the case, there should be some indication to this. Like he's holding a torch and you have to stand in the light to get noticed or something.

The witch and the dragon
Cute concept, and it would make a perfect rithm game. It reminded me of that FF VI character which required a long ass input on the D-pad to execute a spell. Seeing the dev's other games, I think he has a talent for these kinds of games. It needs many polishing touches (like there's a small input lag, I think), but I hope it'll bloom later on. It was weird that I had to use the keyboard for the circles, yet I had to use the mouse to operate in the menu.
>>
>>144103608
>One of us. See this post: >>144102679
>>
>>144103293
>>144103525
No way. I did texture some kind of underwear though

>>144103482
I'm jealous of your skill yeah, but that's not why I called you a faggot.
>>
>>144102561
ironically none of you guys can texture like virtuadev,none the less have same game making capabilities
>>
>>144103786
what? the majority of that is substance drag and drop
>>
>>144103786
whos virtuadev
>>
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>>144103279
Haven't got very far with it yet. Uni has been taking up all my time.
>>
>waifujam has several entries
cool
>>
googum, fuck off.
anime is garbage.

name one single anime that isn't cringe shit.

anime is basically fiction storytelling, and fiction storytelling is the most pleb form of telling stories.

It's like telling me: but popular music is good, when all popular music (metal, electronic, pop, rock, punk) are simplified garbage for low IQ plebians who can't understand real music.

anime is trash, deal with it.

even evangaylion is baby tier first year high school philosophy, symbolism and mythology and some basic theology with basic script writing skills.

kys weeb.

kaiji is low IQ pleb entertainment for low IQ pleb niggers.
>>
>>144103482
Still not seeing your textures bro
>>
>>144104238
Get out
>>
>>144104238

I hope this is a meme or you are autistic as fuck fampai
>>
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>>144104253
>Hey i stole a texture online for you to be able to call me out on it you have to post a texture you made!
>Hey post some of your electrical work before you critique the fact that i put the toaster in the bathtub!
>>
>>144104238
do you just shit all over your keyboard or
>>
>>144104448

>that analogy

you're fucking retarded lol
>>
I'll never understand how we manage to attract /sp/ tier autism.
>>
>>144104238
post of the year.
>>
>>144100843
Your art skill or coding skill are all fucking MEANINGLESS
It's all about the RIGHT IDEA.
Like stacking blocks in a block world. the code was shit, the art was sht.. boom two billions..
or just some shitty asset store assets some goats with some poor shit thrown in..boom millions..
you need to have an original idea like that, but it needs to be original, not a copy
>>
Is there any reason not to use a ring-shaped menu like pic related in a turn-based strategy game?
>>
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>>144104543
>Your analogy is wrong for reasons i won't share so therefore you're retarded!

Boy chill out, your texturing skills will improve if you train to need to have a breakdown in the thread because someone called you out on not being good YET.
>>
>>144103675
>>144103549
Based
>>
>>144105037
no , you could not be more wrong

minecraft was mainly a success due to it opening in a browser without having to download any plugins, and having a highly efficient back culling engine which enabled the complex sandbox environment to work
>>
Professional idea guy here. Anyone want to collab? I've got ideas for days. Here's a small sample of my portfolio

>an fps where you play as a generic goon that follows around the big badass MC
>if you die the game continues without you, as you're not the MC

>a kirby clone where you absorb powers from the environment instead of from enemies

>a roguelike with no enemies or dungeons
>>
>>144104448
Still not seeing your textures bro. It's okay to admit you were lying.
>>
>>144105037
An idea is worthless if you can't even finish a game.
>>
I've been spending the last month trying to make non-pixel art for my game and it looks like dog vomit. Should I just go back to pixels? Does it really matter for a 2D game?
>>
>>144105162
doesn't persona use something similar to that?
>>
>>144105374

These are just vague concepts though, have you fleshed out these ideas at all or?

If you have some way of showing more in depth concepts then maybe I'm interested, but otherwise you're just piggybacking.
>>
>>144105437
If you can't make art, you can't make good pixel art. I bet your pixel art is shitty 1 pixel legged glorified stick figures.
>>
>>144105162
Do you really need that many categories?
Surely you can condense things down to a hovering three or something.
>>
>>144104392
>>144104405
>>144104464
>>144104665
STOP REPLYING
>>
>>144105374
>a roguelike with no enemies or dungeons
Elaborate.
>>
>>144105396
Lying about what? Are you one of those genuinely insane posters that come here sometimes?
>>
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>>144103951
Well, if it makes you happy, you are in a more advanced state than I am. I'm still fucking around in 2D space, finding the best way to detect walls with rays.

Is there any tutorial you are following? There's a good read on permadi.com and on the Opera-dev site. While I try to understand their methods, I'm also trying to implement my own ideas. I'm that kind of guy who likes to reinvent the wheel every time he wants to build a car.
>>
>>144105567
>>144105651
>implying I work for free
If you want fleshed out concepts, it's gonna cost you
>>
>>144105681
Just post your textures bro. You have no reasons not to, right?
>>
>>144105615
That's a screenshot from a SNES game. I have no idea how many categories I'll have. I'm just asking if the layout seems reasonable.
>>
guys pls, i'll be stuck if i don't come up with a decent solution, i don't want to be a nodev all my life.
>>144095964
>>
I'm having trouble with server-client communication in a web multiplayer game.

Should the server just give the client all the game's object's states and let it figure out what to do (it happens on the server regardless), or should it tell the client what happened?

For example, say there's 2 ships. One ship fires at the other ship and destroys it. Should the server:

Option A) Give the client updated object data (ship state changed from 'idle' to 'dead'), client has to interpret that somehow
Option B) Explicitly tell the client to destroy a ship by sending a 'ShipDestroyed' message to it

If I was making a game in a proper programming language I'd probably go for option A but Javascript has given me such a headache whenever I try doing things the 'right' way. It just seems like the simpler approach is the best.
>>
>>144105402
Obviously.
I am merely saying that the IDEA is 99% of any game and anyone who says otherwise is a dick chugging retard, who has no fucking idea how the indie racket works.
>>
>>144105759

enjoy never making a game
>>
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>Trying to think of a setting for a comfy life sim that isn't innawoods or alien innawoods
>>
>>144105162
Yes. If you are aiming for the PC, then there's no need for radial menus.
>>
>>144105832
you as well :^)
>>
>>144105860
Cute loli in Japanese countryside like Non Non Biyori or Kuma Miko.
>>
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>>144105760
Here's a tiling one i made from sand near my house. Now what was i lying about?

Look son you really should stop replying to me now, now everyone will know that you spazzed out completely as soon as someone points out you stole stuff and tried to pass it as your own. Just leave it shorty.
>>
>>144105860
mansionscape
>>
>>144106130
Looks like shit lmao
>>
>>144105969

>implying I haven't finished multiple games

thinking you belong in this thread because you've had some juvenile "wow what if" thoughts about videogames is laughable. Put in work like the rest of us or fuck off.
>>
Can GameMaker export for 3DS?
>>
>>144105162
circular arrangement is harder to "scan". you can get used to it but it can put off newcomers
>>
>>144106196
Atleast i didn't steal it shorty ;)
>>
>>144106130

>a picture of some sand

wow good one you should totally critique other people's work
>>
>>144105860
Small tropical island
>>
>>144105828
I'm not disagreeing with you, but I think you're being a bit hyperbolic. The execution of an idea will always be equally important to the idea itself.
You can have the greatest idea in the world, but if the game you make looks ugly, plays poorly and just feels bad overall, you idea's beauty won't shine through that shitpile of a game. Likewise, if your idea is bad, or merely unremarkable, you can execute it perfectly and still end up with a piece of shit.
>>
>>144105860
An apartment complex filled with interesting neighbors.
>>
>>144106196
>>144106443

Is this guy for real? The astronaut dev just has to be a troll, why shouldnät he be allowed to point out that he stole his assets?

>>144106480
Oh lord the irony. Atleast the other guy could make a decent model but damn.
>>
>>144105987
I'm not really a fan of Japanese culture so no thank you.

>>144106169
As in like the majority of the world map is one colossal mansion?
>>
>>144105721
I pretty much just implemented the permadi java example in C++
lodev has a good tutorial that covers floors and sprites
http://lodev.org/cgtutor/raycasting.html
>>
>>144106606
>As in like the majority of the world map is one colossal mansion?

Yes. Exactly like that.
>>
>>144106731
Huh. Interesting. I like your idea.
>>144106592
I like yours as well.

>>144106521
Would be kind of neat as well, unless you mean survival stranded kind of deal which isn't really what I'm looking for here.

I'll write these down.
I'll probably just get some prototype things up and running in the meantime.
I don't really know how far I want to take this concept yet.
>>
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new thread when? we need a dank thread to post dank memes.
>>
>>144106615
>http://lodev.org/cgtutor/raycasting.html
Ah, that one, that's also a good read. It's very interesting how he makes the game in actual HTML and not on the canvas. I don't really see the point of this, but it works, so there's no reason to complain. I try to write mine also in HTML5/JavaScript, however I'll keep the game in the canvas.

Keep it up, man!
>>
>>144107084
dumb frogposter
>>
Guys, I have no idea what to work on.

Give me a really simple game idea.
>>
>>144105162
Legend of Mana's ring menu is pretty fine too, but its cancel/accept icons seemed a bit unclear.
>>
>>144107628
pong but you can move the paddles
>>
>>144107628
Pong, but each player controls two paddles and has to keep the ball from going off two sides of the screen.
>>
In visual studio how do i display description of a function parameter?
>>
>>144107719

alt+f4
>>
>>144107693
>>144107707
Okay, pong is kind of too simple.

Maybe change "really simple" to just "simple"
>>
>>144107628
Pong, but the paddles are wizards and they are throwing and deflecting spells.
>>
>>144107820
haha you are funny XDD such an epic troll XDD
bet you can't wait for your 12th birthday party that your mom is making
>>
>>144107628
pong but the paddles are actually nanomachines and you have to sneak past them
>>
>>144107628
There is an ZX spectrum game called atik atak, make a clone of it
>>
>>144101237
I'm far too distracted all the time. Lots of shit going on. I'l focus more on it now. I've found interesting things I want to implement.
>>
>>144107628
Pong but you control the ball instead of the paddles
>>
>>144107923

wow you sure got triggered friend
>>
C# or Java? I know a tiny bit of java and i'm starting a project, (grid based, turn based) Is it worth starting from the bottom with C# or should I just go with java
>>
>>144106480
dat filename tho
>>
Hello, I am starting to build up some theoretical knowledge before launching into developing a grand strategy game.

I have the mechanics more or less sorted out. However, I am not at all informed on writing AI and markov chains for random names. Where can I find good materials on this to read (I can obviously google it, but that doesn't indicate quality), and are there any tips you would offer relating to these topics and writing strategy games in general?

Thanks
>>
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>>144108149
python
>>
>>144107628
Pong, but with meaningful character progression and rich narrative. And waifus.
>>
>>144105374
These are Molyneux tier ideas, guy.
That's not a good thing.
Real idea guys invent speculative fiction type ideas. Not just "x but with/without y"
Which all your ideas can be phrased as.
>>
>>144108149
c#, bro.
>>
>>144108149
It genuinely doesn't matter unless you want to make an incredibly graphically intensive game. Keep in mind that Java has the benefit of being able to deploy on android as well if you're making mobile trash.
>>
>>144108149
Neither.
But C# is pretty much just better java.
>>
>>144108257
t. salty noideas guy
>>
>>144108481

He's right though.
>>
>>144108481
I have plenty of ideas anon. So many I can't even hope to get them all done in my lifetime given a strong development team.
And many of them have potential. But upfront design is retarded so I'm not gonna claim they're great. Because you can't make that claim before you have a prototype.

But it's fine. Just sit there and pretend you're something.
>>
>>144108257
i feel "speculative fiction type ideas" can be marshaled into ""x but with/without y" ideas", and back. care to go into more detail?
>>
I like how in Kirby's Crystal Shards you combine elemental powers into fun things, are there any other games with that?
>>
Who /L monitor dev/ here?
>>
>>144107845
A Megaman-like game.
>>
>>144108208
Bump
>>
>>144107845
2D platformer
>>
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>>144104238
anime is the jazz of visual storytelling.
>>
>>144109196
Kill yourself Googem, stop sharing an opinion with me.
>>
>>144105860
why not innawoods? i dont think anyone has done that yet
>>
>>144109196
what is that anime called?
>>
>>144108659
Maybe. But they're often very hard to describe as such. For instance Miegakure is a good example of a very simple speculative fiction idea. I'm sure you can build a phrase that's "3D platformer with 4th dimension". But the details there are lacking. Picture that just now. How would you do that?
Then here's the trailer:
https://www.youtube.com/watch?v=9yW--eQaA2I
That's probably not what you imagined. Possibly your idea is better. Possibly your idea is also inconsistent (your attempt at visualizing manipulating the forth dimension would lead to inconsistent states and you'd get the sort of )

Personally I find Miegakure to be a cool game but as you can clearly see it's just a very small 4th dimension you're traveling along. It's 3-4 infinitesimals small in the 4th dimension (only sane way to interpret it really). So it's kinda getting rid of a lot of complexity that'd come with the 4th dimension. But it's not a bad idea anyhow. It's a good speculative fiction-game example in my mind.
>>144107845
Don't think like that. Think "this game is too simple, I have to make it interesting". It's not bad to start with simple ideas, like a platformer, RPG or arcade game like snake/pong. To build on stuff like that isn't bad because it's generally a natural form of progression from the original game to another type of game.

For instance it could be pong except you're in control of a platforming character and you have smash-like skills to hit the ball. (like a complicated Lethal league maybe)
It's rare for there not to be any potential.
>>
>>144109412
Boku no sound of musicu
>>
>>144107628
Safe for work hentai fighter
>>
>>144109412
Whiplash
>>
>>144109196
Maybe you should try to learn how to draw animoos, googum?
Your current "art" is hideous.
>>
>>144109518
So Senren Kagura?
>>
>>144109270
Really? Seems pretty overdone to me.
Although I guess more for survival sims than community life sims.
Although from an art standpoint I also find forestry furiously frustrating so that also might be turning me off from it.
Anyways, I'm starting off with something rather different. Working on the dialog system BEFORE player movement and all that jazz.

Anything you guys would want in this kind of game in particular in these regards?
>>
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Whats one more game like the others to complete my "its like x and y but ..."
>>
>>144109629

Is this just jazz K-on?

i love keion
>>
>>144109724
Making unauthorized use of characters from existing ip
>>
>>144109732
EVE/ Hard Reset
>>144109786
No, it's anti K-on, fun things are not fun unless you're #1.
If you were in band in middle/high-school, it'll hit hard.
>>
>>144109732
Frozen Synapse
>>
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>>144109786
nah, K-On is moeblob slice of life gag comedy bullshit.
>>
>>144109732
mineCRAP
>>
>>144110000
Keion > Hibike
>>
>>144110000
You better not be shit-talking my keyons, googs.
Or we're gonna have a problem.
>>144110063
They're too different shows you melon.
>>
>>144109732
you forgot dark souls
>>
>>144110000

still better than your game
>>
>>144110063
https://www.youtube.com/watch?v=2ac7GnUUy80
>>
>>144069364
have you considered that your jams or demos focus more about quantity than quality?
>>
>>144109732
This
>>144109931
Woefully unexplored.
>>
>>144110225
this is amateur shovelware development general
i'll be developing 5 games for next demo day, all them endless runners
>>
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>>144110142
>>144110106
>>144110063
do you think you're rushing or dragging?
>>
>>144110334
>this is amateur shovelware development general
We aren't on r/gamedev though.
>>
>>144069364
>There is l i t e r a l l y 0% REASON for you not to submit SOMETHING.
But what if my game is patent pending?

I was planning on starting over.
>>
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Well, see I'd love to enter a weeb game jam. But I'm too busy figuring out what AI is for.

Help me out here.

AI is for ____.

bully
>>
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>>144109915
>>144109931
I didn't like any of those

>>144110007
Minecraft was good but didn't infect me with any gameplay ideas

>>144110108
Dark Souls happened around the time videogames stopped being fun

I'll put Fallout 2 or Operation Flashpoint maybe
>>
>>144110401
I'm always a rusher.
Senpai was never happy with me.
>>
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I know it looks like ass but I don't even know where to begin on how to make this game look decent.
Mucking about with bg particle systems atm.
>>
did a new
>>144110651
>>144110651
>>144110651
>>
>>144110601
1. Write weird Shaders which you can tune
2. Make everything use freaky shaders.
3. Tune freaky shaders for each object so it looks more distinct.
Done.
>>
>>144098545
Me. But probably on mobile with VR support. Big guys are telling us we won't sell on steam.
>>
>>144110924
what big guys? why wouldn't this sell on steam?
>>
>>144110702
You've awoken me too soon executus
>>
>>144110550
you play dayz - the original ? i could do with a buddy
>>
>>144110504
how do you set up the controls with a user custom built vehicle?
>>
>>144113931
The original as in the ARMA 2 mod? It looked brutal and fun, the movement was a turnoff though, I hate FPS that feel momentum-based
>>
>>144113931
>>144115237
Though if you want to chat I'm vestigialdev on Steam
>>
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The demoday 9 banner I'm making is almost done. Any suggestions?
>>
>>144117469
bruv
>>144110702
Thread posts: 761
Thread images: 149


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