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/agdg/ - Amateur Game Dev General

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Thread replies: 795
Thread images: 144

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post progress

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

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

> Next Game Jam will be...
SPACE themed. Jam starts July 14th. You can start early.
If you want to collab read this http://pastebin.com/NEPv0pPC

>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/
>>
first for waifus
>>
>>144703349
Your waifu a shit.

Topjimmies on Twitch, can I get some of you to hop in to give me some trash game ideas? just doing a one off tonight.
>>
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meme's
>>
Unity is royalty free now, yes?
>>
reminder that COLLAB IS NOT OPTIONAL in jam
>>
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Remember: Stay hydrated.
A refreshing cold drink can wake you up and give you more effective dev-time. But go to sleep if you're mentally exhausted.
You learn more by sleeping because the brain solidifies the knowledge.
Keep your mind safe and have a critical mindset.
>>
revote for jam theme when

vote was rigged, my idea didn't win

give lewd /srg/jam a chance
>>
>>144703262
I never understand the rush to make a new thread so early. It's not like it improve thread quality. All you do is give yourself 15 minutes of fame.
>>
>>144703767
gives people the ability to post and not worry that nobody will see it.
>>
>>144703767
>give yourself 15 minutes of fame.
>fame
?
>>
>>144703767
OP wanted to remove the collab from the jam because he doesn't like it.
>>
>>144703767
>so early
>6 posts left in old thread when new one was made

Choose one.
>>
>>144703767

>fame

on an anonymous christian image board
>>
>>144703906
theres no reason for it, sometimes these threads go up to 800 posts and nobody bothers making a new one because we're either working on our projects, or having a good discussion. The only people who care for making a new thread at 750 posts are memers and shit-posters
>>
>>144703823

topjimmies has made no progress in the 10 minutes I've been watching his stream. /agdg/ is truly the progress killer.

also, arkanoid clone as game idea
>>
Reposting from previous thread

I've been working on a prototype in Unreal that at the moment just has some basic following AI that I can't seem to get to work. Is anyone here experienced in using Blueprint for that sort of stuff?
>>
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What do you all think of my game for the upcoming space jam?

Misposted last time, sorry.
>>
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>>144704028
>>
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>>144704194
ai is hard
>>
>>144703767
Op here, I don't like the rush either. Unfortunately we can't wait til we're on page 9 or anything like that because there is always someone who posts their minimalist OP, or they fill the OP with memes, or various other things to fuck up the OP. So I'd rather make it 5 posts early than deal with that.

>>144703897
It's still in the OP, it's below Waifu Jam and Demo Day 9.
>>
Which traits are absolutely necessary for an edgy edgelord character?
>>
What the fuck are playback engines in the Unity installer?

>google it
Nobody explains what they are and what they do.
>>
>>144704191
thx arkanoid it is, and yeah I've been waiting on game ideas to start working.
>>
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>Made shit all progress today
>Some UI layer work and engine structuring
>Tried to draw a slime character for game, turns out I need about 5 months more practice before I can do anything but roguelikes with ascii
Oh well.

Reminder to all that the aggydaggy website now has a feedback for where you can bitch about things you want changed or added on it -- it's on the home page.

Good night aggy daggy sleep tight don't let the nodevs bite.
>>
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>>144704407
>So I'd rather make it 5 posts early than deal with that.

You're a good spirited anon, I like that, however, making the OP early doesn't discourage memers. It only makes them make a new thread at around 650 post.

We had a problem with an anime OP who was making each new thread 100-250 posts early. Sometimes even 400.
>>
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Jesus christ, why are the unity forums so fucking terrible? It's like the blind leading the blind over there.

>How do I break out of an infinite loop in the edtior?
>Don't make an infinite loop in the first place, you silly retard :^) (top rated answer, thread closed)
>>
>>144704427
There are several kinds of edgelord.

Do you want edgy-religious (God hates fags), edgy atheist (in this moment I am euphoric), or some other kind of edgy?
>>
>>144704617
Making a thread 5 posts early is harmless on /vg/ because the mods don't care that much. But threads that are made 100+ posts early will be deleted if people would actually report them instead of posting in them.
>>
>>144704757
Maybe you literally can't break out of an infinite loop in the editor.
>>
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Is Unity royalty free now? Also, there used to be some debate about whether Unity or Unreal produced better graphics, back in Unity 4 and Unreal 3. Is that still a thing?
>>
>>144704757
>Don't make an infinite loop in the first place, you silly retard :^) (top rated answer, thread closed)
How is that different from agdg? Last time someone complained about infinite loops breaking the editor and agdg gave the same exact reply.
>>
>>144704427
Without fail, edginess must stem from verbosity.
>>
>>144704427
wears black
wears a trench coat
wears a mask
wears a hood
talks in a deep voice
says typical "le I'm dark" phrases
has various dark smokey effects
throws his guns on the ground instead of reloading them, then pulling out new guns
says "die die die die" whenever he uses his ultimate.
>>
>>144704934
Well then whoever told them that is retarded
>>
>>144704876
unity doesn't have royalties, but you have to buy a license if your game makes a certain amount of money

unreal produces objectively better-looking visuals
>>
>>144705038

Really? Even with both using physically based shaders now?
>>
>>144704996
>wears black
>wears a trench coat
>wears a mask
>wears a hood
>talks in a deep voice
>says typical "le I'm dark" phrases
>has various dark smokey effects
>throws his guns on the ground instead of reloading them, then pulling out new guns
All of these are true of 1930s pulp action heroes like The Shadow and The Spider, and they're awesome.

So what gives?
>>
>>144705297
That doesn't make them not edgy edgelords. You're allowed to like edgy edgelords.
>>
>>144705297

Sometime after the golden age of pulp, America was neutered.
>>
>>144705038
>unreal produces objectively better-looking visuals
Unity objectively runs on everything.
Having better graphics is meaningless if only the top computers with the top users can play your game.
>>
>>144705471
That's fair. They also kind of make up for it by dedicating themselves entirely to helping people.
>>
>>144705554
You're mixing up players with developers.
You need a powerful computer to run Unreal Engine 4 itself. You don't necessarily need a powerful computer to run games made with UE4. That's up to how much detail the dev puts into things, just like on any other engine.
>>
>>144705779
>>144705669
>>144705554


Does Unity still use that fucking made with Unity splash screen?
>>
>>144705779
I'd still like to point out the fact that literally ALL agdg unreal games run like ass.
Meanwhile the Unity agdg games run perfectly, even if they're all shit.

People are always trying to sell the better graphics argument but we still have to see a good unreal game with good graphics AND good performances.
>>
>>144705947
Of course. You have you pay $125 per month to remove that splash screen now :^)
>>
So, what's the hot 'in' game type at the moment? Last year, everyone was playing Metroidvanis.
>>
>>144705947
>>144706335
Stop tryharding. Gamemaker has been making the same exact shit for years. I don't know for their latest version though.
>>
>>144706335

What do they mean, "Unity ads"?
>>
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>hand painted texturing like a god

https://www.artstation.com/artwork/3abgm
>>
>>144706620
mobile freemium-type shit
>>
Hey /agdg/. Here's something I made while thinking about you:
https://clyp.it/0lixue20
>>
>>144706335
Paying $35 still doesn't remove the splash screen?
>>
>>144706620

You can integrate ads into your game. Unity itself doesn't advertise in your game (outside the splash screen).

It's not worth it, though. Unity has such a bad reputation that no 3D developer should touch it. Look at AGDG's UE4 games compared to their Unity games.
>>
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before/after

criticism and comments please
>>
>>144704590
I love beginnings of art. Hey, what about stylized hand-drawn ASCII? Maybe as an experiment sometime. Slithery "t"s and stuff. I like thinking about the collab-via-website problem but I can't come up with anything good yet. I will submit random thoughts about it if I have any.
>>
>>144706783
Correct. At $35 you will still have a splash screen.
>>
>>144706803

Looks significantly better. I would add some detail to that gun, though.
>>
>>144706792
>Look at AGDG's UE4 games compared to their Unity games.

Links?
>>
>>144706994
He's memeing you.
>>
>>144706994

Just lurk the threads or check the recaps. It's easiest to see the difference in motion.
>>
>>144706738
>static lighting
Still impressive tho.

>>144706803
Too many colours. Too few pixels.
>>
>>144706994
www.homph.com/steam

Risk of Rain: Game Maker
Cash_Out: Game Maker
Cavern Kings: Game Maker
Spaceman Sparkles: Game Maker
Uncanny Valley: Game Maker
Pixel Star: Game Maker

Catmouth Island: Unity
Megabyte Punch: Unity
Xenoraptor: Unity

Vagante: C++
Lethal League: C++

Painter's Guild: Flash
Restricted RPS: Flash

Aviary Attorney: Construct 2
Dreaming Sarah: Construct 2

Vampire of the Sands: Java

Aerannis: LÖVE
>>
>>144706756
Pretty okay, some iffy parts like 1:06, but seems like it was probably a quick little ditty and for that it's decent. I don't regret listening! You did call it "masturbation" so maybe you don't need my sloppy critique but it's a little meandery, trying to get to too many places in too short a time.
>>
>>144707230
Wasn't RoR made in Unity ?
I guess I'm wrong tough since I don't remember the Unity screen coming when the game is started.
>>
>>144707553
Nah. His new game Deadbolt was in Game Maker too. Hopoo loves that shit (or at least can't be assed to move to something else).
>>
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>>144707553
>>144707648
>>
>>144707347
In a way it was like a prayer. The Zurna was the extended arm reaching out of my solar plexus into the third eye.
>>
>>144707776
lol
>>
>>144707347
>>144707836
also thanks for listening
>>
>>144707230

What about games that aren't on Steam?
>>
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> Exams
> Not passing them all but glad summer is coming
> Oh boy, I'm gonna spend my entire summer coding and learning 3d modeling
> Can't fucking wait
> Final exams. Today and tomorrow
> Turn on computer
> Black screen
> Spent the entire night trying to fix it
> Exam is in an hour

I'm fucked for my exam and I don't have my computer anymore and don't even know what the fucking problem is.

Kill me please.
>>
>>144708064
Well, they don't really matter.

I'm going to make a itch.io list soon
>>
>>144707230
>no skyrogue
>>
>>144708187
Didn't conclusively find what it was made with.
>>
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>>144704397

Basically I'm trying to get my second AI to follow the first instead of the player, but because I'm using the same blueprint (playablecharacter) for both of the AIs, both of them are using the first AI (which works). Any idea how to get this working? This is what I have in one of my gamerule blueprints, will post the AI blueprint in reply.

In this, I'm spawning in two playable characters behind the already controlled character, setting the already controlled character to be the first in my vector of actors, and then possessing the two that were spawned in with the AI of DummycharacterA (which has the default AI) and DummycharacterB, which has the AI that's not possessing properly.
>>
>>144708187
Oh, hmm, nevermind. It was made with Unity ( http://www.indiedb.com/games/skyrogue )
>>
>>144707230

So all of AGDG's games that used Unity were basically 2d anyway. Why am I not surprised?
>>
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>>144704397
>>144708343
And here's the AI blueprint. This was the best way I could figure to find the playable character actor with the AI of DummycharacterA, but the event fails on every call.
>>
>>144708525
>catmouth island is 2D
>>
>>144708525
because 3d games require like 5 man-years just for art alone
>>
>>144707230
>Painter's Guild
Why do we count this as an AGDG game? They posted like twice.
>>
>>144708754
>They posted like twice.
Nah.
>>
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HARD WORK AND GUTS
>>
>>144708343
are you calling Run Behavior Tree anywhere?
that should be in OnPossess
>>
>>144709108
AND NO AA
AND JAGGIES
>>
>>144709108
can you stop jerking off to this model?
>>
>>144709108
>GUTS
what size?
>>
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Posting this again for more results.
Multiple choice.
3D Music is a joke.
http://www.strawpoll.me/10414251
http://www.strawpoll.me/10414251
http://www.strawpoll.me/10414251
>>
>>144709151
I've only been using unreal for like two weeks, was unaware of Behavior Trees. I was constructing all of this inside a Gamerule and a AIController blueprint.

I'll look into it, thanks anon.
>>
>>144709485
>3D Music is a joke.
>implying 2D music isn't a joke
If anything 3D music is the one that makes sense.
>>
>>144706803
Right is way better. I still think the color palette and the shading doesn't make sense.
>>
>>144642670
Game Name: Project Wingman
Dev Name: RB-D2
Tools Used: UE4 Blender
Website: rb-d2.tumblr.com @RB_Dev2
Progress:
+ New AI optimization and AI LOD
+ Database is ready to use
+ World Origin rebasing refactor as it wasn't actually working last time
+ AI LOD Interpolation for smooth movement
>>
>>144709485

Is this 3D music? https://www.youtube.com/watch?v=y7FhBiF5_ls
>>
>>144709367
HUGE

>>144709854
How would you change it? I'm looking to improve.
>>
>>144709646
I see. I can only give general advice I guess (not too experienced myself). Like, make sure you have a navmesh. Try to remove all the logic and get them both to follow the player character, then make small tweaks until you get it where you want it. Put print nodes in at each step to check what values are, use breakpoints/debugger.
>>
We've reached 27 games in the recap.

If we break 30 there will be a special surprise.
>>
>>144710445
what is it?
>>
>>144710602
CP
>>
>>144709646
Yeah, the first AI that I didn't show works, so stuff like navmeshes and the likes and I've been using prints for debugging. Thanks for the advice again.
>>
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Spriting waifus is really difficult.

I can't even think of costume ideas now because getting to this point took like two hours.
>>
Any good tutorial on getting a gf?
>>
>>144711202
walk cycle now!!!
>>
>>144711202
Faun legs and some fur.
>>
>>144711405
Dude what, I'm not doing a walk cycle until she actually has a design aside from "nude". Without a costume/design past this, animating a walk cycle would be tedious. Once I get my ideas ironed out right with her, and her main sprite is at a point where I like looking at it, THEN I'll do a walk cycle.
>>
>>144711396
step 1 take hormone replacement therapy
step 2 hang out with your local university socialist club
step 3 ???
step 4 acquire qt 'lesbian' gf
>>
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trees n' shit
>>
>>144712407

Keep making my dream game anon.
I'm too much of a bitch do to it myself.
>>
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>>144710074
messed up a lot the palette, but this is what I would do with the shadows, mainly trying to give him volume, if the light is coming from his left, make his right side darker, and make his arms and helmet cast shadows on his chest
>>
>>144707230
Literally no reason not to use GM and Unity
>>
>>144713456
Wow, thanks a lot!
>>
>>144711202
do you have any other art?
>>
>>144711202
Well that would work perfectly for a lewd game.
>>
>>144712836
I'll try not to let you down
>>
>>144693005
Nigga, I love your effort, but could you give us the actual resolution of your preview pic windows for next time?
Everything looks squashed and blurry.
>>
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>hopoo has already made another game in his final year of college for mechanical engineering
>another EZ $200k in his pocket
>>
HAHA i dont know what im doin with this anymore https://clyp.it/sh03im0y
>>
holy shit blender is the worst thing ever made

just throw out literally everything you know about 3d modeling software because well shit, they just gotta be different on every single feature in existance for god knows why
>>
>>144714823
>he learnt the tool instead of the underlying principles
>>
>>144714932
I'm not an artist, I just use maya and houdini at work sometimes to test stuff

the controls are completely fucked up in blender
>>
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>>144714823
>>
>>144715168
Remap them then, huchuncho
>>
>>144704757
open up mono develop or whatever IDE you're using.
put a break point where your loop is happening.
in the watch or immediate window change the value causing the loop to happen.

wow so hard
>>
>>144707230
wait what the fuck vampire of the sands is java?
>>
>>144705947
>needs an engine to make a game
>is so entitled that he gets mad that all the engine asks is for a splash screen
>>
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>>144713967
Not on this computer, unfortunately.
>>144714073
Well that wasn't really my intention, but you're also not wrong.

Now after a little more working and slapping on some colors, I'm positive I've made her look like a specific anime/JP game lady. I honestly cannot figure out who, but the colors and design feel very familiar for some reason.
>>
>>144716339
no blog, tumblr, deviantart, anything? your sprites are killer
>>
>>144716498
I appreciate that, anon, but yeah, no blog or website right now. I've been thinking of setting up a tumblr, though, since that seems like an easy way to post stuff I'm working on.
>>
>>144716339
Probably because all animu looks the same
>>
>>144716749
do it.
>>
>>144716339
Yeah I can see it, but can't recall exactly who she reminds me of.
It probably helps your work has some really professional looking quality. If someone told me it was ripped from some japanese gba or ds game i would totally believe it.

>>144716749
Not the anon that asked for it, but if you set up a tumblr or something like that please share link. I would love to follow your progress
>>
What's a good sprite size for a metroidvania character?
>>
>>144717468
16x32.
>>
>>144717468
It really depends on how big are you willing to make your assets to be honest.
Just keep the character:background proportion used on the original game.
>>
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GOOOGEEEM
>>
>fixing some bugs on my game
>notice one of the characters walks funny
>wait, he is fucking moonwalking
>how didn't I notice before? How didn't anyone notice either?
>fix code, he was using the wrong sprite
>error: sprite doesn't exist
>check assets
>sprite isn't there
Did I accidentally delete it? Because I remember making it.
>>
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I've do my best to represent my problem which I'm trying to solve for more than a day (it got me so hooked that I barely slept 3 hours in the last 24 hours).

I have everything in a 2D space. My hero have a 60 degrees view of this space. What he sees in this 2D space gets projected onto a screen which is represented by the purple line. It's like a window. It's the game field after all. So when he sees a wall in the original coordinate space with the help of raycasting I can calculate where that box should be on the screen and in what size.

However when it comes to represent a sprite, I'm stuck. I've read many guides on the subject, but they are either very brief or the technique it uses is very specific to that engine. I'm sure there's some "easy" math behind this and I'm just missing one tiny detail but I can not figure out what it could be.
>>
>>144716339
Reminds me of Popful Mail

Also I remember a weird 80s anime with lesbian main characters, but I can't find it and it probably wouldn't even look anything like her once I see it.
>>
>>144718513
>Also I remember a weird 80s anime with lesbian main characters
Dirty pair, I thought about them too, but yeah, doesn't look at all like her besides the red fluffy hair. Dirty Pair girl has tanned skin, a 2 pieces costume and doesn't have elf ears.
>>
>>144718513
>Popful Mail
Ah, y'know what? That might be what I'm thinking of. Probably the wild red/pink hair and the elf ears.
>>
>>144718491
Sleep you fool. Math is a lot harder when you're exhausted.

How are you raycasting the box? Just the four vertices? A naive solution would be to raycast the sprite pixel-by-pixel. Otherwise if you raycast the sprite's bounding box most engines should be able to map it's texture coordinates appropriately.
>>
hi /ADGD/ newbie here, thoughts on the movement/gamefeel?


>>144708343
>but because I'm using the same blueprint (playablecharacter) for both of the AIs

I haven't done AI in Unreal before but why? I would try to use pawns and AI controller blueprints, I mean there's a reason they exist right?
>>
>>144721017
>furshit
get the fuck out, faggot
>>
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>>144716783
Stop.
>>
>>144721017
it's kinda hard to tell just from watching a video

super mario world perfected platformer physics, so compare it with that (so if yours is more floaty, up the gravity, otherwise lower it, etc)
>>
>>144721017
My game's an RPG, and long story short, only one character will be controllable at a time and you can hit a button to switch between the active character. The two inactive characters will be set to follow.

Again, I'm still learning Unreal so take my work as that of a total amateur.
>>
>>144721351
I agree with this. When making a platformer always set the first platformer that comes to people mind, like SMW, Megaman or Ninja Gaiden as your goal. If the physics and platforming in your game feels like they do on those games you did it right.
>>
>>144721768
>NInja Gaiden
>good physics and paltforming

Stop that.
>>
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>>144721351
>>144721768
Thx guys. I want to make something like Ninja Gaiden but easier. Also is this too much air control?

>>144721590
I'm pretty new to Unreal too, but i think its maybe a good idea to research what the 'proper' workflow for blueprint AI is.

>>144721087
It's not though.
>>
>>144715710
>More than one object is causing the error
>Have to reset 400+ objects by hand just to recover unity
wow so easy
>>
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It took a while to figure out how to import these public domain houses I found. They're great except there's 1 problem with the circular windows where the normals seem to be backwards. I tried inverting them but that didn't solve the problem, so I dunno.

It's coming along though. I think I'm gonna try to implement interacting with houses (ie shops and stuff) next because all this art-type stuff is rough for me compared to programming.
>>
>>144721875
Too hard for you, kid?
>>
>>144707230
Hearthstone was made in unity
>>
My game involves controlling different types of enemies. Is it a bad idea if they all have different options for in-air movement?

For example, characters may have
>Standard double jump
>Yoshi style flutter jump
>helicopter style hold-to-fly style movement

Is this too confusing for a player? Should I simplify?
>>
>>144723087
No, that sounds rad.
>>
>>144723087
>simplify

Never. Make the game you want and make it complex as fuck.
>>
>>144722358
Maybe a little bit, but that's only my opinion, just remember the more air control you have on your jumps, the more easy the platforming becomes and the less you have to plan your jumps.
>and you can hit a button to switch between the active characte
Will each character have different skills that you will need to get past certain obstacles/enemies? I love that mechanic.

>>144722503
Looks beautiful so far specially the pigs.
What was this game going to be?
>>
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co-op bullying is now in!!
>>
>>144723372
i like your animations
>>
>>144723372
neither moved at the same time
I am suspicious
>>
>>144723601
Is that you, Goro?
>>
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I have the day off work, so its an all day dev session (i hope).

I just finished an asteroid model and shards. Now in Unity the asteroid will break up on being shot.

Now I'm an going to start the player model and allow the asteroid to hit multiple hits before breaking up.

https://www.youtube.com/watch?v=GMKNXJqyknA
>>
>>144723276
>Will each character have different skills that you will need to get past certain obstacles/enemies? I love that mechanic.

What are some good games that do this? All I can think of is Trine
>>
>>144721017
Movement looks OK, a bit too floaty. Also, the character sticks to the ceiling at 0:06.

>>144722358
>Air control
Seems good enough.
>>
What would work better for a 2D platformer in Unity;
Rigidbody2D.addforce
OR
transform.velocity?

I may have gotten those wrong because right now I'm on my phone, but I'm sure you'll know what I mean.
>>
>>144723736
Looks cool. Pick up the ball that Starfox Zero dropped hard.
>>
>>144724061
>2D platformer

Don't use physics and program your own movement system.
>>
What's a good icon for "Wave" (as in, level) in a game? A space shooter specifically.

>Star
>Flag
Any ideas?
>>
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>>144723276
it's a might and magic 6 clone, for now

once I get a basic demo made I'll decide where I want to take it after that
>>
>>144723912
The Lost Vikings and Kyatto Ninded Teyandee come to my mind right now.
Castlevania 3 kinda did that, but switching characters is not required as you can finish the levels with anyone. Their habilietes can make some parts of the game easier or allow you to get extra items though.
>>
>>144724168
Planet or sector
>>
>>144724073
It would be great to get it like Starfox 64, the controls need improving so its now as jerky.
>>
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torches! and text
>>
>>144724289
Damn, that's great. I loved Might and Magic 6.
>>
>>144722890
Hearthstone is not AGDG
>>
>>144724483
Thing is, the player moves to a new sector at the end of a wave (and doesn't go anywhere near planets).
I'm mainly looking for something generic. I guess I'll co with a little star icon.
>>
>>144724289
Will you be adding a demo to Demo Day 9?
>>
>>144724646
Now that night looks comfy as fuck (I'm the anon who complained about the dominant color of your night time).
>>
>>144724751
I was about to suggest planes like it was done in Gyruss until you posted that.
Maybe it could be enemy bases/spacial stations?
>>
>>144724817
awesome, thanks!
>>
>>144724167
I can probably do that but I'm a very new beginner to Unity, as I've only been using it for 2 and a half weeks.
I was just asking because right now I'm using transform.velocity and the movement is a bit floaty, I was wondering if addforce would make any difference.
>>
>>144724646
First time i've seen your game. Great style you have going.
>>
>>144724801
It's possible but it's hard to say right now. I could maybe just release what I have and make it like a sandbox mode with a bunch of enemies scattered around so you can kill things, level up, learn spells, find items, and a few simple "kill these 5 guys" quests. It'd be good to learn how to deploy and distribute at some point anyway.

My timeline right now is to finish the base demo somewhere around September. I have like half the core mechanics implemented but I haven't done anything with dungeons like doors, secret passages, buttons, etc so there's still a lot to do. I also only have 2 weapons and need like ~5 items for all 14 equippable slots. Lots to do...
>>
>>144724951
thanks!
>>
>>144724646
the torches remind me of okami
>>
>>144723736
Just don't make the SF0 mistake. It was a good game, but having a 3rd person reticle that was nearly impossible to use killed it
>>
>>144704757
That place is truly retard infested
>ask a question
>okay, so that is what it need, i tried THIS BLAH BLAH to solve it and it does not work
>the first reply
>HAVE YOU TRIED BLAH BLAH?
holy shit you fucking retard i just told you that is exactly what i don¨t need
>>
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;_;
>>
>Started a notesheet for some enemy and game ideas
>Got to be a careless ideaguy for about 25 minutes

It was sweet, and I came up with some rad (in my opinion) boss/enemy ideas
>>
>>144724646
Hell yes, loving the artstyle
>>
>>144725115
>and make it like a sandbox mode with a bunch of enemies scattered around so you can kill things, level up, learn spells, find items,
That sounds awesome. My dream game is a sandbox like RPG where you can do whatever you want anmd the only limitation you can find will be other player's actions.
Go into a caslte with your party, kill everyone and become the new king until another player comes and fucks you up. No quests, no story, pure player interaction.
>>
>>144725503
There's a game like that by the name of Mortal Online
It's not 100% player driven as there's NPCs
And it's an acquired taste, it's not something you can jump right into
>>
>wake up
>11am
>Hear some odd noise that sounds like someone is forcing something open with a crowbar
>panic
>get dressed
>pick up phone and input 911
>walk over to the stairs
>hear vacuum
>it's just the maid
>yesterday was a day off for wagecucks so she's cleaning today
How do you calm yourselves down so you can gamedev?
>>
>>144725503
So like Ultima Online? I'm so pissed off that no one has made MMORPG that is as good as UO.
>>
>>144726170

I heard drinking bleach really calms your nerves.
>>
>>144726170
you have a maid
>>
>>144726170
>hearing a potential home invader
>not having a home defense handgun/shotgun/rifle
>getting shot in the face by home invader because you have nothing to defend yourself with
To answer your question, hot showers and sleep always calm me down
>>
I've been thinking about status effect system for my game. I'm using GM:S and I've been thinking of adding separate object that controls the status effects. This is how it would work:

>if object gets status effect, an object is made (if the object already exists, the status effect will be just added to the status effect object's array)
>status effect object is tied to object's ID so there can be multiple of these objects
>has arrays which can contain max 4 status effects at once
>timers would control the effects
>once enemy/player object gets destroyed, the status effect object is destroyed too

Do you think it would work? It would be lots less work than adding all the timers and shit to the enemy/player codes.
>>
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>>144726170
Is the maid cute?

>>144726175
Yeah. Maybe someday I'll try making a prototype of a very simplified form of that idea. It will probably be my most ambicious project.
>>144725812
I'll check Mortal Online, seems interesting.
>>
>>144726463
I'd go to jail for using a gun against the invader though. And i'd have to join a gun club and shit. It's a lot of hassle. Probably worth it since I'd save my own life. There has been more break-ins in the area these last couple of years.
>>144726419
Yes.
>>144726376
This is mean anon.
>>144726715
She's like 35. Not 'cute' really. More like typical 35 year old woman. I don't mind her looks though.
>>
>>144726705
I dunno GameMaker but that is roughly how you'd do it. Store a status effect object in a list/array on the player, and store a reference to the player in the status effect object. Typically you would just have 1 timer (the main game update/tick function) and decrease the remaining time for all status effects by the update delta.
>>
>>144726932
>I'd go to jail for using a gun against the invader though
What country?
>>
>>144727094
Sweden. It's not really that it's illegal there's just a rather large bias against shooting invaders. So pretty much unless I'm directly attacked I can't defend myself. It'd be illegal to shoot someone running away with my laptop and backup drives, probably.

And even so if they die that's very likely jail-time because it's not considered proportional violence.
>>
>>144726170
Music
>>
>>144727495
>very likely jail-time because it's not considered proportional violence
Same in my country, is really shitty. If a guy is trying to stab you and you get a bigger knife to scare him or defend yourself you become the agressor to the law because you had the advantage.
>>
>>144727495

That sounds pretty retarded. Do you not have access to tasers?
>>
>>144728195
Not sure. But I doubt it. You need a license for proper pepper-spray. There's 'rape-spray' which is like paint. So there's no wonder we're having issues.
>>
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nodev so far.
What language would be the most helpful to learn if I want to make some cool games?
I want to put my life into this stuff, making a variety of games, and even have some ideas, but I don't even know what language would be the most beneficial to learn towards making a game engine for my first game.
>>
>>144728415
game maker
>>
>>144728415
>making a game engine
C++
But if you have no programming experience you won't be able to do that for quite some time.
So just learn any imperative language, they're mostly the same. After you've got programming concepts down, learning a new language is easy as pie.
>>
>>144728486
Can you really do as much with that that if you were building your own game from scratch?
>>
>>144728736
no, but you can do a whole lot more than someone who doesn't know how to program
>>
>>144728415
Start reading about the basics of coding if you don't have knowledge on that, then go Game Maker, try avoiding the drag and dfop part the most you can and get used to GML, you'll learn how coding logic works with that and you will be making game while you learn and then it would be easier for you to understando other languages you might get interested into.
>>
>>144723559

thanks man

>>144723601

I have no friends so I was controlling both myself :<
>>
>>144728717
Thanks for the help.
Guess I'm gonna go back to ruby for now until I feel like I'm ready for C++
>>144728887
I get where you're coming from, but we all gotta start somewhere. I got a shitton of time.
>>144728924
That's a good idea too.
>>
Making a multiplayer web game and trying to optimize. What should I do:

A) Send all information about an object to players who can see it every tick regardless of whether or not it changed
B) Track every property of every object and send only changed properties to players who can see it

B seems like the obvious choice but I wonder if it's worth all the extra object creation server-side? Option A seems tempting but if I ever have objects with lots of heavy properties it might come back to haunt me.
>>
>>144723690
I doubt goro has the mental capacity to use 2 controllers independently of each other

I can't even tap my head and rub my belly
>>
>>144729146
now that I think about it if the client ever desynced for some reason option B wouldn't sync the client up if the object(s) didn't change after that, maybe option A is the right way to go
>>
>>144723372

Are you using dudley from street fighter as inspiration for the punches?
>>
>>144729634

Honestly, I'm fairly ignorant about beat 'em ups and fighting games in general, I've always just wanted to make one.

For reference I've been using poses from actual boxers and martial artists and exaggerating them.

I've also been looking at a bunch of slow-motion shots of fighting games, mostly Skullgirls, but I'll definitely check out Dudley too, thanks!
>>
>balding
>shave head
>all my characters have to have hair cos everyone hates baldies
>pain to look at them

this is why my characters are mostly girls or nonhuman desu.
>>
>>144729167
Fuck, watching goro trying to do that would be fucking hilarious.

>>144729146
In my opinion that depends a lot of what kind of what kind of game you are making, do you really need to send all those properties to everyone all the time? I wouldn't try sending more than what the other players need to see.
Let's say you are making a smash clone, you send the player's x, y, no need to send animation all the time, just do it when it changes.
And to avoid this >>144729394 you can have a timer that resyncs everything after 5 or 10 seconds, and again, only the things that really need to be synced. A lot of stuff can be done client-side.
>>
>>144729887

No problem, I always considered dudders to have really juicy punch animations. I recommend Street Fighter 3: 3rd Strike in particular over the newer games.

You're doing great, game already looks fun and you havent even shown a level or anything.
>>
>>144729929
>everyone hates baldies
sure let's ignore all bald mcs from AAA games
>>
>>144729929
As soon as I start balding I will get a wig. And I'll get the most fabulous, golden, norse god looking wig I can afford, just to feel that balding wasn't so bad because I used it to improve my looks.
>>
>>144730087

Only one coming to mind for me is agent 47.
>>
>>144730226
god of war
bully
>>
>>144730207

Don't be that guy anon, it will just look really insecure

Gene therapy isn't too far away now, so you might get lucky.

desu balding is the best thing that ever happened to my appearance because I used to look like an absolute faggot with shitty hair
>>
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In Blender, how do I copy the world position of a bone onto the same bone on a later keyframe? Or even better, how the fuck do i make a bone NOT following its parent?

Swear to god there HAS to be a way but I can't for the life of me find it.
>>
>>144730263
we need more games featuring bald women
>>
>>144730541
This will answer all your questions.
https://www.youtube.com/watch?v=DiIoWrOlIRw&list=PLFt_AvWsXl0fEx02iXR8uhDsVGhmM9Pse
Especially the last part of the 4th video.
>>
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>>144730852
Already watched that series like a year ago, does not help the problem, pic related not exactly new to blender.
>>
>>144730826
Yes. I didn't mean you can't learn C++ for quite some time, I meant you won't be able to make a game engine for quite some time as it is an advanced topic.
C++ can still be daunting as a first language since it has a lot of features, you need to manage memory yourself and it's quite verbose. But there's no reason you couldn't learn it as your first language.
>>
>>144730935
this is way too fucking spooky for this thread
>>
>>144718198
just because ive stated i make eroge, stop assuming every eroge is mine.
that doesn't even look like my art.
>>
>>144731329
Post it already.
>>
Hold on, the free version of gamemaker doesn't have room limitations anymore, only the non-customisable splash screen?

I was thinking of trying a 2D game for a change but the fact that Unity doesn't have a proper map editor like gamemaker or rpgmaker is pushing me off.
>>
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>>144731317
It will just become spookier in here until someone can help me!
>>
>>144731356
no
>>
>>144730935
But isn't the part where he makes the bone for the hat what you're looking for? That way you can keep a bone joined or separated at will.
>>
>>144731418
Why not
>>
>>144731329
>giraffe neck

looks like your art to me
>>
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>>144731403
nvm.

And thanks for not being fucking useful as usual.
>>
>>144731445
It is not as the hat bone is merely a faux child of the "head", for this to export properly I need only one root, in his example the hat would be a separate root bone pretending to be a child of the head bone.
>>
>>144731727
Oh I see. Well I can't help you then, I'm kind of a beginner. I hope you'll find the solution from someone more expert than me.
>>
progress

my webm has sound so I uploaded it on /wsg/ instead

http://i.4cdn.org/wsg/1464902304380.webm
>>
>>144732147

this is hot but what am i watching
>>
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Is this readable?

Also, which one is better?
>>
>>144731649
>And thanks for not being fucking useful as usual.
5 fucking minutes. And I was about to give you a link for a full GMS.
>>
>>144732405
My first guess would be that it's a human in a futuristic armor that also covers his head. I like the right one better.
>>
>>144732405
Either a guy on futuristic armor or a robot.
I like left one's helmet and arms, but the chest on the right one.
>>
>>144732662
Can you figure out the arms? Anything you don't like about it?

I tried to augment the contrast on the left because someone said on a pixel art forum the sprite wasn't readable. I may have to redo the design.

>>144732780
thanks for the feedback
>>
>>144732813
Can't see anything special about it.
I'm no pixel artist, but it just seems like a regular pixelated armored duder to me. Maybe a robot since we don't see it's skin.
Maybe I just can't see the finer things.
>>
>>144732813
With a small size like that and that pose I kinda get why some people wouldn't find it readable, but I think in motion it would look better too, because you will actually see him moving his arms and using the gun.
>>
>>144733063
>>144733272

Thank you very much for helping, anons. I'll keep this design for now, anyway I'll get better with experience. I'll change the sprite according to what one of you said he liked.
>>
>>144732813
I think his left arm looks a little hard to make out, but as the other anon said, it will probably be better in motion.
>>
>>144703262
>SPACE themed. Jam starts July 14th. You can start early.
So how broad is the theme? Does it mean only spaceship-related stuff? Or is general sci-fi accepted? I mean, technically a game set on Mars is not space-related right?
>>
>>144733726
On both versions?
>>
>>144722503
There isn't enough blur, increase the blur.
>>
>>144734032
You can make a game about maximising the space in your apartment with clever furniture placement if you want

>technically a game set on Mars is not space-related right?
I imagine that'll be fine, does the fact it is set on Mars actually makes a difference for the gameplay?
>>
>>144734032
You choose
>>
>>144734032
SPACE
: a limited extent in one, two, or three dimensions :
: a period of time; also : its duration
: the region beyond the earth's atmosphere or beyond the solar system
: a blank area separating words or lines
: a set of mathematical elements and especially of abstractions of all the points on a line, in a plane, or in physical space;
: broadcast time available especially to advertisers
>>
http://i.4cdn.org/wsg/1464902304380.webm
How do I make this into a game?
>>
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Guys. I'm building this thing. Suggestions?
>>
>>144734262
>broadcast time available especially to advertisers

Television worker simulator
- You have a couple of tapes with different advertisements, each one has specific duration
- You have to choose and air the ads that will fill the exact amount of time shown on a screen.
- You loose score if your choice of ads is too short, too long or if you repeat the same ads to many times.
- All the adds will be real ads, so you'll be making profit.
>>
>>144734443
Too late. Haven't you seen the amount of otome games on itch.io already?
>>
>>144734443
Do they really believe that they are girls acting that way?
>>
>>144735049
You know nothing about IRL fujoshi do you.
They marry men then fantasizing their husbands having sex with their male friends.
They discuss the gay relationships between forks and spoons, or between a road and the cars that run on it. I'm not even kidding.
>>
>>144735049
I've seen lesbian porn that's weirder.
And judging by how incredibly common erotica is it'd be very odd for the scenario depicted not to happen regularly.
>>
>>144735174

My girlfriend always talks about me sucking cocks when she is drunk. Is this my future?
>>
This isn't a productive discussion

Post progress
>>
>>144735253
>3DPD
I'm sorry.
>>
>>144735301
Can't art

No progress
>>
>>144734443
>5 minutes "straight" of pure fujo

what anime is this
>>
If an object has nothing to cast a shadow on to, does it cast a shadow?
>>
>>144735441
ask >>144732147
>>
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>>144735532
>>
>>144735532
Depends on how you implement the shadow.
Likely no if you're not retarded.
>>
>>144735532
Shadows do not really exist they're just name for an area where light doesn't hit. In other words, whole nothing is already a shadow.
>>
>>144735825
Casting a shadow is the action of blocking out light. So any object will block out light regardless of if it's blocking light in the presence of another object.
>>
>>144726705
Congratulations anon, you have discovered object-oriented programming.
>>
>>144735934
The phrasing of the question makes me think that the anon asking was thinking about Super Mario 64-style shadows.
>>
>>144735934
Yes, and all objects cast a shadow on nothing.
>>
>>144735301
Fixed a lot of bugs today. But somehow bugged something else.
Now working on making the AI look smarter without making the game too difficult at the same time

>>144735532
How can shadows be real if there if the object casting them isn't real?
It can cast a shadow on itself.
>>
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>>144732147
wew lad
>>
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First step on "random" terrain generation in GM. This one is weighted to have more flat segments, and only raise 1/2 tile or 1 tile at a time.

low FR is just from shitty cap software

Why is sitting down and working through concepts so satisfying, but trying to turn those into a game so unsatisfying?

Yes, I do have a vector fetish
>>
>>144736034
Unless they're in the dark
>>
>>144736283

Could you give me some pointers on how to get started with this?
>>
>>144736291
So the answer to the original question is: Depend on whether there is light shining on the object
>>
>>144735532
Can a shadow cast a shadow?
>>
>>144736381
Not him.
But depending on what you want to do this answers all your questions:
http://pcg.wikidot.com/category-pcg-algorithms
>>
>>144736465
No
>>
>>144736626
>http://pcg.wikidot.com/category-pcg-algorithms

This is exactly what I needed. Thank you kind anon.
>>
In the Spark Engine you can set lights to negative values so they cast darkness instead of light.
>>
>>144736738
>>144736381

Those docs are going to help a lot. And I can drop the project files for that webm if you want to see how that version is implemented.
>>
>>144736821
Do objects cast negative shadows?
>>
>>144736871

If you felt like doing that i'd be appreciative for sure. Thanks for reply either way.
>>
>>144736879
You can make shadows with negative lights
>>
>>144736879

a negative shadow is just light
>>
>>144737086
Darkness is not the same as shadows
>>
>>144737134
But shaped like the object
>>
>>144736879
You could do that.I doubt it'd look good though. At least without major tweaking and (most likely) HDR.

Could be an interesting gameplay thing though.
>>
>>144737179
>>144737134
No
>>144736879
Transparent objects do
>>
>>144737048
http://s000.tinyupload.com/index.php?file_id=96161947346441143372

I re-enabled an earlier iteration in the room too. It deals with linking lines for strictly vertical changes.

Feel free to harshly judge the ridiculous implementation
>>
>>144737213
Wouldn't it essentially be a flash light
>>
>>144737362

I am in no position to criticise, regardless of how it's implemented this is still outside my knowledge. Thank you for the file, and good luck with your game!
>>
>>144734262
>: a blank area
I've finished my space jam demo.
>>
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What are some must have features in a rhythm game?
For now I only have
>combo
Plan to add
>great/good/bad rating based on timing
>press two buttons at once
Might implement
>press and hold a button for the right amount of time

Anything else?
>>
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>>144737470
No not really.. See picture
>>
>>144707230
Lethal League was made in Unity
>>
Recruiting time
If you wanna be placed in a collaborative group, tailored to your ability, ambitions, availability and aexperience, answer these questions in an email to me: http://pastebin.com/NEPv0pPC
>>
>>144737882
I confirmed all of them. There's no need to claim bullshit.
>>
>>144722890
Explains why it runs like shit on old phones despite its extremely low asset load.
>>
>>144737694
Music
>>
>>144737694
The music becoming distorted and awkward on a miss, some character in the game looking at you, their expression shifting to surprise/concern/disgust/fear/sadistic amusement/whatever.
>>
>>144737694

Custom tracks, unless you want to make a sequel/DLC for quick shekels.
>>
>>144738061
Fug
Just kidding, I plan on asking one of the two musicbros I met here if they can make something for it.

>>144738368
>some character in the game looking at you, their expression shifting to surprise/concern/disgust/fear/sadistic amusement/whatever.
Yeah I plan on adding this. Game will star pic related among others, and she will react to how well/bad you perform.

>>144738468
I would love that but I'd have to rely on third party extensions that analyze songs because I have ZERO idea on how I would make one myself.
For now i'm just thinking of gameplay features that constitute the core of the game.
>>
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>>144737694
How about giving it an actual plot, like the best rhythm game of all time?

Here's some "inspiration":

https://www.youtube.com/watch?v=6_80O22OJRs
>>
>>144739079
I literally almost cried at Ouendan 2's sad episode. You know the one, with the ice-skating sisters.
>>
>>144739176
I almost cried at the one you're replying to. I would've cried if I wasn't on the train and therefore tried really hard not to cry. But I guess I'm kinda based, because my own dad died when I was a child :<
>>
>tfw in talks with 20syl about getting the licence to use some of his music and he seems interested.

https://www.youtube.com/watch?v=Mqbw7CUVWhM&ab_channel=20syl
>>
>>144738969

Give it some sliding undulating notes like Theatrhythm.
>>
>>144739485
How would you make that with non-touch controls though?
>>
>>144738969
Easiest way that comes to my mind would be creating the tracks in game:
Player imports a song, song starts playing, and he presses the buttons in the way he wants. All his movements are timestamped and saved to a file.
He can open that file in game, and see whatt he just did, and tweak it a little if necesary. Then that guy just uploads that small file, that could even be an encrypted txt file with a fancy extension.
That idea could be used to have an automatic replay of your game.
>>
>>144739449

>lying on a chinese cartoon board
>>
>>144738969
What are you plans for that cute bunny when you're done with the dancing game?
>>
>>144739890
No lewd things that's for sure. Bad anon. Bad.
>>
>>144738969
I'm one of them (possibly) I've posted my mucus here b4 but not sure if you've seen it https://m.soundcloud.com/user-795244489
>>
>>144740043
new music when
>>
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>>
>>144739963
Actually I was more thinking of some cute platformer or top-down game or something.
>>
>>144739963
But, anon, bunnies are naturals for sex.
>>
>>144740104
I can work on more starting Wednesday. I have a big piano exam
Current project: classical battle theme
I'm itching to work on it but I'm lowkey gonna do terrible on this piano exam if I don't grind (yes I know it's tommorow)
>>
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>>144740212

i really wanted to look at a webcam take up a huge portion of a programming tutorial
>>
>>144740043
Nope but I like your music. Followed. I might ask you to make some cute music for this game.

>>144740225
I wouldn't mind but we'll see.

>>144740226
Not mine. She's pure and innocent.
>>
>>144738969
Wait, I just noticed she has 4 ears. Was that intentional bunnydev? I'm confused.
>>
>>144740348
Thanks. I like the bunny and can probably fit you in for a freebie
>>
>>144740354
Anon I don't think the bunny ears are real
>>
>>144740354
Yep. The design is not final yet.
She's supposed to have fake bunny ears, but I might change that and make her into a full bunny girl and remove her human ears.
>>
Have you thought of making the bunny game a rpg with rhythm games as the main fighting mechanic. It looks sort of uneventful by itself
>>
>>144739571

>he doesn't use the analog stick
It would be a bit harder to implement but it added a welcome change of pace. I'd suggest other types of notes too but nothing really comes to mind.
>>
>>144740470
Don't. It's honestly a good quirk and doesn't need to make sense
>>
>>144730001
>>144729146
another networking question


say there's a gigantic map and i don't want clients to create objects they can't see, but only when they first encounter that object

if I'm only sending data for an object that has changed, how will the client know how to create the object when it encounters it?

here's an example: player10 spawns with a special skin and a name, and player1 and player2 were in view of player10 when he spawned so they both properly received a 'spawn' event with the skin and name data.

however, player8 wasn't in view and encounters player10 later when the server tries to tell player8 its position. player8 now needs to create the object, but how does it know what the skin and name to set to is?
>>
What do you call little temporary things you can grab, like the hearts in Zelda or the point things enemies drop in Cave Story?

Grabbables?
>>
>>144741253
I think it's consumables.
>>
>>144740689
Yes actually.
I had an idea for an RPG where every character has a different kind of thematically relevant mini game you need to play in order to perform special moves.
I'm still too much of a noob to make something like that though. In a couple of years maybe.
>>
>>144741129
What has the skin and name data?
The server.
Who needs the skin and name data?
The client.
Have the server send the data to the client.

Am i missing something?
>>
>>144741253
collectables?
>>
>>144741528
How would the server know the client needs it unless your tracking which client has spawned what for every object in the game?

If the client asks for it there'd be a delay between the object appearing and the skin changing.

If the server sends it with the position information all the time you're wasting bandwidth because the skin/name will never change.
>>
>>144741253
Drops.
>>
>>144741721
tic 0:
The server knows all entities within ent0 range are on ent0 client.

tic1:
ent0 moves twards ent1. The server does a check to see what information will be visable now that werent visable before, send thoes full objects.

So you just need a function to detect what data will be new to the client, depending what changes the entities undergone.

This will be specific to how you handle you environment, entities, and changes.
>>
>>144741721
Lots of options

You could send a players custom skin to all clients on the server, whenever the player signs on. Just because you download the skin data doesn't mean you have to display it.

Or, create a buffer zone around a player beyond where they can see, that triggers the custom skin download, so it'll probably be done before they come into view

Lastly you could just display a base player skin until the custom one is finished downloading.
>>
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>>144741832
>>
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>>144642670
Game Name: Verge
Dev Name: Firgof
Tools Used: Game Maker Studio, Manga Studio
Website: vergegame.tumblr.com
Progress:
+ UI Framework's upgrade nearly complete. Needs streamlining but otherwise fully functional now.
+ New character portraits for the classes
+ Changed the game's fonts so that they became more readable
+ Added mouse cursor based lighting solution
+ Streamlined some typical interactions into mouse-overs rather than being menus that need to be clicked in and out of.
+ GIF of progress so far: https://gyazo.com/a27191f811324d078010f118be64ca91
>>
>>144742319
Are you gonna finish that game about slimes or not?
>>
>>144742431
Do they update the recap all week, and not just on mondays?
>>
>>144742542
Dunno. Figured I'd give it a shot anyway.
>>
>>144742445
I'm not whoever you think I am
>>
>>144742542
It's a scraper, so it should be fairly easy to do that (hopefully it auto-generates the image...).
>>
is HeartBeast's udemy course worth it? will i learn lots of stuff if im super new?
>>
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>>144642670
Game Name: Project deeplinks
Dev Name: vestigial
Tools Used: Unity
Website(s): vestigialdevelopment.com
Progress:
+ making a GUI for the sql client
+ stealing story ideas from /x/
>>
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Remember:

Green tea increases focus and has a variety of other health benefits. Drink it in the morning and you are sure to get more dev done, and you'll be healthier too!
>>
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I wanna put it in brum
>>
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Why has no one made an Inferno Cop game?
the graphics are literally placeholder
>>
>>144743734
What the fuck it this gif? Green tea is not actually green.
>>
>>144743734
Green tea makes me exhausted because my body thinks its coffee-tier caffeine coming in, so it overreacts with slowing things down preemtptively
>>
>>144740445
>>144740470
Holy shit!!! We have been fooled all this time!!!
I think she is perfect that way, the fake bunny ears are even cuter somehow.

>>144741129
Unless the map changes all the time, the objects on the map could be stored on the client already, that how most MMORPGs do it anyway.
If you have something on the map that needs to be different each time, or that other playes can interact with too, you make the server send the info to the player once when the player encounters it, then you resend the info on that object, if something changes (for example if another player breaks it)

Player10 could send its info to the server (and then the server to all players) as soon as he joins the map, and at the same time he would get the info for everyone on the map and store it on a temp file.
Then could just send his location, when he is near player8, player8 will create the object with the name and skin data he already has on his temp file.
In that way player10 doesn't have to send that info everytime he encounters with someone. Not sure if it's the best approach and might not be the most efficient, but that would for example, get rid of seing a blank character model, until you get the skin info, a detail I personally hate in online games..
>>
>>144743908

Google matcha tea
>>
>>144743734
Hibiscus is pretty great for health too Warning though, it's hard on your teeth.
>>
>>144744073
matcha sounds like piss in russian
live and learn
>>
>>144744134
Whose biscuit?
>>
>>144743906

Stop shilling this.
>>
There is no point. Each time I think of a new game and open the coding editor I remember that I will not be able to make the art so I close it.
>>
>>144744389
Use placeholder art until you have solid gameplay, then get someone to do the art

trying to 1MA is stupid
>>
>>144744389
So get good at art, retard.

All it takes is regular practice, a bit of reading, and the occasional constructive feedback.
>>
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posting progress on my inferno cop fan game
finished every single animation, pic related.
>>
>>144724646
I think day time is far too bright. It's making your colours look washed out and ruining the little style you've got going on.
>>
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How is this progress, devfriends?
Added a mechanic for the two smaller coop ships. Player 1 and 2 can place down one transmitter each, one is male and the other is female. Whomever puts theirs down first places the female down, second player then places the male down.
Once both are placed, if they are within range of one another they will create a electricity field which fries anything that travels through it.
>>
>>144744503
>don't try to 1MA

>>144744509
>1MA and get good at everything with practice

Good job, you managed to contradict yourself in less than 7 seconds.
>>
>>144744534

that show sucks dick
>>
>>144737694
An option to offset the audio to compensate for input lag.
>>
Currently starting to think up the concept of a game I'd like to make.
Would you play a game that is a escape the room text adventure with visual novel aspects? Kinda like 9 persons 9 hours 9 doors, but with ascii graphics and gameplay kinda similar to the hitchhikers guide to the galaxy game.
>>
>>144744389
Its hard to get yourself to dev past a certain point without better art, my solution was to buy generic stuff to be nice looking placeholders to get over the hump.
>>
>>144744674
You're game is too dark, mang.

Why is one male one female? They look bi-directional
>>
>>144744674
Howd you do that lightning?
>>
>>144744389
Then think about a game that doesn't need complicated art to be.cool. Your imagination is the only limit.

That would be an interesting theme for a jam. Make a game with no art, or with the simplest art possible, or the guy that starts it could upload a couple of assets and you have to work only with them in creative ways.
Would be a nice challenge for the artists that are learning to code, and for the coders that complain about no being able to do anything due to a lack of art.
>>
>>144744936
TBy Anon's description they're both hermaphroditic
>>
>>144744814
>yourself
We're two different people.
Some games don't need a dedicated artist, but some might benefit from it greatly.
Risk of Rain and Undertale didn't need it. However, games like Dustforce wouldn't have been nearly as successful without the great art and music.
Decide for yourself, and if you decide you need an artist, then get one. They're easy to find.
For the time being, make some progress on your gameplay so you can impress your potential artists.
>>
>>144744936
Yeah i moved the scene a bit towards the dark areas. The blue lightning tint effect is barely noticeable when very close to the sun, it's just for demonstration purposes.

The intention here is that the male one is the one actually shoots the electricity, so that enemy players can focus it down and destroy it to safely pass through, ill make it proper noticeable when i get the spritework done.
>>
>>144745292
Actually Risk of Rain's amazing soundtrack was made by someone else.
>>
>>144745036
Shaders out the ass, looks like. Seems like the background, blue lightning and asteroid foreground are kept separately Blue lighting gets an additive blur and a little bit of it is allowed to bleed onto the foreground.
>>
>>144745390
Yeah, I started writing that post about artists, then it turned into music too.
On that topic, does anyone know if ZUN and Pixel had musical backgrounds before deciding they needed music in their game?
I want to say not to bother trying to learn music, but it turned out fucking fabulously for them.
>>
>>144745364
Having things brighter towards the sun is cool but it shouldn't affect the readability of you game, that'll be frustrating for the player. Unless having appropriate lighting\sensors is a gameplay element you want.

>enemy players can focus it down and destroy it to safely pass through
Cool. Wouldn't you try to defend it then, and hence make it obvious where the generator was because that's where your defences are?

Your game makes me excited
>>
>>144745605
I hear Japanese children have pretty decent mandatory piano classes, so it's pretty common in Japan to have a minimum of musical competence.
>>
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>>144744674

try to make the lightening thinner, and the center whiter
>>
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please critique my tomato
>>
>>144745417
I meant the randomness in the path, but still ending up at the right place
>>
>>144745605
ZUN literally made the first game BECAUSE of his music. He thought music alone wouldn't sell, so he made a game around it.
>>
>>144745807
Zoom it at least 400% mate

Have the original size nearby too.
>>
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>>144745807

close up
>>
>>144745807
Solid 16/16

>>144745842
Beziers, random displacement
>>
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>>144745842
Nodes and paths, draw lines&shapes following said path, presuming you are using game maker as well. See pic related for a bit of the inner workings.
>>144745780
That's a good idea, ill try.
>>
>>144745661
That's a good point, several anons have pointed out readability, ill work on it.
>>
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>>144746004
>>
>>144745807
>>144746004

>pillow shading
>banding

dropped
>>
>>144746563

tell me how to fix
>>
>>144746661

read this

http://pixeljoint.com/forum/forum_posts.asp?TID=11299&PID=139322#139322
>>
this collab is gonna be a programmer sausage fest
>>
>>144746563
This, also too round, looks more like an apple.
Make it a little bit wider too.
>>
>>144746727
>http://pixeljoint.com/forum/forum_posts.asp?TID=11299&PID=139322#139322

So basically my outline is too thick/prominent?

I'll work on the shading too.
>>
There is no point. Each time I think of a new game and make all the art for it I remember that I will not be able to program the simplest feature.
>>
>>144746546
Dark green outline is too dark, dark red outline is too grey.
Overall shape not wide enough to be a tomato. Leaves are too big, as well.
>>
>>144746871
>>144746980

Thanks guys, will fix.
>>
>>144746979
What kind of games? Post the art
>>
>>144746979
>things that never happened
>>
Just wrote my first Game Maker tutorial. Not sure if it's at all helpful.
http://aboutgabriel.tumblr.com/post/145556722222/tutorial-basic-platformer-in-game-maker
>>
Animation take too long
>>
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>>144747420
>>144747157
take your pick :^)
>>
>>144747768
The fuck? Dignity had a bunch of features implemented
>>
>>144747498
i think you need to put in example screenshots of the game and the finished result
>>
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I'm ignoring the shading whilst I try and get the shape right.

I'm having a problem where I can't seem to get the bottom smooth, either the edges stick out awkwardly or they get blocky and jagged.

Any pointers?
>>
>>144747998
True. Definitely hindered by my lack of programming ability though.
>>
>>144747768
I remember the space station hallway, always figured the podracer was some whodev redditor for some reason

I'd seriously program for the podracer
>>
using sdl 2, should I be worried about scaling the resolution? I just have everything as a fixed value, but later on I see it becoming a problem.

What I mean is I have the game window set at 600x300 or whatever. Like is there easy options to scale everything up or down depending on the settings the person wants?
>>
>>144748034
Got a screen recorder you can recommend? Gif export and low hardware requirements.
>>
>>144748094
Your wasting time on a minuscule part of your game. Start making a game and stop painting pictures.

Unless you want to be an artist.
>>
>>144748420

use OBS and webm for retards
>>
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Can someone tell me what should happen when a lightning electricity hits an asteroid? Does it explode or will it just pass through it without doing shit?
>>
>>144748512

I want to learn to do art too, yes. I've never done spritework before so I'm starting with something small and yummy.
>>
>>144748518
information like that should really be in the OP :^)
>>
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>>144748094
>>
>>144744674
>>144746141
Don't bullshit us. You bought that from yoyogame's asset store
https://marketplacecdn.yoyogames.com/images/assets/415/screenshots/968_original.png?1406654346
>>
>>144748704

Cool, so reduce the amount of pixels per line as the bend/circle becomes more pronounced? I'll try again.
>>
>>144744389
>>144746979
Well maybe you two stupid fucks should collab haha no, just kidding.
>>
>>144748531
>not making your own effects
shiggy diggy
>>
>>144748649
>>144747768
>ironic shitposting face
>>
>>144748957
I apologize.
>>
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>>144748920
>>
>>144741253
powerups
>>
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>>144748817
>>
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>>144748948
>>144748817
Yeah i just wanted that "fast progress" feel.
It has a lot of potential once you manage to customize the scripts to how you need em.
It does look kind of neat though don't you think?
Brb hanging myself because i'm such a fraud.
>>
>>144748531
That depends on what the asteroids are composed of. I do not know what your game is, but an idea would be to have this behavior change based on asteroid composition.

Asteroid made out of iron might allow the bolt to continue through it. Asteroid with a lot of H20 might explode violently because of the rapid heating of water. Asteroid made out of an insulator might absorb it. Could make asteroid composition identifiable via color.
>>
>>144748518
>>144747498
>>144748034
Uploaded an example to itch.io and linked it in the introduction. I am still worried the tutorial is too advanced for novices or that I am a terrible article writer.
>>
>>144749767
That's a really neat idea, too neat to not implement immediately. Thanks!
>>
>>144749704

poor show, old boy.
>>
Yesssssssssssssss

After suffering horribly garbled music on my native dev platform for a week, I decided to revisit it. I looked up open AL, but it was impossible apple removed alut and you have to use their complicated ass setup routines, I looked at the core audio but its just confusing.

Then I tried to compile something called port audio, and include the dylib in the app bundle, and just now I fixed the last bug in the audio streaming and it works finally I have proper sound.

Now the mac version is just as good as the windows version that I build in the vm.
>>
>>144706803

Looks kinda like the commando from Risk of Rain
>>
Ok, what testing framework i need in PHP?
>>
>>144750345
>testing framework
None.
>>
>>144750345
idk there is probably something called phpunit or punit or ptest or some shit like that who cares
>>
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http://shmuplations.com/1994game1/

>It seems there are quite a few people out there who think “I just write the stories, so I don’t need to know any programming.” But in reality, a certain degree of programming knowledge is necessary even for non-programmers.

>If you brought nothing but your bare story and plans to a game company, its unlikely very much of it could be used.

Yuji Horii, the man behind Dragon Quest and Chrono Trigger
>>
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>>144750345
>PHP for game development
>>
>>144741253

pickups
>>
>>144750709
You're preaching to the choir
>>
>>144746824
Actually we have a good amount of artist mains to match the programmers (as for an actual sausage fest, it's hard to gauge which gender someone is but maybe you will be matched with a femdev {sign up to find true love})
>>
>>144749225
tidy it up a bit
>>
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>>144751206
>femdev
nice way of spelling ideaguy
>>
>>144751873
ideagal*

Ftfy
>>
>>144751206
How many people/groups so far?
>>
>>144751206
>but maybe you will be matched with a femdev
But then I would get distracted asking her for dick pics instead of deving
>>
>>144752058
15 I think so there would be 5 groups of three preferably (groups of 2 may happen if I can't help it but groups of 3 are more inviting imo)
>>
>>144751206
>femdev
femartist you mean? I can't think of any agdg femdev with a running game.
>>
I think I broke my rib. It's purple and hurts to touch.
What do?
>>
>>144752423
Find a healthkit
>>
>>144750891
this image is great
>>
>>144752423
Post progress
>>
>>144752357
Both sugar and letodev finished a bunch of side projects.
>>
>>144709984
NOW WE TALKIN

Glad you followed my advice ^_^
Sooo you need help with that networking yet?
>>
>>144752357
there's letodev who comes every few months before getting bullied out again
>>
>>144752597
You're a weird person

(not dev)
>>
>>144709984
do you need landscape art?
>>
>>144752598
Regardless of gender or skill, all are welcome and invited to the collaboration.
Sign up now to get placed in legendary groups that are both fun and a good opportunity to learn from other devs with a diverse skill set.
http://pastebin.com/NEPv0pPC
>>
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Working on abstracting parts of movement/collision code. For now, "gib" entities bounce off walls rather than slide along them.

They also have friction.
>>
>>144748531
Yeah, it should probably blow up. Or at least crack in two.

>>144749704
AND TO THINK I TRUSTED YOU
By the way, anyone who wants some neat bezier code for GM should check this out, it's free.
http://yal.cc/gamemaker-lightning-between-points/

>>144750709
>Ideaguys getting BTFO
What's new?
>>
What's your first game project that made you feel proud of yourself?
>>
>>144753112
Where's your game?
>>
>>144753128
I worked on a HL mod named Zombie Panic. That was cool.
>>
>>144753128
I'll tell you when I get one.
>>
>>144753092
Very early 2000s. Add some particles. Just red squares of various shades of red (same as your gibs) on parabolic paths should be fine
>>
>>144753246
Doesn't have to be a big project anon, it can be a pong game you made all by yourself. For me it's some crap I made when I was still using pygame
>>
>>144752423

Post your game.
>>
>>144752423
Go to the doctor goddamn it.
>>
>>144752546
Sugar has a kid, therefore she's a momdev.
>>
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~~=Weekly Recap=~~
We have a total of 26 games, all of which had better be in Demo Day 9. Eight games have returned from previous recaps! Additional entries will be allowed until 6ish EST. Just reply to >>144642670

~~=High Scores=~~
(3) - Combat ISP - CISP Dev has added a versus menu, arena selection and made some sound and graphical changes.
(3) - [Place Holder Title] - A game that still hasn't found a name. A lot of the progress is geared towards items and gameplay tweaks.
(3) - TacticalRPG - HDGD has focused mostly on implementing and fixing particles.
(2) - Ancient Saga
(2) - Uplifted
(2) - Curse of Blight
(2) - Zero Quest
(2) - 2D Dogfighting

(Score is calculated by number of previous recaps. I only have records for the ones I've done. Provide proof of others and I can add it to your score.)

~~=Feedback=~~
Think I've missed your game? Notice the scraper has made an error? Ideas or comments? Reply to this and let me know!
>>
>>144753112
Dude that link is amazing, thank my man.
>>
>>144753660
What are the scores out of? It's hard to visualize what the scores are worth
>>
Anyone here use Pyxel Edit?

I was impressed from what I saw and got it earlier, still a nodev though

>>144753924

Not him, but
>(Score is calculated by number of previous recaps. I only have records for the ones I've done. Provide proof of others and I can add it to your score.)
>>
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>>144752423
You can have one of mine.
>>
>>144754009
That was the part I need clarification on
>>
>>144753660
We're doing scores again? I thought you were against that, unless you're not homph.
>>
>recently found out i have awful posture
>my one hobby involves sitting down all the time

fuck lads
>>
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Progress not actually taken out of the asset store

Place able "anchors" which will lock on to enemy players within an area. after getting hooked they will then need to shoot the node/rope or get their teammate to shoot the rope to escape. It is still pretty janky, but at least it doesn't break like the million other rope attempts i have made.
>>
>>144754717
Jonathan blow devs at a standing desk. It's actually not that bad
>>
>>144752423

I am gonna get laughed at for this, but you can actually die from a broken rib. Pneumonia, or fluid buildup putting pressure on the lung causing it to collapse.

Go to a doctor.
>>
>>144754787
The collaboration space jam needs you. Join our ranks, friend.
http://pastebin.com/NEPv0pPC
>>
>>144752423
Accept your death.
>>
>>144754961
Targeting devs when they post progress is going a bit far mate.
>>
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>>144753660
I regularly miss Monday recap, (I work late that day) but I've entered Demo Day 9 and hope to get a demo of this game on it.

Working on a player model.
>>
>>144754961
It is not a collaboration space jam. It is a space jam where collaboration is made easier by some anons.
>>
>>144754138
Score is calculated by number of previous appearances in recaps including current. If a game is not in the current recap, it does not show up on the high score board.

Might change this to recaps in a row or something like that.
>>
>>144753092
the prolapse gun should leave gore decals when they bounce off something
>>
>>144755107
Feel free to respond to >>144642670 with the proper information. I plan on remaking it later today around 6ish EST, so about 6 hours from now.
>>
>>144752597
Nah, I don't plan on adding MP as of yet.
But the image is just a max use case kinda thing so you'll rarely see it ingame since its quite unoptimized for slower PCs unfortunately.

>>144752951
Got any previous works?
>>
>>144753128
Halloween jam puzzle game, everything just werked and was moderately fun for a minute or two when you got into the flow

>>144753660
>recap monday combos are back
>>
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http://shmuplations.com/1994game2/

>When people come to me saying they want to make games, I ask them this: “Why haven’t you completed a game on your own yet?” If you can forgo buying 10 games, then you can afford to buy a computer. If you want to express your ideas in a programming language, you should learn C or BASIC. Programming is the most fundamental level of game making, after all.

- Hironobu Sakaguchi, Final Fantasy
>>
>>144754961
Appreciate it my man, but i'm knee deep in exams and i already shouldn't even be devving at all, no way i have the time to join the jam, as much as i want to,
>>
>>144753128
>proud
Whenever I "finish" anything I feel nothing but despair
>>
>>144755808

I agree with all of it except the C or BASIC part.
>>
>>144753660
>spaceship crew self defense simulator
I think I remember the ideaguy posts about this
dank that the dev is actually trying to do it
>>
>>144754491
>>144755770
I'm not homph. If people think it's a bad thing to keep track of, I can just not include it. Figured it'd give people another reason to keep progressing.
>>
>>144756021
Anon that interview is from 1994, that would've been fine for its time
>>
>>144756087
I don't care, but it's another thing that people will bitch about, just as they did in the past. They'll bitch about something regardless though, so do as you wish.
>>
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>should be working on main game
>can't stop thinking of things to put in my space jam game
this is why we shouldn't have jams so often!
>>
I want to learn more about organizing a bigger project and data structures and so on, so that I can make an RPG.

Where should I start?
>>
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>>144756297

Not the recap guy, but AGDG will bitch about anything because, I swear, this place is like 51%+ nodev.

Nodev opinions matter less than the human cum dribbling down your dog's vagina. They're worth 3/5s of a vote. They don't have any real 'vested interest' in AGDG beyond a place for them to shitpost.

There's already /b/ for that purpose.
>>
>>144756456
It's kinda sad that the generic jam theme is more interesting than your current project
>>
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>>144642670
Game Name: Stellar Jets
Dev Name: Gremolin
Tools Used: Unity, Blender, Paint.net
Website(s): https://www.youtube.com/channel/UCSFGPhu4aNWqJDicFUuOxHg
Progress:
+ Asteroid Model, Particle effect on explosion, creates shards on death.
+ Basic controls for the player
+ Enemy will shoot when player is in their sights.
First week of dev on this game, so far so good I think.
>>
>>144756483
college
>>
>>144755815
no problems, you just have such a gorgeous space game that any group would be lucky to have you.
the Jam doesn't start till July 14th. maybe if your exams are done by then.. anyways, best of luck on your exams
>>
>>144756483
Read through some design pattern books (GoF or similar), given you are using an OOP language.
Just don't forget, always think about these patterns critically, always question if they fit into your specific use-case or if you could extend/change them to do so.
>>
>>144756087
Its your effort, don't change what you want the recap to be because of what anon says

the coming butthurt over artificial progress will be entertaining
>>
>>144756642
no
>>
Should I submit to the recap if literally all I have working right now is a few cubes moving around that I got from tutorial?

probably not right?
>>
>>144756621
I know. I have a tendency of wanting to start new projects very often especially when I get stuck (not the case this time, but still). So a jam gives me a new game idea and my head fills up with things I want to do with it.
I'll go back to my main game from today to demo day though even if I have to force myself to.
>>
>>144756483
Well first you gotta make a big project,
And then you gotta organize it.

Why waste time learning when you can spend time doing.
>>
>>144756909
We shouldn't dissect it into what qualifies as progress worthy of the recap

The recap should be thought of as showing you log into 4chan at least once a week
>>
>>144756909
I wouldn't submit a game to the recap unless I was at the point where someone could see a screenshot of the game and get interested in it, then they would go check on the recap and learn it's name and muh website.
>>
Hi /agdg/,

I'm sure you've heard this before. I'm your typical /vg/ shitter disillusioned by too many bad games (or good games made bad by horrible companies) out there. By trade I'm a decent C/C++ programmer with some background in OpenGL. I figured I should be the change out there. I've read up on your resources and nothing seems beyond what I'm currently capable of doing, but I wanted to know how much of a difference is it between working on a typical programming project and working on a game?
>>
>>144757050
Fine, I'm doing it.

It will give me some accountability and give me a timeline.

Post incoming.
>>
>>144757036
>Why waste time learning when you can spend time doing.

Because code maintenance is a thing.

And he's right to be skeptical about an RPG, because an RPG has a fuckton of data. Characters, classes, items, quests, environments, abilities, save data, all sorts of crazy shit.

It's not babby's first platformer genre
>>
>>144756549
/agdg/ has some really bad shitposting, I swear it has to do with the fact that it's creative projects and has large overlap in userbase with /v/
>>
>>144757147

It's pretty different. There's art, music, storyline and all sorts of combining factors. It's as simple (or complicated) as putting these things together in a cohesive way with code and making it into a game.

I'd use UE4 or Godot if you're using C++ (if you're looking for an engine at all)
>>
>>144706335
Yo ho ho a pirates life for me
>>
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>>144757179
>It will give me some accountability and give me a timeline.

DO IT
>>
>>144757241
I never said you dont need to maintain your code. You extrapolated too far.

Why waste time LEARNING how to maintain your code, when you could spend that time ACTUALLY MAINTAINING your code. And learn along the way.
>>
>>144756549
Rude.
>>
>>144757147
There's more emphasis on systems that transform data, than collecting/storing/retriving/displaying data

Also you have much less control over the order/sequence of what happens

Lastly I'd say requirements evolve a lot more during development than working from a business document
>>
Hey coders of AGDG. How many lines is your current project, or your biggest project.
APIs dont count you dumb shit.
>>
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Why is that when newpeople come here and ask whether they should use Gamemaker or not we sometimes have retards recommending them not to and instead use whoengines? I swear last thread someone recommended fucking Frogatto engine instead of GM:S (even though anon already had bought GM:S Pro). What the fuck? Same goes with Godot.

I think more than dogposters and nodevs it's you fucking enginedevs that I hate the most. You're fucking cancerous and always recommending and saying shit because it's like you have some sort of autism making you see things in a twisted and useless way. Stop giving advice, you will NEVER make a successful game, this is a GAME MAKING general, not a fucking programming general, stop trying to hinder others' progresses with your autism. Fuck off.
>>
>>144757426

In that case you should be advising him not to do an RPG at all
>>
>>144757409
HNNGGG
>>
>>144748419

does no one worry about this? or for smaller games it just not matter that much?
>>
>>144757604
Why?
>>
>>144757409
>that ending
hnng right in the ocd

>>144757337
some of us spend a lot of time here and out highly refined funposting/memes reflect that

How is Unity for client/server things? Could Agar.io have been done easily in unity?
>>
>>144757601
>enginedevs
>recommending anything other than their own engine
I agree otherwise, about their warped neckbeard views influencing how they advise newbies. For some reason programmers like to tell other people to "do it the hard way" like learning programming by reading SICP and compiling with makefiles. I think its some offshoot of Mount Stupid but about ego.
>>
>>144757689

He's just going to waste his time making an unorganized mess if he learns as he goes.

It's much better to learn on a project with less scope, if you're uncertain of what a large scope project should look like at a structural level
>>
>>144757572

Approximately 18,000 lines
>>
>>144757572
537 sloc
I really thought it'd be bigger by now
>>
>>144642670

Okay here it is. I literally started this particular project today and yes this is tutorial copycatting, but it is definitely going to evolve far beyond that and will become my first, completed (proper) game.

Game Name: Adventure Platformer [Name TBC]
Dev Name: Viridian
Tools Used: GM:S, Aseprite, Ableton Live
Website(s): Not yet, soon.
Progress:
+ Basics working, movement, jumping, one way ledges, enemy AI that doesnt commit suicide or walk into the same wall, checkpoints, basic powerup. All tutorials, no credit due here yet.

Please note I'm posting this mostly for my own motivation at this point so please don't bully me.
>>
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kek
which one of you are trying to catfish me on soundcloud?
>>
>>144758137
What type of game, what language, what APIs / engine.
>>
>>144758282

Post it in the steamchat. No one cares
>>
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>tfw engine dev

>>144755645
I'll need to set up my landscape pipeline again before I can create something huge enough to fly over. I'll get back to you.
>>
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>>144758248

Forgot the fucking webm

reposting for scraper


Game Name: Adventure Platformer [Name TBC]
Dev Name: Viridian
Tools Used: GM:S, Aseprite, Ableton Live
Website(s): Not yet, soon.
Progress:
+ Basics working, movement, jumping, one way ledges, enemy AI that doesnt commit suicide or walk into the same wall, checkpoints, basic powerup. All tutorials, no credit due here yet.
>>
>>144758282
>goo.by
pls

>>144758248
>2D pixel platformer
>>
>>144758458

Tactical RPG, C#, Unity
>>
>>144757983
I agree about the ego part as well indeed. I feel better knowing others here feel like I do.
>>
>>144758478
But how do they look from the cockpit?
>>
Is there any way to disable specific built-in variables or functions in gamemaker?

I would really like to just call my variable "speed" instead of "spd," but it's taken by the built-in variable of the same name.

Same with making my own script called "move_bounce."
>>
>>144757684
>>144748419
Do you mean you create the window with a hardcoded resolution like SDL_CreateWindow(600, 300, ) etc.? That's probably not great, since if you fullscreen it your monitor will change resolution and fuck with the desktop I think.

SDL has functions for getting the supported resolutions of the primary monitor that you can use. Later when/if you decide to add resolution options you're gonna need to destroy the old window and create a new one.
>>
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hows the status with the new space jam?
I haven't really participated in any jams so far.
>>
Reply to this post if you have a game but rarely/never post about it in this thread.
I don't want to believe this place has 110 posters and less 30 games.
>>
>>144759060
I post, just not about my game. Because i dont think anyone cares.
>>
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>wanna fap
>ok let's open up a browser
>accidentally open up unity
>dev for hours completely by accident
>>
>>144759060

I made my first post today and have been practicing basic shit not worth posting since I came here a month ago.
>>
>>144758478
Well I was just wondering since I've got my own landscape pipeline right now, its just that I haven't shown it to anyone nor refined it that much.
>>
>>144759060
I have a game, but I rarely post here.
>>
>>144757684
>>144748419
Scaling isn't hard at all.
https://wiki.libsdl.org/SDL_RenderSetScale

The biggest problem you might find is switching to resolutions that aren't proportional to your original resolution.

>>144758903
>Destroy the old window and create a new one
Isn't there a function for resizing the window?
>>
>>144759060
I take rule 33 very seriously.
>>
>>144758505
The scraper will not dig into a reply of a reply. Please respond to >>144642670 again or else your game won't be picked up.
>>
Is nudity off-limits in indie games? What about explicit nudity? Sex? Rape?

Exactly were is the line drawn?
>>
>>144759060
I'm working on two games, which people in AGDG seem to think is an impossibility. One is built upon a tutorial and at present still uses the art from said tutorial, so I seldom post about it. The other is to be an ARPG in the style of Secret of Mana/Secret of Evermore, and is so early along that all I would have to show is a blue box moving around between some black ones.
>>
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>>144758659
Decent enough, I'll probably touch them up again when it comes time for polishing.

Also, I should probably remove the top bar on the windshield.
>>
>>144759212
now that's quite bizarro
>>
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Any vacant artdevs present?
>>
Remember: research

http://gamedevelopment.tutsplus.com/articles/post-mortem-porting-quell-memento-to-the-playstation-vita--gamedev-9605
>>
>>144759302
Doesn't SDL2 just have a window flag you can set to enable/disable resizing,
if enabled it just resizes the window and emits an Event for you to handle the resizing?
I'm pretty sure thats how it works.
>>
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>>144642670
Game Name:Dark Elf
Dev Name:Anonymous
Tools Used:GraphicsGale
Website(s):None
Progress:
+ Drew slutty dark elf
+ Drew walk cycle
- Leg movement looks weird
- Might have to redo it
- Don't wanna
>>
>>144757601
But Gamemaker doesn't respect my freedoms.
>>
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trying to find a good ambient song on free music archive but every single one of them turns out to be some weird voiceless indie pop song or an edm song. I just want something thats super chill
>>
>>144759543
That's hot. More please.
>>
Unity.
Should i have one scene per map or one scene that loads w/e map is needed?
>>
>>144759487
>forcing arbitrary resolutions that "lel works for me" on people
maximum cancer
>>
>>144759631
Depends
>>
>>144759440
I am often called vacant.
>>
>>144759613
I can't this is a christian imageboard
>>
>>144759643
I don't really get why you replied to me, but thanks for the (you) I guess?
>>
Does anyone have any idea how to do cutscenes (moving stuff in a scripted way) / dialog scripts in monogame? Its something i just cant wrap my brain around.
>>
>>144759752
pls I need it
>>
>>144759353
having an artsy isolated nude scene in an indie game is good actually (just like in a movie) but then again you could make a hentai game and it would still be "indie". one will be regarded as art, the other as smut
its all about the games conveyance of the nudity
>>
>>144759689
pros and cons?
>>
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>>144759716
Want to do collab for the space jam?
>>
>>144759347

Shit, didn't even realise I didn't include.

Doing well so far arent I?

Will post in a sec.
>>
>>144759487
Yeah, you're right. But resizing != scaling.

>>144759643
no m8 you're the cancer
>>
>>144759631
menuscene
gamescene
overworldscene
inventoryscene

something like that
>>
>>144759353
We're indy, we make our own line.
Thats the whole point.
>>
>>144759353
What
>>
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ok aggydaggy - here's my issue:
been working programming jobs for maybe 2 1/2 years to pay bills / gain skills so i can build my dream game. I'm making pretty good progress on the game itself, but now all my ideas are full of patterns from boring old LOB CRUD apps (write an MVC server backend, RDBMS data system, AngularJS frontend, to play a game??) - and I don't know how to get myself out of that perspective!

how do i just like make game instead of just like make SpreadsheetQuest or some bullshit (pic related, great joke but not a game i want to make)
>>
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>>144642670

Game Name: Adventure Platformer [Name TBC]
Dev Name: Viridian
Tools Used: GM:S, Aseprite, Ableton Live
Website(s): Not yet, soon.
Progress:
+ Basics working, movement, jumping, one way ledges, enemy AI that doesnt commit suicide or walk into the same wall, checkpoints, basic powerup. All tutorials, no credit due here yet.
>>
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question

anyone here testing polygon limit on mobile devices? (using unity or other engine)
how many polygons can it reach and what device did u test it on?
>>
>>144760097
>go back in time
>go to college instead of wasting time
>make game

>inb4 implying college isn't a waste of time
>>
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Scrap Galaxy progress:
+ Playing around with glow on missiles and laser.
How does it look?
>>
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>>144759818
Fine have some awkward leg movement
>>
>>144760097
>download game maker
>???
>profit
a retarded monkey can make a game in game maker see: undertale idk why people think they need years in programming experience to just like make game. why waste your time on shitty programming jobs if it isn't your dream?
>>
interface question. should I place the health bar on top of the game or have like a black bar on top/bottom for all player info to go like health and stamina? I just don't want the player to think it is in the way, but seeing a black bar is not very cool either.
>>
>>144759060

I do but it needs more to be presentable. Expect it soon™
>>
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>>144760393
>>
>>144759060
I've already implemented the basics and made the tools to build it, but for the next step i need to actually design the game more than vague ideas
>>
>>144760393
legs are too fat
>>
>>144757347
>>144757481
Thanks for the responses. I'm actually a bit hyped that it's a different beast altogether. I'm sure the art is much further down the line after I get the actual game going. I'm not a good artist though. What do I do in that scenario? Do I practice? How willing are people to draw for a game that's no more than a crapshoot?
>>
>>144760560
I would always make that black bar transparent.
If having a health bar overlay would be in the way, then i would do what your doing with the black bar (shrink the game size to make space for UI) but make the black bar transparent. And render the game behind the health bar.
So you see more in total, but the the relevant visuals are not behind the UI.

This is for a 3d game, which is totally different than 2d, UI wise.
>>
>>144760560
If it's that big of an issue, you could try to go full dead space and try to have the health displayed on the character model itself (if possible in your context).
>>
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>>144760390
Webm of progress:
+ Playing around with glow on missiles and laser.
>>
>>144761324

Practice is one method, that way you get complete control over your games appearance and learn a handy new skill. You could make a game with minimal art requirements, or you could pay someone. I don't recommend getting an artist for free because they will bail halfway through the project 99 percent of the time.
>>
>>144760097
Hello fellow webdev. Start with something thats very programatic like i did: roguelike is a good one. Or a text adventure game. Then as youre working youll feel creative constraints that youll want to break out of, which will help with changing your perspective
>>
>>144761298
They change thickness a lot and the right one is thicker than the left one. My priority right now is to fix the movement
>>
>>144761802

Your game is very attractive desu.
>>
>>144761802
Damn, man, I love your game.
I play it on every Demo Day but never found you to tell how good it is.
Good fucking job, don't give up.
>>
>>144762178
it still looks great and its good that you recognize which areas need fixing and are working towards that
commendable job
>>
>>144760560
Depends, if you feel player info would obstruct the view in a significant way then you're better off making a status bar of some sort. Instead of making it plain black you could make it visually suit the theme of your game.
>>
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>>144759060

I spend 50% of my time giving feedback/help, 30% encouraging, and 20% posting my own game

I used to post a lot more webms, gifs, and pngs but it was mostly linked to my artbro's level of progress. Posting programming is pretty boring and nobody gives a shit (just like sharing on social media)
>>
>>144759405

I like the lerping you have going on with the camera, or whatever it is you did to stabilize after a tilt
>>
>>144762447
>see pic
>man that's dumb
>expand it
>suddenly tears in my eyes
He's really gone, isn't he? ;_;
>>
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>>144762216
Thank you! Improving the art is number one priority right now.

>>144762253
Thank you anon. I will work hard to get the game to the finish line.
>>
>>144762359
Thanks m8
>>
>>144762734

>that organization

holy fuck teach me

Are those all actual size so you can immediately model over them when you decide on one?
>>
We're famous, aggy daggy.
>>
>>144760358
college is a waste of time

let me go through a day of my life in my CS program:
>eat breakfast, shower, bike to school (2 hours)
>listen to jerk off lecturer trying to explain C pointers (2 hrs)
>go home (30 min)
>still don't understand pointers

>later
>go through pointer examples in the book and test them out (15 min)
>oh, now i get it

that's "college" for ya, 4 hours and 30 min to teach something that cannot be taught on a powerpoint.
>>
>>144762874
what game?
>>
>>144762929
that sums it up perfectly.
>>
>>144762734
Welp might as well give up now. I will NEVER EVER be that good.
>>
>>144762874
ayy, I stopped using it when they deleted everything loli related, like lots of manga pages and tropes were all gone.
>>
>>144763040

http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/RiskOfRain

They have a page dedicated to 4chan-related media, but RoR isn't on it. They don't look too kindly on us: For years, TV Tropes refused to have a 4chan page because they thought we were Voldemort and mentioning us would result in hacking and vandalismx: http://tvtropes.org/pmwiki/pmwiki.php/Website/FourChan
>>
>>144763040
RoR
>>
>something not working in game
>"i already checked that one thing, and besides I'm not retarded enough to not have done that"
>go through every line of code
>nothing works, everything looks fine
>it was the thing I thought I checked

never underestimate your own ability to be retarded.
>>
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>>144762867
>>144763191
Those are rought sketches.

The key is: get help from others
>>
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Creating special tiles to break up the monotony of repeating tiles. Not sure if this looks any good or if I should have gone with spiders going between cracks.
>>
>>144723372
How do get good?
>>
>>144763543

>galaxy has a mass ejection
>>
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i'm not a gamedev
i'm a programmer
>>
>>144760358
>>144762929
went to college, first for music, then for csci - didn't get into the program i wanted and said "eh, fuck it, i'll make money while learning this stuff".

And, going from "I have a dream game with zero programming experience" to "I have lots of specific experience and a way better handle on what I need to / am able to do" has been huge. It's also a confidence builder - they're paying me to fuckin write this code, I must not be utterly abysmal at it. Just find a job that won't drain you of all ambition.

>>144762143
Thx for advice - it's pretty much exactly what I'm doing, although ML dreams have me kind of trying to go for vastly more complicated algorithms than necessary at such an early stage.
I read a lot of articles on generative mapbuilding, but something about it all makes me shrink from implementing that stuff in javascript (inb4 running a NodeJS server).
>>
>>144763543

>>144763574

my dick

Is one of those galaxies exploding though?
>>
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http://shmuplations.com/1994game3/


>At Nintendo we get many letters with stories and designs from kids asking us to make such and such a game. However, most of them are just imitating Mario or Dragon Quest, and only the stories are different.

>But thinking up a story and setting is not the main part of game design. If you only change the surface appearance, you really haven’t changed anything.

>Its often said that the heart of a game is its story, but that’s not the case. The story comes only after the core of the game system is completed. Then the characters come into focus and the world starts to manifest.

>“Two siblings separated at birth are reunited…” I can’t call that a game design. (laughs) There is no backstory to Mario, after all.
>>
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Is there even an interest in King's Field and first person action RPGs?

Not that the lack thereof would stop me
>>
>>144737938
Source?
>>
>>144764250
i prefer them to be 3rd person, because i like looking at my character and his armor
>>
>>144764250
>Is there even an interest in King's Field and first person action RPGs?

Commercial interest or AGDG interest?
>>
>>144764217
>“Gameplay is something that... it's a game, we make games, we can't get around it. We love games, but we also love telling stories, so I think story is always going to be at the top because it's what we start with. It's at the top of the pyramid and everything else supports that.”
>>
>>144764250
Skyrim is one of the best selling games ever. You just need a fraction of that market.
>>
>>144763976
>>144763825
An exploding mass erection galaxy!
>>
>>144764250
I liked heroes of might and magic. Keep at it, anon!
>>
>>144764518

where did we go so wrong, anon

developers in 2015 should have been doing better than ones in 1994
>>
>>144763971
Don't use Javascript then. Dont use any languages that you already know. The best way to change a mindset is to jump into something completely foreign that you have no preconceived notions of.
>>
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gotta cram so much shit into it in these next few hours
>>
>>144764798
You can do it anon! I'm looking forward to playing this.
>>
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>>144764496
More general than just AGDG I guess. It's too soon and King's Field is too niche to talk about commercial interest.
>>
>>144765268

I'm sure you'll get a decent audience if you market it well enough. Legend of Grimrock was successful enough to get a sequel after all.
>>
What do you all do for a living, out of interest? I like making games, but I cant really see myself doing this (dont feel like i excel at one particular area, just enjoy the overall process and getting a feel for each area.)

Anyway, I'm still young and should probably start thinking about what I wanna do with my life. I feel like something IT related would be the obvious choice since I spend so much time around computers, but I'm worried it'll get tiring real fast. Plus I need more of a creative outlet, and I think that's why I like (amateur) gamedev so much; both technical and creative.

Anyway rambling on - any one in an interesting line of work, standard 9-5 to support gamedev on the side, etc. ? Would be interesting to hear.
>>
>>144765268
Your game looks very very marketable if you finish it, anon. As long as you can manage your scope and prioritize the right things, you'll find people flocking to you. In case you didn't get the memo, that genre generally sells pretty well.
>>
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>>144765268

Well, naturally AGDG would be interested in giving feedback, so you won't have to worry about that.

To reach a general market you'd have to replicate the core attractors (or whatever you want to call them) that caused the game's genre to successfully develop into Dark Souls. Or just ask yourself: why were Demons/Dark Soulsborne successful?

If you can simultaneously recapture that core essence and add something new atop the structure (otherwise, why shouldn't people just play KF/DeS/DaS again instead of your game?) you could probably lure in that fanbase by approaching them on their social media haunts.

Games journalists are useless now. You need to go to the mavens, the streamers, the youtubers, the people like Vaati who act as a nucleus to the community.
>>
>>144765641

I'm a NEET desu. I have a degree but it's in a laughable field. I'm looking for a job though.
>>
>>144765641
I work 80% at my University doing somewhat game related stuff. Friday and weekend is gamedev time. And 17:00 - 22:00 every other day

I can't see myself working on my games as full time since that would put a lot of pressure on me. "Code faster or you will starve"
>>
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>>144765641
>What do you all do for a living, out of interest?

Failing at college because I just want to dev instead of do boring assignments

Gonna look for a job at some studios after the summer and probably fail and end up being a wagecuck flipping burgers for the rest of my life

my balls can die
>>
how does game engines keep track of per-object/actor settings before instantiation?
lets say i wanted to put a wounded guard in my world
in a normal engine, i would just place a guard, press him and set his health option to very low using some editor and be done with it, but where is this info actually stored so the guard can be properly instantiated ingame later?
>>
>2016
>not browsing agdg from ue4
>>
>>144766045
>using 24gb RAM to browse agdg

no thanks
>>
>>144766028
It uses some form of serialization. You can open a .unity file in a text editor and see what it looks like.
>>
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>>144766045
>>
>>144766157
>24gb
3GB is a weird amount of RAM to have
>>
>>144740470
If you make her a real bunnygirl give her
the sexdrive of a bunny.
>>
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>>144766045
>>144766249
>not browsing 4chan in Unity 3D
>>
>>144766325

what did he mean by this?
>>
>>144759814
Anyone please
>>
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>>144766441

reminds me of the cyber rooms shown in Ghost in the Shell and other quaint 1990s media

we cyberpunk now?
>>
>>144748350
What the fuck is this..
Just fucking ask here. I'm sick of all these GM:S 'how do i add gravity' questions. I doubt any of you have aspirations that requires much of you (artists) with regards to programming.
>>
>>144765641
>What do you all do for a living, out of interest?

I work at a university from 9 to 3
Rest is almost entirely gamedev/training art skills all day erry day.
Unless there are releases like Dark Souls 3 or Total War Warhammer. Then I play that sometimes.

>>144765732
>otherwise, why shouldn't people just play KF

This is hard to say actually, since the main reason why people won't play KF in the first place are the technological limitations. I wonder how people would look back at these games if they weren't so damn slow.

Probably much like they look back at Arx Fatalis.
Which was a fucking great game
>>
>>144765641
I'm a 20 year old NEET devving in my moms kitchen. Trying to find a low skilled labour job right now.
I don't want to go back to college because i'm not really interested in working in an office and programming things for someone else.
>>
>>144751206
>people making a fuzz out of 50% of the population
Come on. I don't want to have to think about that. You're literally miles apart and there's no reason to care about that.
Other than how sweet all female voices are.
>>
>>144766441
that's pretty fucking cool
>>
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>>144765654
>As long as you can manage your scope and prioritize the right things,

That's my number one concern actually

I'm the design document man from yesterday
Stuff like pic related is nice and potentially re-usable but in the end making it was aimless
>>
>>144766441
Some guy at my uni (before I dropped out) made a VR movieroom for himself (as I understand it was just a rectangle with a video playing face). Just so he could lie down on the bed and watch movies.
Seemed pretty sweet.

What VR headset should I get? I got NEETbux so I got literally free money.
>>
>>144765641
I'm a full time full stack webdev. I'm trying to gamedev to get out of webdev and into something more software devvy. Webdev pays well but it is cancerous to the soul.
>>
>>144767297
If you have to get one of them and you have the room for it I'd get the Vive.

But desu you might as well wait for the second generation hardware to come out, people buying the first wave always end up being paying beta tester cucks.
>>
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>>144767086
>spoiler
Anon stop you're making me feel
>>
>>144766441
cool whats your twitter? if you need help with networking i could halps
>>
>>144767134
You made that? That looks pretty damn great.
I'm not sure if you have played Chivalry before but i highly recommend it, it does FPS medieval combat very well.
>>
>>144766475
one big bee is equal to eight small bees
>>
>>144767667
Thanks anon.
I bought Chivalry a while ago. Actually liking the way it handles melee a lot.
Other first person melee games always tend to be so floaty.
>>
>>144767134
those assets are very oblivion-y

>>144765641
fullstack webdev, more or less what this >>144767330 guy said
>>
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>>144766752
>>144767087
Thanks!
Sadly 4chan changed their API around a bit so it does not work anymore.

>>144767297
I've tried DK1, DK2, CV1, Vive, Gear & Cardboard. My opinions:

Vive:
- Best. Roomscale VR is awesome
- Expensive

Oculus CV1:
- Not so fun compared to Vive
- Same graphic level as Vive

DK2:
- Fun to play around with. I'd try to find a cheap second hand DK2 if I where you. Sadly that will not work with new Oculus SDK however.

DK1:
- Old and crap

Gear VR:
- I have not developed for this one but it seems a lot of fun.
- Nice image quallity.
- I'd get one.

Cardboard:
- Fun around 15 min,
- Need a decent phone.
- Pain in the ass to optimize games for.

tl;dr:
1) Vive, 2) Gear 3) DK2 if cheap & does not want to use new SDK.

>>144767519
Linked on my tumblr
tingvall.tumblr.com/
>>
I need a female artist to help with porn
>>
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>>144767412
>>144767297

Has the right idea, I bought a Vive and i'd strongly suggest waiting for gen 2 that will probably be leaps better than they are now. As it is they are mindblowingly amazing, but a ton of hazzle and very little quality content.
>>
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>>144642670
Game Name: Whimp the Bold
Dev Name: Anonymous
Tools Used: Game Maker: Studio, GraphicsGale
Website: N/A
Progress:
+Cleaned up a lot of code to make absorption more reliable
+added a passive enemy that will facilitate platforming
+Mocked up my first ground tile set
+Created working doors
+Did some cool ideaguy work with enemy concepts
-Realized the parallax placeholders I made look like dick trees
>>
how do i tell my idea is a good idea. I feel like I have a lot of different ideas and end up flitting between them because I don't know which is best

and I'm scared to post here because people might steal it if it's good and bully it if it's bad
>>
>>144759060
I do have a game but I do not wish to show it because I'm paranoid.

I try my best to be positive around agdg though.
>>
Which would you say would be a great genre to learn 3d gamedev from for a beginner/novice?

Turnbased Tactics (Planning on staying away from tilemaps)
Something more action focused
>>
If sometimes I have FPS drops from 60 to 40, occasionally 30, should I maximize the FPS to 30?
>>
>>144759060
I post one of my games maybe once per 7 threads.
>>
>>144769501
No you should fix your damn game.
>>
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>>144769501
>>
How should I handle different attacks in a 2D platformer? For ground moves I have an attack state the does certain attacks based on how long you hold the attack button. But if you press attack while dashing or in the air, should that just be a boolean in the current attack state? Or a new one altogether?
>>
>>144759060
I'm an engine dev. I don't think people would be that interested in squares and circles. Even if I'm happy with a day's progress, I know that there's not much to show to others.
>>
>>144769501
>>144769531
>>
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>>144642670
Game Name: A Time Travellers Birthday
Dev Name: Magik
Tools Used: GameMaker
Website(s): on facebook /TimeTravelersBirthday/
Progress:
+Created pre-dice roll menus
+created dice deck mulligan system
+created shop
>>
>tfw collision detection/resolving making me want to kill myself
I just want a "for dummies" explanation and code sample. I don't want to remake an entire physics engine which is all I can find on google. I'm just using rectangles with no rotation. Finding if two rectangles intersect is easy enough but it's resolving it I have trouble with (pushing them out to just be at the edge).

Is there somewhere I can read about this for retards?
>>
>>144770376
What engine?
>>
>>144759060
I come here every so often for programming advice. Just got some useful tips regarding OpenGL yesterday. Writing my own 2D engine. I might show progress here when there's something more to show.
>>
>>144770483
>engine

I'm not using one. I'm making a html5/js game but my game is simple enough to not need a bloated framework like phaser (game is basically done if I can get collision working).
>>
>>144770554
Why are you using Ogl for 2d?
If you want to do it right, thats the way to do it. But its not the path of least resistance.
>>
>>144770376
Literally just move the object intersecting by how much it's intersecting. For example, if it intersects the top of something by 17 pixels, then move it up 17 pixels.
>>
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>>
>>144770376
You are having trouble with making rectangles not overlap? Or meet at their edges?
Ill try to help if u want.
>>
>>144770825
Is that one of those fancy new reflection planes?

What happens if one of them reflects another one?
>>
>>144770958
That's just screenspace
>>
>>144767330
why everyone is bitching at webdevving
>>
>>144771095
It is to programming as mobile games are to game dev
>>
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>>144770696
I want to be able to use shader programs for things like Gaussian blur and dynamic lighting. Perhaps particle systems too even though I'm doing them in the CPU right now. I may not use it, but it's nice to have. I'm using SDL as well, and the provided renderer isn't compatible with OpenGL shaders.

I actually didn't have to rewrite much of my code, which was nice. I also learned something too, which is why I'm writing my own engine to begin with.

Pic related. Ignore the shitty text wave. I was fucking around.
>>
>>144770640
So if you're game can detect whether or not rectangles collide, you could theoretically place a rectangle in whatever position it would be in next frame (x + xspeed) and then check for a collision. If there's a collision then you move it back and run a while loop to increment position by 1 until the two rectangles are touching but not overlapping.
>>
>>144771226
What language, i hope its C.
>>
>>144771020
Boo

Can someone using 4.12 show what happens if you try to recursively reflect two planes?
>>
>>144771095
Because the clients are ass the work is tedious and the creative control is lacking. Depending on what level you program on it is actually "real programming" but it doesnt get treated as such. The industry is saturated with frontend hipsters that think html and css are hot shit, dont have degrees, and think knowing the latest javascript libraries makes them worth 100k a year. As a result, no employers trust the quality of your code until you prove it to them over the course of several dozen interviews and even then a lot of places are contract to hire which is a SCAM.

The entire webdev profession is a slog that is unrewarding, disrespected, and full of csgraduate memes.
>>
Guys, if my character has a big, flowing scarf/cape, should I fully animate it as part of the sprite, or instead make it a particle thing that's attached to the player sprite at a fixed point? Which would look better?
>>
>>144770376
from my experience with entity-tile collision, you have to handle the different axis separately.
so something like:
>move x
>if collision, move to last x and set x velocity to 0
>move y
>if collision, move to last y and set y velocity to 0
>>
>>144772083
If you do it right they will look the same.
But i would make it a seperate entity so that the state of the scarf doesnt depend on what frame the character is on.
>>
>>144772083
>Which would look better?
Definitely particle if you do it well.

Animating that all would be a bitch, especially handling the player turning rapidly and such.
>>
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After a great struggle I took the plunge and separated bunny's face from her body and made it its own object in blender. This means I'll be able to easily store many face textures (eyes open, closed, smiling, sad, etc) and swap them in code during gameplay.

Also trying to redo her body texture but I'll try again tomorrow because I want to give her more idol-like clothes.
>>
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Do you guys think there's a better way to show this information? It seems like a passable form, but I feel it can still be improved.
>>
>>144759212
Is it opposite day?
>>
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>>144772469
shes real cute
you have a knack 4 this
is she wearing gloves now?
>>
>>144771372
C++ actually. Though I eschewed traditional OOP for an entity-component system to avoid inheritance problems. Could be costly on performance without some spatial partitioning, but I can't know until I test more rigorously.
>>
>>144772445
>>144772393
k, thanks devbros. I think I'll try the particle effects first, since it's not very difficult. If I like it, I'll move on from there.
>>
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After a few days of learning after work i guess i can consider this finished. It has sounds, main and pause menus, win/lose conditions, a powerup, some basic effects and so on so forth. I learned a fair bit too. On to the next exercise.
>>
>>144771593
Just tried it. The plane just renders the other plane with its albedo texture and reflection captures.
>>
>>144772752
Thanks, honestly I'm really surprised at how well she came out. i'm usually not this good.
I thought I'd change some thing since I'm redoing her texture. Dunno if I'm keeping them, or her color scheme, though.
>>
>>144755645
i guess i gotta be making my mazer rackham dogifhgt myself ;_;
>>
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>>144772847
Nice work dude. Have you watched that juicy game effects demonstration? (Not that you need to worry about it in a simple practice thing like this, but it's good to see nonetheless)
>>
>>144773197
you've stumbled upon a god like character
now go and make a whole game around her (i think the rpg, adventure style game with a rhythm fighting mechanic sort of idea would make for a really fun game)
>>
>>144772847
are you new? good job
>>
>>144768353
>tingvall.tumblr.com/
thanks, sorry to be thick but how do I "follow" someone in tumblr?
>>
>>144772847
You're gonna make it, anon.

You're gonna make it.
>>
>>144773887
Top right
>>
>>144773887
You have to have your own tumblr, then you click the "follow" link on their main page (usually in the top right).
>>
>>144773341
No i haven't, would you mind dropping a link?
>>144773550
Yes, i'm new to programming and gamedev. The most complicated programming i did was HTML encoding around 8 years ago.
>>144773950
My target project is kinda big, but we'll see man.
>>
>>144773957
for some reason i never se anything top right :/ I managed to do by going to my admin console and searching for your nick though. , thx
>>
>>144759212

did the opposite today.

accidentally opened dwarf fortress and 6 hours later I'm still playing.
>>
>>144774117
I had that problem too, don't know what fixed it
>>
>>144773887
DID SOMEONE SAY THICK?!
>>
>>144759212
Fucking hate when this happens
>>
>>144774117
Sometimes adblockers can kill it.
>>
>>144774260
*fat
>>
>>144762253
Captain forever: Less terrible edition.
>>
>>144759212
>want to play videogames
>open up favorite videogame
>realize it sucks
>realize videogames suck
>dev instead
I'm gonna be one of those jaded AAA devs that make bad games they don't enjoy while resenting the audience for eating this shit.
>>
>>144774260
uggggghhhhhhh THICKER
>>
>>144774102
https://www.youtube.com/watch?v=Fy0aCDmgnxg
>>
How often is Demo Day? Once I get into public releases, I was planning on having demos once a month, but I want to see how well it'd be to align to AGDG.
>>
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>post terrible early stages of game in the recap
>realise people will be making fun of it until next month
>>
>>144774902
I have only played the early access version of Captain Forever. How is it terrible?
>>
>>144775318
At least you have something visually interesting to post. Mine is just a guy standing there.
>>
>>144775318
commit sudoku and save your famiry from your shame desu
>>
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>>144775378
>early access
Dude what
http://www.captainforever.com/captainforever.php
>>
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>>144773887
If you just want to follow Scrap Galaxy there is a mailing list on the official website. Easiest and best way.
http://www.scrapgalaxy.com/
</shill>
>>
>>144774994
I feel bad when I play games instead of working on my own.

Especially if it's a game I've already played a bunch.
>>
>>144775318
Preemptively make fun of yourself.
>>
>>144775318
Recap is weekly
>>
>>144775712
Don't be that guy always calling their work shit.

It makes people better than you pity you, and makes people worse than you feel terrible.
>>
>>144775814
should be weekly imhno
>>
We at bump limit boys, our posts are numbered.
>>
>>144775502
fuck me, was thinking about Captain Forever Redux.
>>
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Would anyone be interested in a dev-vlogish-podcast sort of thing for my game?

My compatriot is the coder, and cannot into written words, I can write fourteen novellas about rocks but I'm useless at coding. My purpose is design, art, ideas , community management and anything that isn't coding.

We already have the first one recorded, and I'm currently editing it into something worth listening to.
>>
>>144775939
*monthly
>>
>>144776015
all it comes down to is just "am i talking about interesting shit or not"
>>
>>144776015
that looks cool. How does your game play?
>>
>>144775939
>>144776097
Your clearly retarded, so no one wants to hear your opinion.
>>
>>144775318
Don't complain, that makes two week that I'm totally unable to progress so I can't weekly recap...
>>
>>144776015
I'd listen but you have about 10 minutes to make and keep me interested.
>>
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>enginedeving
>renderer stops working on anything but Nvidia cards

Guess it's the way it's meant to be played
>>
>>144776015
I'd be happy to add another background-noise podcast to my queue. It helps that your game looks dope.
>>
>>144776234
Your clearly retarded, so no one wants to hear your opinion.
>>
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>>144776176
We are, to us anyway. The first episode focuses on why we're making what we're making, and where we came to want to make it.

>>144776202
Very nicely. See webm.

>>144776243
I'll be breaking it into sections so you can skip the jokey-jokey bits if you're just into the theory of what we're doing. The first episode might not be for you, as its going to be mostly introduction to what the hell is happening. Following episodes will be focused on specific elements and problems.

>>144776449
I was going to put it into youtube-video form, but I guess I need to look into a proper podcast format.
>>
>>144775891
Saying it's shit != making fun of
>>
>>144776601
Some physics based space building simulator?
>>
>>144776295
How do you even manage this?
>>
>>144776097
I do a monthly recap on the adgd site
>>
>>144776867
There is a lot more hacks in Nvidia's drivers to make shitty coding such as mine work.

I think the cause is reading from a sampler texture while also having using that texture as an output.
>>
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>>144776848
Its a 1v1 dueling 6dof game with physics based everything. Armor is SOON, which will allow for bouncing AP rounds. HE rounds will be mostly for destroying structure as opposed to damaging parts.

If you can imagine robocuck, space engineers, ksp and world of tanks, then you basically have REM (my game.)
>>
>>144768967
>Whimp the Bold

Isn't that Googum's latest project
>>
>>144775240
Aw, that's actually really cool, i can see how it's much better than mine in regards to graphical design, because all those little detail fit sso well. Thanks.
>>
New

>>144777328
>>144777328
>>144777328
>>
>>144777115
JFC anon.
>>
>>144753660
We'll see if Verge can make it. I'm having a heck of a time making this Pages system not a pain in the ass to use. I'm currently reworking that whole system so that it's easier to work on but I dunno how much will be back in by the time I'm done.

At the very least I can put up Verge v095 - but it won't be as good as v096.
>>
>>144757134
>thinking anyone ever does this
Recap is more of keeping yourself on track, and giving other devs here a sense of how things are going for you, if you post progress consistently
>>
>>144781616
I do that myself so your argument is invalid
>>
>>144781616
Then what's the point of having a website link in the recap?
>>
>>144766441
Really fucking cool. Tell me you have plans for this! I think a game where characters speak posts as they come up somehow would be really fun. Like if they're quoting someone they walk over to them, in time as they happen(ed)
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