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/agdg/ - amateur game dev general

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Thread replies: 754
Thread images: 145

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Space Collab 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

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

> Engines
GameMaker: https://www.yoyogames.com/gamemaker
Godot: https://www.godotengine.org/
LÖVE: https://love2d.org/
UE4: https://www.unrealengine.com/what-is-unreal-engine-4
Unity: https://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/
>>
>>144391751
see >>144363389
>>
second for horrifying OP pic. Fuck you.
>>
>>144391845
If you sit with your back facing an open area you deserve whatever happens.
>>
these threads have gotten to be unbearably shit in the past few days
>>
>>144391830
I don't know if that's him
>>
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>>144391694

whenever you lose hope, remind yourself
>>
Why didn't you put the collab anon's info/questions/email in the OP?
>>
You know when you go to like google or ebay or whatever and make a typo in the url and type sometigle like gogel.com and it puts you on one of those generic scam sites? That the is the vibe that agdg website gives me visually.
>>
>>144392013
Based Kamina.
>>
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I need ideas for a multiplayer game
>>
>>144392072
Probably because it is a scam, much like most of what /agdg/ tries.
>>
>>144392072
Rude. If you don't have anything positive to say, don't say anything at all.
>>
>>144392149
Extremely simple pokemon style fighting game

You get preset characters. There's only a very limited number of status moves. Attacks are all straight forward, no funny business.

Would be easy to do and wow a lot of people since battle engines catch a lot of people up in their complexity. It's also stupid easy to network since neither client gives a fuck what the other is seeing since it's all endstates in the end
>>
>>144392085
Keima.
>>
>>144392149
sniper dueling
>>
>>144392371
Fuck I feel so retarded right now. I even have the manga in my room.
I should go reread it.
>>
>>144392149
Half-Life 2: DeathMatch: Throw A Toilet At Your Friend Today: Convex Revengeance
>>
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Can't wait for collab jam.
Pic related, my future partner
>>
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>>144391345
Thanks for your thoughts anon.

I agree, and I'm not going to be scrapping them entirely. The microgames you highlighted I've always found pretty fun too. I think I'll just be:

- Making sure all the microgames are fun
- Adding "skill tiers" that determine the complexity of the microgame. All the basic skills will be the lowest tier, and just use an action input (like the shrinking circle thing). Above that will be "microgame" skills. Above that will be maybe one "ultimate" skill per character that has a full-on minigame, huge effect and a long charge up before you can use it (like the Star Power bar in Paper Mario).

...or something like that.

At the moment I'm focusing on designing interesting enemies that only use the basic melee combat system (like that one I posted the other day), and getting the core RPG mechanics working (items, equipment, stats, etc). I'll come back to skills later

>>144391372
I think I tried that and it still looked weird. But I'll have another go later, thanks.
>>
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Here's more progress
I realize the gun sprite looks stupid when you're at 1 ammo. But since this is all placeholders, I'ma leave it for now.

I planned to have a boss level demo out this weekend, so my next thing to do is that. I'll leave the other UI stuff for later.

I have some boss ideas set up. I'll put them into a paste bin and see what you guys think I should do first.
>>
>>144392645
Whenever I get stumped and start to dislike Game Maker, I think of your game and get inspired again. So thanks!
>>
>>144392645
Even if the microgames are dirt easy and offer nothing besides taking a bit of time, I still think they add a huge value to the gameplay.

I had planned to have my RPG have mini games for everything before I scrapped the idea, but I had planned to have the minigames have things in them that change the abilities power and bonus effects.
>>
>>144391406
>Cool! how does the song importing work?

Im using a unity extension which does all of the raw audio analysis of any mp3.

im just making the notes match the various frequency onsets it detected and adjusting parameters to try and match the beat better.
>>
>>144392786
>>144392645
This

To me the worst part of Earthbound combat is unpredictable RNG based on stats. Giving the player some control of misses (and maybe even crits if you have those) is very satisfying
>>
>>144392637
why he has a horn growing out of his leg?
>>
Guys, what's a good recommended VN Engine for a complete newbie that wants to make something inspired by those old Sierra adventure games? Just so I can have a general idea of what to expect.
>>
>>144392941
>vn
>sierra adventure
you dont know what any of these words mean. use unity, coward.
>>
>>144392941
>VN Engine
>those old Sierra adventure games
?
>>
>>144392660
...can you even get through the 3 ball gate at the end?

I like your background.
>>
>>144392995
I mean an exploration game with a VN structure. I considered Unity, I was just wondering if there's something usually more recommended for this kind of thing.
>>
>>144393223
Assuming you're not trolling, RenPy is the gold standard for VNs, but VNs are so simple that you could make one as a series of HTML pages if you really wanted.

If you mean an actual adventure game about clicking objects in order like Day of the Tentacle or whatever, Gamemaker or Construct should suffice. Stay away from 3d engines -- unless you're using 3d assets, it's not worth the extra overhead and hassle.
>>
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>wanted a collab jam since forever
>now that it's happening I'm too scared to participate
What if nobody wants to collab with me? What if I get too busy to come through and disappoint my team mates? what if my work is too shit and brings down the game?
I can do a bit of everything (except music) but I can't do anything really well.
>>
>>144392908
I think it's his pocket inside out
>>
>>144393313
Thanks, I'll look into those.
>>
So the jam is collab?

When does it start?
When does it end?
>>
>>144393376
This is why random collab should be mandatory
>>
>diapers
gross
>>
>>144392752
>do u want usable free art
Rather than asking people want art they want, why don't you instead make the sprites for the game you want and ask a programmer to make it?

I'll never understand why artists don't go that way first. If you're scared of them running away with your arts then only share incomplete or sketchy lines sprites firrst, they are more than enough to get a demo running.
>>
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>>144393673
retract this
>>
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>>144393685
because the game i want to make is a sandbox platformer and no one finds that interesting
>>
>>144393868
So that's what that drawing was based on. No wonder it looked so weird
>>
>>144393146
Yeah, it's super easy to. I just spammed into death.
I actually just updated the meatball enemies so they don't insta kill you, but they still pretty much do.

Now they do damage per second whenever you're inside them, so if they just graze you for a fraction of a second, you may not instadie
>>
>>144393991
What drawing?
>>
>>144393921
Describe your game in more detail.
>>
>>144393921
>interesting
There are countless "mario/megaman clone but with a cute girl" that people are playing on a daily basis.
If you have cute graphics and cute girls you will find people. The real question would be if you really want to make your game a reality, and if the guy you're teaming with really want to make the game a reality too.

>do you want to team anon?
Right now I have serious trust issues with this thread sorry. This is why I went the other way and just use free or available things, make something and go over the creator with a "Hey look I made this with your stuff, good shit".
I can't believe I'm going to say that but places like reddit or tumblr are better places to collab.
>>
>>144393921
your art is v. cute anon
>>
How would I go about temporarily slowing down the action on screen in GM:S (bullet time I suppose?) without using delta time? The room is 60fps if that matters.
The only thing I can think of is changing room_speed variable in code blocks where the bullet time is required/expected.
>>
>>144395053
how about slowing down the speed at switch everything moves.
>>
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>>144394316
The best way I could describe it is to show you.. I've wanted to make a clone of a game called "Everybody Edits" where levels are created and shared among users. It's a sandbox / platformer where characters can be manipulated by physics with various ways to transverse the user made levels. There is NO crafting and no enemies, just hazards.

>>144394749
thank you!
>>
>>144395345
>crypt of anubis
I wonder if there is a market for necro furry...
>>
>>144395525
>I wonder if there is a market for necro furry...
Have you never been to fchan?
>>
>just got to sleep
>calls from drunk gf telling her to send pictures of my ass
>can't get back to sleep

might as well do some gamedev.
>>
>>144395345
I'm pretty busy at the moment. But if I do complete this project I'll post it on the website or in the general.
Any other artist want a game made?
>>
i need an idea for the next big multiplayer .io meme game
>>
To that guy making that 3D spaceship building simulation PvP thing.

Implement mirror mode. NOW.
>>
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Wasted so much time making trash today. Finally I managed to make this, which I think looks kind of nice.
>>
>>144396685
you are a dickbutt, and if you stick your dick in someone else's butt, you take control of theirs and they become chained together

you're trying to chain together as many as you can
>>
>>144396817

https://www.youtube.com/watch?v=mYBITTBluoE
>>
>>144396978
that's actually hilarious, and I'm glad it exists already
>>
I'd be willing to just help with programming on others projects.
I can probably write just about any code for any project.

I'd rather to not have to install all the garbage you need for every project though. (love2d or other lightweigths would be preferred)
>>144393376
I'd be willing to.
>>
>>144396978
I haven't been more disgusted by videogames before honestly. 100% serious. All the newgrounds shit I've watched. All the poop and all kinds of shit I've seen. All the boring sarcastic games. Pedo shit, racist shit, (literal) weebshit.

This is worse than sourc.e
>>
>>144397448
no need to be upset friend
>>
>>144397448

Relax, it's just a game.
>>
>>144397523
Is that what your uncle told you when you were 6?
>>
>>144397590

>getting this mad about a videogame with dicks in it

it's OK to be gay.
>>
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>>144397590
>projecting
>>
>>144397775

"i'm not homophobic but.."

just shut up. The rest of us arent threatened by it because we're not secretly ashamed of our homolust. It's just a stupid game, who the fuck cares?
>>
>>144397506
>>144397523
>Responding to ↻
wew
>>
>>144397775
that video doesn't even have anything to do with gay things, it's just a bunch of dicks penetrating butts

people these days, geez
>>
>>144397775
i mean it wouldnt make much sense to have a dick and a vagina connected
>>
>Have to study for exams
>All I want to do is dev
>Normally I never feel like devving
Why does this shit always happen
>>
>>144398326
Should add. The homophobes have homolust meme is easily explained by the fact that people who grow up feeling guilt in say a religious family become more extreme.
>>
>>144398130
You know how to make it better.
All players are asigned randomly male or female characters.
One of them is the rapist but only that player knows. All players have a small field of view around them. You loose points each time you get raped, and rapist wins those points. After a few seconds the characters are randomly reassigned, again no player knows who the rapist is until is being raped, and has no way to tell the other players.
After every player had their turn being the rapist you get a scoreboard to see who won.
>>
>>144393459

Sierra games were more point and click adventures than visual novel. You're better off with something like Gamemaker or unity.
>>
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>>144398326
>I'd rather be gay
but you're already gay
>>
>>144398262
I'm at the other end.
>finally done with exams - time for dev!
>rate of dev plummets
>>
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Stuff can now be grabbed, carried and thrown.
And now to get the gun equipping working
>>
>>144396978


vidya art tb.h
>>
>>144399102
the preview made me think you had garfield in your game for a sec

nice progress though.
>>
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>>144399102
I think we used the same soccerball texture.
>>
>>144395345
Everybody Edits is a pretty fun concept. I also remember a similar game, which let people outright draw rooms and connect them with other people's rooms. Forgot the name though, and the server went offline eventually.
All in all, I'd totally code your game if I wasn't a shitty GM baby programmer.

>>144399102
Nice Space Jam Jam progress
>>
Guys I'm just going to use a free skeleton asset rather than making an entire skeleton myself to look the same but worse

am I gonna get bullied?
>>
>>144399431
yes
>>
>>144399497

oh no
>>
>>144399353
It's possible, i just grabbed some from google.
It's really annoying when i google textures and the best ones at the top are always the paid-for watermarked crap
>>144399365
Thanks, it's not really for the jam, it's just a coincidence that i used a poorly textured sphere as a basketball.
>>
>>144396816
Me likey. Will it reflect the main character?
>>
>tfw that constant massive drive to feature creep
no brain, no stop it, it will just destroy the project again ;_;
>>
>>144399848
Thanks - glad you like it!
I would like to have real mirrors, but that'd be the programmer's task. I'll discuss it with him.
>>
>>144400225
that will take one day

one week later, its starting to look greater than i imagined but im only 60% done
>>
>>144400385
I hate feature creep, like one month of constant developing and i suddenly realize it's all just unconnected gimmicks all around with no core mechanics implemented because i just jumped from one creeped feature to another
>>
>>144391694

I haven't followed these threads in a while, but does anyone remember that game with the flashlight and dog? There was a blog I think but I don't have the link anymore.
>>
>>144400491
>failed dev comes back and thinly veiledly tries to find out of anyone remembers his game
kek, every time
>>
>>144400613

>thinly veiledly

that's some ugly as fuck english
>>
>>144400745
No you fucking hick, it's grammar avant-garde.
>>
>>144393376
where is your soundcloud senpai?
>>
>>144401103
Can't you read? music is the only thing I can't do at all.
>>
How do you maintain your motivation? I always get some work done and then lose all hope when i realize that nobody will likely even play my game in the end and all that work will be for nothing
>>
>>144401371
Frequent masturbation.
>>
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>>144401371
>>
>>144401371
Here bro, have some awesome motivation!
https://www.youtube.com/watch?v=_b50xhKYybo
>>
>>144401502
This will just help you to put in more work just to have your dreams crashed even harder, rather than realizing the pointlessness of it sooner.
>>
>>144401462
I can agree with this. However, too much masturbation causes nothing to get done so you have to find that sweet spot.
>>
>>144401371
no motivation -> waste time on internet / watching anime -> constantly think about how i'm wasting time -> open IDE -> don't feel like game dev -> waste time...

every now and then I DO feel like game dev, which is when I get stuff done

hang in there anon... even if nobody else will, at least we'll always play your game
>>
>>144401737
>at least we'll always play your game
And the worst thing is people like you who say shit like this, but then barely bother to even open the demo page and only try like one game for 5 minutes.
You are all horrible people.
>>
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>>144400484
have you found a solution yet senpai?

maybe thats normal, its just our games are more incomplete than we understand and soon they will all start to tie together?
>>
>>144401737
>even if nobody else will, at least we'll always play your game
Don't lie to him, he's already beating himself up enough without your false hope.
>>
>>144400745
does anyone remember the game which kinda looks like a 3d defcon?

:3

>>144401151
oops
>>
http://store.steampowered.com/app/458700/
>>
>>144401852
Feature creep is toxic. Don't mistake it for normal features.
Like for example, you have a car that can drive and you suddenly decide to implement a nitro boost... that is fine, it's usefull, it enriches the gameplay..
feature creep is when you have a car that can drive around and you decide to implement NPCs with lawn movers which walk around the track and mow the lawn on the sides.. which is mostly random and completely arbitrary feature, that nobody would miss and it just stole lots of your time and made you code base messier
>>
>>144401998
>made you code base messier

a great point I had never considered
>>
>>144400491
http://lightandshadowdev.tumblr.com/ This it?
>>
>>144401668
Sure but I'll leave your depression for you to solve.
>>
>>144401970
Can't really fault the gamepaly, except I can find many similar games for free. But they could have put more effort into the assets.
>>
>>144401970
If it made any money good for them, a game like that could be made in one day with unity, so if they made even like $1k it's decent profit
>>
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I'm confused why does
x+=speed*cos(angle)
y+=speed*sin(angle)
work?
>>
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>I don't understand entry level trigonometry
anon, come on
step it up
>>
>>144402346
because cos and sin range values between -1 and 1.

You need to add delta time
>>
>>144402346
Run through the math yourself if you need to understand it.
>>
fucking sick of looking at my placeholders

I'd never get a job as a dev, I can spend upwards of 6 hours on one piece then throw it away.
>>
I'm confused why does
>>144402346
post here despite being underage?
>>
>>144402346
Derivatives from sin and cos are also sin and cos, that's why you can use it for speed.
>>
> made the base for a slick roguelike engine
> don't really have a specific idea for progress
> if I don't have any specific ideas my game will be an absolute mess due to feature hunting
> unironically have to write a design document and write out my ideas in a giant word doc to make progress
I am living an ideaguy's dream and I hate it
>>
Where does /agdg/ store their diapers? I've bene using my normal clothes drawer, but the individual drawers are kinda short so it's hard to stack stuff in it.
>>
>>144402109

Yes, thanks anon.
>>
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Easiest best software for simple video editing, adding in a title / increasing saturation?

Aslo , anyone else submitting to #screenshotsaturday on twitter? Should I crosspost to tumblr too? What sites do you tend to update guys when you make some progress?
>>
>>144403323
Don't bomb Venice. I live here.
>>
>>144403323
http://windows.microsoft.com/en-gb/windows/get-movie-maker-download
>>
>>144403541
>http://windows.microsoft.com/en-gb/windows/get-movie-maker-download

ah ok thx
>>
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>>144403421
>Venice
>>
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>>144403683
Yeah Venice.
>>
>>144403862
How often do people fall in?
>>
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I have an idea for collab jam.

Artist, musicians etc. add their assets to a global pool, likewise ideaguys add their ideas to a pool. Programmers, general devs etc. has to choose combination of these assets to make games. What do you think?
>>
>>144403942
We're not retarded Americans so not often.
Though some retarded teenagers do jump in from bridges to celebrate the end of a school year
>>
>>144403943
Except for the bit about idea guys. Fuck idea guys.
>>
>>144403943
I hope you're not an idea guy because your idea sucks.
>>
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>>144403996
Stereotype much? how is the Pizza there? is there a Little Caesars around every corner there? or did the Mob kick them all out?
How is Italian Coco-Cola? I bet it doesn't taste like Liberty and Justice for all
>>
>>144403862
Are the canals actually as expansive and unironically used as main transit throughfares as fiction implies?
>>
>>144404515
Kinda. Gondolas are pretty expensive but mostly used by tourists. Waterbuses are used pretty much by anyone if you have to go far.
But most people just walk. It's one of the things I like the most about this place.

>>144404491
Hit a nerve much?
>>
>>144404112
>>144404024
I'm not an idea guy, I'm a programmer.
>>
>>144404491
>>
>>144404491
>>144404515

Not him. I live realatively nearby though. Canals are pretty much Oldtown only though, what you'd consider pedestrian only areas. Smells like shit, and and its mostly small passenger boats and local business getting supplies. Theres like two main canals iirc, and those allow slightly larger vessels and tourism.

Pizza aynwhere in Italy is fucking amazing. I dont know what a little casars is, but If its a food chain of any kind you can bet your ass it tastes like armpits in comparison. Coca Cola is the same everywhere, but I personaly prefer Pepsi. Coca Cola tastes like is a pile of sugar.

And dont joke about the mob or ill tell uncle Vito.
>>
>>144403943
Literally every single agdg collab fails within a week or so.
>hurr but this one won'T
yes it will
it is always the same, the first day everyone works hard, the second one or two guys go MIA and others work less and a week later only one person works on it anymore and then stops coz everyone left
>>
>>144404491
this is why people rightfully hate america

>>144404641
I imagine power boats are banned for environmental and traffic reasons (typical outboards basically piss diesel and exhaust right into the water and leave messy wakes) but is it common for people to own their own paddle or row boats like they'd own a bicycle or car?
>>
>>144404765
euros hate america because they can't stand the fact that their socialist utopia is funded with US tax dollars
>>
>>144404765
Don't actually know what the law is on power boats, but I've been numerous times and never saw one except for the main canals.

The center of Venice is quite heavily poluted and I remember closing it for tourism was once a topic of debate as a result.

How it actually stands as is, i wouldnt know though.
>>
>>144404641
>Gondolas are pretty expensiv
pls
>>
>>144404765
Yeah pretty much. But no most people don't actually own boats. The only ones with rowboats are those who do it for a job (like gondola operators) and those who do it for a sport.

As I said, most people just walk or use public transportation.
Then again I'm a neet shut-in so I wouldn't know that well about what people do outside
>>
I'm making an RPG and I'm considering completely streamlining/simplifying all traditional RPG mechanics.

- You get XP for killing monsters, doing quests, etc.
- When you reach 100 XP, you level up.
- All items have a level. E.g. you could find a "level 5 sword"
- You may equip N items where the combined level of all N items <= your level. So when you're level 5 you can equip five level 1 items or one level 5 item.
- Everything that changes your character is an item. E.g. if you want more health, you need to stack a bunch of "+HP" items. Leveling up does not do anything except increase your level (letting you equip more items).
- Consumables still exist and don't have any level or level requirement

Is this a bad idea?
>>
Can we all agree that americans are the worst shitposters and have to be removed from agdg
>>
>>144404952
Seem fine. no reason to not do it.

I'm making a mecha RPG and what you do with levels i do with Carry Weight, bigger frames allowing for more shit to equip-carry.

It's basically the same thing, except in my game you need to spend money to upgrade.
>>
>>144404747
I agree, that is why I'm suggesting this. This way a single dev can access a pool of assets and make a game without even communicating with anyone once. Though ideally, devs would request assets, for example if you pick up a walking spritesheet for a game then request a jumping one etc.

So I'm not saying all devs should collab for one game. Just a lot of games using same/similar assets.
>>
>>144404491
>Little Caesars

Had to google it, we don't have that shit in italy.

Although >>144404746 is wrong.

Pizza in italy is more often than not garbage, at least in the north. The market is oversaturated by pizza - kebab sellers, that make pizza with retarded amounts of yeast
>>
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>>144404641
>Hit a nerve much?
Of course you did. After all, I'm American. Oy vay, if it weren't for us after all you'd be speaking Germen silly goyim.

>>144404685
It's a side effect of being a super power. But this a perfect example of how much food we have people turn into disgusting land-whales. I don't think any of our service men look like this.

>>144404746
>Coca Cola is the same everywhere
It's because Americans do things right, I seriously hope none of you drive FIATS instead of Chevy's.

>>144404765
>this is why people rightfully hate america
Why because eurpoors like you are hyper-sensitive and can't take a joke? Sounds about right.

Kevin out. Brenen.
>>
>>144405120
>artists and musicians should work for free while "devs" reap all the glory for throwing them together in Unity with some free backend assets
>also no one should actually communicate with anyone because autism

how bout no faggot
>>
>>144405184
Are you fat by any chance?
>>
>>144405184
>Chevy's
Chevy's what?
>>
>>144405193
artists and musicians are filthy dev wannabees who should be fucking honored and humbled by the fact that real devs want to use their dirty pigdog work in their games
>>
>>144405184
>americunt so flustered he can't close his spoiler tags properly
lol have fun with your next school shooting yankee scum
>>
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>>144405285
Nope, 110-125 lbs, and 5 foot 7 inches.
Screw your metric system that makes more sense by the way desu.

>>144405307
I'm slightly drunk dude, can't you see I messed up the entire spoilers tags? My point still stands that Chevys are better cars. Fuck your Fiats, BMWs, Mercedes, And god forbid FIATs.
>>
>>144405569
>doesn't even use metric
>better cars
ayy
>>
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>>144405159
>Pizza in italy is more often than not garbage, at least in the north. The market is oversaturated by pizza - kebab sellers, that make pizza with retarded amounts of yeast

Yeah, well that's everywhere in Europe though. You need to know your joints. What I'm trying to say though was that there's basically no such thing as a pizza chain buying up everything and your only choice being mass produced cardboard. There's no lack of independent pizza places that have amazing shit that'll make your head spin.

videogames
>>
144405332 -> this is not me, just a shitposter

>>144405193
No assets outside the ones contributed. I'm not forcing anybody, if you are an artist or a musician you can just add a simple tile to the pool. Beyond that you have no obligation. Also the "glory" would be shared ofc, ideally the games would be all open source.

>also no one should actually communicate with anyone because autism

I did not say "should". But this way if communication breaks the assets/code doesn't become useless all of a sudden.
>>
>>144405569
>hates metric despite it being objectively better
>thinks chevys are good cars and didn't even go for ford or something
>wants to be the little girl

are all americans this trash? (the answer is yes)
>>
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>>144403323
Active Presenter is pretty good. Its free
Exports to webm (with or without sound) also loads of other video files.
Can screen record, or capture within an area.
No watermark on most video files, (none on webm)

Can add subtitles and even audio narration.

I used it for my Luvvie Ducks progress videos.
There are american, english and indian accents for the audio narration.
https://www.youtube.com/watch?v=7j1coKyexcA
>>
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>>144405718
To be fair, though - if you don't want to be the little girl you're trash.

No matter where you're from.

Pure trash.

Trash.
>>
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>>144405718
Shut up, with enough money and power everything is possible.
And seriously, what's wrong with Chevys? They are easy to maintain, and reliable. The only good Europoor car is Volvo. Everything else is overpriced trash.
>>
>>144405830
wrong vid,
https://www.youtube.com/watch?v=eJc_J5cmxQM
>>
>>144403943
you are an idea guy arent you?
>>
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>>144405917
>And seriously, what's wrong with Chevys?
>The only good Europoor car is Volvo.
try that shit in /o/ and see what happens

>>144405925
>>144405830
i dont understand what you are trying to do
>>
>>144405830
>>144405925
thanks for info man.

Does it export to mp4 without a watermark?
>>
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>>144405532
>tells me to have fun in school shooting.
>Live in an open carry state, everyone here is packing heat, unlike france.

Yeah buddy, I think were more prepared than your """"Gun free zones""""" are. Did I mention my campus is open-carry too? We even have a gun club who have trained and practice in apprehending school shooters.
Which believe it or not, it turns out the only way to protect yourself from bad guys with guns is to have good guys with guns
>>
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When you step on the wrong plate, a spike piercing flesh sound plays, but I'm not sure how to indicate the death/failure visually.
>>
>>144406461
Yes, that's the file type I used for the youtube videos.
>>
Should I make a game or an app?
>>
>>144406775
Red screen flash maybe?
>>
>>144406604
Not if the EU gets it's way and bans semi-auto's
>>
>>144406775
screen flash, player character is split in half or has a hole through them or whatever.
>>
>>144404952
Seems fine to me, I like RPG with simpler mechanics. I was thinking about one where everytime you add a point to a state it's substracted on other state, and equipment is based purely on stats. So if by level 10 you go full str you will be able to equip a very heavy sword and set of armor making a lot of damage and having a lot of defense, but you will have 0 agi points so you will barely move and you'll be pretty much useless unless you become an human wall for the rest of your party.
>>
>>144406884
>semi-auto's
semi-auto's what?
>>
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>>144406604
You've never been to America have you? There are plenty of states other than California that have tight gun regulations. Almost every campus in America I've been to is a gun free zone thanks to our super liberal European pals.

If you honestly think you can get everyone to turn in their guns here and think banning them in general would stop homicides from happening you're crazier than us NRA gun nutts.

Pic related, this wasn't done by one man without a big scary " Semi-Automatic Long Rifle"
>>
>>144405632
What if you make assets and no one uses it
I'll feel like shit
>>
>>144406979
semi-automatic dildos
>>
>>144407072
You upload them to opengameart, most assets there are hideous so everyone will go for yours if they look better.
>>
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>>144406505
this talk of guns and shooting is reminding me of something
>>
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>>144406992
>Little did you know Timothy McVeigh and Terry Nichols secretly planted two AR-15's strategically withing the confines of the buildings walls. Leading to precise strikes towards the buildings central structure throwing off the equilibrium and sending the entire wing into a free fall.

How exactly do you think they did this without the use of the devastating Long Rifle?
>>
>>144407331
>AR-15's
AR-15's what?
>>
>>144406992
bombings are alot rarer and for good reason, they have a high technical learning curve and the materials purchased to produce them are tracked by the FBI (as best they can).
and maybe bombing attempts would go up some if gun safety enforcement was brought into effect but it sure as hell wouldn't outpace the amount of deaths that would be prevented.
think about banning guns like banning easy to use game engines like unity and UE4 and gamemaker, sure people would still be making games with C++ but not that many.
>>
Someone please stream whilst I cook myself a healthy devvers lunch

will post pics of said lunch
>>
>>144407072
Didn't consider that, you are right that would suck. But I think it's unlikely to happen since we are not supposed to use outside assets. Also if you would say something here like "No one uses my assets" I'm sure some people would try to integrate them into their game, I know I would. Disregarding the asshole minority, most people are pretty kind here.
>>
>>144406775
Invert all colors for half a second by using a filter.
>>
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>>144407471
Good point as always Googs. But what would be your plan of disarming civilians and keeping fire arms off the black market? And what about swords? I'm sure these guys have watched enough anime to have become quite efficient in the ways of Bushido. 's
>>
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>>144406858
>>144406910
The flash does seem to work well with the sound effect, thanks.
>>
>tfw found 12 years old code of mine
holy shit, i haven't even used indentations back then
>>
>>144407968
>what would be your plan of disarming civilians
that's simple, you do a buyback scheme like Australia did. places in America have done it of their own freewill successfully already.

>keeping fire arms off the black market?
that's a huge problem already and part of that problem is that there's no clear boundaries for enforcement, many places with various types of carry laws, if police see you carrying a gun in a way that is possibly legal, they dont know if they should get involved or not (unless youre black of course). if it's just straight illegal to have guns in public they know exactly what to do and black market guns are going to get vacuumed up in the process.

people act like the majority of gun owners are the constitutionalist bunkered gunnuts that call in to "freedom radio" but in reality their biggest concerns are everyones concerns, safety and economics, you pay them to give up their guns before the laws come into effect and have them know when the laws are in effect that any illegal guns found are being confiscated, you're assuring them both of their major concerns will be dealt with.
>>
Should I use GameMaker's built in properties? The guides I'm checking on Youtube just use custom variables on gravity and friction.
>>
>>144406604
EUROKEK FUCKING BANNED
EUROKEK FUCKING BANNED
EUROKEK FUCKING BANNED

MODS = GODS

M O D S = G O D S
>>
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Planets now fly off when not orbiting something.
Also fixed the targeting system so you can't target something not there...

About to start work on rockets and shit, any suggestions? Anyone?
>>
Fucking eurocucks. Invading OUR thread. They don't fucking belong here. Just like Source users and Googem and rotate.
>>
>>144408856
When it flies off it should keep its trajectory. It just flies off to the right all of a sudden when before it was circling.
>>
>>144408751
Are we doing this again?
Well, fuck.
>>
>>144408856
https://en.wikipedia.org/wiki/Bussard_ramjet
>>
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>>144408904
>OUR thread
this will never be your thread, nodevs.
>>
>>144405898
the harsh truth
>>
>>144408947
Yeah I noticed after I uploaded. Gota take the tangent of the original angle!
>>
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>>144408904
they have to go back
>>
Post art
>>
>>144409973
>>
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>>144409973
>>
>>144410096
Disgusting.

Is there a setting for that crap that makes bigger sprites less... exploded?
>>
>>144410096
Actually, if you cleaned those up, some of them could be quite nice.
>>
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>>144410096
TRIGGERED
>>
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>>
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Alrighty, got the item/weapon grabbing and equipping to work correctly, so now I can easily make any object into an equippable item. It also turns on the IK on for it and all the jam.
And now the fun part - making the weapon shoot.
>>
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The more I GUI, the more I die inside.
>>
>>144410314
Anon...
What the fuck.
>>
What does unity pro offer extra if you're only doing 2d?
>>
>>144410314
>That face
>mysides.jpg
>>
so who is gonna collab
>>
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>>144410391
You need to be more specific. If you are asking about the crappy art then no, it won't be any better, i'm just making this game for fun.

>>144410464
I don't think it offers anything extra for 2d, but not 100% sure

>>144410576
If i'm going to have shitty art, i'm at least going to have some fun making it
>>
>>144410759
Not me, too scared of being let down/letting someone else down
>>
>>144410378
it's gotta be done anon

the good times are just around the corner
>>
>>144410759
depends on how the collabs are carried out
>>
>>144410767
Hahaha, man, this should be on the next OP.
>>
>>144411054
Nah, don't, it always looks like if people are trying to advertise their game or that i'm trying to push some edgy meme
>>
>>144410314
>>144410767
Nice stuff man. What kind of gameplay are you aiming for? Some sort of sandbox shooter?
>>
>>144410759
As a coder if there is an artist who can draw cute girls and cute things I might give it a shot even if the game is simple as fuck.

And talking about simple things, I need to learn how to make simple games. I think I've lost that ability and now every game I can think of need a bare minimum of crafting, action, character leveling and random generation, in 3D.
>>
>>144411227
>Some sort of sandbox shooter?
Pretty much, i really like the killing floor playstyle, but i want to have more colorful weapons that just 10 flavors of "bullet tubes"
>>
Alright boys, I need your help. I'm making a game where you smash the everliving fuck out of bugs. What are some unique things I can use to kill bugs?

So far I got:
Everyday Hammer
Squid Tentacle
Toy Hammer
Clapper
Toy Shovel
Pingpong Paddle
Maraca
Judge Hammer
Fly Swatter

pass me some suggestions, please.
>>
>>144411658

Magnifying glass held to sun for deathray
>>
>>144411658
IDE/Debugger
Rolled up newspaper
>>
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Does anyone know how old dungeon crawlers were coded?

I thought it was some grid structure of int/enum and then a painter algorithm to render it all, but that seems pretty verbose.
>>
>>144411658
PEZ Dispenser
>>
>>144411773
in assembly
>>
>>144410884
Ain't that the fuckin' truth, bro.
>>
>>144411194
What's better than placeholder art to represent /agdg/?

>inb4 anime/lolis/etc
Besides those, of course.
>>
>>144411658
Stamp (that leaves a stamp symbol)
>>
>>144411850
motavio
>>
>>144411773
Dude just do shit in 3D. Even if you can't manage proper 3D for whatever reason, setting up minecraft-like cubes is easy enough.
>>
>>144411998
>Yet Another Minecraft With A Gimmick

YAMWAG
A
M
W
A
G
>>
>>144412114
Wow way to totally misunderstand. Jesus christ.
>>
>>144412114
What if i make a minecraft game where the gimmick is that the game has AAA graphics?
>>
>>144412114
hey retard, read his post properly, he said use blocks like how Minecraft did to map out dungeons.
>>
>>144410464
Nothing specific. The only features I personally care about are the customisable splash screen, removal of "made in Unity", and better performance analysis. At $1500 per dev, maybe not worth it.
>>
>>144411814
Thanks, solved all my problems.
>>
>>144412187
Rust

>>144412207
If somehow he manages to get the game done, it'll be called a Minecraft clone by normies, anyways.

I'd recommend low poly as a better alternative.

Or, you know, just get a basic grasp on perspective/geometry and make a game with ncurses.
>>
>>144411773
A lot where raycasted if thats what you mean. Thats how i'm making my dungeon crawler anyway.
>>
I'm making a JRPG but balancing the RPG mechanics is a bitch.

Are there any free MIT / BSD licensed JRPG systems I could start from?
>>
>>144412651
Oh boy.
>>
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>>144412651
>JRPG
>Balance
>>
>>144412651
Just make a simple RPG. And don't worry about balance for a single player game.
>>
>>144412651
>JRPG
how can you make japanese role-playing game if your game isn't produced in japan?
>>
>>144412957
>role-playing
>>
>>144412651
Half the fun of WRPGs and SRPGs is being a broken mess by the end if you try even a little.

JRPGs are trash though and there's no fun to be had.
>>
whats up my dudes
>>
>>144413023
Yes, it is very questionable whether japanese role-playing games (JRPGs) are actually RPGs, because like in 99% of them you cant really, you know, role-play like in western rpgs (WRPG), but then again the whole role-playing thing has changed a lot from days when Ultima games, baldur's gates etc were the shit. Now even in most popular AAA WRPGs on market (Skyrim, Dragon's Age, The Witcher, Fallout 4, Mass Effect) you can't really role-play, because there aren't many choices you can do.
>>
>>144413258
>how can you make japanese role-playing game if your game isn't produced in japan?
by role-playing. pretend you are a japanese salary man living in japan who works on amateur video games on his spare time
>>
>>144392645
the worst shit about your game is the lack of feedback on regular combat
minigames were the best thing about it
>>
>>144413258

Baldurs Gate and NWN are the last time I had fun with online multiplayer
>>
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>>144413242
>>
>>144404746
>>144404491
American coke actually tastes like shit, because they have to use corn syrup for it.

Also, pepsi has way more suger than coke, I don't know what the fuck you're smoking. That was the whole basis of the pepsi challenge shit.
>>
>>144411504
>more colorful weapons that just 10 flavors of "bullet tubes"
That's a great mindset. The more varied weapons in a FPS are, the more I like it. It's great to experiment and find the ones that suit your playstyles.
Super samey arsenals is why I usually don't really play FPSes.

>>144411658
How about a big red clay brick?
>>
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>>144413258
Let me guess: you probably think that Fallout New Vegas is the best roleplaying game someone could play today, don't you
>>
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>Not sure I want to do a roguelike anymore
>Can't think of any other ideas
Holy shit idea guying is hard
>>
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made a file select menu when opening a level to edit
no need to memorize level names anymore
>>
Okay, /agdg/. Off to make my homage to Prehistorik Man!
>>
>>144413981
Nice Prehistorik Man clone faggot
>>
>>144413919

What do you have in mind so far? I will try and idea guy with you anon.
>>
>>144413971
Good work.
>>
>>144413258

Is roleplaying related to narrative freedom or gameplay freedom?
>>
>>144414047

nice shitpost clone
>>
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Hot off the presses, the "ITEM GET" sprites.

>>144413469
>the worst shit about your game is the lack of feedback on regular combat

I know a lot of people didn't understand the controls (i.e. needing to press space for timed hits) but I thought that was just a lack-of-tutorial issue. Or do you think there's something wrong with the actual regular combat?
>>
>>144414070
Well before I started working on my roguelike I wanted to make some sort of shop simulator, like recettear but more emphasis on loot gathering and store upgrading than anime lolis.

But I can't art.
And I don't have more than a vague genre concept.
>>
What's your prefered way to show that invincibility time after getting hit in platformer?
>flickering from visible to invisible
>transparency
>other, what?
>>
>>144413971
Teach me to draw, anon
>>
>>144414425
flicker
>>
Unreal Tournament general when?
no I don't want to be the one to spam the general for it
>>
https://www.youtube.com/watch?v=Re9eB_j6m-0
>>
>>144413971
How do people share levels?

You might consider doing something another game did: embedding levels inside images. This makes it really easy to share them (especially on 4chan). You could even make it gimmicky and include a bunch of pantsu images with the game that it randomly selects from (or even fancier: a pantsu image generation algorithm that uses the level's data, so no two level images are alike).
>>
>>144414581
If that's possible with gamemaker I'll try the image thing, but a pantsu generation algorithm sounds way too complicated for me

My initial plan was just to have shareable text files and steam workshop integration
>>
>>144414243
>someone cloned my "nice shitpost clone" post
Wew lad.
>>
>>144414346
I don't know about anything else but there's something about those grapes that makes me want to grab them.

I feel like all the items in my game fail that test...

God damn it.
>>
>>144414581
>>144414840
You could also just use QR codes
>>
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>>144414346
These are lovely. How about giving the cursor a "holding in palm" position, Zelda item-get style?
Speaking of cursor sprites, I thought a "STOP" hand gesture like pic related would work better for blocking than what you have right now (a fist, if memory serves me right?)
Have you considered giving Ms. Ghost-Invader pink eyes, rather than transparent ones? Here they aren't very visible on the green grass background.

>>144414425
Flicker is best. But you could also do with a glowing red overlay over your character.

>>144413919
>TFW really want to do a roguelike, bunch of ideas
>Can't code for shit
Well, I at least hope your decisions will bring you happiness, anon, no matter what you do.

>>144413971
That's neat. UI work is underappreciated.
>>
>>144415170
Anon roguelikes are perfect projects for people that can't code for shit because it uses basically everything about coding so you'll be forced to learn. Do it!
>>
>>144414379

Do the art last anon, just get the collection system underway. Are you thinking you could collect items in dungeons and then sell them? Just get the core mechanics for finding items and storing them in an array or something down then move on to grander things later.
>>
>>144413981
>Prehistorik Man
Fucking underrated game. Now I have to play it again.
>>
>>144415002
QR codes have 4KB limit, then you have to split it up. Not really useful for levels because it clamps possibilities. Unless you wanna do a spinoff with colors.
>>
>>144414840
It's simpler than you think.

https://docs.yoyogames.com/source/dadiospice/002_reference/file%20handling/file%20system/get_save_filename.html

^ use that to get a filename you're able to save/load to

https://docs.yoyogames.com/source/dadiospice/002_reference/game%20assets/sprites/sprite_save.html

^ use that to draw a surface with your randomly coloured/frilled/bowed pantsu image and then save it to that filename

https://docs.yoyogames.com/source/dadiospice/002_reference/file%20handling/binary%20files/index.html
https://docs.yoyogames.com/source/dadiospice/002_reference/file%20handling/files/index.html

^ use one of these to re-open the sprite you just saved (in PNG format ideally) and add your level info to the end of the file (i think... i know there's somewhere in the file that you can dump extra data in without it "corrupting" the file)

then when someone tries to load a level you use those same functions to pull out your level data (maybe add a super unique string of bytes like a UUID as a "header" before your actual level data so it's easier to find where it is in the file)
>>
>>144415275
>Are you thinking you could collect items in dungeons and then sell them?
Basically.

>Dungeon Dive
>Keep good shit for gear to go down deeper, sell other things
>Use cash to upgrade shop, upgrade gear, buy consumables, buy game unlocks

But what I learned from my roguelike is that if I start programming features in without a clear direction on the end goal of the game then it'll become an un-fun, muddled mess that has no clear direction and no focus. So I'm trying to flesh out what I want before I start making things.
>>
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Managed to get the enemies (cubes for now) following some flight path.

One of the cubes loop around their "instructions" whilst the other stops, both will be useful later.

Next will be gettting the enemy shoot.
>>
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>>144415170
Thanks.

I've been a bit lazy with the cursor's sprites (since I'm not very good at drawing hands). Both ideas are good - I'll see what I can do.

I've tried pink eyes for Ms Ghostvader but it looks weird. I've actually got a thin mixel border of black translucent pixels around her sprite (and on her eyes) to make her stand out - I'll try making that darker.
>>
>>144414379
How about the customers you sell gear to end up delving into the dungeon themselves? When exploring the dungeon yourself, you can encounter them as either a friend, foe, or corpse. They'll be equipped with the items you sold them.
>>
>>144415769
nice star fox clone

(good progress anon)
>>
>>144415552

Sounds super fun and comfy anon. Do you have any ideas for the main character?
>>
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~reposting my message from the last thread~
do we have a better method for making collab groups? if not keep the emails coming

"I have decided to take the initiative and make the groups based on stats you guys give me.

if you want to collaborate on this jam, email me at
[email protected]
answering the following questions:

>what is an original (appropriate) name that i can refer to you as when i post the list of groups?

>What is your area of expertise and skill level?
briefly describe what you are good at in game deving/what you can do. preferably rate yourself honestly on these skills so I can place you with a suited group.

>what experience do you have making games?

>What are your ambitions with this jam?
are you going to be spending day and night working crazy to make something super awesome? do you have work/school and cant garuntee your availability? tell me all this :P

>Are you willing to work with less experienced devs? more experienced?
are you willing to be a leader for your group and work with some possibly less experienced devs or would you absolutely require someone veteran? Tell me and ill see what i can do (this is hard to guarantee.

>Your contact info
please leave as much as you are willing for your group members to contact you and arrange a group chat for the collab.

that should be everything..
this is designed for you all to have fun working together on this. try to work together with your team mates and make something great!

i will post the list of groups (of either 2 or 3 members) after a period of time (how long should this be?). upon posting the list, i will email you with the contact info of your group members and let you guys arrange the group chat. Late comers are welcome after but aren't guaranteed a spot unless a group is willing to work with them or another late comer comes along."
>>
>>144415769
Looks like a good start. Reckon it'd be more satisfying if the enemies spiralled down in flames without disappearing/exploding until they hit the ground or some other obstacle?
>>
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>>144416042
S-so you play as this red square...

>>144415871
HA, I like it.
I should really put together a design with a solid scope this time before I just jump into something.
>>
>>144416079
also, im still in need of somone to help me determine groups. i myself am a novice at code so if an experienced dev could give me a second opinion on the group choosing decisions in chat (it wouldn't take too long but i think it would be more objective if i had a second opinion) if you can help me, email at [email protected]
>>
Anyone have any ideas how I can detect movement on a nav mesh in unity? My enemy stays still until triggered and then starts moving toward the player, but I can't seem to get it to play the movement animation
>>
>>144416097
Will do, I'm aiming for a space level for demo day 9, so i'll need most enemies to explode after a duration.

When I create a surface level the enemies will fall to the surface.
>>
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>>
>>144416203
Any plans for z-levels? What about settlement building?

Your UI reminds me of dwarf fortress so all I can think to ask is comparisons to it.

Apart from exploring canyons what's the goal? Most rogue-likes have "get to the bottom" which is uninspiring to say the least.
>>
>>144416628
>The Legend of Zoldo
>>
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>>144415252
I guess you're right. I tried to make a roguelike with Game Maker, since that's the only engine/tool I know how to use for now, but internal logic and the graphical side of things weren't separated (as is usually the case in GM).
That made ranged attacks, pathfinding, etc. a pain in the ass, so I froze the project. The absence of any GM traditional roguelike source code on the internet didn't help, either.

I'll be learning Python in CS next year, so I figure it'll be a great opportunity to do something with libtcod. But for now, I'm sticking with my Game Maker metroidvania.

>>144415850
Okay, that does look odd. Go right ahead and see if a darker border fixes it; nothing wrong with mixels when there's an important reason.
>>
>>144416628
That screenshake is bad.
>>
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>>144416643
That was a webm for the project that I was working on up until about a month ago. I recently got back into it and I was attempting to rewrite it as recent as last night because of code issues, but the more I'm working on it this morning the more I'm feeling like I want to work on a comfy shop sim instead.

>>144416749
Hey I remember seeing your shit. I guess I'd just say don't wait until next year and don't use tutorials that tell you how to do things with libtcod -- forge your own path through the dense forest of your own inexperience. Trying something on your own with tools you don't know forces you to think creatively and really get under the hood of what problems you're trying to solve. But that's just my opinion you do you man.
>>
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is the collab thing still going on?
instead of emailing someone and getting placed in a group which may not want me, ill just post my stuff here and see if anyone would be interested. my only skill is music so i dont want to be a burden to a group who may not want me.
here is my soundcloud https://soundcloud.com/user-795244489
i made the account yesterday and that track in a day (it loops). would it work in a game?
>>
>>144411658
Boot
>>
>>144416628

Please give me some insight into how you made your combos work

I'll be your best friend
>>
>>144416969
Anon, don't be afraid of emailing. Your music is great. I love this sort of piano background music - way better than a lot of modern "ambient" music used in games. Reminds me of Ghibli movies.

I'm sure any team would love to have you.
>>
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.
>>
>>144417440
thank you for the kind words :)

i might email now. still not sure if a music person is what groups will need but i will let the email anon know that i do not want to inconvenience anyone and if people specified they only want experienced users, they probably wont want to collab with me. I think i can also do a little bit of the art but not alot.
>>
>>144416945
Can you explain your thought process for designing your roguelike? How do you come up with your ideas and inspirations. I'm stuck at the ideaguy phase and can't come up with anything that hasn't already been done before.
>>
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>>144417171
its hard to explain. But its mostly using tools built in to unity. i use the mechanim animator thing to string together the attack animations. I use animation events to turn on/off the trail renderer (i would also use the animation events to turn on/off the collider for hitting objects). ive not finished the combo system yet exactly, i still need to add in a state variable that tells which attack anim im in and which ones i can go to from there. it will be a mess after its all done. its really simple to do the way im doing it though. only uses 10 lines of code to do what you see there. once i finish it i could make a tutorial on how to do the whole process i guess.
>>
>>144414928
Not him, but...

Theyre very basic. 2 colors, main + shadow - thats for both the grape and the stem. then add a shine (white dots on each individual grape), outline for effects, and last, but not least - shiny spinning sprite.

If you break them down they're really quite basic (which doesnt mean bad, as it suits the style).

Try drawing an item of your own from scratch.
draw the item. Like,... a shovel. Add a shadow, make, add a shine to the front metal piece, then give it a yellow outline. You should pretty much get the same result. Believe in yourself!
>>
>>144418102
How I went about it I would not suggest because it ended up throwing me into a brick wall of gamedesign later on which is causing me to restart now, but I went about it feature-by-feature.

git checkout -b feature/state-management
git checkout -b feature/dungeon-generation
git checkout -b feature/line-of-sight-fow


etc. I would finish pieces of a game one by one and focus on completely finishing one feature at a time.

Unfortunately, by the time I got to the content creation phase this meant that none of the features really came together to make a cohesive gaming experience and ultimately the project suffered from this lack of unified vision.
>>
>>144418117

Cool,that's the same way I'm doing my attacks but I've had some trouble with the combo element.

I was using parameters in the animator controller, but I see you haven't done it that way. I'll try doing it without.

Thanks for the reply man, nice watching your game develop
>>
>>144418273
yeah I started doing that too, but two features in I realized I didn't really have a game, as much as I had a weird crafting sim where you walk around an empty room. That's why I'm asking this dude, I really need a features roadmap, but I don't have a core design or anything yet so I'm kinda clueless.
>>
>>144411658
dildo, obviously...
>>
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Progress: Finished the Gravekeeper's portrait today. Now working on the mercenary.
>>
>>144418461
Try defining a few core things and branching features from there. Decide on
>What are the win conditions
>What are the lose conditions
>What is the character progression based on
>How strictly will it follow the turn-based permadeath archetype

From there you can stem into goals, gameplay, and challenges.
>>
>>144418471
Stop pulling ideas out of your ass
>>
>>144418117
Is that the default trail renderer? I don't remember it being that good, that's odd.
>>
>>144418630

heh
>>
>need a 3d model of a simple car
>go to http://www.blender-models.com/ found in OP
>click Vehicles > Land-based (27)
>see the most random shit

What are some other websites you would recommend for this?
>>
>>144418598
what game is this for and will there be necrophilia?
>>
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>>144418424
you should use parameters in the animator controller as well. thats what i do, but im just not finished with that part yet. im working on it right now, ill be posting the results later if you hang around

>>144418650
yeah its the default. i tweaked the numbers a bit, and gave it my own material to use, but its really basic.
>>
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I have three types of tiles, 0, 1, and 2. The world is entirely randomly generated. I need my player to spawn on a random 0 tile. This code works, but is there the possibility of it continuously choosing a 1 or a 2 and getting stuck in this while loop forever?
>>
>>144418949
tf3dm
>>
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>>144418234
>>144414928

Felt like making this, evn though nobody asked. inb4 tiny.
>>
>>144419057
yes there is a possibility for a infinite loop here.
>>
>>144419017

Awesome, I'll be around most of the day cos I'm working on stuff myself.
>>
>>144419057
Save all 0 tiles into a list and choose a random from that.
>>
>>144419057
Don't do this anon. During generation, save indexes of 0 tiles, put them in an array, and choose one randomly.

I learned this lesson the hard way.
>>
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>>144418984
It's for Verge; no necrophilia - Gravekeepers (and by extension their patron Goddess, Voshim) love the dead but they don't *love* the dead.

I'd post a proper screenshot for the game - but the UI upgrade isn't yet finished so I can't really show real gameplay just yet. Hopefully I'll have that all up and running by the end of the weekend.
>>
>>144418949
blenderswap
>>
>>144419264
no need for lists for this purpose alone.

you simply count them while generating the map then randomize a number between 0 and counted number. spawn player on same coords as indexed tile... assuming they were given an index when generated.
>>
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Hey guys I posted this on twitter for screenshotsaturday and I only got 4 likes.

What am I doing wrong?
>>
>>144419561
Not flashy/explodey enough I guess
>>
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Remember: practice
>>
>>144419328
Really neat aesthetic anon.

I hope you go the whole way and have aesthetic sounds too (like a pen drawing sound for when that red marker circle appears with a slight animation).
>>
>>144415769
Wait I thought you were using Starfox models? or was that someone else making a Starfox clone?
>>
>>144395201
Partly working. Thanks, anon. Going to need to redo a small chunk of my code and use a global.speed that everything in game can reference.
>>
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>>144420007
I'd like to do stuff like that, yeah. Page turning sounds when pages get changed etc. Unfortunately, I'm not a great enough shader/code artist that I can do page turning/deformation so pages just fade in and out. At the very least, it'll be a book that's being lit by your mouse cursor - so hopefully it'll feel a bit more like a book and a little less like an image I'm writing text and drawing buttons on to.
>>
>>144419590
Is this why? does anyone else agree?

I guess I could spend more time on the effects...
>>
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>>144419124
yoink
>>
>>144420416
How do you get them to jiggle like that? Is that part of their animation or is that some effect you made?
>>
>>144419561
>target: chad
>>
Remember: practice


http://www.geocities.jp/waving_blow/dot/dot02.htm
>>
>>144419561
nothing really happens
>>
>>144420501
What's the point of tracing over it with green and red?
>>
>>144420514
thats....thats as cool as it gets....

what else could it possibly do? D:
>>
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>>144420416
me next, me next!
>>
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So it's decided that we're making space jam next right? because I'm downloading 3000 spaceship pictures for reference.
>>
>>144420302
Yea i agree with him. The game looks nice, but nothing exciting happens in the video.
>>
>>144420483
You mean the characters? It's most likely animation.
>>
>>144421054
No, I meant the shovels. When they first appear they sort of get bigger, then shrink a bit, then get bigger again.
>>
>>144420859
can't you order something to happen, anything that will have impact on the game? what about that airstrike, for example?

right now it looks as if you're showing off that the game has hover mechanics.
>>
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>>144420483
It's an effect.

All my UI objects use interpolation when they appear/disappear. This means it starts at a given x/y/size/etc. and transitions to a target x/y/size/etc. But I didn't make the interpolation linear - it uses an "easing function". This means that the "transition" from x1 to x2 isn't straight linear line - with the function I'm using it actually bounces back towards x1 part way through (before eventually ending up at x2).

Just look up easing functions to get an idea of what they can do and how it works. This gif shows another UI element using the same "bouncing" easing function for when it appears.
>>
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>>144420965
Pls respond
>>
How often do you get retards coming into your threads, talking about making h-rpgs?

I wanna make one, but not really, but kinda because I need a hobby to keep me when I don't want to /play/ games

Is this silly? What things will I need? Obviously something like rpgmaker would be good, and thought I'm not GREAT at art, I'm proficient.
>>
>>144420965
the collab jam won
but its unclear whats going on because of the guy who made the jam sperging out, I guess thats what you get
>>
>>144391694
Holy shit I drew that years ago
I still have no game
>>
>>144415252
This guy is so on point. That's how I got most of my early coding experience in, it forced me to learn and rewrite shit. Good advice
>>
>>144416079
can it be three members?

because 2 members is just you and another person so it isn't really a group its a pair it feels different and less fun
>>
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>>144421593
Is there a jam page or something?
I wouldn't mind collab'ing but I'm pretty bad at everything so I'd rather make a mediocre game alone that bring down the quality of someone else's work.
>>
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>>144420912
>>
>>144421535
looks pretty cool

>>144421213
you are right, arent hover mechanics worth more than 4 likes tho?
>>
>>144421563
>and thought I'm not GREAT at art, I'm proficient.
h-games are literally 99% art my dude

also leave this thread and ever return before you get doxxed by d*
>>
Check out these yesdevs

>>>/v/339939560
>>
>>144421525
Should it really be bouncing on the way up as well?
>>
>>144421863
yess
i am fulfilled
>>
>>144421928
I always kinda figured it was a 60/40 thing, right?

60 art, 40 text and gameplay. Is it really so polarized? Like, 5 different cards of a sex scene, then it's over or whatever. I guess I'm not really committed to the idea, okay.
>>
>>144421863
>>144420416

Hah. Nice! You can use the shovel if you have a use for it, i dont mind. (apple wasnt me)
>>
>>144421930
literally agdg devs all of them
>>
>>144421525
I don't think the menu-close bounce looks too good
>>
>>144422087
probably
I'm the kind of guy who downloads CG rips of h-games though
>>
>>144422001
Probably not, but I haven't bothered adding the ability to pick different easing functions for appearing/disappearing yet.
>>
>>144422151
Literally haven't seen any of them here except one or two.
>>
reminder collaborating is a mental illness
>>
>>144422087
Depends on the game. If you're just making a "unlock these 5 CG images" sort of game, sure, but there's a lot of games that integrate the H into the actual gameplay now (with full animations, etc).

Are you actually able to make H art?
>>
>>144422392
Only e-collabs are cancer.
>>
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>>144421863
i have no idea what i'm doing
>>
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>>144422546
>COOL GUYS
Every time man...
>>
>144392752
Do you have a blog? I like your pixel art.
>>
>>144422502
Able to, yes. Is it to the quality of most patreon artists, course not.

Eh. I probably won't do it in the end.
>>
>>144422805
Don't get discouraged nigga. H-games probably get played more than most other indie games.
>>
>>144422681
>>144392752
meant to quote
>>
distant admirer of devs, not a dev myself, got a question, is the guy who was making that broomstick riding game still going? I have been out the loop for a bit. did they not make it?
>>
>>144422890
It's more of the fact that I'm a shiteater idea guy who wants to make an english Hgame because they don't exist.

Also, I wanna jerk off really bad and I was hoping for an h-game to do so. Maybe I'll download rpg maker and fool around with the game for a bit. Who knows.
>>
>>144422681
Hello there, I haven't uploaded anywhere else, no blog either unfortunately
>>
>>144423046
Was dead for a long time but I believe they're working on it again
>>
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Post your handmade tools, nigs.
>>
>>144423134
well that's a relief, them, superhero dev, and getting dressed dev were captivating for a while.
>>
>>144423504
toolposting is almost as bad as concept art

stop fiddling around with stupid shit and make the game
>>
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find the flaw
>>
>>144423858
no crooked nose
>>
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>>144423626
>>
>>144423858
Weed is for losers
>>
>>144423858
can't tell what it's supposed to be but that's a minor flaw
>>
In blueprints I want to pass a class to a spawnactorfromclass. The class in question is found based on whatever class the player is.

If I pass PlayerClass directly into it, then it works. If I do get player, get class, cast to PlayerClass then pass that into it, it always fails. Im not certain why.
>>
>>144423626
I'm sorry you're offended by my post, but it's not like you can make a RPG without data, and screw making it by hand.
>>
why does proc-gen planet dev have pixelated textures but perfect-detailed triangle edges?

either stuff over the top should be triangular too, or the planets should be blocky

as it is now its just inconsistant
>>
does anyone else cringe internally whenever they see a blueprints related post?
>>
>>144423975
got some concept art of your tools? would love to see!
>>
>>144424090
i just start scrolling again
>>
>>144423858
>jpg
>not in png
>not optimized
>>
this board should have id's
>>
>>144424096
Look at this tool
*unzips dick*
a picture of you comes out
>>
>>144424020
Fails in what sense?
>>
>>144424387
you have a beautiful dick
>>
>>144422392
>be 1ma
>be a cry baby because you got too much on your plate

no thanks
>>
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>>144422615
Ok, I tweaked your sprite a bit (mostly just the colours and adding a bit more texture to the wax). Still looks a bit weird (I think the flame is too large + needs to be animated + needs a more obvious wick).

But here you go.

(also I really need to get back to dev instead of making these gifs)
>>
I don't want to sound rude or autistic but I lose a bit of respect in a dev when they say "we" or "our".
I guess I take for granted that everybody here is 1MA so when I see something awesome I admire the dev but when I find out that they didn't make it alone I get kinda let down.
>>
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>>144396816
Began working on tiles for the courtyard outside the mansion (starting area).
>>
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>>144424684
>>
>>144424684
ok
>>
>>144424323
>image is 500*500
>sprite is clearly 16&16
I don't think that image they posted is actual image they would use in game anon.
>>
I don't want to sound rude or autistic but imma do it anyway, just can't help it man
>>
>>144424730
Who is that
>>
>>144424572
Also note: I'm not claiming I'm good at art (since half of my sprites are glorified sprite edits) so don't take the tweaks I did as "this is the right way to pixel art" (they may actually make it worse in some cases).
>>
>>144424792

thats (you) my friend
>>
>>144424331
>should have id's
should have id's what?
>>
>>144424875
No it's not. But okay, whatever.
>>
>>144424792
looks live evaxephon had a kid with an ayylmao
>>
>>144424684
but nintedo games were made by our
do you have no respect for nintendo?
>>
>>144424684
What's the matter, anon? No friends?
>>
>>144425114
What's the matter dogposter, no game?
>>
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>>144425196
I'm not dogposter, I just enjoy that image.
>>
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>>144425196
I hate that we're not allowed to post dogs any more because of some memester
>>
>>144423504
I've got something like that. I call it "MS Excel".
>>
>>144425281
>>144425306
So where are your games?
>>
>>144424684
Even if you're a 1ma, it sounds more professional to say "we" especially if you have some kind of studio name.
>>
how do i into dungeon design?
>>
>>144424856
>>144424572
Oh no, it looks much better than what I did. When I said "I have no idea what I'm doing", I meant because I have no idea how to make pixel art.
>>
>>144425485
>act salty as fuck towards people with dev teams
>get called out on being a salty loser
>"w-where are games?"

You can't make this shit up
>>
>>144425525
>Eridanus

by not making abominations like that one
>>
>>144425847
I don't see it.
>salty
Where did I say that?
>>
how high are my chances of making it if i think every game not made by nintendo is shit?
>>
>>144426002
Right up here my dude. Fresh from the salt mines
>>144424684
>>
>>144426074
People are desperate for new 3D platformers, so you'll be fine.
>>
Looking to collab with an artist and maybe a musician for the collab jam.

I've been programming with Game Maker: Studio for a while, but I'm also interested in making either a game with JavaScript + HTML5 canvas or Monogame (relatively new to both of those).

Here's some of my past work, each game being make in less than a weekend:
https://wiggydev.itch.io/
Singularity Survival is pretty bad and I know it

There's also this which I made during the last Global Game Jam, but you're going to need a 360/XB1 controller to play it and it's best in co-op.
http://globalgamejam.org/2016/games/prophecide

Email me at [email protected] with some of your work if you're interested.
>>
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>>144425568
>>
>>144426095
Yeah but...
Where is your game?
>>
>>144424684
I lose a bit of respect whenever a person calls themselves or others an "army"
>>
>>144425514
I do this all the time.
>>
>>144426095
Listen, look at Zero Quest dev or Wingman dev. I mean, their game looks amazing. And they do everything themselves.

I'm not salty or anything, it's just something I feel. Like "Oh but he didn't make EVERYTHING by himself". It's like, if you only have to make sprites/models/coding, of course you can focus more on that and make better quality work. But if you do everything yourself AND it looks amazing, that's way better in my book.

But sure yeah call me salty because I don't have a team. Whatever.
>>
>>144426287

Where's yours?
>>
>>144426701
wingman dev use procedural terrain he is basically fuckin with you all
i gotta credit him for the huds tho
>>
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>>144426886
Here, though I didn't make any progress today.
>>
>>144427487
Not him, but your longest combo thing is kind of busted. It goes up and down in that webm and then when you break a 9x combo, it shows 14 as your highest.
>>
Lads can u rec me some reading material about making good UI?
>>
>>144427687
Yeah I forgot to actually check if the combo is higher than the last one. I fixed that right after.
>>
>>144427487
How are you going to use the other girls?
>>
>>144426701
>And they do everything themselves.
maybe, but don't think there arent any copy-pastes going on. all you see is the final product
>>
>>144427487
>there's a new bunny for us to want to fuck
>>
>>144427818
At first I was thinking of having the all together but now I think I'll make separate songs for each one with different themes. And maybe one extra song (or a medley) with all three of them at once.
>>
>>144426701
anon, you don't live in a vaccum. no one on this planet does. you ARE part of a team, whether you want to believe it or not. all that information you looked up online and college game design courses you took were made and presented by other people, who in turn borrowed information from yet more people and so on. We are standing on the shoulders of giants, the people who came before us and all the devs who experimented and fought in the trenches to bring you the data and resources you've used for your game. Your own body doesn't belong to you, in fact it's made up of a massive team of organisms working together to make (You) the way you are now. It's your team that is responsible for making you feel let down by thinking 1MAs are the be-all-end-all of game development. You're just making that up and forcing yourself to believe something that doesn't actually exist. There are no such things as 1MAs, they're actually a team of individuals. So they are correct in calling it 'their' game. Just as I am...I mean 'We' are correct in saying that we are proud of our game even though it's not finished yet. But we have faith in our team, and you and your team should have faith in yourselves and not worry about lables like 1MAs or teams or whatever. Just continue to post progress like the rest of 'us'.
>>
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>>144426701
To be fair, I haven't made any music yet and have no idea how to do that.

I'll probably find a composer to help me with the music once the game is a lot closer to completion... although I'll give it a try first to see how I go.
>>
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>>144423946
yh, hard to do with the space available
>>144423976
I'm strictly pro-hug/anti-grud thank you very much
>>144423984
a witch on a broomstick?
thoughts on how I could make it a lot clearer?

also did a mockup rough 32bit version,didn't even bother with a face for it cus too early
>>
>>144392149
A game where everyone is a team and doing a mission, but every person also has an ulterior mission and they may have to kill each other to accomplish it. There was a boardgame like this, twas amazing
>>
>>144424684
I don't get why everyone is meming you anon, I don't think you deserve it.

I don't agree at all, but I understand where you're coming from.
>>
>>144428121
https://dl.dropboxusercontent.com/u/11911775/files/SC%20-%20Nameless%20Dimension.mp3

It's pretty easy to make so-so tier music in FL for placeholders or something, but you'll prolly want an expert to do some fire tunes later on.
>>
>>144428103
> I am...I mean 'We'
We think you guys fucked up big time
>>
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guys, its me, the emaildog guy who everyone emails if they want to join the collab

when should i post the groups by? right now i have 5 entries and 2 groups
should i wait longer or post those 2 groups and let them get started?
when does the jam officially start?
>>
>>144428121
Also to be even more fair, a LOT of my sprites are heavily edited sprite rips. I definitely wouldn't call myself a pixel artist or anything, not like >>144392752 or >>144396816 who are clearly skilled
>>
>>144427976
Ah I think it this will be nice
>>
>>144428312
At the soonest, halfway through July. I mean fuck the last Jam ended thee days ago.
>>
>>144428225
Thats pretty dope desu. Have anything more online... like a profile on some sound artist website or something?

This fits what I need pretty closely, but I wont be needing a musicguy for atleast a couple more months.
>>
>>144428121
>To be fair, I haven't made any music yet and have no idea how to do that.
LMMS! I don't even know how to properly into music and just wanted something like Mario Paint music maker, and this is pretty much it! It's also free and open source

I just sit there and hum a tune, then try to put the notes in by what I'm hearing. It works, and what makes it better than just humming is that since you've already put the tune in, it makes it easier to add harmony and now you can hum a slightly different tune alongside it, and then input that tune and so on. It's like Mario Paint, but even more powerful because you aren't limited by only a few notes and stanzas/paragraphs (whatever the proper music term is called, the space in between song sections where it's sectioned off with a thick line)
>>
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>>144428103
proud to be a teamplayer
>>
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All the asymmetrical multiplayer games about a slasher vs survivors this year has seriously get me in the mood to do something similar but singleplayer as the slasher. I've had an idea for a while but put it aside for other projects, guess now may as well be a better time than ever.
Not that I'll ever finish it.
>>
>>144428564
Nigga that shit's one fuckin' note in FL Studio. I don't have a soundcloud because I'm a damn hack.

https://dl.dropboxusercontent.com/u/11911775/files/SC%20-%20Devorador.mp3

You may have another I suppose.
>>
>>144428526
july is a long time from now
are you sure?
>>
>>144428691
Yeah otherwise when the fuck are we going to work on our regular games?
>>
>>144428225
>>144428575
thanks for the suggestions
>>
>>144416079
I think it's great you're taking this on, kudos.

Have we decided that collab is mandatory for submitting? I think personally that would make it easier to jump in, because those are the rules anyhow.

>>144421754
>can it be three members?
>because 2 members is just you and another person so it isn't really a group its a pair it feels different and less fun
I kind of agree with this actually. Maybe the e-mail could have preference on team size? Or if nothing's preferred, just 2-3 whichever ends up working out? Also I liked the thought of teams of 2 experienced devs, vs 3 beginner-tier devs. But also keeping it simple by just having teams of 3 across the board also seems good. Then also you won't have a standstill if half of your 2MA disagrees with something.

Pretty pumped about space collab
>>
>>144428671
Hmm... this 2nd one im not as big of a fan of as the first one, once it picks up at 0:13 that is.

Any moar?
>>
>>144416079
hol up
what motherfuckin collab are you talking about?
how do i participate?
>>
>>144426249
Thanks, asshole, now I'm going to jail.
>>
>>144428940
https://dl.dropboxusercontent.com/u/11911775/files/SC%20-%20Fighting%20Spirit%20%28Techno%20Ver.%29.mp3

Most of the rest of the songs I did are video game music converted from sheet music to try to help myself learn to actually compose something. It didn't really help.
>>
Is there any reason to run a 2d platformer at 60 fps instead of 30 fps?
>>
>>144429196
yes
>>
>>144429021
you have to email me answering these questions >>144416079 and i will place you in a group accordingly for a collab jam coming up.

>>144428919
there hasn't been any concrete descisions about whether its mandatory and if you want to post your work in the thread and see who wants to collab, that is also a way to go. If you submit to me i place you in groups of 2 or 3.
>>
>>144429125
Hmm. Okay. Definitely needs some work, but shows potential, and I can safely say you've done far FAR more than I ever will in the music department. Keep at it senpai!
>>
>>144429297
What are those reasons?
>>
>>144429196
Please don't run things at 30 FPS, it hurts my poor eyes.
>>
>>144429347
But I'm not even trying to be a musician. Last time I made music was like 2 years ago. It's hard enough trying to be an artist when I'm not one at all.
>>
>>144429340
Can we also post our itch.io (or tumblr etc) pages as a kind of portfolio?
>>
>>144429502
Yes that would be helpful. if you want to include that in your email i will be able to gauge your skill set a lot easier. (i forgot to mention that but feel free to)
>>
i had a very cool idea regarding music

you know how luftrausers changes music based on your loadout

how about

music changes based on different kinds of enemies rather than something you change yourself
>>
>>144429360
more control over the duration of the frames of your animations
>>
>>144429616
I had an idea for a game where music is made by the gameplay. For example, killing a certain enemy would play a certain note.
In the end it just sounded like people banging randomly on instruments.
>>
>>144429616
Yeah we could have different music when you're fighting a boss too.

What an amazing and innovative idea anon.
>>
Aseprite
yay or nay
>>
>>144429798
may
>>
>>144429798
I don't like the interface but it seems pretty good
>>
>>144429447
Ah. Ok. True enough I suppose. Can't blame you. Going into music on top of everything else sounds like a pain, and i personalty quit way before I even really truly started. But hey. I cant music, can barely code, but at least im a not completely shit artist.
>>
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Looking for opinions on what hairstyle to give the Mercenary class portrait. He's a Grynan; they've got hair that hardens into horn over time as they grow. This guy in particular is an old hand for hire, getting on into the end of his adulthood - but any of these cuts should do fine. Anyway, vote for the style you like the best or you feel fits the character concept best.

Hairstyles I'm considering: http://imgur.com/a/hYZFy

Poll: http://www.strawpoll.me/10396319
>>
how does /vg/ feel about using kenny assets for placeholders?
>>
How many people have emailed/signed up for space collab already? Do you have a varied group or is it mostly just artists or enginedevs so far?
>>
>>144430317
this kills the kenny
>>
>>144430317
its good for prototyping
they basically have everything, but im unsure if their models are rigged
>>
>>144430317
If you're going for a flash/mobile game look then they work really well.
>>
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>>144430153
>Hair hardens into horn as it grows
>Soft strands of hair with hard lumps at the end of them
>Not to mention the strands of hair have to be alive to form horn therefore them bleeding when cut
>>
>>144430465
I'm talking about just for placeholders. I need 32x32 tiles for the game I'm working on.
>>
>>144429616
No, stop stealing my ideas.
>>
>>144429616
https://www.eliassoftware.com/
>>
I've only been devving for like a month. Can I sign up to space collab jam or is nobody going to want me on their team?
>>
>>144429838
alternatives?
what's the /aggydaggy/ standard?
>>
>>144429770
I made something similar for a LD game. When you shoot it plays a note and then if you hit an enemy it will play a good note, otherwise if it misses it plays a bad note.
It worked okay, but it got annoying to hear the bad notes everytime you missed a shot.
>>
>>144430959
I wonder if it's like 2 big teams and the 2 team captains take turns choosing people to be on their team. Imagine being the last one or two people left because you're new or you've been 1MAing the whole time so far. That would suck. :(
>>
>>144430326
7 people have emailed me for the collab and we do have a varied group of coders, artists, musicians and people who can do more than one of these . everyone has been good in filling out the questions so far and i think they will work well together :) if you haven't already, feel free to submit for the collab, it should be fun
>>
>>144430613
Poor word choice on my part. By 'cut' I really mean the style/shaping of the hair - some Grynan do keep their hair cut close enough that it doesn't have enough length to harden but close-cropped hair is a pretty negative social stigma in their culture.
>>
>>144431201

It's a feeling I'm used to honestly.
>>
How do I submit for the collab?

I've got good ideas and am a people's person.
>>
>>144431307
But still, if one of them fellas let it grow out, won't the hardend end dangle from the newly grown hair that's still soft?
>>
>>144431435
just follow the steps here>>144416079
email me, answering these questions and i will place you with compatible group members.

what do you guys think about starting the jam in a week or two? i dont know what time frame its going to be and could use some feedback
>>
>>144431260
how many artists? i thought this place was all programmers
>>
kind of uncomfortable about one guy administrating all the collab people
>>
>>144431886
It feels like bullying desu desu.
>>
>>144431472
No more than the horns on a african buffalo would I'd imagine. It hardens pretty rapidly, and the hair strands are very thick compared to human hair, so I wouldn't expect it to be too poorly supported.
>>
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>>144424727
Even more progress today!

Blood fountain!
This was a lot easier to make than first anticipated!
>>
>>144431786
everyone are programmers with side skills
>>
Do we have a list of collab people and their skills and contact info?
>>
>>144431786
everyone so far has said they are capable of at least some of the art. some are artist mains but i wont go too in detail for now
>>
>>144432183
one guy has it all
>>
>>144430153
Looks like 'Uncut' is the winner here. I've got 2 votes on Strawpoll for it and 4 off of GJ. The only other style above 1 vote was for Traditional.

Seems everyone wants the wild look - so that's where I'll take him. Thanks for your votes, anons.
>>
>>144432183
i have all of it and will post the groups in a possibly a week or two (i need feedback on when i should officially start this jam from all of you in the thread)

i will post the groups in the thread and email each participant with the names and contact info of their group members
>>
>>144431728
Wait, isn't Demo Day 9 coming up? How long is the jam going to be? Waifu Jam just ended a few days ago.
>>
>>144431886
guy whos workin on the website here
thanks to the collab anon for putting in all the effort to do this manually for real damn

in the future if people want a more self-directed or automatic system, I'm open to suggestions on collab systems for the site that dont involve user accounts.
>>
>>144432454
so um why are you in charge

why do you have all the information and why do you decide the groups

what is even going on here
>>
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>>144431971
>>
>>144432491
please do.
maybe you can imlement it in agdg site? it don't have to be there but in general it can be a good idea
>>
>>144428342
>or >>144396816 (You) who are clearly skilled
Hey, thanks, man.
I love the look of your game, though. It looks fun.
Although, the barrel-abuse gets a bit too intense for me.
>>
>>144432526
nothing is going on
its just a retarded attempt at bringing some life into agdg that will fail like every single other one so far
>>
Any recent indirect control strategies?
>>
>>144432638
stop being negative
>>
I downloaded the free version of GameMaker but it will not let me login and it is asking for a key
Help Please.
>>
So do I just send all my personal information to this random guy on 4chan so he can maybe assign me to a group?
>>
>>144432662
I made you make this post without you noticing.
>>
>>144432619
I can do it all sorts of ways. I already maintain a few sites I've built that had extensive community features. Problem with doing it for 4chan is I need to try and maintain 1) a sense that the agdg general thread is the most important, central item to the community and 2) anonymity, which makes user-directed content hard. So I'm looking for ideas on how to implement it on the site while keeping those principles.

Again, kudos to the guy who's helping out with the collabjam. I've no interest in stealing your thunder after you've put in this much work -- I'm talking about for the future.
>>
>>144432040
Any way you could add a frame or two so each ripple seems to go all the way down instead of jump back up?
>>
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>>144432526
i decided to take the initiative and form compatible groups based on what you guys give me (see >>144416079). if there are any experienced thread goers who are willing to help me decide groups, i would appreciate someone to conference with me briefly about it (you can email me if you want to help)

>>144432474
i wasn't here for the waifu jam so im not sure. if anyone wants to propose a timeframe, im all ears

>>144432491
np. i want to see this collab jam happen and think it will be a fun time. since it didn't look like there would be a better method i figured i can match people based on their applications to me
>>
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>>144432968
What could go wrong?
>>
>>144433001
lol dont worry about stealing my thunder. if you want, i could forward you the email submissions that i've got so far and hand it over. im open to whatever works the best :)
>>
>>144432968
>being this paranoid
>>
>>144433031
Will you participate or are you just another filthy nodev?
>>
>>144433193
Don't forward me any information that anons have sent you. They sent that to you in confidence and I'd like that trust maintained. No offense. Keep doing what you're doing anon you're a superstar.
>>
I posted an idea for collab jam back a few months ago and got laughed out of /agdg/

What the fuck guys?
>>
>>144432968
its nothing too personal.
if there is any aspect of the "form" (>>144416079)
which you feel uncomfortable answering or think needs altering then you could leave it out of your submission. the most personal thing you are sending me is your email address.
>>
>>144433319
AHAHAHAHA FAGGOT
>>
Would 3 variations of an enemy be enough for variety? Or should I just have one? Like, just different looking, not anything too fancy.
>>
>>144433317
i see. thats a good point which i did not consider. i should be able to manage this on my own. all that i really need the threads consensus on is the timeframe. in a week or two people have said they will be done exams so i was thinking that may be the best time to start the jam.
>>144433314
i haven't decided yet. it may be weird to place myself in a group
>>
>>144433319
Our resident shitposter doesn't like jams, maybe he shouted you out.
>>
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>>144416945
>A real cool dev remembers the game I posted twice at most months ago
G-glad to hear that.

I'm more a designer than a coder at heart. My way of solving bugs involves struggling for hours, then finding a way to bypass the problem in the first place (sometimes by scrapping a feature).
Maths hurt my head, especially since I studied nothing but literature before going fuck it and aiming for a software dev career. And I feel like that learning GM through mistakes has led me to build my game like a child trying to build a house with nothing as reference but a picture of a house.

But I guess a shitty house is better than a bad house, and there's always room for painful refactoring. I mean, improvement. So, you know, when I'm done with my current game's demo, I might go back to the roguelike. Spend half a year on it tops, hopefully release it on mobile. That'd be neat.

Thanks for the support!

>>144420416
>>144421863
>>144424572
Proof that ZeroQuestDev is best dev.
But please dude, you need to change the name of your game. "Zero Quest" is blander than bland. If you want to keep the word "zero" because your characters are from failed games, how about, I don't know. "Zeroes of Outerworld"? That's the name of the setting, right? I have a feeling that would be so much more memorable.
>>
>>144433612
just make diferent colors of the same enemy type
and you will have 9 enemies
>>
>>144432526
Because he took initiative, that's why. You think people in charge in real life just magically get their positions? No, those positions are made up and they have to go there and create them or get it themselves. Then the people waiting around for something to happen see them and then just think, oh he's in charge, like that was the plan all along. He's calling the shots because you didn't get up to call the shots yourself quick enough, and now that you see someone else in charge, you think you can do his job better.

You think the old or new website happened just because someone was already 'in charge' of doing that stuff just did it because that was his job? You think this group was formed because no one had the balls or ovaries to just make one? You think Demo Days and Jams just happen out of thin air? No, someone had to come up with the idea first, then ask people what they thought, get feedback, and then proceed. Take some initiative next time instead of just complaining. No one said you had to wait for someone to put you in charge of a jam. There's nothing stopping you from making one yourself right now. Just do it.
>>
>>144433762
*is better than no house at all

>>144433612
Completely visual? No gameplay changes at all?

Well, if it's justified somehow (can't have a fiery enemy appear in the ice world, so you give him new icey graphics), then sure.

Otherwise you risk confusing players. It's natural to assume that a red monkey, a blue monkey and a green monkey enemy will act differently, or at least have different stats.
>>
>>144433968
>>
>>144433762
>Maths hurt my head, especially since I studied nothing but literature before going fuck it and aiming for a software dev career.
I also studied literature before going into comp sci and I also suck at math.

I wish you the best of luck in the future anon! You're rad.
>>
>>144432590
http://imgur.com/a/GyK8L

This is how I imagine their hair shaping/growth working. It's not exactly a science - but it is a fantasy race in a fantasy setting.
>>
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i finally got the goddamn ai planner to work, although I only have 2 actions right now which is chase and dodge. this is some hard shit to push out.
>>
>>144434219
Pssh unrealism in a fantasy setting? 0/10 would not buy.
>>
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>>144434332
looking good mate
>>
>>144393376
i apologize for not seeing this earlier but please dont feel scared. everyone wants to have a good time making a game together. i encourage you to email me >>144416079
answering these 6 questions and you will be entered into the collab. the groups will likely be posted in a week or two but dont feel scared. its going to be fun :)
>>
Is there a discord?
>>
>>144434332
What did you do for the vertex jitter? That's been a pain in my ass for my game, usually causes seams where walls and set pieces connect.
>>
>>144392013
to be honest I feel this way exactly except replace "girls" with "mecha"
>>
>>144433007
Yeah, I didn't notice.
Will fix.
>>
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PROGRESS
Added multiplayer
A lot of characters added (30 total)
Messages are shown on the map

Lets see how laggy its going to be!

Play here: (javascript, html5 required)
http://tools.moe/
>>
>>144434778
very hard to fix actually, I had a choice between doing a mesh processor that connects identical vertices or just model the whole stage so it doesn't have seams.

I chose the latter because I'm a pussy
>>
>>144434332
METAL GEAR?!
>>
>>144434778
>>144435048

additionally, it didn't totally solve the problems, but it minimized the number of seams
>>
>>144435028
DAM that pixel art is sexy dog and the controls look tight
keep up the good work
>>
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>>144430153
Give him q Polnareff cut like in >>144432590 's image
>>
>>144434947
Whenever a game contains "mecha" I instantly write it off as complete shit.
I've never played a not-shit mecha game, Anon.
>>
How do I learn how quaternions work, I can't wrap my head around them.
How would I use a quaternion with pitch and yaw to rotate a first person camera?
>>
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What kind of AI would fit a Wolfenstein clone? Basically I just want to have some sort of arena, which get swarmed by enemies, and you have to defend yourself for as long as you can.

I can not decide between two options:
- If you ar in line of sight, they'll chase you. If you are out of sight, they'll move to the last spot they could saw you, then they would just wonder around until they see you again. Seeing would mean that they are actually facing in your direction, so if you are really fast, you can have an ambush on them.
- They are always aware of your whereabouts. This would need something like implementing an A* algorithm. They are always chasing you. This would mean that the scenery (corridors, hallways or whatever) could be mainly used to get them in line for the slaughter, and not for hiding.

This is of course not the finished map, and the textures are just placeholders (I like the color of the sky tho).
>>
>>144435268
Have you played Metal Warriors?
>>
>>144435060
hopefully theres still a niche for mgs1 clones so I can sell my game probably in 10 years
>>
>>144435268
There are some shit mecha games for sure, but there's plenty of fun ones too.
>>
>>144435028
cute, are you making an mmo
>>
>>144435258
Hah. If at some point I draw the Fat Angel pub for the story (I hope not because that's an insane number of characters crammed into the scene and just having more than 4 chars already puts me at my art-limits right now) I'll make sure the Hookah-smoking Grynan in the back has the Polnareff-do - or at least a close variation of.
>>
>>144434570
thanks bro
>>
>>144434053
I mostly just mean so that you're not fighting the EXACT same enemy the entire game. But yes, purely aesthetic. Like.. A skeleton with a helmet, and one without and one with a boot or something.

Of course there's also variants in weapons, so like, a sword a mace and a spear wielding enemy or something, so there's plenty of variety. Just don't want it to get stale.
>>
>>144435365
defends on how fast paced. If it's as fast as what the webem is showing then I'd go with the first method since the movement is slow. If you could strafe effectively, maybe the 2nd option would be ok too, but why not a mix of both? like maybe have dogs be the 2nd method of AI, and human types be the first method.
>>
>have 3 different scripts interacting with eachother
>something fucks up
>no idea what

should I just completely rewrite the code into one script
>>
>>144435365
Second one. I think it would keep a more constant swarm of enemies on the player and would be less about you looking for enemies once you killed all those in the area.
>>
>>144435028
Wow, lad. I'm also a JavaScript/HTML5 dev, and I'm beyond impressed by your work. Keep it up!

May I ask what kind of js do you use for this multiplayer? The only one I'm aware of doesn't allow this kind of massive MMO experience.
>>
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>>144427787
Study this and learn from it
>>
>>144432526
because you didn't do it
>>
>>144428691
It feels like we've had jams pretty tightly scheduled lately. I'm all in for space/collab but jams will always come second to peoples' actual projects, they are nice as a kind of break from main work. And the extra time will give us time to get situated with the idea of collabing and build excitement.

My opinion is having a countdown to group announcement day, like July 1, would be perfect. There are probably semi-regulars who don't even know space collab is a thing yet. So we should have something in the OPs (a pastebin with >>144416079 in it) until then, and having a final deadline for e-mailing you a little before July 1. Then after groups are announced, people can of course find their own collabs, but submitting a game to the jam should require some kind of collab. Of course there will be people who submit something with 3 other devs all named Butts or whatever, but big deal.

And then how long? A month seems on the long end but 2 weeks seems on the short end.
>>
char* buffer = calloc(length, sizeof(char));
buffer[0] = 'A'; //Segfault

All of my why.
>>
>>144427787
http://devmag.org.za/2011/02/02/video-game-user-interface-design-diegesis-theory/
>>
>>144436393
socket.io on node server
thats all
>>
>>144432968
It's literally impossible to make an email address that doesn't have your full name, address and social security number on it.
>>
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>>144436430
>it's real
>>
>>144436752
Thanks!
>>
>>144436670
shouldn't it be 2*sizeof(char) for the null terminator?

I haven't done C in like 8 years so I dunno
>>
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>>144436636
email anon here. I agree with the ideas proposed here. i think the next thread should have that paste bin and July 1st gives everyone lots of time. if no one else has a problem with it then i think that is a good day for it :)

as for the length, i'm not too sure either. thank you for proposing a timeline, i really wasn't sure what i should do for it but things are starting to come together
>>
>>144435328
i followed this tutorial for my opengl engine:
http://learnopengl.com/#!Getting-started/Camera

no quaternions, he rotates the camera forward vector with trig
>>
>>144436986
All that would do is make the allocated memory twice as big. Other than that, it's not used as string, so there's no need for a null terminator.
>>
look at this faggot he's obviously from fucking reddit
>>
>>144437328
quality post m8

>>144437221
enjoy your gimbal lock

>>144435328
I've seen some good tutorials on quaternions for gamedevs, look around, it'll make your life easier
>>
>>144437328

sick burn
>>
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>people tell me my game is too easy
>instead of trying new levels as they came they just grinded lower level areas until they were strong enough to plow through the next several areas
>my face when
>>
>>144437083
>Using :) and :P

I think it's better if you just go to reddit and forget about this collab jam.
>>
>>144436670
length must be 0
>>
>>144437685
logarithmic rewards, alternatively exponential requirements
>>
honestly I don't expect the jam to work or anything but you guys are a bunch of pricks. No wonder this general is dying.
>>
>>144437685
That's why you don't make RPGs.
>>
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>>144437795
just trying to appear friendly for those who may be unsure about entering the jam :)))))) :PPPP
>>
>>144437812
Yeah, I just figured out that calloc simply failed. It's just a little utility program, so I'm doing zero error checking.

The error ultimately though was related to a faulty type conversion and is now fixed.

Thanks for your reply though.
>>
>>144437997
Funny how it's been dying for years. It might just be that you're dying.
>>
>>144437685
>Grinding
>Ever
M8, after most people figure out the dominant strategy, they rely on it no matter how stupid and unfun.
You've got to limit or stop grinding altogether and save your players from themselves.
>>
>>144437997
>le this general is dying!!!
I've heard that said for years now, so when is it going to die?

It's not dying. Stop being so mad that no one liked your stupid lewd jam idea.
>>
How do I do ground tiles for a 2d platformer?

Tiles are a little more obvious for a top down RPG, but if my level is in a forest, am I supposed to show a dissected layer of the ground beneath the players feet?
>>
>>144438297
>no one liked
>over 30 votes
>>
>people are shitting on me even when random anons are using dog-based reaction images
>>
>>144437997
yes there are alot of fucking shady people and scumbags and fucking pricks

but i like to give people a chance. however if this don't play right this is the last time ill ever participate or initiate in teamwork related things
>>
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>>144438485
> this is the last time ill ever participate or initiate in teamwork related things
>and I MEAN IT
>>
>>144438393
You can make a lewd space game. Having a specifically lewd theme is a stupid idea. We already had a waifu jam, we don't need more shitty themes like that.
>>
>>144438421
That smug face.
>>
>>144438329
Yeah, sure. Or you could show the parts of the slice that are near the surface, and keep the rest black.
You should probably try some platformers to get an idea.
>>
>>144438421
>random anons
>>
>>144437685
just make the enemies scale with the MC.
by scale i mean both levels/skills and gears.

if you overlevel on lower areas you get fucked since your gears are garbage.

if it's semi-open world, make the enemies scale with level and lock a zone to the level it was when you first visited it.
>>
>>144438421
Why do you come here?
>>
>>144438587
i don't care about your opinions
stating no one liked it is objectively wrong
>>
>>144438563
>pride himself in being an anti-social shithead that can never get along
>collab never work guys! i swear!

this is stupid
>>
>>144437685
Just make it so they get progressively lower EXP from lower level enemies.
>>
>>144435328
you don't need to understand quats in order to use them. more specifically, use them to construct matrices which will be much more useful. that's what i did
>>
>making a timer
>if minutes = 0
>and
>if seconds = 0
>then end timer
>time reaches 0:59
>timer stops
hmmm...any ideas on what I'm doing wrong?
>>
>>144438926
>timer based on time
>>
>>144438926
Post code
>>
>>144438421
How's the game going
>>
>>144438926
==
>>
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>>144438620
Is it really surprising that a random anon wanted to post dogs? I guess it's a bit hard to comprehend that when you're in the mentality that AGDG is some exclusive namefag sanctuary, but the thread has 124 unique posters right now. Some of which probably don't even know the backstories and memes of every game here.

>>144438787
see pic related

>>144439242
it's going good
>>
>>144438926
maybe you did:
if (minutes == 0|| seconds == 0)

in that case it should be && not ||
>>
>>144439362
Post it or fuck off.
>>
>126 unique posters
>10 games max

k
>>
>>144439183
as opposed to what, frames?
>>144439319
this was sudocode, not an accurate thing
>>144439398
no I used an and call
>>
>>144439457
last time I posted my game, some sadboy made this: >>144434583
>>
>>144437083
Making a pastebin with your post, the last paragraph was a little confusing so I'm changing it to:

>i will email you with the contact info of your group members on July 1 and let you guys arrange the group chat. Late comers are welcome to participate in this jam but should set up their own collab in the thread.

That cool? Changed because originally you said you'd post the groups, and 1) I'm not sure what that would even look like, team A, team B, ...? 2) teams should decide to handle this themselves. Also changed it to post-July1, they set up collabs themselves, otherwise it'll just be a constant trickle of annoyance for you. Besides, a month is plenty of time to get shit together.
>>
>>144439559
Guess you should fuck off then.
>>
>>144439552
Why not do timers on just seconds?

It's really simple to code then and if you want to display it, turning it into minutes and seconds is really simple.
>>
>>144439559
Do you think that would have happened if you didn't shitpost on two different sites and avatarfag with dog pictures?
>>
>>144435952
>>144436049
Thanks, anons! You've made good points. When you've mentioned dogs, I've realized that the overall setting of the game should decide what I should go for. Like if it's a real life setting with animals and humans, then a mixture would be the best. However if I go with magic using monsters, then the second version might fit better (so it would be something like Painkiller). Which mean's I'll try to figure out my intentions first. Thanks for making me realize this!

I always test and dev with slow movement, then sped it up if needed. I know it's unusual for Wolfenstein clones, but I would like to allow mouse turning for a more fast paced action. This would also mean that players could use the A and D keys for side movement.
>>
>>144439590
thank you for doing so, its a big help.
that is cool. sorry if it was a little confusing but your version conveys the same point while being less convoluted than mine was. we ought to make sure that whoever makes the next thread is aware of this paste pin and will include that the jam starts on July 1st
>>
>>144439548
i'm posting from 116 different ips prove me wrong
>>
>>144439943
Nope. Demo Day is like a week after that. Nobody's gonna work on a shitty jam game when demo day is so close.
>>
>>144439548
I've been working on something and I haven't talked about it here. I've been working on it for months, and I won't post it until I get it how I want it.
>>
is there any reason I shouldn't just check every active object's bounding box against every other active object's bounding box every frame for physics-less collision
>>
>>144439685
it takes 120 seconds and displays it as mins and seconds, but I have a int for mins and seconds with a bit of logic like (if 120 >= seconds > 60 then set mins to 1) and ofc a "-1" for when it's below 60. it's literally one timer in the game, so I'm not worried about the flexibility of the code.
>>
>>144439943
Please don't make it until after July 4th. That's when Anthrocon ends.
>>
>>144440456
Kill yourself furfag
>>
>>144440406
that depends how many objects you have
>>
>>144440406
if it doesn't tank your FPS, go for it
>>
>>144440537
Sorry.
>>
>>144439943
Why would you have a jam so soon after the last one and right before demo day?
>>
>>144440456
God I hate you furfags so much
>anubisdev "lol I'll make a furry VN for waifu jam, I'm so hip and cool"
>"lol jk I'm making a patreon for this so I get free monye for other mentally ill furfags instead of making it for fun"
>"oh and I'm making it a gay VN too!"
Fuck furfags, gas them all.
>>
>>144440297
>>144440456
I see. is everyone alright with July 4th then? I will try to accommodate everyone but there is a possibility that not everyone will agree on the date.
>>
>>144440691
If you're not going to post your game you have no reason to be here. fuck off.

>>144440858
It's still too soon goddammit. It has to start AFTER demo day not before. Just make it in August.
>>
>>144440813
There's no need to be mad just because furfag games make money.
>>
>>144439943
>>144440297
This is a fair point. DD9 runs July 8-10.

How about July 14 for Space Collab begin? And how about just a 2 week jam? I don't think jams should be a month long, that's too much time that should be spent on main projects.

But a 2 week SPACEJAM with collaboration sounds pretty good. And it's not like we couldn't do more collab in the future after the process is ironed out.
>>
>>144440973
August is sorta late but if everyone agrees on August then i will make it then. what time span were you guys thinking? how many weeks?
>>
>>144441104
this seems sensible
any problems with July 14th guys? 2 weeks also seems good. if people continue to submit to me we should have a good sized group by then
>>
>>144440973
> the guy telling me to fuck off is also the guy who wants to arrange autistic collab jams because he's incapable of making his own game
>>
>>144441091
Right. But then they shouldn't post here.
If you make money you're not an amateur but a professional.
>>
>>144441339
Where is your game?
>I don't want to post it because you're going to call me out on my shitposting!!
Then leave
>no fuck you, let me shitpost!!
Yeah nah fuck off.
>>
>>144441402
Fuck off with that retarded bullshit.
>Only failures should ever be allowed to remain at agdg because I take words at their literal meaning

Naming AGDG "amateur" was arbitrary when /vg/ was opened up. It could've easily been called "Hobbyist". If you want to doom this general to be filled with people with no greater ambitions or talents than someone learning to make hello world over and over again in different engines, then you can have your retarded opinion, but shove it up your ass.
>>
>tfw your inventory code is 1000 lines of code already
>tfw you're not even half finished
>>
>>144441691
>an array of pointers and some static functions to act on them and display them takes 1000 lines of code

???
>>
Would using unreal 4 with flat textures and as few polys as possible be able to run on most machines if superfluous features were turned off??
>>
id rather write my own 3d engine than try unity
>>
>>144438926

>>144439183
>>144439215
>>144439319
>>144439398
>>144439685
welp, I soled it, it's to do with how my langugae handles floats vs. integers. Thanks for nay help
>>
>>144441402
u wot
any gamedev is allowed to post here as long as he's not a recap shiller
>>
>>144441770
the horrors of new line braces
>>
>>144441641
Exactly, it could have been called "hobbyist". People who do things for a hobby don't make money off of it and don't do what they do for money but for fun. My point stands.
>hurr if you do something for a hobby it means you're just to shit to make money off of it
Reatrded.
>>
>>144441992
I can't tell whether you're being intentionally idiotic or not, so I'm just going to ignore you and keep posting about my patreon bait that makes me money while you sit there and mope with your autism welfare. Faggot.
>>
>>144441304
>>144441104
Last two weeks of July is nice and simple, here's an OP:

http://pastebin.com/HxDaCfLH
>>
>>144441913

Get to work then faggot.
>>
>>144441819
Probably. From what I've seen, its not that the engine needs a big machine, but more that the games made in it do.
>>
>>144442125
>I can't counter so I'll call you a faggot
>>
>>144436393
>>144441770
var msg = "";


function addToString(string,second_string){
/*
this adds to a string, lol!
*/
var string1 = string;
var string2 = second_string;
var string3 = "";
/*

string3 = string1 + string2;

return string3;
}

/*
(short for 'that feel when', hehe)
*/
var arr = []
arr.push('tfw ');
arr.push('your ');
arr.push('inventory ');
arr.push('code ');
arr.push(100 * 10);
/*
lol I did that one just for fun XD
*/
arr.push('lines ');
arr.push('of ');
arr.push('code ');
arr.push('already');

for(var i = arr;i < arr.length; i++)
{

msg = addToString(msg,arr[i]);

}
>>
>>144442181
sounds like July 14th approx. is the likely candidate thanks for making the pastebin
>>
>have speed boost item on map
>player finds speed boost
>speed boost is deleted
>increase player's speed
>create an integer, set it equal to 600
>count down by 1 every frame
>when integer gets to zero, set speed back to normal

Does that sound good? There has got to be a million different ways to do this.
>>
>>144442557
>frame-dependent logic
no.
>>
>>144442512
are you a woman?
>>
>>144442557

use a timer
>>
>>144442125
don't worry about them my dude
it's like one guy who shits on everyone who has a game
>>
>>144442631
Too expensive. My game already takes 10 gigs of RAM.
>>
>>144442741
I have no reason to shit on you then
>>
>>144442617
the thirst kek
lunging at any possible female hoping to grab a hold of some pussy. baka
>>
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Hey, I'm a complete beginning to Gamemaker, I've watched a ton of tutorial videos but have had some issues with variables and the portion of code regarding touching the door with a key has been giving me a constant error. Any idea what I'm doing wrong?

On Create I had the variable for keys at 0, the key function works, if I grab a key it disappears and that variable becomes 1, but when I added this conjoined 'If' variable the game refuses to start.
>>
>>144443063
*beginner
Sorry, been up all night and it's showing apparently.
>>
>>144443063
keys == 1
One = is assignment
Two = is comparing
>>
>>144443063
I dont know much about gamemaker, but dont you use == for comparison, like most languages? What you are doing is setting keys to 1 in the if statement.
>>
>>144443063
keys == 1
Also you should be adding ; to the end of statements, which you're missing at times. What's the error?
>>
>>144442772
>My game already takes 10 gigs of RAM.
Tell me you're joking
>>
>>144443063
>>144443241
Oh never mind that, I think Game Maker doesn't care about that. (Still do that though, because it's good practice).

The actual problem is that you make the variable inside an if-statement. As soon as that if-statement ends, your variable is gone.

So you need to create the variable keys outside of the if statement.

This is called scope.
>>
>>144443063
best thing to do is post your error messages alongside the code
makes it easier to spot the problem
>>
>>144443063
var only works inside that the if place_meeting,remove the var
>>144443241
>>144443312
>>144443360
gamemaker treats = as == when comparing
>>
>>144442772
Did you make it in Unity by chance?
>>
>>144443063
Variables are case sensitive.
You are initializing a "Keys" variable in your create event, and initializing a "keys" variable in your step event. (The var in your step event is unnecessary, by the way.)
When you don't pick up the key, "keys" is never initialized because your game only knows "Keys", so "if keys == 1" throws you an error.

>>144443241
>>144443312
Game Maker automatically tells comparisons apart from assignments.
>>
>>144443063
When using 'var', it becomes a temporary variable. Remove the var and just say, keys = 1; and you should be good.
>>
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>>144443404
I am.
It's closer to 11 right now.

>>144443514
No, but I made my art assets in GIMP.
>>
>>144443063
Okay so since you've got multiple answers and you might be confused:

Instead of Keys = 0, do keys = 0
Instead of var keys = 1 you do keys = 1 (so you remove the var)
Because if you add the var you are creating a new variable called keys instead of referring to the already existing variable that you made in the create event.
>>
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rate my kickflips
>>
Will /agdg/ get >>144444444 ?
>>
>>144443693
Whatever you're doing doing to bump your RAM usage up so high, just stop. It's gonna be a bitch to fix later if you don't.
>>
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>>144430153
Finished up the merc's rough concept. Hope the final art turns out nice because I'm enjoying how it's come out so far.
>>
>>144443905
IT'S OVER

TONY HAWK IS FINISHED
>>
>>144444039
it already was if you saw their latest release lmao
>>
>>144443928
baka
>>
oh shit epic GET coming up
>>
>>144443905
wasn't this a caveman melee game
>>
>>144435028
Wait, its pure js?
>>
>>144443472
>>144443641
>>144443518
>>144443803
Thank you guys so much for the fast answers! I made sure keys was lowercase and that fixed the crash issue. When I collect the key and touch the door it's still not moving me to the next level, but that's not near as big of a deal as not being able to see the game at all. May just need to change place_meeting to y-2 if it's unaligned with the building.

Thanks for the help, and I'll make sure to also post the crash page itself next time.
>>
>>144444263
yes
>>
File: 1441838273158.jpg (70KB, 355x236px) Image search: [Google]
1441838273158.jpg
70KB, 355x236px
>>144443995
>not having a yottabyte of ram
>>
>>144444260
needed a cool way to get around besides running everywhere . and no its not a caveman melee game
>>
>>144443928
>>144444239
dubs except 000+ are disabled on /v/ and /vg/.
>>
If someone was going to make a new gameboy color game, what kind of game would you like it to be?
>>
>>144443928
no
>>
>>144443928
Probably not. There's got to be a crapton of people trying for it right now. No way we'll snag it in here. If we do, I dunno, I'll shave my Grynan bald.
>>
>>144444159
Well Tony Hawk is free to sell the license to someone that's not actiblizz now at least.
>>
>>144444437
Fashion crisis averted.
>>
File: 8.png (972KB, 1014x562px) Image search: [Google]
8.png
972KB, 1014x562px
Okay well I made no visible progress on this thing, but it basically had cancer before so I spent the past 2 hours bugfixing.

Never enginedev, kids.
>>
File: game design draft 1.jpg (102KB, 599x835px) Image search: [Google]
game design draft 1.jpg
102KB, 599x835px
Holy shit idea guying is hard. Now I have to cut cut cut cut down on scope, then decide features at a lower level. Then I'll finally have a real scope to work with instead of just blindly programming game features.

Does design drafting count as progress
>>
>>144444638
>Never enginedev, kids.
You're the only one here who didn't already realize this.
>>
>>144444638
minecraft + jesus + farm simulator
kkk
looks cool actually
>>
>>144444696
Yes, but it's hard to differentiate from ideaguying so I'd be careful when posting it
>>
New thread

>>144444849
>>144444849
>>144444849
>>
>>144444464
What's the point, though? The extreme sports fad is dead.
>>
>>144444897
>Twenty whole posts early
>>
>>144445372
It probably still has decent selling power from nostalgia. Even after thps5.
>>
File: upset.gif (494KB, 376x205px) Image search: [Google]
upset.gif
494KB, 376x205px
>>144445403
>>
https://youtu.be/rjlSiASsUIs
>>
Can anyone think of any reason this script wouldnt be triggering

void OnTriggerEnter(Collider other)
{
if (other == player)
{
nav.enabled = true;
inRange = true;
}

nav is the navmesh agent, player is the player's capsule collider.
>>
>>144443693
Are you running a stolen copy of idTech 5 and using M-M-MEGATEXTURES?
>>
>>144442605
Not him but gamemaker is completely frame-dependent. How do you even work around that? You can't even make a room without specifying the number of frames/steps per second it's going to run at. Do you just make your own engine at that point?
>>
Help... how do I cure my addiction for (You)s?!!!!
>>
>14444828x
kys
>>
Today I learned that drawing high heels on pixel art is masochism
>>
Stencyl.
>>
Theme song for the collab jam: https://www.youtube.com/watch?v=tGAwp5syXyE
>>
>>144446991
what's the error if there is one?
display states of nav agent and inrange onscreen and try to tell what's not turning on
I suspect you placed collider instead of a trigger
>>
I want to make an old-school text-only RPG adventure game. I only know some very basic programming and I think I could get started through javascript, but I'm wondering if there're any reliable frameworks or engines I could work off of as a base instead.
>>
>>144444016
FUCK YOU. I keep waiting for the image to sharpen.

looks neat, but right now its more armor concept then dude concept imho
>>
>>144452969
Posted the finished version over here >>144452796
It's also zoomed in to 200% of the normal resolution, sorry
>>
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1464100469926.jpg
51KB, 359x305px
>>144451158
Underated post
>>
>>144453590
*repost
Thread posts: 754
Thread images: 145


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