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/agdg/ - amateur game dev general

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Thread replies: 787
Thread images: 163

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Post more progress edition.

> Waifu Jam finished, go play some games!
https://itch.io/jam/wj2016

> Next Demo Day (Nine)
https://itch.io/jam/agdg-demo-day-9

>New /agdg/ Website (Still in beta)
http://tools.aggydaggy.com/#

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

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

> Previous Demo Days
http://pastebin.com/Qi63yBxd (embed)

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

> 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://unity3d.com/

> Models/art/textures/sprites
http://opengameart.org/
http://www.blender-models.com/
http://www.mayang.com/textures/

> Free audio
https://machinimasound.com/
http://freesound.org/browse/
http://incompetech.com/music/
http://freemusicarchive.org/
>>
First for forced TGTF game
>>
>>144287812
But that's 3D pixel art and it's not as easy as you think.
Actually I've tried that and failed, it's not like there are good references around here.
>>
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nth for keymaster
>>
>>144287824
Who are these cement demons?
>>
>>144287824
>there is fanart of my character
I love you, drawfag
>>
>>144288089

real thread

>>144288058
>>144288058
>>144288058
>>
>>144288120

no thanks
>>
>>144288120
too late
>>
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>>144287996
>keymaster
>>
>>144288089
Rule 34 when?
>>
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>>144288120

Stop trying to force your website.
>>
>>144288221
>pedo thread
Those are all girls from agdg games you fucking idiot.
>>
>>144287824
Fukken saved.
Still waiting for high res wallpaper edition.
>>
>>144288280
its in this ones op too
>>
>>144288297
>responding to rotate
wew lad
>>
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https://docs.google.com/forms/d/1Pu6vYJ5a46kQfx7UAi5xNfpfec5tutPrJomMM14iEd0/viewform

vote on the next AGDG jam theme!
>>
>embed embed
why is it impossible for people to make new threads properly.
>>
and /agdg/ said that cute girls aren't literally the only thing that matters in a game

>>144288361
>everyone is rotate
>>>/x/
>>
>>144287678
You've just named your problem. You are not setting your goals according to your resources. If you are not good at basketball, don't play it, but there are still plenty of sports out there that you can do.

On a side note: most unhappiness comes from standards and dreams which are not rooted in reality.
>>
>>144288335
Here, have bigger waifus
>>
>>144288507
>If you are not good at basketball, don't play it,
or you know, just practice and git gud instead of giving up the second you miss one shot
>>
>>144288482
STEAMCHAT AND ROTATE DID THIS

I KNOW IT

ROTATE IS HERE AMONG US R I G H T N O W
>>
>>144288767
how long have you been drawing?
tumblr?
>>
Hey Blake Williamson remember that imgur album that showed over 420 people so far what a worthless sack of shit you are? What was the link again?

Oh wait here it is :^)

http://imgur.com/a/3Yl07
http://imgur.com/a/3Yl07
http://imgur.com/a/3Yl07
>>
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>>144288862
Sorry, not the artist, just upscaled op's image. But I agree, if the artist has a blog I want a fucking link to follow them.
>>
>his thread fails
>he commences shitposting

>b-but you're just a tin-foil

alri /agdg/, you'll believe me eventually.
>>
Blakey boy, are you here? Of course you are. Look at that view counter tick up and up and up! Hahahahahahahahahahahaha. :)
>>
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>>144288767
Thanks, man!
>>
>>144289047
>responding to rotate
wew lad
>>
>>144289165
>all those declarations in the middle of his main
disgusting japs
>>
>>144288819
Yeah, or that.
>>
Given two otherwise identical threads, I will ALWAYS post in the anime one.

I'm sure all yesdevs agree with me.
>>
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>>144289270
>>144288819
>>144288507
>>
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>>144289359
good post
>>
>>144289359
Yes
>>
>>144289359
Yes.
>>
>>144289359
Yes
>>
>>144289359
>>
Looks like the inmates are really running the asylum now......................
>>
>>144289165
Where's page 3
>>
>>144289501
t-thanks anime
>>
>>144289501
You actually watched something that wasn't an obscure gimmick show or sports?
I'm proud of you Googum.
>>
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>>144289359
yup
>>
Anime wins again
>>
agdg-chan, daisuki~
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>>144289892
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>>144289359
>>
>>144289943
Why'd you respond with only a quote, m8?
>>
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This is a fucking good thread, boys.
>>
>>144289359
Indeed.
>>
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>Want to progress
>Can't stop posting anime
>>
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>>144290169
Why not do both?
>>
>>144290169
Anime IS progress!
>>
>>144290169
This thread gave me the best idea ever.
Visual novel/dating sim with the waifu jams
>>
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How wide is your game, /agdg/?
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>>144290303
It isn't, though.
>>
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>>144289621
what are you talking about? that's some niche otaku-ero-gag-anime i posted, unlike my normal posts of popular stuff like Kaiji.
>>
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>>144290392
Not enough.
>>
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>>144290404
Anime. Is. PROGRESS!
>>
>>144290425
>niche
hardly considering it was on netflix a few months ago
>>
Cute Jam when?
>>
Pedo Jam when?
>>
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>dumb retard thinks OP is anime and spergs out
>subhuman anime shitposters think the OP is anime and use it as an excuse for next level shitposting

I wish every single person that has ever posted in /agdg/ would fucking die. Yes, that includes me.
>>
Do dogs count as anime?
>>
>>144290791
Make that dog anime!
>>
>subhuman anime shitposters think the OP is anime and use it as an excuse for next level shitposting
Not at all, I think everyone else knows where those bitches came from. But if the anime shitposting pissess off the dumb retard that didn't even more I'm happy with it.
>>
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Like the place /agdg/ is going.
>>
Anyone looking to hire a musician?
>>
It's one thing to post anime

It's another to only post anime

Post some progress. I'm working on my UI and setting up a timer. Each level will have a "Star completion" time which is set per level. The timer will also transition from White to Yellow To Orange To Red based on how badly you do against your previous best scores.

My current idea is
>0 seconds worse -> yellow
>90 seconds worse -> orange
>180 seconds worse -> red
>>
>>144290980
Making music isn't even a job.
>>
>>144290973
Completely off-topic?
>>
>>144291035
Lol okay
>>
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>>144291052
I said going not at home.
>>
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I've played a couple hours of this to steal ideas.

>maps are 2D
>maps are more often than not squares

>the game asks for input on choices every few lines of text in the story
>the choices presented give unexpected results

why is this game so popular/known?


>>144291032
you should scale the timer values based on the star completion time, unless all levels take the same time to complete.
>>
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>>144290763
It's just video games. Y U Heff 2 B Mad??
>>
Rather than making pointless anime posts you should have worked on a anime game for the jam instead. Which proves that you really just want to shitpost.
>>
>>144291210
>I played a shit game to steal ideas from
good job
>>
>>144291335
>anime game
I just don't have the talent to do that.
>>
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Post dev inspiration!
>>
>>144291335
ahh yes brb while I go grab my art skills
>>
Where's your game where the male hero is turned into a little girl and is raised by the villain?
>>
>>144291423
>he takes undependable, fleeting inspiration over discipline
How to spot a shitter.
>>
>>144291524
>he doesn't use both
how to stop a true shitter
>>
>>144291423
>loyal babushka from the old country has concerm from the heart......dont eat all your candies at once lad
this motivates me
>>
>>144291565
>
>>
>>144291641
it's late,you knew what I meant.
>>
>>144291210
>you should scale the timer values based on the star completion time, unless all levels take the same time to complete.
I was thinking that, but I have to do 2 things
1) Display when the user loses to their best time
2) Display when the user loses to the star time

My current way is to change the color of the timer based off the user's best time, and to have a star icon next to the timer that stays as long as you are better than the star time, but fades once you get past it.
>>
>>144291210
>why is this game so popular/known?

My guess is because It was given to a lot of youtubers for review, and It wasn't the kind of youtubers that usually play eastern-rpg-ish turn-based animu shit.

This being a type of game they never touch with the bonuses of a mythical viking based setting and hand-drawn-looking art somehow made it appear greater than the sum of its parts, thus getting it high praise from said reviewers.

All the pieces elevate one another to a higher level, one would argue, but the matter of fact is that a bunch of sheeople follow these review and praises and play it, though i doubt 90% of the game's playerbase actually finished it.

Personally I found everything lacking. The combat options and unit abilities, the story, the writing, the artstyle, hell, even the UI icons and design look boring and uninspired. An artist will tell you that even the pretty backdrop maps have issues with ligtning and so on. I can spot at least 5 shadows out of place in that screenshot alone and it drives me nuts.

Its one of the few western fantasy based tactical RPGs. Thats probably the main reason.

tldr; devs got lucky.
>>
>>144291395
Not with that attitude of course.
If you at least tried people here would respect you more.
>>
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>>144290591
>implying niche anime doesnt reach the western market
>>
>>144292259
Nice DC, nerd.
>>
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>>144288767
>>144287824
Nicee
>>
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>>144292259
hell some might say the majority of western market anime are niche due to them not being profitable in japan
>>
>>144291210
Sometimes people are so excited about a concept that they will ignore the execution.

Not something I'd count on to get successful, though. What exact concepts players crave are unpredictable and fleeting.
>>
>Googum spazzes out on DC because he mislabeled an anime and tarnished his /agdg/-cred
wew
>>
>>144292486
>Sometimes people are so excited about a concept that they will ignore the execution
This, is exactly why people were excited for games like Tree of Savior, and even when they got dissapointed by its many flaws, they keep playing it.
>>
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>100 posts
>Barely a single progress post so far
>It's all anime shitposting

I don't like the direction this thread is going. If we aren't going to be posting progress, can we at least talk gamedev?

Anyway, I forgot whether I've posted this yet, but this is a variation of the small rocks hazard I've shown a couple times already.
(Ceiling has now been lowered, so it's no longer as easy to bypass.)
>>
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I think the rig is working okay now.
>>
>>144292991
How do you make jiggly parts? Is it done manually or automatic? Either way, looks great man.
>>
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>>144292973
Here's some progress
>>
>>144293059
Not him. I'd guess it's IK weights.
>>
>>144292003
>"Don't force yourself to do stuff that will demotivate you - whatever it is. Motivation is the only thing that will make you finish your game and finishing the game will be the most important thing for you to accomplish. Do not squander motivation on graphics if it is not your thing."

tldr : stop telling programmers to do art if they don't want it. it's the best way to make people give up.
>>
>>144290392
4:3 so not very I think
>>
>>144293360
I never told him to make the graphics by himself. If he is a programmer he could have tried to make something using placeholders and ask an artist to help him.
>>
yanderedevs latest video has 964,878 views
>>
>>144293059
Thanks, mang. The jiggles are animated manually. It's not hard to make jiggle bones in UE4, though so I might give that a try.
>>144292973
Looks like a good early game hazard. What kind of game is it?
>>144293201
>Deaths count up as opposed to lives counting down
Hah cool. So what's the death counter for? Does it have a mechanic or is it just there for shames?
>>
Post dev desktops as they look when you freshly boot them up
>>
>>144293701
>>>/wsg/
>>>/g/dsg
>>>/v/
>>
>>144293762
I'm curious how AGDG's desktop looks m8
>>
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Remember devs: Anime is the best way to make Progress!
>>
>>144293605
>ask an artist to help him.
You know, one thing I've noticed is that most people usually tells you to use simple graphics, pixel limbs or flat low poly if you're not an artist. One time I made a shitty low poly house but somehow got tons of "it's ok make the game m8" replies.

But places like agdg or reddit are the only ones where people actively try to make programmers pay or hire an artist. Why is that?
>>
>>144293925
then you can make a thread in a board where its on topic and link here
>>
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>>144293629

it was only a few months ago that yandere was a nodev shitposter on /agdg/ just like us.

this makes us feel even more worthless.
>>
>>144293942
But I though that was crossdressing?
>>
In c# is there something like interface, where you actually don't have to have all of the functions in it implemented?

like with interface if you define Poop() and Pee() you have to have both of them in anything that implements them..

I need something that works like that but i only can for example implement Poop()
and yes i know i can do it by implementing them and leaving the unused ones empty like Pee(){;} but that is retarded.
>>
>>144294409
no, you should be feeling the possibility
>>
>>144293689
Thanks! It's going to be a small exploration platformer (I don't really like "Metroidvania").
There'll be a simple demo for Demo Day 9, if everything goes right.

Your mech walkcycle is pretty awesome, by the way. I love all the attention to detail in the bouncing, even though the stiff arms look a tad odd.

>>144293201
Nice. I played your game, it's pretty alright! Gave up after the Dat Boi level though. The hazards were too unpredictable and memorizing what exact chainsaw does what was a pain in the ass.
Did you make the hitboxes more forgiving yet?
>>
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>They continue to post anime
>claiming it is progress
>they pat each other on the back in support for doing so
>all to escape the reality that they allow themselves to stay nodevs
>>
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My brain was feeling exhaused today so I took it easy. I was gonna save this feature for later, but it was simple so I did it now. There's 3 quicksave slots and 3 autosave slots. It writes to the oldest one and loads the newest one.

I wonder if quickload should load your newest save (of any kind), or only your newest quicksave...?
>>
>>144292973
now you have associated your game with anti anime propaganda i hope you're happy
>>
>>144294509
so... you want a class? make default implementations of both functions and then override the ones you want
>>
>>144293629
>>144294409
Yeah, yeah, random incompetent idiots make bank and get famous for very little, sure. That happens a lot.
But who cares?
You don't need to make it big. You just need to make it. If you're doing gamedev for fame or money you need to stop.
>>
>>144294584
Where's your game?
Also
>implying Vision is not a waifufag
>>
>>144294863
hes more competent than most of the people here
>>
>>144294828
Can you implement this "class" into several different classes? Since i need to use it like you would use an interface
>>
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It's like a real game
>>
>>144293629
>>
>>144295001
Hey, I've been seeing your posts the last few days. Good stuff.
Are you Rain Frogs doing a complete redo, or are you someone completely different?
>>
>>144294924
I dunno, I don't use C#. Maybe you have to switch to Java or C++ if you want to do that.
>>
>>144293689
>Hah cool. So what's the death counter for? Does it have a mechanic or is it just there for shames?
I plan on listing out causes of death for each level somewhere eventually.
I want to display "Tips" that use the total death from each source to harass the player a bit. If you die 15 times to sawblades, then it may tell you something like "Sawblades do damage to the player you touch them, so don't touch them." and ramp up on the sarcasm a bit as it goes.

>>144294556
>Gave up after the Dat Boi level though. The hazards were too unpredictable and memorizing what exact chainsaw does what was a pain in the ass.
>Did you make the hitboxes more forgiving yet?
Not yet, but I plan to a bit. I want a play to be able to stop between 2 enemies with 1 square of space and not get instagibbed 90% of the time

My main plan is to revamp the levels a lot. I originally wanted the game to have more puzzles than be "insta-death" game.
I still want that danger and sudden death to be part of it because it hooks people, but I don't want levels in the beginning to lock you down.
I also plan on adding a "Skip level" feature if you die more than 10 times on a level.

I admit the demo levels I showed was waaaay to hard. But they were mostly to demonstrate the different things I could do with the stuff I've created so far.
Also, hazards that rotate around a circle, while nice to look at, are extremely hard to deal with. I gotta focus more on linearly moving things.
>>
>>144294021
Because a lot of "programmers" here use their lack of artistic talent as an excuse to not dev anything.
If you can into art that's great, make game and make art.
If you can't into art that's great, make game with shitty art.
If you can't into art and don't make game bacuase of that, then get someone to do the art so you can make game.
>>
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>>144295001
Target: Acquired
>>
>>144295213
you should play the original N if you haven't already
>>
>>144292991
>the ass was THAT wide
>>
>>144294509

yes. it's literally called interface
>>
>>144295237
Art bias is huge in these threads. Games with shitty placeholder art are crapped on while games that are literally nothing but good art are praised.

You get what you pay for.
>>
>>144293629
The power of shilling on 4chan for months
>>
>>144292991

this is mesmerizing progress
>>
>>144295384
that and people like pewdiepie playing it
>>
>>144295337
well, that's no different than kickstarter or anywhere else on the internet
>>
>>144294667
All according to ___plan.
>>
>>144295509
You're aware of it, then as long as you don't perpetuate it you will see less and less of people complaining about art.

Just telling people they can make games with placeholders isn't enough, you have to actually follow through with it.
>>
>>144295538
God damn. Weebs on suicide watch.
>>
>>144295336
He literally said why he can't use it.
It feels like most people here are at /g/dpt/ level
>>
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This is my first serious attempt at a game (After tetris/shitty platformers) but first it's progress!
>>
>>144295731
Awesome pics. Great gameplay. Look thick. Solid. Tight. Keep us all posted on your continued progress with any new progress pics or vid clips. Show us what you got man. Wanna see how freakin' huge, solid, thick and tight your game can get. Thanks for the motivation.
>>
>>144295731
Can you give us some context?
>>
>>144295731
Is that Venus destroying Earth with a super laser?
>>
>>144295731
RIP Earth
>>
Realistically, which process takes more time; 3D modelling or spritework?

Assuming a fairly large game
>>
CALLING PEDO POSTERS

What makes a good waifu? Thinking of making a waifu game even though I find you guys to be extreme losers.
>>
>>144296014
and nothing of value was lost

>>144295731
Looks interesting is that for outer space jam?
>>
>>144295919
So the premise is, you have a time period to choose what moves you make, as the planets can only fight when their orbits let them get close enough.
>>144295985
You can uh, tell which sprite I did last but yeah thats generic_planet_1
>>144296014
I wish I was on it ;(
>>144295823
lol

I started this the other day, spent a couple hours of down time at work on it today - graphics were unfortunately of lesser importance then code...
It's in SDL by the way.
>>
>>144296057
sprites, but there's probably a point where after n revisions, 3d modeling becomes faster, since you only have to update the model once instead of every single sprite
>>
>>144296094
Learn what waifu means first.
>>
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>try to fix (minor broken thing) for an hour
>still can't fix it

It's the least important thing but FUCK it's so DISCOURAGING
>>
>>144296165
I know what it means damnit.
>>
>>144295337
Amusingly enough indies have a bad reputation not because of shit art but shit and buggy gameplay.

When you look at steam early access games for example you see tons of games with nice to excellent graphics that are filled with boring mechanics, bugs and terrible crashes.
I'm starting to wonder if the bad indie reputation is here not because of coders but artists or idea guys with stock assets constantly shipping terrible games.
>>
>>144296196
>good waifu
No you don't.
>>
>>144296187
Yeah but you're (hopefully) getting better at debugging in the process.

Protip: Bugs are often caused by shit that's you're absolutely 100% sure can't be wrong. While still using a blame chain like: you->library->operating system->hardware->physics
>>
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>i don't have a waifu in my game
>>
>>144296318
What, are you saying there's only "BEST WAIFU"

If not, I have no clue what you're getting at. Please enlighten me.
>>
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>>144295476
Fuck.
God is dead.
>>
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>>144294419
Do both!
>>
>>144296380
stay here lad.
>>
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>>144296380
>the qts in the background
>>
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>>144296428
yea i will.
>i have waifus in my game
>>
>>144296393
You're confusing waifu with "cute anime girl". Learn the difference.
>>
>>144296094
yeah, good luck with that
>>
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progress! it's been a while since i posted here because it's been a way too long since i actually yesdevved

not much but it's 4am and I added a functional death system, a separate jump speed variable for her double-jump, and a new level. no sounds for death yet. im still new to this so be gentle

https://a.pomf.cat/hsyqmq.webm
https://a.pomf.cat/hsyqmq.webm
>>
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>>144296496
>there are literally people here without waifus in there game.
ahhahhaah who do you expect to buy it??
>>
>>144296596
Looks awesome. I love the final rocket jump.
>>
>>144296596
>https://a.pomf.cat/hsyqmq.webm

Cute as fuck.
>>
>>144296596
cute!
>>
>>144296520
I'm not. It's obvious from the name "wife + う"
>>
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>>144296812
>>144296849
>>144296970

thanks!!

if anyone's interested, the way the airdash works is that, if you hit spacebar in the air, you'll do a little hop that will bounce you upwards a tiny bit, and make you go really fast horizontally.

that part is obvious, but the way i've balanced it is that the spikes on either side of the screen are slow to adapt to your speed. so the more you airdash, the farther back you'll be sent once you land because at that point the spikes are moving a bit faster than you are. you can see toward the end when i finish the second level


also im thinking about making the goal at the end of each level a carrot :3
>>
>>144297145
You are. Now shut up and go educate yourself.
http://www.japanpowered.com/otaku-culture/what-waifu-means
>>
How can I make melee attacks more intuitive in 3d? Right now I just put a collider over the weapon but it seems to make it very difficult to actually hit something.

Id like to have it leave a trail rather than just be a normal swing, sort of like you might expect in bayonetta or something, but I have no clue how to achieve this.
>>
>>144297509
This is exactly what I was thinking so I'm super confused why you're sperging at me. Here's another (you) for the link, though.
>>
>>144297631
There is no good or bad waifu for fucks sake. A character either is YOUR waifu or not.
>>
We need to do more 48 hr jams.
Hell, I'd even put up a $10 steam game for the top prize.
>>
>>144297723
Right.

>What makes a good waifu
Read this as "What makes a character waifu material?"
>>
>>144296415
But that'll take all my time so I couldn't dev!
>>
>>144297772
Anyone here good enough to do a 48 hour jam either doesn't want to, or just does LD.
>>
>have game idea
>have unity and GM:S installed
>have spent a little time with both engines
>still don't know which one to use
>havent even started my game

this is fucking shit why am i so retarded
>>
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Name an alternative to the objects 'rock, paper, scissors' that can beat the other object by simply covering them like paper already does (so you can still use paper if you want). They have to be easily distinguishable from each other.
>>
>>144298142
paper, rock, scissors

paper covers scissors
scissors cuts down rock
rock smashes paper
>>
>>144298142

fuck off googum
>>
>>144298142
Sorry, you want paper, other paper, different other paper?
>>
wanna make money?
make lewd game.
>>
>>144298298
How does paper beat paper by covering it?

>>144298238
>smashes
>cuts
that's not covering
>>
>>144295052
who pay fo that shit??

literally WHO?
fat neckbeard virgins?
>>
>>144298142
Husbando beats Waifu
Waifu beats Daughterfu
Daughterfu beats Husbando
>>
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>/agdg/ is so bad at making games they can't even make a VR game about molesting underage kids
>>
>>144298551
>pay
>>
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>>144298408
they all have to cover?

paper covers scissors
scissors covers rock
rock covers paper
pic related
>>
>>144298651
*buy
what eve
look:
https://www.patreon.com/YandereDev?ty=h
>>
>>144298142

Dick Ass Vagina
>>
Progress:

The game finally has a level progression so I need to start making "content" and balancing stuff.

Also I have to make the UI better, maybe have sliding panel or some other stuff that makes it not be a huge cluttery mess.

Maybe I'll post a demo when I'm done with that so people can comment on the balance of progression
>>
>>144298730
cunny beats all though
>>
>>144298817
looks shit
probably plays like shit too
LOL
>>
>>144298893
thanks, going to kill myself now brb
>>
0-4 - unity
5-9 - game maker
>>
>>144296473
>qts
if we count by pure body mass there are at least 5 qts just on the right side
>>
>>144298728
i change my mind i looks great actually
>>
I've thought a bit and I think I should have a tutorial. But I don't want to force everyone to watch a video or deal with hints. I just don't want to exclude the people who don't know the basic gaming control conventions.

How do I distinguish between these two groups before they even touch the controls of my game?
>>
>>144297805
You falling in love with her.
>>
>>144299205
>How do I distinguish between these two groups before they even touch the controls of my game?

"Have you played this genre?"

>Yes
>No
>>
>>144298817
is this a clicker game
>>
Progress: that door can now be open. Just have to add the end of the game when you go through.
I know that's not big...
But I'm trying to understand how to use tumblr for my devblog (like how to add text to a pic), and since I'm at hospital, I can work a lot more on society games (but that's not something I can share here).
>>
>>144299326
yeah, I just wanted to make something simple
>>
>>144296094
You're disgusting. Doubly so.
>>
>>144299314
Well that doesn't really work. Because the genre isn't odd it's my game.
>>
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>>144299429
>>
>>144298397
I want to keep my dignity also
>>
>>144299351
Where it asks you what you want to sure just choose the image option and it will let you add a description and hashtags.
>>
>>144299314
You don't even need to do that.
Make the tuorial have a button to skip it since it starts.
>>
>>144299205
>Do you want the tutorial? y/n
It's that simple.
>>
>>144299513
Thank you
>>
>>144298397
Actually true. I saw a deviantart tier porn game on steam for 30$ with tons of negative reviews and people complaining it made fun of their SJW values, but it easily had 100K$ worth of sales and was nothing but smut
>>
>>144299468
At least salt is tasty, not disgusting like you.
>>
>>144299468
Salty? Why?
>>
>>144298142
Cups? As in, placing an upside down cup over a rock to "cover" it.

>>144299205
You can teach the basics without resorting to obnoxious hints or tutorial videos.
Ideally, all you need is a level with a small room that says "Press ←↑↓→ to move" and "Press Space to jump" and a small obstacle to jump over or whatever. Anyone who plays games often won't take more than a second to do that.
Then you can teach all the mechanics specific to your game, and bam, done.
>>
>>144298142
boredom, video game development, procrastination
>>
https://www.youtube.com/watch?v=KnxgQMSsc8c

would you play a game based on this video
>>
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A turn based strategy games where both players make their moves at the same time.

Once both players have ended their turn, the units move and fight according to the players' instructions. So if both players ordered a unit to reach the same spot, they will meet there and battle.
>>
>>144300696
>potential customers: 55,540 + some subset of Dark Messiah players
Multiplied by the /agdg/ success factor of 0.0004
~50 players (rounded up) if it's free.
>>
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How would I go about making an Ace of Spades clone similar to .54 and .75?

I have litterally no experience coding games let alone a 3d shooter with voxel terrain. But Aos deserves some kind of remake or update with better resolution options and the like.
>>
>>144300818
https://www.youtube.com/watch?v=lIQifwjPhzQ
>>
>>144300818

RoboRally
Frozen Synapse
TASTEE Tactics

Go home Molyneux, you know nothing about games.
>>
>>144300950
>>144300997

Fug
I-It's not like I wanted to make this game anyway, don't misunderstand baka

I should really play more games
>>
>>144300818
Atlas Reactor, free beta weekend this very weekend btw.
>>
>>144300950
>>144300997
I think he meant melee combat.

And that's pretty lame.
This game though:
http://robocode.sourceforge.net/
It's great.
>>
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>>144301091
>Java or .NET
>>
>>144301235
What is the problem, anon?
>>
>>144300696
That melee combat seems batshit hilarious.
If you think your game could do it justice, then sure, I'd play it.
>>
>>144300945
I'm actually about to start an aos clone with c++ and opengl.
If you haven't done programming before you're better off learning C# and using Unity. I'm sure there are already voxel engines on the store.
>>
>>144300818
>A turn based strategy games where both players make their moves at the same time.
purchase Whip the Vote on itch.io
>>
>>144301752
>"I never shill my games" -Gogem
Go back to talking about anime, that's the only thing you know to do well.
>>
>>144301836
>ironic shillposting at an ironic ideapost is shilling
you better be ironic bait
>>
>>144302103
I am, and you unironically fell for it.
>>
We're getting a bit too meta with the bait here aren't we
>>
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>>144302159
>>
>>144302263
We're just a bunch of chronic meta baitors.
>>
If I post my female character will I get to be in the cool arts that the guy who did OP image does?
>>
>>144302652
no, only demo day and jam participants get cool fan art

you need to just, like, make game first
>>
>>144302652
Sure
>>
>>144301569
Thanks I will look into it.
>>
>>144302263
""""""""""""""""""""""""""""""""""Hahahahahahahahahahahahahaha"""""""""""""""""""""""""""""""""" :)
>>
>>144302729

i'm trying but it's hard
>>
>>144302652
That's made for the current Waifu Jam. Basically every protagonist is on the picture, the rest of the games didn't have one.
>>
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How make game
How not want kill self

You know you'[re fucked when the basic-ass guides on the internet still lose you
>>
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I posted this yesterday and someone told me to change brick colours when they get hit, so i did it, and changed the paddle movement to mouse. Also improved paddle hitting the wall and some other things.

I'm using Unity, someone asked in the other thread. This is after 3 days of after-work learning. It's slow, but i guess i made something that works.
>>
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more 6am progress

added another hazard type, a new level, and left-handed controls support

this level has an easy route and a hard route. i plan on putting little tokens on the optional hard parts

easy:
https://a.pomf.cat/xwdwbt.webm
hard:
https://a.pomf.cat/ruytmj.webm

forgot to render these with sound, but i cant be bothered to record it again
>>
>>144303689
Your'e doing great man, Keep going. I'd suggest to add some juice to it now since that will be usefull later, as in spawning particles when a block is "dead" aswell as having a trail after the ball.
>>
>>144303593
Learn a butt of programming first and make pong afterwards
> how not want kill self
attempt things doable on your skill level
>>
>>144303593
GameMaker. GML is cakemode. Watch some of Heartbeast's tutorials on YouTube to get the basics, then just use the documentation and look up whatever you need.
>>
>>144303914
Thanks. What i thought about was a menu, pause, some effects and maybe some simple powerups so i can learn the basics. Then i could move on to the next learning project, maybe a simplistic platformer.
>>
>>144304234
Yeah sounds like a good plan man. Menu is also a good idea to nail down early.
>>
>on the phone with my isp
>get a text
>phone vibrates right in my ear for like 30 seconds
>cant hear shit that whole time
>get through some of the call
>get put on hold
>try to check my text messages
>can't because the screen is wildly flashing on and off for no reason

Why do people use android phones? these things are dogshit
>>
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>>144304556
>at the range with my pistol
>shoot myself in the foot
>shoot myself in the knee when jumping around in pain
>fall over and hit my head when knee gives out as I put weight on it

Why do people use glocks? these things are dogshit
>>
>>144303726
Looks great. I love these kinds of games, so you've won my heart already.

Are you going to the right automatically? So is it like a runner game, or you have to press a button to go right? Only asking this because there was no moment when the player stopped or went any other direction than right.
>>
>>144304556
stupid dogshitposter
>>
How much planning out ahead of time of how things will be structured do I need to do for an RPG? I've reached the point where I know I could implement each of the individual parts of an RPG pretty handily, but I'm not sure how to organize everything for a project of this size.
>>
>>144295384

Please tell me more about how he shilled?
>>
>>144304770
it's more like

>at the range with my pistol
>gun explodes in my hand
>put it down to do first aid on myself
>it bursts into flame after several moments of sitting still

Why do people use glocks? these things are dogshit
>>
>>144305257
Did that really happen? I've only had really good experiences with my glocks.
>>
>>144304556
>buy a cheap Android
>wonder why it's shit
ok
>>
>>144304858
you have to press the button. i plan on there being levels that don't autoscroll though, for the record
>>
Please help me I'm retarded with math.

I have sprite, which I want to use as health bar in GM:S. I'm using image_xscale to show how much hp is left.

My default hp is 300 and when it's 300, I want the HP bar's image_xscale be 1 and then make it go down as the HP goes down and when hp is 0, the image_xscale should be 0.

Like I said, I'm retarded with math, pls don't bully.
>>
Why is it so hard to set up a raycast melee system? my debug ray is just doing all sorts of weird shit.
>>
>>144305795
image_xscale = 1/300 * currentHP?
>>
>>144305795
image_xscale = currenthp/maxhp;
>>
>>144305795
Damn son, u stupid
>>
What do you listen to when you're doing game design?
>>
>>144305987
Demo day theme songs
>>
>>144305949
my brain doesnt work so well
>>
I come from a Java/Android background and want to get into gamedev, probably with Unity or GameMaker. Has anyone done a similar transition and can share their experience?
>>
>>144305987
>>144293701
>>
>>144305987
https://www.youtube.com/watch?v=5-Czs6c-73s
>>
>>144306130
Why would you switch from GameMaker or Unity from Java? What's the problem whit games in Java? Other than that, maybe Monogame with C# would be an easier transition imho.
>>
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>>144305345
they dont call them glocknades for nothing
>>
>>144306130
C# in Unity is pretty much Java
>>
This thread has been /a/, /g/ and now fucking /k/ more than /agdg/.

I don't really mind. I love shitposts. How else could anyone justify staying here?

>>144306130
Your experience will not be particularly different to any other new gamedev.
>>
>>144306358
Haha wow looks like something I'd expect from China
>>
How's GameMaker's ability to interface through sockets and http endpoints?
Is GameMaker's networking ability powerful enough to be useful?
I know they have their own language so I have my doubts about it's ability to open sockets and maintain them with a server, and custom network solutions by companies like Unity are ass, so I can only assume it's the same.
>>
>>
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>was knocking around some fun ideas for a shitty little mobile game
>go to bed
>wake up
>turn on pc
>find this dogshit mess
good grief, this is your progress on drugs, kids!
>>
>>144303689
That's pretty awesome.
Forget juice for now, it comes last. You have the right idea: If there's anything else you need to learn, it's how to make menus, a pause button, and score.
Finishing a game is the hardest part, and it involves exactly that kind of thing.

>>144305234
Pretty sure you'll need some big fucking data tables to keep track of your enemy types, spells and items.

>>144305987
Mainly game soundtracks.
https://www.youtube.com/watch?v=bBOeKYCAAqg
Current song on my playlist.
>>
>>144305987
game """"""""""""""""""""""""design"""""""""""""""""""""""""""" is NOT Game Dev!
>>
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>>144306650
Probably because fish don't have necks. Try something like this instead?

>>144306626
Networking is pretty important for games, I'm sure any game engine will have solutions. If you're skilled enough to use them, network programming is tricky.

Could always just do the socket programming yourself.
>>
Hi guys,

I'm going to remake LSD dream emulator. Will be posting progress. I am making Farnese from berserk. Will be putting it into UE4. Wish me luck and progress.
>>
>>144306924
You with your shitty way of putting three tons of quotation marks and offensives comments, you're a dick sucker!
You sent me to the hospital!
You're an asshole!
>>
>>144306626
I know that GM has its own online functions, but the usual method of choice seems to be using the 39DLL extension.
>>
>>144306650
>>144306947
Or just have the fish head stick right out so he's walking around all hunched over.

which would be totally kawayokunai desu senpai
>>
>>144306947
>Could always just do the socket programming yourself.
That depends if their language can support it.
They don't use a generic language

Really, I'm just looking for a Game Engine that'll let me make a 2D client and build my own networking ontop of it.
I could always make it an in browser thing, but I'm not sure how powerful an HTML5 game can be, and I'm not sure if it would be able to load a large game effectively to a client user.
>>
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>>144305987
https://www.youtube.com/watch?v=Ggb3JkCpulA
This always gets me ready to do some Level Design using Hammer, for Garry's Mod!
>>
>>144307032
Sorry it came out all alone. Didn't meant to be insulting anybody...

I'm gonna get back to work. Sorry
>>
Why aren't there more comedy games?

Every other medium has 'comedy' as a major genre, except games.
>>
>>144307032
>You sent me to the hospital!
>You're an asshole!
this made me laugh really hard and i dont know why

>>144307221
There's parody games, and games that are so cartoony and zany that they may as well be comedy.
>>
>>144307221
Day of the tentacles
>>
>>144306859
>Pretty sure you'll need some big fucking data tables to keep track of your enemy types, spells and items.
Sounds about right.
>>
>>144307143
You seem to be dreaming pretty big but not have much idea of how to implement your ideas. This will be a problem.

You seem to want a lot of low-level control so grab a framework and get coding. I recommend SFML.
>>
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Are my sword arcs okay? I'm kinda worried there arent enough rays being cast. I'm also worried there are too many.

Please help.
>>
>>144307369
Why not use a trigger with continuous detection?
A small capsule collider with 0.1 radius should do the trick
>>
>>144307221
Writing comedy is hard.

Just look at the big bang theory
>>
>>144307369
Way too few. There's huge gaps enemies could be standing in. More importantly it's tied to the animation so faster movement=fewer raycasts in an area.

What's wrong with hitboxes?
>>
>>144307492

I was advised against it because apparently the hits sometimes don't register due to lag on the machine playing the game. This is in fixedupdate so I suppose it's independent of framerate? I'm still new to this honestly.
>>
>>144307520

I previously had a trigger collider method and was trying this to see if it was more responsive really, I can definitely see your criticism though.

Guess It's back to the colliders.
>>
>>144307591
the continuous dynamic detection should fix missed hit's since it checks the positions between current and the last frame as well. with discrete detection it happens though.
>>
>>144306354
Actually writing a game from scratch seems hellish but I could be wrong
>>144306409
I heard this from several people and glossing over C# code seemed to confirm this, are there any key differences I should be aware of assuming close to zero hands-on experience with C#?
>>
>>144307796

Sorry for the super stupid question, but how do I make the detection continuous?
>>
>>144307339
>You seem to be dreaming pretty big but not have much idea of how to implement your ideas. This will be a problem.
"“One of the problems when you become successful is that jealousy and envy inevitably follow. There are people—I categorize them as life’s losers—who get their sense of accomplishment and achievement from trying to stop others. As far as I’m concerned, if they had any real ability they wouldn’t be fighting me, they’d be doing something constructive themselves.”
>>
>>144307221
because comedy needs lots of writing
and games with lots of writing are adventure games
and nobody likes adventure games
>>
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>>144307721
The point of using raycasts is to fire them parallel to the direction of the swing so they hit stuff between frames, what you have at the moment is just using a raycast instead of a collider which will have the exact same issue of skipping through geometry.

But like the anons say, continuous collision can fix it.
>>
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Throwing Projectiles wasn't as hard as I thought it would be.
>>
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>tfw you've queued content on tumblr for 10 days and can focus on actual progress.
>>
>>144307973
a few syntax differences that are annoying at the start, delegates are really cool, linq as well.

>>144308014
http://docs.unity3d.com/Manual/class-Rigidbody.html
Not sure about the performance though, you might be better off writing some code that does intermediate raycasts so it's nice and even.
>>
>>144308127

Thanks, this makes a lot of sense.

I already have a collider script set up so I can just fix that to be continuous and maybe approach the raycast from a different direction (pun intended) later on

Thanks for the help guys.
>>
>>144308225
>not just posting whatever the fuck comes up whenever
Do you actually have certain times planned out, and do some times get more exposure than others?
I always get generally the same crowd liking things except when I post something a bit different and get random people who I haven't seen before
>>
>>144307369

is this unreal engine?
>>
>>144308375

Unity.
>>
>>144308495
that was a joke
you fucking clod
>>
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>>144308358
I have a bunch of old concept art added to the queue. Trying to time certain events like #screenshotsaturday.
No data if some tags or time gets more exposure, will check after a while.
>>
>>144308570
see >>144307501
Try harder.
>>
Where can I steal non-shit GUI elements for my game ?
>>
for people using unity, how long did it take you to get past the "new user" phase and know how to use most things to the point where you did not need to reference the internet that much?

following tutorials now and such, but there is so much on the screen it is hard to look at.
>>
>>144308570

It wasn't a very good one.
>>
Can I make a comedy game only using bad puns?

I'm quite good at bad puns
>>
Is there any way to treat a series of variables like both an enum and an array?

I want to be able to easily refer to the various things within a longish list, which makes it ideal for it to be an enum, but I also want to be able to refer to the thing's position on the list so that I can add a point to whichever variable happens to be selected by the player.
>>
>>144308753
Sure, "so bad it's good" is a thing.
Get this >>144308570 guy as a co-writer.
>>
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So in GML, if I were to want my character to take a Castlevania-style knockback on taking damage, can I get some advice on how to go about that?

Thanks goons
>>
>>144308861
>>144308678
It wasn't my jocke, you doof.
But I got it, and thought it was pretty funny.
>>
>>144308760
Alot of programming languages have named lists, that are also indexed via an int, but without you telling us what language/engine you're using we cannot really help.
>>
>>144308963
I'm using GameMaker/GML.
>>
>>144305987
https://www.youtube.com/watch?v=DtIKcoE1WL0
>>
>>144289532
I want the whole thing.
>>
>>144308918
Create an action that's just like jumping but moves the player away from what was hit, and up a bit.
>>
>>144289532
There's no page three of this version.
>>
What the best resource for learning UE4. In particular how to code using UE4?
>>
>>144308918

never worked with gamemaker, but it looks like the character just takes damage and flies the opposite direction. so if it allows you to code, I would the damage calculator like this

tookdamage function{
call knockback function
}

knockback{
check direction got hit
remove control from character
change character sprite to hit one
add velocity upward
if( hit from left side ){
add velocity to the right
}
else{
add velocity to the left
} // must be from right
give back control
}
>>
>>144309325
>if it allows you to code
Yeah, there are a number of decent games made in GameMaker and all of them involved coding.

The only genuinely good game dev I know of who uses pure drag-and-drop is Konjak.
>>
>>144308918
use state machine and have state called hurt, for example. Then add motion to either top left or rop right with vspeed and hspeed or just speed or whatever fuck you are using and in this state, check if player is standing on solid ground and if he is, while in this hurt state, return state to normal.
>>
If I am 80% complete should I prepare my kickstarter, or wait until I try and win an indie game competition first? At what point should I add a patreon?
>>
>>144309475
Do you have and credibility? What do you need money for?
>>
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added carrots
>>
>>144309541
strippers
>>
>>144309626
Yeah. High poly strippers with proper animation require some good animators to pay
>>
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>>144309626
dayum looks like with that Ive scared everyone back to deving
>>
>all these whodevs talking about social media, funding platforms, etc.

where's your game? why are you even here?

this thread is for basement dwelling 1MAs to post progress, not for shills trying to get their games noticed
>>
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Never before in my life did I think there would come a day I'd be downloading the sound effects from Donkey Kong Country to use for testing collisions
>>
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Bug or feature?

My targeting system needs some fine tuning.
>>
>>144309960

guise help

http://www.strawpoll.me/10386030
>>
>>144310350
>no multiple choices
It's like you don't WANT to both get the cookie and code game.
>>
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Some function names are just too good.
>>
>>144310463
>http://www.strawpoll.me/10386030

Getting the cookie implies I will then do the second most voted thing.

Anyone else notice the shitposting label is brown lols
>>
Does it make a difference if tumblr tags have spaces in them?
>>
>>144310503
I don't think I have a function which doesn't have dt as an input.

Gotta examine them future values.
>>
>>144310580
you bastards, no one wants me to go get cookie =[
>>
>>144310656
Spaces as opposed to what?
I think these are automatically converted to dashes, anyway.

>>144310125
I'm curious to know the story behind that.
>>
>>144310759
It's not like they actually decide. Just do this, in this order:

1. Go get the cookie.
2. Revise for job interview on Monday.
3. Code game and post a screenshot an hour after you start.
4. Take a well-earned nap.
>>
>>144310831
Just nothing.

Is #example tag the same as #exampletag?
>>
>>144309960
you can still enjoy games and make money
whats so hard to understand limp dick?
>>
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Added a "collapsible" platform that works similarly to one in the SNES game. I'll probably make the platform permanent so it's different mechanically from the vanishing blocks. I considered making it activate by the character standing on it, but that would be unintuitive.

Gave up on the water reflections for now. I'll need to take a close look at Unity's tex2Dproj function.

>>144309617

Looks fun and juicy, but the game seems to require a lot of leaps of faith. Is the player able to restart easily?
>>
>>144311039
>plokdev is back
FUCK YEAH. This inspires me to get to work.
>>
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Ok you all win, I will work on the game first an post progress.
>>
>>144310831
I just wanted something to confirm two things are colliding and the first thing that popped into my head was "A Donkey Kong sound effect could play"

And boring history was made
>>
>>144300696
Sure, but it would have to be really over the top to get the feel of that video right.
Extremelly fast paced gameplay, lots of enemies spawning everywhere, and probably ragdoll physics after you kick them to make them even more funny.
>>
>>144311039

Thanks for the motivation, nice to think that my game could look as good as yours some day.
>>
>>144310903
No, these are treated as different tags.

>>144309407
Wait, the guy who made Ivory Springs/The Iconoclasts programs in drag and drop? Did he use it for said game as well? That's impressive.
>>
>>144311562

it already does. Assuming that doge is yours, you know how to draw and animate and I don't. Visually your art is clean and does not impede the gameplay in any way, whereas mine is overexposed to Syndicate levels.
>>
>>144311694
>Did he use it for said game as well?
I believe so, yeah. He used it for all his projects before the Iconoclasts, anyway.

>Ivory Springs
Is this a new name for the game or something? I was following it really excitedly then it just never came so I lost interest.
>>
>>144311279
That looks great, what is this for, a point and click?
>>
>>144311039
i played your demo few months ago and it was hard and frustrating. i like the idea of having exploration in a platformer but personally i didn't like it, i lost sense of direction fast
>>
>>144308918
If you already have the gravity set up done just use the same code you would use for a fordward jump twith a reversed hspeed.
>>
Good UI guides?
>>
>>144311864

Sorry, I'm not the dog guy. Just a passer by.

>>144310342

this is my game at the moment.
>>
I am here to expand my fathers business, which sells eco friendly sonars made entirely from wood
>>
>>144311975

Thanks for telling me. For what it's worth, I'm making the game quite a bit more linear. Basically standalone platforming challenges strung together. I'm also trying to avoid Alice: Madness Returns' level design, where you're triple jumping between floating platforms above a bottomless pit. It's too tempting to focus on jumping when the "shooting" is so lackluster.

>>144312056

Sorry about that. I do like your game's color scheme, though.
>>
>>144296596
looks good bro
>>
>>144311973
not mine sorry
>>
>>144312025
I'm just having trouble figuring out how to temporarily make the movement keys disabled during the knockback
>>
>>144312720
Using a state machine would be one of the easier ways to do it. When the state is equal to the state you don't want control in, disable movement input.
>>
>>144311039
how long have you been devving your game?
>>
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>>144310125
>>
>>144311940
No, Ivory Springs is the "first draft" of the game that eventually became The Iconoclasts, if memory serves me right.
But yeah, I've stopped following it a long while ago since development seems to take forever.
>>
>>144307221
Isn't that exactly what meme games are?
>>
>>144299035
Just watched the video and can't agree more.
>>
agdg
should I use a ECS system. or should i just go with the OOP approach?
>>
>>144313487
functions
>>
>>144313487
Composition of atomic functions along with a strong, static type system, is the way to control program complexity.
>>
>>144312969

About twice as long as I should have and 3 times as long as the average /agdg/ dev (that's you) could have.
>>
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>>144301569
Be sure to include the classic nausea feature
>>
>>144310342
RULES OF NAT- aw fuck
>>
Company's looking for an Ideas Guy, entry level, hmu with some of your ideas and I'll let you know if we should talk more
>>
>>144314442

not this meme again.

fuck off
>>
>>144295127
completely different, I've posted games that have died here before tho :^(
>>
>>144314123
That shit was weird, was that really a bug they couldn't fix? I can't imagine releasing a game to the public with something like that
and yet something like that can become a memorable quirk
>>
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>>144314442
A videogame

Where you are

The keyboard
>>
>>144314716
It was in beta senpai

Also they did fix it.

If somehow I do make it in unity "enable vomcam" will definitely be a feature.
>>
>>144314123
Wouldn't be aos without it. What even caused that effect?
>>
>>144314716
>>144314941

If I remember right, before the dude sold it to Jagex for fat stacks, he was the only one working on it using his own voxel engine, so it was probably just some weird, weird quirk he took a while to figure out.
>>
>>144314442
A day in the life of Adam Sandler
>>
>>144314442
A game where the goal is to get as many (you)s as possible
You can either make quality posts which take a lot of time/resources, or you can make posts that could potentially get you banned but are quick, easy, and get a lot of responses
This way you have to balance the risk and reward of going off topic and breaking rules

I call it Mister Shitposter
>>
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That feel when you get rejection emails from game competitions you didnt even know you had entered


D:
>>
>>144314496
If u don't got the chops, simply don't apply me matey :)

>>144314749
>>144315197
>>144315308
Not bad not bad, needs a little work Can't wait to see what you guys come up with next!
>>
>>144315494
Get a nicer portfolio my dude
>>
>>144315308

desu that would actually make a good satire of social media sights. Carefully tailoring your messages for different boards until you're telling Facebook to smash dat like button if they remember the Lizzie McGuire movie and Reddit that Banjo Kazooie was a hidden gem and you can't recognize yourself in the mirror anymore.
>>
>>144315686
A game where your mom sucks my dick

I call it real life
>>
Why do you people use Unity/Gamemaker?
There's like a million tools that aren't super-generalized that are much more appropriate.
Not for every game. But I see so many platforming-type games and super basic 3D games that are far better served by an engine which isn't made for (pretty much) everything.
>>
>>144312720
Easy way? make a hurt variable
on colission with the enemy do

if(hurt==0)
{
knoback code
hurt=1
}
when he falls back to his initial position hurt goes back to 0

if(hurt==0)
{
user input
movement
everything else
}

This is what people call a state machine in a very simplified form.
>>
>>144315857
I think the main reason why most people use these engines is simply the fact that most people use these engines, hence there are a shit ton of tutorials, guides, support and what not out there.
>>
>>144315857

Support, the ability to expand my game into whatever I want, the ability to learn an industry standard piece of software (just in case).
>>
>>144315813
Very funny guy, love this meme.

Too bad I gotta' tell HR to keep the ad up, I tried guys I tried Take it sleazy
>>
>>144316764

you should feel bad about where you are in life.
>>
>>144316672
>the ability to learn an industry standard piece of software
Well that's something you earn by not using a standard piece of software for the industry anon.
>Support
Really? I somehow doubt you're getting support that's concerning the engine in any way.
> the ability to expand my game into whatever I want
Fair enough. You don't switch to an RTS when you're in a platforming oriented engine. Not that I think that matters much. You're far more constrained by the unnatural process for doing things you find in generalized engines.
>>144316079
>hence there are a shit ton of tutorials, guides, support and what not out there.
I never see that shit though. Like that anon who had an issue with deferred rendering in unity a few threads back. He didn't even solve it and I searched for info on that and there was none to be found.
If you're talking about "here's how you implement perlin-noise procedural generation in your game step by step". Yeah. If you _actually_ need that I suppose. But can you really make your own game at that point? Aren't you just copying others? Just how much freedom do you have if your engine is so unworkable you can't do something that's simple enough for there to be a video tutorial on it on your own?

It's puzzing to me. But I think your point about familiarity is probably it. Doesn't help that all anyone recommends is GM and Unity in these threads. Except that one Angel2D guy I guess. But that's also not specialized.
>>
>>144317316
What 3d software would you suggest as an alternative?
>>
>>144315857
A lot of the people who use unity and gamemaker cant program for shit which doesn't matter because the engine does most of the backend work for you.
You can make entire games in Unity with minimal programming and relying on user made content.
>>
>>144306273
ayy I listen songs in an infinite loop as well. I hope it's not autism.
>>
>>144317836
you're on agdg
its autism
>>
>>144309617
This is one of those games that can manage to make me angry
>>
>>144317836
I do it all the time. Vgmstream is a godsend. I make some of my own .brstms if I can't find the song I want already in a format like that.
>>
>>144317481
Well I don't know your game. If you're asking about something other than Unity for the same purpose I think Unreal 3 still serves well (and there you have far more stuff to rely on). But Urho3D has a lot of nice features.

But I was talking about specialized to a game type. So something like: https://springrts.com/
A guy at my university tested his improved AI pathfinding algorithm in that before implementing it in Starcraft:BW. He told me that's good.

But it's more a general idea than a specific engine recommendation. Just search some. There's some pretty impressive stuff out there. They're not working under the restrictions Unity/GM are.

It doesn't make sense to me why you'd choose GM/Unity is all. Gamemaker maybe makes a bit of sense. They're generally not complicated games, don't have performance requirements etc.
>>144317806
>You can make entire games in Unity with minimal programming and relying on user made content.
Yeah. True, But how much is really yours there? Did anyone really aspire to make a generic clone of a game that doesn't function well?
But I think Unity requires plenty of programming to create anything that's even moderately different. Programming really isn't hard for the most part.
>A lot of the people who use unity and gamemaker cant program for shit
Well if you're into GML you're generally as far into programming as you need to be for most engines. Most engines nowdays allow for multiple languages or at least some scripting language which does away with memory and stuff.

Just picture some dude making a basic tilemap platformer.
Would he prefer gamemaker or
https://www.youtube.com/watch?v=-32SFFbaeJg
for instance. So much shit is already done for that person.
>>
>>144317836
>>144317879
Shit I do this too. MPD, single mode, loop
There are some songs I can repeat for one hour before having enough of
>>
>>144308636
you think tumblr is best place for dev log? or people more likely to come across it due to tags?
>>
>>144291035
How the fuck is it not a job.
>>
>>144318205
>before he implemented in in Starcraft
No sorry that's inaccurate. But it's kinda complicated. I don't remeber well.
http://www.bth.se/tek/jhg.nsf/bilagor/jhg_phd_thesis_cr_pdf/$file/jhg.phd.thesis.cr.pdf
>>
>>144317836
I can listen to a single song on repeat the entire day if it's really good. Like anywhere from one or two hours to 5 or 6, nonstop. Here's a few:

https://www.youtube.com/watch?v=HTA0hCun_W8
https://www.youtube.com/watch?v=y7J8bTXlSek
https://www.youtube.com/watch?v=_8ic35WNn5g
https://www.youtube.com/watch?v=jFAD6mYXslU
https://www.youtube.com/watch?v=CWrNyH1Y9uQ

It's not even autism, it's just background noise to help you concentrate. People who don't listen to music while they work are essentially listening to constant traffic sound effects, or air conditioner sounds, or the fans blowing on their pcs, they're essentially listening to niche 'music' on repeat too. If listening to one track nonstop is autism, then people changing songs or switching radio stations or listening to the more difficult types of classical music means those people have ADHD.
>>
>>144317316
>Just how much freedom do you have
To be really honest, I understand your confusion. I'm an engine dev myself, and I haven't used any engines since RPG Maker 2000. I don't even use any kind of frame works. I like to write everything from scratch. Basically because what you have just said. I know it's a lot of work to implement collision detection for the Nth time, yet it's good to know that I can do everything I want, and I'm fully aware each part of my code. When I pick up a game maker engine, it rather feels like I'm learning to use a tool, and often I'm not trying to find good algorithms, but rather trying to figure out which already implemented function do I need and how can I bend it to do my will.

However there are people who don't care about coding that much. Like the tagline says: they just like to make games. Many people here are artists, so they don't want to struggle with physics, or lightning, or hit detection, but they have some great story or nice character in mind which they want to bring to life with as little hassle as possible.
>>
>>144319732
>but rather trying to figure out which already implemented function do I need and how can I bend it to do my will.
Yeah this annoys me aswell. You're constrained by having the easiest route presented to you. I think that's why i feel games that come from these engines don't really end up being all that nice. There's exceptions of course, but they're exceptions. To me anyway.

I don't get the point about coding really. If I were to implement my movement system in GML vs Anura engine (Frogatto, as posted, I really like that one because of the development methodology. They make a game so they know what ends up being convenient for them). There's no difference really. I do some velocity math and update the position by doing position=position+velocity.
And going from there stuff like physics isn't any different either really. It's (wrapped) box2D.
>but they have some great story or nice character in mind which they want to bring to life with as little hassle as possible.
Not sure they should be making games then really. Sounds more like they should be writing a novel or draw. Even if it's something you want animated is there really anything wrong with making that in its pure form?

I don't see why there's this assumption about engines other than GM or Unity. Nothing says they're harder really. Not with regards to gameplay. I what I find is that pre-made materials and such in Unity accomplish far more than most people could alone. But if you're an artist it wouldn't make much sense to use those really. You should at least write your own shader if you're gonna have it be part of your art.

I also think (but this is just guessing) that these smaller communities are generally offering help of higher quality since they don't have this overload of newbies running around like GM/Unity does. And they have very good reason to be helpful. They want to see more people use the engine.

It's like people don't think about the engine. It's a pretty big choice.
>>
I'm making a multiplayer mech game. It's patterned after Terra Nova: SFC and runs on a mp-friendly doom port.

Here's a weapon/aiming system test with placeholder graphics:
>>>/wsg/1113741
>>
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Small progress.
Started working on a way to make the tracks not-totally-random. Now I have a string that gets parsed to an array of integers that are converted into "target" types (in this case red, green and blue). Now I would need to also make the length of each "note" not casual in the same way, but that'll come tomorrow.

Also did some UI work and refactored some code.

All in all I'm pretty happy with what I did today.
>>
>>144322679
Nice. Good luck with your project.
>>
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got items stacking now, took less work than I thought it would.
>>
>considering streaming
>don't actually know what I'm doing at all

is there any point? Most of my stream would be me typing incorrect code, testing it, and trying to fix what's wrong.
>>
>>144324181
don't bother
>>
gotta keep going
>>
>>144324181
People are more prone to help you. At least in my experience from streaming videogames back in 2005-2008. It was pretty fun.
Videogame streams are so lame now though. Everyone's grown up and really serious.
>>
>>144324181
Do it, faggot
>>
>>144297772
>48hr jams
People would just cheat as per the usual
>>
>>144323275
I want to violate that bunny!

I mean, nice progress
>>
So this is how agdg dies...
>>
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>>144325863
No, I'm pretty sure my progress is at least partly responsive for AGDG's death, causing instantaneous cornea eruptions.
>>
>>144325863
Too busy devving
>>
>>144325863
Not with a bang, but with a shitpost.
>>
>>144323275
Her dancing is so relaxing, I think I could watch her go for hours.

>>144324759
Unless you give them a very specific mechanic they couldn't find online nor have made before the jam. Coming up with that mechanic would be the hard part, but I guess us the best way we could roll with it.
Also, whoever cheats on a jam is someone who doesn't really enjoy making game and just wants to attentionwhore their finished product. That's like when people read a small review of a book instead of the book itself, and then claim they love reading. They clearly don't.
>>
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>new to twitter
>lost 25% (two) of my followers overnight
It seems so much more brutal than tumblr.

No one cares about games, it's all about shilling and circle-likes.
>>
Godot , game maker or XNA?
>>
>>144326583
C++
>>
>>144326583
Personally, I love XNA. I used Game Maker some 15 years ago so I can't comment on its current state. As for godot, idklol.
>>
>>144326583
Depends on the game.
Depends on the workload/scope.
Depends on bitmap/vector.
Depends on hobbyist/lifeskill/desire for work.
Depends on comfort level.
>>
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>>144323502
Thanks, I'll need it.

Wanting to go all milsim with realistic ballistics. Then there's the whole NPC squad mate system and flight sim like mission generation. Gonna be fun though.
>>
>>144324181
Do it. I need a good laugh.
>>
>>144326634
>>144326714
>>144326752
Arkanoid like 2d game for mobile
>>
>>144326192
Thanks. I plan to make her do different dance moves based on player performance and song sections.

>>144324802
MY BUNNY IS NOT FOR SEXUAL
>>
>>144326904
Then who caaaares, anything's fine.
>>
Open UE4, I don't understand how to do stuff.

If you have an IQ of 104, could you make a game in UE4 or would I need to use unity instead.
>>
>>144326904
Unity
>>
>>144326904
Marmelade
>>
>>144327026

IQ has literally nothing to do with it, and unity isn't any easier than UE4.
>>
>>144327026
>If you have an IQ of 104
Jesus dude.
Yeah you could make a game with UE4.
Personally I feel it's simpler. But I stress over details I shouldn't.
>>
>>144327026
This isn't about IQ, it's about attitude.

You have already failed by thinking your choice of engine is the cause of your nodev.
>>
freshly memed
>>
>>144323275
square-chan should look upset if you break a long combo
>>
>>144327026
What are you going to do? You're at the stage where this comment thread >>144315857
is very relevant.
>>
has anyone from addy every made it onto steam?
>>
>>144327826
yes
>>
>>144326904
Game Maker can only export to Android, and the module will cost you about $200 if I remember correctly.
So, probably the other options.

>>144327026
Even if we pretend IQ means anything, look: Mine is about 145 but I'm 1) a complete retard, and 2) making a game in GM. What you need is dedication.
You want to use UE4? Go for it! You'll learn very slowly, but you'll learn a lot.
>>
Is learning to 3D model even possible, or do you just need a brain that intrinsically understands it?

I have never felt more hopelessly lost.
>>
>>144328742
What are you using
>>
>>144328067
>145
Where's your test?
No j/k I wanna see your game
>>
newbie here I downloaded the UE4 tools and the basic tutorials only explain how to move in the menus and use the viewport and the slightly harder tutorials use jargon that I have trouble to follow

do any of you know of any practical tutorials / guides they can recommend?
>>
>>144328860
Blender.
>>
>>144329105

Blender has a steep learning curve in the first few weeks imo.
>>
>>144328742
If the guide, reference or teacher isn't working for you, try another
>>
>>144329035
Isn't the point of the tutorials to make you understand the jargon?

Any concepts specifically that confuse you?
>>
>tfw it dawns on you after taking an IQ test that IQ is a completely useless metric used to quantify pattern recognition
>tfw but then you get your results and they're high as shit and you pretend like they matter to feel smart
>>
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Metal Gear Rising made a big promotional fuss about how you can CUT ANYTHING

Which I guess was sort of cool from a tech-demo perspective, but from a gameplay perspective what I thought was much cooler was the fact that you could PARRY anything.

Missiles, flying chunks of debris, the gigantic claws of a Metal Gear, anything.

Progress related.
>>
>>144329379
yeah when someone tells me that their IQ is high, that does tell me something about them but it's not that they're smart. In fact someone who really believes cognition can be usefully reduced to an integer score is probably good at IQ tests, but generally retarded.
>>
>>144329392
doesnt bayonetta do something like that?
>>
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thank god I'm almost finished coding the most boring things of the game
>>
>>144329379
>>144329747

The metric by itself is useless but due to it having strong bonds with other types of behaviours/"intelligences" its still usefull. A person with a high IQ tends to have less violent tendecies, in general being better at "right brain" fields etc. Bragging about IQ is retarded though. Because all bragging is retarded
>>
>>144329392

desu your game makes my dick hard.
>>
>>144329747
I got a 128.

You have never met someone as forgetful as me.
>>
>>144329875
don't encourage the misunderstood edgelord fedora snowflakes
>>
>>144329875
Yeah and psychopaths. Whilst sociopaths are generally associated with lower IQ's, random acts of murders/violence is also in general higher with low iq.

So it is USEFULL to get a general guess about a person, but high-iq isn't a GUARANTEE for being good at anything except pattern recognition, and low IQ isnt a GURANTEE for anything other than being sub-par at pattern recognition.

Saying IQ doesn't tell anything about a person is like saying a persons weight doesn't tell you anything about their health.
>>
>>144328057
who was it? what was their game? theres got to be hope for some of us.
>>
just leave danny
and don't come back, go away
>>
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>>144287824
Might I ask if this drawing is done by the same artist?
The artstyle stands out in some way and I really liked the artist's league comics. Was wondering if he's doing well since I don't know where else to follow his progress and art.
>>
>>144328742
its a skill that takes years to develop just like drawing

the people here who seem to think they can just open blender and start modelling characters have no idea whatsoever
>>
Use https://poal.me if you guys want to decide what kind of new Jam we should make. With this one people are able to add new choices and there's also a in-built chat just in case.

Here, I'm starting it :
http://poal.me/65490j
http://poal.me/65490j
http://poal.me/65490j

I just picked the first two ideas from whatever poll was posted last thread, feel free to add whatever you want. Go wild.
>>
>>144330154
What did you mean by this?
That looks like some nice progress 9 a 3D environment to me.
>>
>>144328919
>Test
I'd try and look for the certificate/actual info but I'm abroad for the month. Besides, I took it when I was a kid, so the results might be different these days (though I did get diagnosed as a precocious child anyway).
Not that it matters much in the end, as >>144329379 points out.

</blogging>
If you're curious, my game is the pixelshit not-Metroidvania shown here >>144292973

>>144329392
Not too impressive compared to the other incredible stuff you've shown, but still very cool. Is there a point to parrying over dodging, and the other way around?

>>144329791
Good job. Menus are super tedious to code, it's neat to have them out of the way.
>>
>>144330507
Thats was my point though.

However a person weighing 250 kilos(551 lbs) ALMOST CERTAINLY means they are very unhealthy, and someone weighing 30 kilos(66lbs) is ALMOST CERTAINLY unhealthy.

In the same way a person under 80 IQ is statisticly very unlikely to ever internalize calculus whilst a person with an iq over 120 statisticly is very likely to.

See what i'm saying?
>>
>>144330852
>defending an integer summary of cognition
>uses grindmonkey calculus as the gold standard for genius
Unsurprising
>>
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So I have a two variables set;

gravity
jumpheight

I want to use these to make a jumpspeed variable that launches the character to the specified jumpheight

can someone help me with the math here? am I missing something vital?
>>
http://blogs.unity3d.com/2016/05/31/new-products-and-prices/

These fucking jews. 125$ a month to get rid of made with unity splash screen.

Them fucking jews.
>>
>>144331094
Where did I say anything about it being a definition of genius to internalize calculus?

All I said was that IQ statistically speaking tells you a lot about a person as a whole, which is a statistical fact. If the reality for some reason angers you sorry I guess.
>>
Pixel art should be banned

Lazy fucktards
>>
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Keep it up.

http://poal.me/65490j
http://poal.me/65490j
http://poal.me/65490j
>>
>>144331423
Reminder you can add another choice if you'd like >>144330484.
>>
>>144329392
Make it so a parry has you take damage based on how perfect your timing is. So any parry that's frame perfect is 0% damage. And the damage scales form there. It's easy to balance because enemies that hit hard will not be worse than small quick hitting enemies unless you're great at timing.
I'm sure you will notice that
>>144329379
Explain how it correlates well with learning ability and overall performance then?
"What is intelligence?" is what you should ask rather than questioning IQ tests.
>>
>>144331627
Only once though apparently so add wisely.
>>
>>144331423
pls no water jam, I wouldn't know where to start to make water physics
>>
Why do you keep making jams?
>>
>>144331072
>but math is literally all training and reference materials
No. Not real math. And while math courses don't really teach you math (they teach you math topics, teaching someone math is difficult) they do test you for math skills usually because it's rare to not get a question that requires applying the knowledge you have in a new way which does require some degree of math skills.

Those abstract questions you get where you're not really given much information other than you being requested to model something or figure out how to measure something are fairly good at estimating math ability.

That story (I think it's a myth) about the teacher who told the students to sum the numbers 1-100 and all the kids started adding while Gauss figured out the arithmetic sequence. That's pretty much a good example of what's being taught vs what's core to (professional) math.
>>
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>>144331130
Nevermind, forgot about the preservation of mechanical energy
in other words:
mgh = 1/2 mv^2
gh = 1/2 v^2
2gh = v^2
v = sqrt(2gh)

where v would become my jumpspeed since gravity is already a given and mass is becomes a non-variable anyhow
>>
>>144331130
mgh=mv^2*0.5

Cancel the M's.
gh=(v^2)*0.5
v=sqrt(2*gh)
>>
>>144329754
You can Mahaa-Kalaa most things, yeah, but unlike MGR, I'm like 99% certain gigantic enemies don't have specific parry react anims. You just get your Witch Time and some invul frames to nullify the attack, Iustitia doesn't like, reel from it.

I don't think. IDK maybe someone out there like Saur or Yoshesque is rolling their eyes going "what a fucking scrub, you can totally stagger Iustitia with MMK"
>>
>>144331423
Nice. Pretty decent actually.
>>
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Guys I need a new "PLAYER HAS JOINED" animation, it can by any GIF you can think of, even copyrighted, I dont care at this stage but its gotta be sci fi ish if possible and funny, its for my alpha test. (I will replace it with a non copyrighted animation at some point)


Anyway if you have a sci-fi, funny one let me know!

Thanks!
>>
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>yfw you stole the color palette of a random artist on the internet
>>
>>144332551
2slow but I love you anyways, thanks
>>
>>144331130
>gravity
>variable
>>
>>144329379
The concept of IQ tests is sound, but it's basically impossible to make a good test to measure it, and the tests that do exist aren't even fucking trying.

Basically every fucking retard out there is at least 3 standard deviations above the average(ie top 0.1%) according to whatever shitty IQ test they took.
>>
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Here's new HUD and swimming meter. Grappling hook is also in, as a spell now. I didn't do the new HUD, It was made by my art guy. I just did some small tweaks to it tho (mainly recoloring and adding some shading). The swimming meter is made by me though.

For the swimming meter, do you think it would be better if the meter was in static position on screen or do you prefer it to be over player, like it is now? The health bar size increases as player gets more max hp, but the mp bar (left) and xp bar (yellow, bottom) has set size.

I'll be adding more juice to it later, but so far I think it's lots better than before.

I'll be moving to making flaming sword and finishing the whole status effect system next, if no fixes are needed to be made and no one gets some cool ideas to improve it.

I have pretty much story for the game now, so once all the mechanics are down, I can actually start shaping this whole thing into an actual game.

The demo, that I will release on next demo day, will be kind of mechanics test. Short levels with as much variety as possible, to eliminate bugs and all, before I will start to make this game what it will be. If everything goes as planned, it might be the last demo of Clarent.
>>
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>>144331423
I know strawberry jam is most likely a joke, but it sounds kinda fun and cute

I like this way of coming up with jams, great idea anon!
>>
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JAM JAM WHEN?
>>
>>144332820
>not having variable gravity
That's retarded anon. You measure all the mass points in your world and the distance to them. Sum their gravity vectors and wam. You get gravity, magnitude and direction.

It's so easy and adds so much realism.
>>
>>144332820
gotta future-proof your code if you ever decide to venture off into the cosmos
>>
vote for lewd jam
>>
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>>144333065
lewd jam is legitimately a good idea but I think throwing it out there this time was a bit futile since people are all aboard the meme train with space jam.

submit it next time, i'll vote for it then
>>
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>>144332820
Sorry, I'm still new to gamedevving
I assumed a force pulling things towards the ground would be called gravity, is there a proper term for it?
>>
>>144333065
I'd rather make a good game
>>
I want to make a game but the only artist i know is a furry artist if i made a furry game would i be run out of here?
>>
>>144333319
protip: you are also pulling the earth towards you
>>
>>144333430
Yes and no
>>
>>144330637
>Is there a point to parrying over dodging, and the other way around?
Yes and no. They both offer slightly different advantages.

A "parry" is just a perfectly timed block. Blocking grants you unlimited i-frames, but at the expense of total immobility. It's basically a way to tank any attack (except ones that can't be i-framed through, but those are rare and are usually based on generated environmental elements like lasers or shockwaves). It also slows, but doesn't STOP, your energy/combo decay (whereas dodging does, technically, since it makes you airborne and your combo never decays unless you're grounded)

Dodging, obviously, grants you i-frames AND mobility, so it has a general advantage in combat, which is that you can use it while also adjusting your position relative to the enemy (to get behind them, closer to them, etc.) But, it also has a briefer duration of invul.

Parrying is about as easy as a Perfect Dodge, in terms of the timing window. A perfect dodge grants a point bonus and a slow-motion effect. A parry just triggers a specific animation, which is usually a stagger.

But a PERFECT Parry, which is much, much tougher (it has Bat-Within-degree timing) grants the parry animation AND slow-motion, which is typically of a longer duration (technically, every attack's dodge and perfect parry slow-motion rewards are specified per attack, but usually a perfect parry's is about 50% longer... but for example, parrying a normal bullet grants like 3x the slow-motion because it's so much tougher to do perfectly given bullet travel distance).

Then there's other considerations; in the landing after a dodge, you can attack and automatically slide in toward an enemy to close gaps. BUT, dodging out of a combo overwrites your block stock, whereas blocking doesn't. So there's also that to consider.

Mostly it's just preference though.
>>
>>144331423
>not voting for Alternative physics jam
It's perfect. It's like gravity jam with more freedom. And there's astronomy in there. So artists can actually make some cool shit
https://www.youtube.com/watch?v=Mp8n9pdoe3o

Lewd jams are lame. We have so much porn. I don't get how you're not satisfied yet.
>>
>>144333319
No it's gravity everywhere. Usually it's a vector though. A force you apply every tick to an object.

Gravity is also variable, which this guy is too retarded to understand (apparently).
>>
>>144331765
Sort of silly to do since blocking already grants 100% damage reduction. A parry should be a straight upgrade.

OTOH a "frame perfect" parry grants advantages over a normal parry, in that it combines the window-hit dodge effect AND the window-hit parry effect.

I considered adding a frame-perfect dodge reward as well, I'm not sure how to approach it thematically though, since a dodge shouldn't really "stagger" an enemy.
>>
>>144333535
JAM JAM is the superior alternative
>>
>>144332740
devilish
>>
>>144323275
I think this is a good idea >>144327686 for player feedback.
>>
Gonna have a rape jam
rape jam
>>
>>144331423
Either Outer Space Jam or Stealth Jam. The rest is trash.
>>
>>144334143
Stealth is too broad
Constraints breed creativity
>>
>>144331370

Nice game you posted there.

nodev shitposters should be banned.
>>
>>144332876
I would go with no swimming meter
Otherwise, sick progress m8
>>
should i build my levels in blender and import a giant mesh into the game engine or should i make modular pieces and put them together inside the game engine?
>>
>>144334049
It's not rape jam, it's non consensual jam

And it seems as broad as stealth, isn't killing an enemy non-consensual killing?
>>
>>144334439
Modular
>>
>>144332876

Impressive as usual.
>>
>>144334439
Modular is garbage and makes everything feel samey, Fallout vaults for example
>>
>>144334396
It's there, because I want to be able to limit player from accessing certain places with water and I'm not too fond of invisible walls. It's lot's harder to do metroidvania level design when some parts are exteriors and some interiors. If it was just in castle or something, I could just limit access with walls.

>>144334592
Thanks.
>>
>>144334640
>the entirety of modular level design in games is garbage because of a shitty AAA company
wew
>>
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>>144311279
>you will never paint this good
>>
>>144332876
This looks stylish but it might just be the attack animations.

I'm excited to try it though.
>>
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>>144332740
>tfw you collect a bunch of pics for reference to steal design ideas and colors from
>>
How do I make combat that's slow an deliberate, where small mistakes can cause death, but also give players the feeling of progression when returning to earlier areas?

I want them to be afraid of approaching more than one enemy alone at the correct level, but also make them afraid of groups of "lower level" enemies at a later stage of the game.
>>
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if only the people voting for meme options (dicks, LE EBIB MEME MOVIE jam, etc) could vote for a real option

maybe we could have a good jam
>>
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>>144335339
>maybe we could have a good jam
>>
Anyone have a sprite sheet for a font, preferably wherein the maximum height and width for the letters is no more than 8 pixels high and 12 or so pixels wide?
>>
can anyone tell me some indie games made by devs from agdg which were commercially released?
im interested :)
>>
>>144335331

Look at Dark Souls 1 for inspiration.
>>
>>144333065
i would do this, where can i vote?
>>
>>144335454
http://www.homph.com/steam/
there you go shitter.
>>
>>144335339
I think non consensual [read: rape] jam actually would be interesting.
>>
>>144335331
Have enemy attacks cause hitstun, have it when enemies attack, they can spam attacks

This is how souls does it. This is how Salt N Sanctuary does it.
>>
i dont have a preference so u guys tell me what i should use my vote for
:)
the most popular response will be balloted
>>
>>144335585
Indeed, but unfortunately someone submitted some EPIC MEME OPTIONS so everyone just has to vote for those
>>
>>144335331
I know this is a cop-out but if you design the game well, you don't need to worry about level, because by the late stages of the game they'll just be better at playing it and as a result they'll be able to handle the slower or less-punishing AI from lower stages that was very challenging for them when they first started.

A more general answer is, don't make it about stat scaling, make the difficulty curve AI-centric, where harder enemies are harder because they attack more often and with less obvious tells and response windows. This way, enemy attacks can easily be set up to 2-3 shot the player down to 0 HP, so "small mistakes cause death", but the difficulty becomes learning to avoid or counter attacks that are more and more difficult to avoid.
>>
>>144335339
No. First you need to decide the themes, *then* make a poll. Letting everyone add whatever option is a bad idea.
>>
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I set up a bool (_inlerp) to try to check for whether or not a character is done moving before another input is made, but I don't really know what variable to check for, can anyone help me out?
>>
>>144332740
NO ONE WILL EVER KNOW

>>144332876
Holy shit, that's a nice HUD. But could you please add numbers? These help a lot when you're in a hurry to heck exactly how much health/mana you have left.

If I were you, I'd make that swim meter much, much smaller. Like, a little line just above the MC's head. Right now it's taking up a lot of space, for a minor mechanic.

>>144334704
Also, that's a pretty awful idea. If you want your player to run out of air before they can access an area you want to block off, they'll have to die to figure out they can't go there, which is bad design IMO.
There are many, many ways to limit access in outside areas in a Metroidvania. Pits and vegetation come to mind.
>>
>>144335554
thank u dog brother
>>
>>144335442
Look up Dwarf Fortress ASCII tilesets
>>
>>144335873
kill yourself
>>
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>request custom texture as it says in the gametextures.com monthly subscibtion services available to me
>they try to talk me out of my request
>>
>>144335550
here >>144331423
>>
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>>144335975
plis no dog brother
>>
My game has such a cute jiggly booty
>>
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>>144331130
I have no idea what I'm doing
>>
>>144334439
A custom built level will usually be more interesting than modular but it isn't possible for most games. The larger/complex the levels = the more likely you should be using modular instead of handcrafted.
>>
>>144336236
STOP
>>
>>144336182
Well? Let us see the jiggly booty, then
>>
>>144336236
That's very wrong but thanks for trying
I solved it earlier >>144332386
>>
>>144336182
sounds like my sister
>>
>>144335463
>>144335590
I actually haven't played DaS1. I'll give it a shot.

>>144335760
That's a great idea, if only programming AI against multiple playstyles wasn't so difficult. I guess I just need to get better as a programmer.
>>
>>144334439
ONE giant mesh? Oh god no, don't do that. There would be zero occlusion culling, if the entirety of the level geometry was one single asset then every frame the game would have to render the entire thing.

There's nothing strictly wrong with not repeating meshes (like making one giant mesh and breaking it up into discrete chunks and exporting those) but you'd be making a lot more work for yourself in the texturing department since you couldn't reuse ANY level assets.
>>
>>144335960
Thanks. This is almost exactly what I am looking for, but the letters are still a bit too big. Running a game at nearly 300x300 and the popup menu for characters info takes up too much space with letters this big.
>>
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yfw you make your first tumblr post and immediately get 3 likes on twitter. You delete post and make a better one.

No likes.
>>
>>144335842
I think, probably, what you want, is that when the transform.position == target then _isLerp = true
>>
>>144336518
I mean, it doesn't have to be enormously smart (in fact, if it is, it will just feel like it's cheating).

Really, you just want to decrease the time between attacks and the wind-up tell on enemy attack animations as the game progresses, as well as add more attack options for later enemies.

Bonus points for late-game enemies having "false" tells, where most enemies have a half-second windup but these have a 1 second windup that makes players instinctively attempt defensive maneuvers too early.
>>
I can't wait to opensource my game and see what other devs do with her :)
>>
>>144336741
>her
>>
>>144336741
>being a codecuck
other devs will never see my spaghetti
never ever
>>
>>144336408
>>144336287
It's not wrong, it's just not useful.
>>
>>144335856
>But could you please add numbers?
Yes, can be added.

> I'd make that swim meter much, much smaller.
Yeah I just realized that. I also removed the magic circle from the hud because It doesn't really fit it anymore.

>Also, that's a pretty awful idea.
I might need to think about it. Player can see pretty far and if there's like just infinite ocean, sure, some will try to go there, but I don't think everyone. You can also always turn back by jumping out of water using double jump (if you havent used it before you get to the water) to reset the meter and you should be able to get back safely. Then again, I can just limit it by simply stopping camera movement not allowing player to proceed to next room.
>>
>>144336240
The 'creativity' of a level is completely irrelevant, even if you had a completely unique level and only use those modular pieces once, having smaller pieces is better in pretty much every regard.
>>
>>144336741
I wish I could see the code of other Unitydev games, it would help me learn a lot of useful stuff.
>>
>>144336728
I do want it to be enormously smart for certain situations though, like boss characters. I haven't played DaS1, but something that always bothered me about DaS2 was how bosses had such few ways to react to situations. There was almost always a certain distance I could stand to get the boss to do specific attacks. Exploiting the shortcomings in boss AI was what made the bosses a bit disappointing compared to other monsters in those games.
>>
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>>144337181
But then won't you only learn how to copypaste problems and not come up with solutions yourself?
>>
>>144336595
>deleting a liked post
disrespectful
>better one
>implying
>>
I'm making good progress, but I feel like I still don't have mastery of the code I've written. Like sometimes crazy shit will happen and it's probably due to my being a new coder and doing things the hard way instead of the smart and fast way

Sorry for the blog, kinda discouraging though
>>
>>144337423
Of course not, it would help me learn how complex systems work.
>>
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so i'm making what is a pretty much singleplayer trouble in terrorist town. You will have to use your deduction skills to identify the killer in a crowd of 20-50 randomly generated people. Any ideas for that kind of game? I have idea for some locations, first one will be a mansion, I'm too lazy to do it today though
>>
>>144336889
if another more competent dev can take my game and transform her into something truly wonderful then I am happy for the both of them
>>
>>144337423
I'm not that guy, but I learn best through seeing examples and applying them to my different situations.
>>
>>144337618
and, yeah, it's going to be all about vaporwave aesthetics
>>
>>144337530
It's all in the process of learning.

I spent 2 months coding a game in my first process of learning to code and the language. At the 2 month mark, with a bunch of features, I realized that the way I structured how my code interacts with itself was needlessly complicated, and I've begun the process of re-writing all of it. I was at first really upset with myself for being so foolish the first time I structured everything, but then I realized:

Basically, when you start, you have the classic problem of Socrates, "You don't know what it is that you don't know or need to know".

Look at you coming up against 'the hard way' as a direct realization of the process of gaining mastery over something. Overcoming that challenge will make you better.
>>
nice game there c-kun
>>
>>144337757
>vaporwave aesthetics
What will 90s kids push for an aesthetic when we come to power? Cosby sweaters and zubaz?
>>
>>144337204
If it was me (and hey, it IS me in my game), I would avoid any element of pure randomness to enemies and make all attacks driven by player activities.

This is surprisingly easy if you use a few weighting parameters.

For example, every time the player uses a ranged attack, increment a variable. Every time he uses a melee attack, increment a different variable. When the enemy spawns, use the ratio between these two numbers to determine the enemy's attack pattern weight. If the player prefers to fight ranged, make the enemy's defensive patterns involve seeking cover/breaking line of sight, and make his offensive patterns involve getting in close as fast as possible. If the player prefers to fight melee, have the enemy's defensive patterns involve avoidance and blocking, and have his offensive patterns prefer projectiles.

Have the enemy's attack system be weight-driven; if he goes to perform a range attack, have him query the environs for a nearby location with line of sight to the player, then move to that location while checking line of sight every tick and launching projectiles whenever he has it. If he goes in for a melee attack, have him check path distance, and if it's above a specified threshold, have him ranged-attack instead. If the player gets inside a specific radius, have the enemy immediately abandon any projectile logic and default to melee offense (if the player plays ranged) or melee defense (if the player plays ranged).

Similarly, increment counters when the player blocks or spends long periods of time in fights moving but not attacking. If these constitute a certain % of the player's average fight time, have the enemy intentionally use sweeping attacks or attacks with poor tells to throw him off his defensive game. If the player tends to go all-out and use "offense as defense" to kill quickly, have the enemy block whenever the player attempts his "preferred" attack (ranged or melee).
>>
Has anyone here implemented a melee combo system in unity?

I have it set up, but I'm using an animation trigger and the trigger for my combo attack never triggers when clicked, and just stacks up for the next time I press the button.

Any advice?
>>
>>144338176
kys cristian
>>
>>144338176
i usually go for a complex, broken systems of delayed timers and hundreds of if-statements
at least it works
>>
>>144338091
No one actually does VW, it's been dead for awhile even ironically. Straggling shitters late to the party still stumble across Floral Shoppe and think they're going to manage a whole game around it.
>>
>>144338128
As a corollary, the more player stats you're able to track, the better you're able to have the AI constantly play against the player's strengths; if you can track ranged attack accuracy, you can determine if the player is likely to MISS his shots, and make the enemy more likely to evade/avoid. If the player likes to only use the slow, heavy attacks for maximum damage output, have the enemy prefer quicker melee attack patterns to clip him whenever he's in-range winding up.

If the player likes to use items to heal, have the enemy set itself up for a long-haul fight that will bleed the player's reserves. If he prefers to avoid items and try to play expertly on his own, have the enemy be more likely to use his most damaging attacks.

If you design an enemy with
1) a powerful ranged attack
2) a ranged attack that is weak but covers a large area
3) some sort of arena trap attack that makes maneuvering difficult and can cause minor damage long term
4) one or two strong melee attacks
5) a rapid melee attack, preferably that closes distance
6) at least one defensive maneuver
7) a couple of pathing algos for finding areas that do/don't have line of sight, or that do/don't put a certain distance between the player

You should be able to constantly force the player to switch it up by playing in a way he isn't used to.

Which also means every boss is teaching the player a new way to play and to master new mechanics, without railroading him into learning specific things in a specific order.
>>
>>144338636
The only problem with an approach like this is that if you code the enemies well enough to protect against player strategies, you limit build variety and diversity when playing the game, as the best build inherently becomes one of jack of all trades but master of none.

This is fine in a game without RPG element type stats, but can hamper a sense of a players identity with a created character.

Solid writeup though.
>>
>>144338413
It's not like vaporwave is the core substance of the game. It just a setting that I decided to go with for several reasons. The main one is that using it is practically cheating, I can insert pretty much any kind of model from my old unfinished projects and it would still fit in because of how ridiculous the setting is. And I still like it, no matter how out of touch I might be with my tastes. The main focus is developing a complex AI system that is fun to play with, and knowing absolutely nothing about it, it's really fun to learn.
>>
>>144338767
Yeah but that's not Unity. I have NO idea what sort of stuff you'd use to do it in Unity, unless Unity has an asset similar to UE's AnimMontage, which is a set of animations which can be instantaneously switched between not only by jumping but by restructuring the queue (i.e. Set Attack_1's follow up to be Attack_2 rather than Attack_1_end)

The AnimMontage system is beautiful for combo systems because it makes it trivial to set up animations to play in a queue; I have no idea how to do that in Unity.
>>
>>144298142

>Fire covers napkin.
>Nakpin covers water.
>Water covers fire.
>>
>>144338963
Unity has mecanim, it's what you're looking for desu senpai.
>>
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by popular demand, I am back
>>
>>144338939
>I'm using it so I can be a lazy shitter
wew can't wait to see how your game turns out
>>
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gibs
>>
>>144338918
>the best build inherently becomes one of jack of all trades but master of none
Not true.

It just means that the game rewards this style of play.

Which is a good thing, because if you build an exclusively range-based build, you're having to build it in such a way (and play using it with such a degree of skill) that you can CONSISTENTLY outmaneuver enemies designed specifically to counter it.

So the player has two choices: either specialize well enough that they actually Git Gud (or Git Rekt), or be willing to adapt over time. If you want to play close-range only, you had better be good enough at it that you can deal with bosses that don't play nice with that sort of build... but those same bosses punish a range-build player by making ranged play difficult.

The player cannot beat a boss just by building around it, they have to master the skills, and the more specialized they choose to be, the MORE mastery they must demonstrate (whereas players who are trying to do it all obviously owe less mastery since they're trying to master many things rather than just one).
>>
>>144339181
Hey a new gun
>>
>>144338636
>>144338128
Whew, thanks for taking so much time to type all that out. A lot of this comes down to how well I can code the encounters, and I don't have much experience. Luckily, there's no rush and I'm currently a NEET. Time to buckle down and work on it. It seems best to start with an NPC that can do ALL of those things, and then make the lower level enemies that can only do a few of them. Thanks for the help, man!
>>
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http://poal.me/65490j
new category
vote for queen jam
vote for queen jam
vote for queen jam
queen jam is the mixture of blueberry and rasperry jam
vote
http://poal.me/65490j
>>
>>144339112
>FPS steadily declining
At least your lighting doesn't need rebuilding
>>
>>144331423
I don't get it what is that orange option even
Basketball jam?
>>
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>>144339293
Took it from Red Eclipse. Turns out most of their assets are CC-by-SA.
>>
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>>144339380
Also: Queens are like milf princesses, and princesses are a cute
>>
>>144339075
Oh.

Well then yeah, that's how Mayhem League's combat system works.

An attack animation is a single swing, that starts from the beginning (either idle, or the transition frame of the anim meant to precede it) divided into an Attack phase, an (optional) Wait phase, and an End phase.

When the player presses Attack during the Attack phase, the game uses a Set Next command to queue up the next anim in the combo (which one depends on which attack it is, and which of the attack keys was pressed). If the player presses it during the Wait phase (if one exists), it Jumps to the corresponding follow-up animation (this is how XXX and XX, X strings are differentiated). If the player presses it during the End phase, nothing happens, and if the player presses a movement key during the End phase, the entire Montage/Mecanim/whatever is cancelled early into a run.
>>
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>>144339380
D R O T T N I N G S Y L T
>>
>>144339431
COME ONE AND SLAM
AND WELCOME TO THE JAM
>>
>>144339509
get it to the top so we dont end up with a meme topic like slam jam
>>
>>144339431
No one fucking knows it's the MEME OPTION of the fucking century.
>>
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Anon who made the poll here. >>144330484 >>144331423 I made it so people could only vote once.

What do you guys think of remaking the poll once we have gathered more ideas but this time with the ability to multiple vote? Yes or should we just let it that way?

http://poal.me/65490j
http://poal.me/65490j
http://poal.me/65490j
>>
>>144339551
Wait I didn't mean that.
Mecanim is just a system of connecting various animations with each other in a fluid manner which also helps you with programming a little bit since you can place values/triggers/etc for manipulating your animations. I didn't really work with it though
>>
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>>144339590
>>
>>144339751
Yes. Just nuke the current poll.
>>
>>144339497
>aim down sights
>projectiles
>decals
>animations on models
>>
>>144339167
Being lazy is great. I hope it turns out good, it's been a long time since developing vidya was fun for me
>>
So I am ready to start deving. Stealth game or First Person mythology game?

You decide, guys.
>>
>>144339751
We definitely need at least 5 more polls before we come to a decision.
>>
>>144339751
Add dinosaur and train jams. And size jam too.
>>
>>144339751
vote queen
fuck the nodev trolls
u really wanna let those 12 year old minefags win
rally behind the queen
>>
>>144339961
stealth h-game where you need to sneak into a castle past guards and rape the queen
>>
>6months with no progress
I need to get back on track. Where can I find a free cute girl to make a cute agdg platormer#2567 ?
>>
>>144339961
SLAM
>>
>>144339904
>>144339970
>>144339982
>>144340001
Alright it seems people here and in the chat are in favor of multiple vote so I'll make it. Give me a few minutes. I will add all the already existing Jams so far.
>>
>>144340012
yes yes this and if you get caught you get thrown into a rape dungeon where you character gets raped for eternity so you have to switch to another one
>>
>>144340012
That's actually not a terrible idea...

>>144340093
I beg your pardon?
>>
Unity Debug.Log, can I create a script that filters Log output by whatever gameobject was passed to it?

For example, click on myObject in the hierarchy (and maybe click a special button) and only Debug.Log statements in the console are shown where myObject was passed to Debug.Log("dumb message", myObject)
>>
>>144340262
JAM
>>
>>144340012
Wow... that's actually a pretty cool idea.
>>
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>>144339778
Mecanim sounds more like a UE4 anim State Machine than an AnimMontage, I think.

I don't know if Unity has something like this, but if it DOES, it's where I'd start with any attempt at melee combos.
>>
>>144340012
*slam your subliminal dick into the queen's outer space
>>
>>144340467
Yeah I'm pretty sure it has something like that. Look into it, everyone I know enjoys it, I just use it for simple animation switching because it's very convenient.
>>
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>>144340526
vote queen for president
>>
>>144340130
Remove the meme entries though.
>>
>>144340467
Unity has something like this. Except worse and a less intuitive UI for it.

You see how you have an active bar? Imagine having to both set a start event and then make a whole new event for the end. And all of them having to share the same event bar.
>>
Poll anon here. Should I just let Space Jam and erase "Outer Space Jam"? I mean both are the same, right?

>>144340727
No.
>>
>>144339425
that's not fps, that's a timer
>>
>>144340787
SLAM JAM
>>
>>144340787
I think that's the best way to handle it, yeah.
>>
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>>144340727
YES please for the love of dirt
remove that shit
>slam, nigger, 911, lewd, subliminal get rid of all of them
>>
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Queen Jam is the objectively best choice because those who don't like cute milf princesses can make games about homosexual pop musicians.
>>
>>144340787
Enjoy your second useless poll then.
>>
>>144340130
>>144340727
>>144340941
Fuck you guys, I'm making a slam jam game if it's not on the list.
>>
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Main menu changes! *you can also mess around with the controls and control boku or player 2).

Going to be uploading a new update to the demo that adds gravity, and balancing updates to make the levels harder.

I also made each level include at least 2 puzzle cubes to tackle so there is some added challenge with that, but if you have a friend to co-op with you, that can make it quicker to tackle having your buddy handle the other cube.
>>
>/agdg/ keep insisting upon art-centric jams
The nodev snake.
>>
>>144341125
My famalam
>>
>spent all day on a feature I thought would be 3 lines of code

Ok, giving up and doing some art instead.
>>
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SECOND POLL IS READY :

http://poal.me/zgy746
http://poal.me/zgy746
http://poal.me/zgy746

YOU CAN NOW VOTE MULTIPLE TIMES.

>>144340982
People can always add anything they want, me removing them wouldn't have any impact whatsoever. Use your brain and stop being a fucking baby.

>>144341125
I forgot to add it, please do so anon.
YOU ARE FREE TO ADD A TOPIC IF YOU'D LIKE BUT BE WARY YOU CAN ONLY DO THIS ONCE AND CANNOT EDIT IT. ADD WISELY.
>>
>>144341263
Looks great. At first I thought they move randomly. Why don't you place some randomly moving characters somewhere around?
>>
>>144340727
This
Waifu jam was already a meme theme.
Why do you fuckers think it got so few submissions? First of all, no one wants to put that in their portfolios, and second, it's not a real theme, much less a mechanic. Simply a unifying element.

>>144340787
Make it Slam Jam vs Space Jam.

>>144341125
You don't need an AGDG Jam to make a Slam Jam basketball game. Follow your dreams, anon.
>>
>>144341316
What was it?
>>
>>144341438

I'm the guy that posted earlier about the combo system. I am gonna try one more thing with it and then just do it tomorrow.
>>
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do you want an awesome concept brimming with possibility for unique and enjoyable games? do you enjoy life? then vote queen 2016
http://poal.me/65490j
>>
>>144341429
>
>>
>>144341405
So is "Space Jam" not a Space Jam jam?

This is confusing.
>>
>>144341438
not him but it was the process of pathfinding in unity3d for me
literally spent the whole day trying to figure it out only to find out it already has a good default pathfinding system suitable for my needs
>>
>>144341602
You are free to add a Space Jam Jam but please make it clear it's about basketball or whatever then.
>>
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>>144341551
Queen army
hissssssss
>>
>>144341532
Are you switching to mecanim?
>>
>>144341602
It's open for interpretation.
>>
>>144287824
Very late in the thread, but congrats to the devs who posted games.

Ops picture is amazing.
>>
>>144341798

I've been using mecanim/animation events all along. It just seems to hate the idea of me interupting my first attack with the second, even with exit time turned off.

I think I'm gonna try using a timer instead.
>>
God tier Jam themes:
>Space Jam
>Stealth Jam
>Water Jam
>Alt Physics Jam

OK/Meh tier:
>Queen Jam
>Strawberry Jam
>Pony Jam
>Dino Jam

Meme tier:
>Collab Jam
>Lewd Jam

Shitpost tier:
>Everything else
>>
>>144341953
i was kinda ironic with my first reply about convoluted timers though
>>
>>144342059
What's wrong with guro?
>>
>>144342059
I think Collab Jam is legit. It's like at school when you were forced to be with someone except right now it's within agdg.
>>
>>144342082
Yeah, mecanim is probably the way to go. I have no clue how to approach it at this point. I think I need to just leave it alone for a while and come back with a fresh brain.
>>
>>144342184
Except nothing is stopping anyone from dropping your game at any time.

You guys are retards.
>>
>>144341551
Queen's Blade game?
>>
>>144342184
and this time its something we'd actually want to do, versus being forced to interact with others
>>
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>>144341895
biased tier:
>this post
>>actual tiers

Queen tier:
>queen (the best 1)

Really good tier:
>underwater
>alternative physics
>stealth

alright tier:
>non consensual
>outer space jam

bad tier:
>dino
>pony
>guro
>lewd
>IQ test (this is so bad)

meme tier (the worst one):
>911
>nigger
>shit
>everything else

Kill yourself tier (i lied, this is the worst one)
>Everybody get up it's time to slam now We got a real slam goin' down Welcome to the Space Jam

This message was brought to you by Queen Inc.
>>
>>144342220
It is the way to go, but sometimes the simplest solution is the best. Figuring out mecanim may take some time. There is nothing wrong with using "bad" coding and retarded solutions - it's just a hobby of yours, after all. For me I just try not to go overkill with warnings/fps drops
also post pics of the game
>>
come on lewd
>>
>>144341405
>>144341405
>>144341405
Winning 3 combined into molyneux level ideajam
>>
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>>144342338
its just a concept
as long as it relates to queen, you can make it
the possibilities are endless
>>
>>144342512

I've posted briefly in this thread before.

>>144310342


I really don't have much (read: any) art done atm, just trying to get the hang of this melee combat stuff.
>>
vg jam
we pick a general and make a game for it (it can even be agdg)
at the end we post the game at the general and invite them to play it
>>
>>144342505
>queenshiller
>not biased
>>
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>>144342754
its not biased if queen is factually the best one ;)

This message was brought to you by Queen Inc.
>>
>>144342913
All this autism contained in one person...
>>
>>144342059
>Space Jam
>god tier
move it to meme tier


>alt physics
as long as it's not gravity based, it's alright

>stealth jam
so basically stealth games with no polish?
>>
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Poll anon here >>144341405. I'll be going so won't be posting the poll anymore from now on. Handing the torch to you guys, so shill well and make me proud.

http://poal.me/zgy746
http://poal.me/zgy746
http://poal.me/zgy746
>>
>>144342708
>pick /agdg/
>the game is a shitpost generator
>and it isn't even remotely finished for the demo
>>
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>>
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>>144342708
/srg/jam
They like us
>>
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>>144339380
why not gothic jam
>>
>>144343094
Space Jam != Space Jam Jam
>>
>>144287824
How is Lendo related to this OP image

is he developing a game?
>>
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>>144343110
vote for the queen
queen army
>>144343049
at least its an actual jam topic and not a meme (slam) or just plain bad (guru)
>>
>>144343217
Add it yourself.

Reminder there's also an in-built chat on the poll.
>>
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>>144342708

This.
>>
>>144343228
oh, that sounds pretty good then
>>
>>144343228
Space Jam = Space Jam & Space Jam Jam
>>
Lewd jam would be pretty neat. I'd love to see all the lewd stuff agdg can come up with.
>>
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>>144343217
it can be gothic queen
gothic and queen are related so vote queen :)
>>
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Collab jam really coming in strong!
>>
SPACE
L
A
M
>>
>>144343412
Nope, Space Jam = Outer Space Jam
Space Jam Jam got rightfully removed
>>
>>144343110
>All of the above/below must be in the game jam

If it wins then it would all below, you retard.
>>
>>144343442
o my god shut the fuck up
lewd is so cancer
we do it everytime
its a waste
>>
>>144343541
Nah, they got merged so that even if it wins by the right of being a meme, people can still do deep space whatever.
>>
>>144343691
They never learn anon, just sit back and watch another forced jam burn.
>>
>>144343541
>>144343228
Fuck you guys I'm making a Space/Space Jam game
>>
>>144331130
Equations are no good for the "feel".
A pretty good jump recipe:
1.Add initial vertical velocity
2.Apply half gravity while jump button is held
3.Normal gravity after letting go off the button or jump is over
Also feels nice when velocity is halved if you let go of the jump button before the jump is over.
>>
Why is Unity documentation so garbage? It doesn't tell you when (what version) something was added, or what dependencies something has
>>
>>144343519
Does this mean my sfw henfighter is finally happening?
>>
>>144343442
can it be lewd but not directly towards the mc? like everything in the game is shaped like a penis or a vagina?
>>
>>144343442
Lewd needs polish to be vaguely decent. If it's not fappable because not enough time, and too NSFW to showcase and get non-AGDG feedback on, then what's the point?
>>
>>144343442
Lewd can apply to any proper Jam type.
e.g.

You can make a lewd queen game or a lewd dino game. Then the people who don't want to do a lewd game can still make a dino or queen game.
>>
I keep getting a bit of mechanics and stuff working, and working well, then losing interest.

I think I have to have a good idea of what I want the final product to be like (both aesthetically and with regard to gameplay) so I'll care enough to finish.
>>
>>144344028
hello boat/mech jam
>>
http://i.4cdn.org/gif/1464986578926.webm
>>
creating excessive ideas for a jam jam jam
>>
I loved Unity then they pull this shit.
http://blogs.unity3d.com/2016/05/31/new-products-and-prices/
How is no one talking about this?
Time to go with UE4.
>>
>>144344028
yes i was just about to say that
vote queen and make a lewd queen game
queen is open to anything queen related :)
>>
>>144344148
plebs
>>
>>144344148

sanic jam when?
>>
File: QUEEN.jpg (58KB, 600x600px) Image search: [Google]
QUEEN.jpg
58KB, 600x600px
>>144344290
Pic related?
>>
DO NOT VOTE FOR LEWD JAM
>>
Thread inspo:
https://vimeo.com/12479518
this video is of an indie game irl jam that looks really awesome
its only 3 minutes
this is what a good jam could b if we dont dick around
>>
>>144344253
>"Personal stays as it is. Free and fully featured. It’s democratization of development at it’s best. Revenue or funding cap of $100k per year."
ITT you just want to shitpost nodev
>>
>>144344253
We already did talk about it
>>
>>144344253
>paying for shit like "pro editor UI skins" and "premium support"
>>
>>144343508
I'm sold
>>
>>144343887
if we get assigned as partners, then y e s
>>
File: pic very related.jpg (11KB, 208x243px) Image search: [Google]
pic very related.jpg
11KB, 208x243px
>>144344448
indeed
if u want to interpret the theme that way, be my guest
>>
>>144344148
rip my ears
>>
File: madoka_laughing.gif (202KB, 500x284px) Image search: [Google]
madoka_laughing.gif
202KB, 500x284px
>>144344148
>>
>>144344527
yay
vote queen ^_^
http://poal.me/zgy746
>>
>>144343908
>>144343945
>>144344028
Then make a sub-poll deciding on what lewd should be exactly (since editing the current lewd is not possible).

Then the winner of the sub-poll will be what lewd refers to.
>>
>>144344187
https://notehub.org/56h4f
>>
File: lewd will win.png (73KB, 868x558px) Image search: [Google]
lewd will win.png
73KB, 868x558px
>>
>/agdg/ is literally just a splinter LD now
>>
File: 1368647393583.png (101KB, 452x523px)
1368647393583.png
101KB, 452x523px
>>144343519
Can't wait to get my hands on a coder and then stab him on the back when he less expect it.

I'm an expert at letting people down, I started with my parents.
>>
File: anim.webm (675KB, 908x517px) Image search: [Google]
anim.webm
675KB, 908x517px
what do you think about this menu screen for a game i'm creating
>>
Looks like the lewds have it
>>
We need a new thread.
>>
>>144345232
Why vote for Lewd? Why not just do a regular jam and allow both lewd and non-lewd games for it?
>>
>>144345592
Looks good, but maybe the black is too much. Maybe add some transparency to it, and put something behind it?
>>
>>144345592
copyrightinfringement/10

its easy to have a nice looking menu when all the assets are ready made/designed for you
>>
>>144345592
it's a good concept, but having more useless cosmetics than functionality is worrying.
>>
>tfw you accidentally delete a single bracket in your code and suddenly everything stops working and you have no idea why

Well there goes 2 hours I'll never get back. Don't rush your formatting boys.
>>
>>144345354
This problem could be mitigated.

First round: Random pairing for those who enter
Second round: re-roll for incompatible
Third round: open collab

Collab jam YES!
>>
>>144345749
Because the nodevs want some fapping material.
>>
>>144345592
I asked yesterday and you never replied:

Do you have a blog or twitter or anything? I really want to follow this project.
>>
>all of a sudden a bunch of votes for queen/lewd

Did that faggot post this on /a/ or something.

Well, it's another dead fucking jam, thank you anime shitposters.
>>
>>144345984
Do expect this place to have that level of coordination?
>>
>>144346074
>not realizing how easy it is to abuse

I'm pulling votes left and right just to get peoples' hopes up.
>>
>>144346241
>>144346241
>>144346241

new
>>
>>144345884
who cares about copyright

>>144345909
what do you mean? the only cosmetic items that do not serve any other function than decoration are the logo itself and bars which complete the design of the menu

the buttons all have a purpose
>>
Is there a way to check if a value has been changed in a single line in GML?

for example
if (changed(something)) {make shit happen}
>>
>>144346413
you could do this:

At the start of a step event:

initial_variable_value = variable_value
{STUFF DONE}
if !(variable_value == initial_variable_value) {DO OTHER STUFF}

This is how I will often do it.
>>
what if my only talent is game music? could i be included in the collab? maybe like a group of 3 or something?
i guess im a nodev but i want to compose for someones game like a collab project
>>
>>144346775
Sure
>>
>>144346775
i can only do art
want to collab
>>
>>144347208
wont we need someone to code?
>>
File: 34897264.jpg (80KB, 766x960px) Image search: [Google]
34897264.jpg
80KB, 766x960px
>>144344468
>>144344514
They split the pricing models.
There's an intermediate plan, "plus", for $50 per month which adds hardly anything.
Pro is moved to a 12 year commitment of $125 per month.
The splash screen is only removed in pro, and pro offers nothing but a bunch of features that people generally don't need or care about.
So what it boils down to is, most people have to pay $1500 just to remove the fucking Unity splash screen.

They also removed the buy once own forever option. Anyone who already bought such a license is being moved over to their subscription plan where they have to shell out a shitload of money every one to two years to continue getting updates. This is what, the second time they've screwed over their pro license users?

All of this while their version 5 is floundering from being a buggy mess. They're addressing nothing important, neglecting the basics that badly need updates or new features, and focusing on their fucking buzzword features like "the cloud" and VR and shit almost no one needs or cares about. So they thought it was a good idea to jack up the price for the exact same shit pile with no word on actually improving it. Meanwhile, UE4 is cheaper and they're adding great new features, in fact they just released a major update with a ton of great new things.

Whatever happened to Unity Director, the cutscene animation system they briefly showed two years ago? That's the kind of shit people need but no, gotta focus on all that trivial bullshit because it sounds trendy. Meanwhile UE4 has not only already had a cutscene system but they just overhauled it in the latest update. Unity's only update was raising the price and fucking over customers. Visual scripting, visual shader designer, much better level editing tools, UE4 has this shit and Unity is addressing none of it despite these being some of the most vital features it should be getting, hell, HAD by now. I'm quitting Unity soon, fuck this. UE4 is doing a far better.
>>
>>144347303
more than likely
>>
>>144347349
UE4 sounds a lot better than Unity. You should post this somewhere Unity can see it.
>>
>>144347303
>>144347424
Not if you do a VN.
>>
>>144348273
true.
>>
>>144348273
well unless he knows how to make vn's is there an engine or something?
>>
>>144349187
I never made a VN so I wouldn't know how easy it is but I heard the name Renpy mentioned a few times.
>>
>>144349885
we should ask evn
alot of them are making visual novels
Thread posts: 787
Thread images: 163


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