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/agdg/ - amateur game dev general

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Thread replies: 770
Thread images: 125

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Just like make game edition.

> 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 (embed)

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

Previous thread: >>144703262

>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/
>>
>>144777134
Continued from this.

Is there a specific podcast platforum I should use that isn't awful? Soundcloud is 16 human dollars a month. Surely there's something better for free.
>>
>>144771727
in my experience, freelancing is shit
most clients are not even sure what they actually want and i need to do like 3 revisions until they finally make up their damn mind.

not to mention some are making shitty excuses and drag project far beyond the time schedule
>>
>>144777661
Thats not just freelance anon
>>
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Spiders
>>
>>144777814
idk i have no experience working at companies yet
>>
>>144769404
I would really like an answer to this. Or should I take the lack of answer as "Just go, if I fail. I'll have atleast learned something".
>>
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"I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone past I will turn the inner eye to see its path. Where the fear has gone there will be nothing. Only I will remain."
>>
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>>144778168
oh SHIT
>>
>>144770123
>"Board game" games
Hell yes. Keep us updated!

>>144772847
>HE ACTUALLY JUICED IT UP, THE ABSOLUTE MADMAN
You're going places, anon.

>>144774902
The original Captain Forever was fucking amazing.
The remake, uhhh. Looks arguably less so.
>>
>>144769404
>>144778143
I went Endless runner -> simple FZero clone
>>
>>144778254
The original was a tech demo fun for about fourteen seconds.
>>
>>144778168
did u fix the bone
>>
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It's 5:15.
I sat up all night making this.
I don't even know anymore.
>>
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Is it worth to remove?
>>
>>144778449
nah
>>
>>144778449
There's so many better ways to spend $135 a month. Unless you have some high-grossing games behind your belt, hell no.
>>
>>144778449
Why do you use an engine that you're ashamed to use?
>>
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HARD WORK
GUTS
>>
>>144778449
This piece of shit right here is why I decided to make my own engine.
>>
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>>144778605
>There's so many better ways to spend $135 a month.
could get dope rims with all that.
>>
>>144778723
Are you ever going to do anything with this model?
>>
>>144778828
Burgers and whores would still be a better investment
>>
>>144778845
I don't think he made it
>>
>>144778845
I don't think he made it, he's just encouraging us.
>>
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opinions on this piece of menu?

it's for my new game GALAX 12 a space trading/combat/exploration game
>>
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>>144778437
Yup. Had to mess with blender sourcecode and also be very careful to make all unnecessary bones non-deforming when exporting as a work-around (letting me have unparented IK targets and the like.
>>
>>144778449
Use an engine that isn't shit
>>
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jump animation done, it's not that fluid but will do for now
i will start attack animations now
>>
>>144778996
>Burgers and whores
thats the name of my new mixtape
>>
>>144778004
Picture clients for freelance, but now each client is 12 middle managers all desperate to justify their jobs and feel important and also none of them are worth shit or have real authority.

And they constantly work against you so they can blame you if the project fails so they wont get fired.
>>
>>144779282
>stealing maplestory graphics
>>
>>144779898
its just a placeholder to test animation speed
>>
>>144779282
That lean back makes me feel uncomfortable, like hes about to wind himself.
>>
>>144778274
Oh shoot. Well, I guess I should just go for my little tactics thing. Thanks!
>>
How do I not get sued by ripping off a game?
>>
I'm not able to progress anymore... Any advice to get back to work?
>>
>>144778439
A moment of silence for the unsung hero of game development.

Great job, anon!
>>
>>144772809
>Could be costly on performance without some spatial partitioning
http://boreal.aggydaggy.com/programming/2016/05/26/entity-safari.html
>>
>>144780272
Re-texture EVERYTHING. Add an additional gimmick.
>>
>>144780350

This one weird tip will get you flowing progress immediately anon

fucking do it
>>
>>144780410
This is useful. I was already going this road already sort of. My basic entities were never truly generic. My worry was less the horrendous collection of components and rather the cost of traversing the vector I store them in and the implications of downcasting.
>>
>>144778449

Save the money and play the Unreal and CryEngine idents after it so nobody knows what engine you used.
>>
>>144781074

Obviously it would be the first one.
>>
>>144781058
>the cost of traversing the vector I store them in
Yeah, this solution deals with that in a nice way. By default, you don't waste any time traversing anything that you have to skip over - you add that yourself with the optional components and branching.

>the implications of downcasting
Just don't do it.
>>
>>144780131
i will fix the lean later
>>
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>>144780406
Thanks, Anon.
I spent so many hours on this, and yet it's not really smooth or anything.
Pic related.

I'll go kill myself now.
>>
>>144781561
These are some tasty sprites. Make your game first, then kill yourself.
>>
>>144781561
They seem to be laid out randomly and not in some easily parsible grid. Is this true? Am i missing something.
>>
I'm completely new to version control, does anyone have tutorials/advice for using it with Game Maker?
>>
>>144781684
Thanks. Okay. Gamedev will probably give me cancer anyway, so I suppose I might try.

>>144781719
Completely random. Drew all that shit in MS Paint (color adjusting in GIMP), and just hoped it would animate decently.
I really should try that aseprite thing.
>>
>>144781239
What if the first engine did nothing but call the next engine?
>>
>>144778439
holy shit after being on AGDG for months I only just realised you can CLICK ON THE QUESTION MARKS

fml
>>
>>144781372
The optional seems like a good way to avoid both of those. I didn't know it was available. Is it in std?
>>
>>144781975
(I use both 8.0 Pro and Studio Free, if that helps.)
>>
>>144782067
What the fuck, anon.
>>
>>144782029
Then the developer is a retard and im going to stop playing.
Additionally, if that was true, i wouldnt even have enough ram to run 3 engines in the first place.
>>
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>>144782067
You best be joking
>>
Any hope of a stream tonight?
>>
>>144782067
DUDE
>>
>>144782247
shh, I can't hear
>>
>>144782067
Do you know you can click on every image to show the original resolution, and not just the thumbnail.
>>
>>144782067
i dropped my toothpick
>>
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>>144780410
Am I understanding ECS correctly?
I just don't see how I'd have unique behavior. How can I make a specific entity act differently from the others? I might want a swarm of bats and I want one or a couple of bats to act differently.

Also would the Hittable component just contain the health/pushback strength or whatever?

How do you do spacial queries efficiently? Push a bunch of indexes into a quadtree?

Should the world also be stored like this? i.e. tiles with ground effects, or should that be done in some other way?
>>
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Still practicing that pixel art. I was kind of going for something like a Super Contra or Super Castlevania vibe here.

Opinion?

I know it's bad, but need some advice for improving.
>>
>>144782067
Haha that's just silly facebook-anon. Do you think we all just love this completely random question mark box from no particularly recognizable source? ;) :P XD
>>
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>>144782425

Here, with 300% size version as well.
>>
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>>144782417
>>
>>144782425
>>144782654
Maybe dress her more? I suppose that'd clash with older styles but she's so generic. I'd stick her in a backdrop when the hero approaches the amazonian queen or something.
>>
>>144782417
The entity is essentially a blob. Components are things you can stick on your entity . You have a system handle that entity for any relevant component.

Say for example you have a flight system that makes only entities with a wing component float in the air. Entities without that component arent processed.

Essentially entities are collections of components, components contain data, and systems are logic that act on that data.
>>
>>144777895
Looks less like a swarm of spiders and more like two holes in the floor surrounded by TV static.

Also, what's with the glow effect?
>>
>>144782654
>>144782425
I can tell that you just downscaled a picture, because it looks sort of decent, but you don't even know the fundamentals of pixelart.
Any retard would know not to leave that single dot on the head, for instance.

That said, it looks okay, if you can figure out how to animate it well.
Which you won't for years yet.
>>
>>144782207
>implying you'd even know as you just stated you would assume the first logo is the engine used
Face it kid? You've got fooled by the "retarded" developer
>>
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>>144782425
Tyris Flare and Blaze's love child
hot
>>
>>144782425
I had a critique, but the more I look at it, the more it looks like you scaled down some larger art and forced a number of colors.
>>
>>144782654

I'm new myself but this looks great anon, good work.
>>
>>144782932

I'm just learning about pixel art, from this guy.
>http://2dwillneverdie.com/tutorial/fix-my-sprite-volume-3/

I am am animator though, so I am already in good shape there.
>>
>>144782067
Ignoring your severe case of newfaggism, there are people here who still click on pictures?

With 4chan-x you just need to hover over pictures, gifs, webms or whatever. Much more comfy and easier, especially when you just want to see progress and ignore shitposts.
>>
Who is stuck in the waifu design grind?
>>
>>144782951
>144782207(You)
>144781239

Put your ego away.
>>
What sprite style should I emulate for my first 2d game? I am new to spriting but can draw a little.
>>
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Fixed the AI bug. It will now try to hunt its enemies down, regardless of how far away they are.

I also fixed the height issue so that maps are scaled and traversed as expected. Still no jump animation, units just kind of levitate to where they need to go.

Not sure if I should start up on items or move back to fixing my busted particle system.
>>
>>144782080
No. There's boost::optional, but since you probably don't want to pull in boost just for that you can implement it easily yourself with a tagged union.
>>
>>144781561
>>144782023
Didn't you say you wanted to make a Patreon with Pixel art tutorials by the way? Still gonna do it?
>>
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>>144782067
NOT ONLY fucking that, but Ive been on 4chan for nearly a decade :/

I just thought people were being sarcastic or just being comfy and asking how things were in general, and that the question mark was a meme.

Like "so guys what do you think" QUESTION MARK
>>
>>144783816

You might just be retarded.
>>
>>144783650
>answers question that isn't directed at you
>surprised people assume you're the one who the question was directed to
>>
>>144783665
paper sketches

don't think I've seen a game like that before
>>
>>144782369
Yes ofcourse, but whenever I saw the question mark I never clicked on it, because why would it have a high res version of a pixel art question mark. I just assumed it was a palceholder.

Man Ive been missing out on all the progress :/
>>
>>144782417
>I just don't see how I'd have unique behavior. How can I make a specific entity act differently from the others? I might want a swarm of bats and I want one or a couple of bats to act differently.
You do unique behaviour by doing it, there's nothing about ECS that somehow precludes it. How do you do unique behaviour with OOP? You subclass and override, right? Well, you can think of that as setting a flag, and branching on it to do something different. You can also do it with something like a function pointer if you don't want a finite number of behaviours.

>How do you do spacial queries efficiently? Push a bunch of indexes into a quadtree?
What's the difference between ECS and OOP when it comes to this?

>Also would the Hittable component just contain the health/pushback strength or whatever?
>Should the world also be stored like this? i.e. tiles with ground effects, or should that be done in some other way?
Up to you.
>>
>>144784132
>pixel art question mark
How old are you, seriously?
>>
>>144784132
All the naughty progress to boot.
The best progress.

>>144784069
We are on an anonymous image board, poster continuity is a thing of the reddit.
And im not surprised by your stupidity.
>>
>>144783816
>Ive been on 4chan for nearly a decade :/
>>144784132
>pixel art question mark
>:/
Yeah, okay.
>>
>>144783665
>new to spriting
>wants to know what "style" to copy

Don't do that. Set your limits with a palette and just sprite from there--try to stick to low numbers of colors in order to increase your workflow. Start simple and small. Don't copy the ideas in other pixel work until you've sprited your own stuff for a while, just so you can recognize your shortcomings first, then seek guidance for fixing them.
>>
>>144783737
I've read boost may be useful for other things. Is std:: experimental::optional not the same thing? That turned up in my searches.

Also thanks for the implementation rip. If I can't justify boost for some reason I'll do that.
>>
>>144783816
>nearly a decade
>:/
More like a week
>>
>>144784381
Yeah, looks like the same thing. I'd use that, then.
>>
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too many flies?
>>
>>144784556
Yeah, either less flies or turn them into cute little butterflies
>>
>>144784315
>directed questions aren't a 4chan thing!
>you must be from reddit!
thats some nice damage control you have got going there
>>
>>144783816
>Ive been on 4chan for nearly a decade :/
Yeah no.
>>
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>>144784501
Thanks friend. I've got a plan to roll with now. That traversal time has been bugging me since I started implementing ECS.
>>
>>144784556
Yeah too many, just put two or three around a cow turd and then it'll be farm like.

Also butterflies/bees.
>>
Want to participate in space jam, but can't decide between Sobolev or Hausdorff
>>
>>144784714
I didnt say directed questions, i said poster continuity.
Your starting to get to me.
>>
>>144784920
I can't decide between top down and third person.
>>
>>144784354

Thank you for the advice
>>
>>144784934
Then my point still stands
>>
>>144782797
Seems sortof consistent with what i'm saying. Right? I accidentally started my index at 1 but whatever.
I should have been more clear. Every row is an array.
>entities without that component aren't processed
So I'd do something like
//pretend there's an enum which counts ENUM_Movable=0x1,ENUM_Hittable=0x2...
if(entityArr[currentIndex].Bitfield&ENUM_Movable){
move(movableArr[currentIndex]);
}
currentIndex++;

Right?

I just find it rather disturbing because without any form of polymorphism here the unique entity behavior would have to be defined

Or is ECS more like
struct Entity{
EntityType_ENUM type;
Movable* m;
Hittable* h;
Fooable* f;
};
and then you point to something that inherits Movable/Hittable/Fooable (or really they could just be void pointers) which you then in your update function cast depending on the enum (switch on the type)?

Or is there something I'm missing. The first system I proposed doesn't allow entities to be very unique. They all have the same fields and follow the same logic except some don't respond t
>>144784189
>OOP
I don't consider OOP really.
>there's nothing about ECS that somehow precludes it
Maybe, I just don't see how. I'd be rather limited even with using a 64-bit value for my flags since they all have the potential to have a type of component. Is the idea to have many of the different types he proposed in the transition from OOP? The Prop and Char?
>>
>>144782207

You don't understand, this program wouldn't be a full version of UE4, it would be a simple media player that played the UE4 ident before opening the actual game EXE.
>>
>>144784934
>poster continuity
Anon it's easy to do and it's been done forever.
>not that guy but
You can often see if they're the same poster or not either way but being explicit about it is the nice thing to do.
>>
>>144778439

Looks like an Amiga game from the 90s.
>>
>>144782207
>implying the engine has to stay open after its done displayed the splash screen
>>
>>144784902
>>144784556
And some birds, maybe?
>>
>>144785587
You can never see if they are the same poster. I think there is a way to show IP's but even that isnt guarenteed as multiple people can post from 1 ip and 1 person can post from multiple ip's.
What you ment to say was, "you can often correctly assume if theyre the same poster." Which did not occure.

>>144785550
>>144785747
You are correct, that is exactly what im implying, it obviously isnt necessary, but that is what i was implying.
>>
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i want to make something like this so badly
>>
>>144785424
The "ECS with flags" approach, what I call "pure ECS", is what I'd stay away from. It's kind of an extreme where there's a single entity type and all of the components are optional.

Also, it depends what the "unique behaviour" you're thinking of is. Do you just want to have a couple bats that are more aggressive, or something like that? That can be handled with a different-valued field, not a whole new "type".
>>
>>144783731

I appreciate the genre you're doing but I'm not too fond of the cel shading look you've got there.

Of all of the elements, the bridge and the interconnecting stone look pretty cool, the water is okay enough, and the grass/cliffs clash so much with the units and make it look unsettling.

Is the style temporary?
>>
>>144786089
>but that is what i was implying
That clearly wasn't the case, even if that's what you intended with your post.
>>
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Christ, guess it's time to start animating.
>>
>>144786227
I never liked this artstyle. It's kinda hard on the eyes.
>>
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I already posted a webm yesterday but here's a video with sound:

https://youtu.be/WrWm09MT_KE

There is not much happening in case you are wondering if something happens hah.
>>
>>144786227
It's really easy, anon. That style of "pixelart" is literally the easiest shit for gamedev newbie hipster "omg it's so RETRO tho!!" kiddos.
>>
>>144783816
well its true :( now yall being mean
>>
>>144786227
I like parts of this a lot. The background, the stone, the building. I hate the tree trunks, the canopy, the bushes. The characters are eh ok.
>>
>>144786412
Where'd you get them beep-boop sounds?
>>
>>144786460
Yeah, keep telling yourself that.
>>
>>144786227
>gradient mixel backgrounds
>no palette
>random pixels instead of actual texture
>"pixel" "art"
>>
>>144786730

I recorded the sound while randomly switching through the frequencys here

http://websdr.ewi.utwente.nl:8901/
>>
>>144786412
what is this supposed to be?
>>
>>144786791
>body rectangles
>head rectangles
>limbs literally single-pixel lines
>large, simple shapes for all background elements

Gladly. It's not only easy as fuck to create, it's also only used by people who want their game to look "retro" or get treated as ""art"" instead of a video game.
>>
>>144786297
her bottom part is especially well made, keep up the good work
>>
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>>144786412
Is that seriously just a static mesh falling through a pretty sky box with an obnoxious filter? Please tell me you made the skybox yourself at least.
>>
>>144787352
>>144787009

Let's see your spritework.

Or even do a rough approximation of that style. I'll wait.
>>
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>>144784902
>>144784691
>>144785958
I can't into butterflies, this is the best I could get it
>>
>>144786227
>wants to make a boring walking sim

Fukin' ell anon
>>
>>144787624
not an argument
>>
>>144787352
one day maybe you will understand that form is only one of the elements of visual art
>>
>>144787196

Trying to get a spoopy atmosphere. The scene is going to be the start screen.

>>144787612

yes!
>>
>>144787062
Oh man, I've heard of that. I've been meaning to give some shortwave stations a listen.

>>144787612
He probably just wants to present his progress in an interesting way. Anything to fight off discouragement.
>>
why does the ksp general say

/agdg/ devs post progress here edition
>>
>>144787907
Other than the forms, that image is 100% solid colours with random dots to add "texture".
>>
>>144787806

You just said it was easy to do, and yet can't replicate what you described as an extremely quick process. Either you are talking shit, or you do not have the expertise to back up your salty claims.

You're just a petty jealous nodev.
>>
>>144788214
we're all about space games now

where did the boat games go though?

or are we about to see some space boating?
>>
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Is any of this shit worth it?
>>
>>144788214
Because their general is ded
>>
>>144787612
Why are you so negative? Have you ever made anything?
>>
>>144788250
I didn't say it was easy, I said that it wasn't pixels and that it wasn't artistic.
>>
>>144788304

a spaceship is a space boat.

space ship
>>
>>144788334
>paying $15 for a course to make assets on the level of THAT
kek
>>
>>144788403
its more like a space submarine
>>
>>144788354

Then you're wrong twice.
>>
>>144788334
If you want to give yourself a financial incentive to make a good game and put it up on Steam or some shit, sure. Otherwise, there's loads of free tutorials out there.
>>
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>>144788304
>space boating
gettin spelljammer in here, I'd be okay with this
>>
>>144788565
>Otherwise, there's loads of free tutorials out there.
Yeah, loads of shitty ones.
>>
>>144788403
Woah...
>>
>>144788334
never learn anything from a teacher who is worse than you are.
>>
>>144788556
Am I wrong? My post is >>144787009, if you haven't figured it out by now.
>>
>>144788745
But I don't know anything about pixel art OR game maker.
>>
>>144788510
It's just 15$. As a programmer it's probably worth it if I would stick with my own art.
>>
>>144788663
Nothing about those looks non-shitty.
>>
>>144787931
Good job

>>144788043
I just feel like he is disguising it rather than being honest with him making 0 progress, which is fine. Its like posting the same picture of source again and again with a different filter and claiming its progress

>>144788348
I make tons of things, I just remembered that this guy stole his textures and tried to pass them off as his own last time he posted, something that I personally think is a douche move, don't you agree?
>>
>>144789065

I never said I stole anything, why do you keep repeating it? I said I got some textures from gametextures.com

Maybe its some projection on your part thinking I must have stolen it.
>>
>>144788830
I can promise you that your pixel art is better than that shit
>>
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>>144787726
I-I made you a little butterfly, Frog-senpai, I hope you like it
>>
>>144787062
Great. Now I have my music, my soundeffects and my ambient sounds. Thanks anon.
>>
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>>144787624
k
>>
Anon working on the beta site here, thanks to everyone who's given feedback through the feedback form so far. I've received all of it (hopefully) and am compiling all of it into useful lists, but I want to run by what I've got here in case any anons here want to weigh in:

>1: My dad beats me and won't stop drinking
Make a game anon. Then he'll love you.

>2: (Several) Requests for some sort of collaboration tool where anons can create a collab request and other anons can sign up somehow.
I don't know how to build this and keep the site anonymous yet, but I'm trying to work out a solution that will be useful. Any ideas appreciated.

>3: (Several) A "Completed AGDG Games" section where devs with complete games can have their itch.io, steam, google play, etc pages linked so people can download their game.
I think this is a great idea and I'll include it as something to add to the site. When the layout and page are done I'll start taking submissions on games to include.

>4: (Several) Additions to tools section and the inclusion of a tutorials section.
If you suggested something be added to the tools section, I've added it. A tutorials section is definitely in the backlog as something to add -- for now, an anon is hosting his own gamedev tutorials blog at boreal.aggydaggy.com.

>>144789463
This is the best pixel art I've ever made, and it's literally just recolored squares.
>>
>>144789432
I'm unsure who you think I am but this is the first time I posted about you. You posted a picture saying "Doing some texturing" (or something of that effect) whereupon like 3 guys called out the fact that you had made none of those textures, "stealing" might not be the right word, but taking credit for making someone elses textures is close i'd say.
>>
>drama
Take it to /qa/, please.
>>
>>144789628
Shortwave radio music can still be copyrighted, my dude. Unless you consider beep-boops as music.
>>
>>144789703
did you even try
>>
>>144786412
Wait are you that anon who tried to pass of some default textures packed with substance painter as your own? Isn't that the same precise mesh and texture even? its like 3am here so I might just be imagining things
>>
>>144789703

I can't tell the difference.
>>
>>144789718
Forgot to add at least two anons requested a "Jam Poll" page where anons can submit ideas for jams for people to vote on, but I don't know how I feel about that.
>>
>>144789951
proof that using gradients is completely fine for pixel art
>>
>>144783731
You know what i think would make this look nicer?

Shadows under the units>>144786281
>>
>>144789743

Using materials in Substance Painter = stealing. Okay.
Substance painter doesnt just fart out finished textured objects you know.
>>
>>144789718
collab submissions based on IP so each IP adress can only submit one entry? its not fool proof but I doubt people would use vpns just to submit joke entries. as for how you would go about doing this, i have no idea
>>
>>144790506
Then anons with dynamic IPs can't participate in collabs.
>>
Are blueprints a meme? Feel like I can't even create the most basic logic without it being a complete spaghetti mess compared to just writing it in C++.
>>
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I like this thread. There's not a ton of progress, but shitposting is down to a minimum

Post progress, please
>>
>>144789951

That's because he just cropped an image.
>>
>>144790636
You get better
>>
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>>144790421
>Look guys I made these textures! == Look guys i just put on this texture generator without tweaking it!

Calm down man why so mad? Either I'm lying for no good reason or you're mad that people remembered that you tried to pass something that you didn't do as your own.

If that anon that shitposted about him for like 30 mins last time is here please take over
>>
>>144790590
what if something similar to 4chan where it knows your ip so if they can use 4chan, they can use the collab service?
>>
>>144789602
ty friend, I cut it in half to make it look more like its flying up and down better. I hope you don't mind.
>>
>>144786281
All the stage textures are temporary. I've not had a chance to go back and redo them and I've not yet settled on a final art style either. Most of my work is just getting the engine and the necessary features working.
>>
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>>144790714
Does old progress count? I got a basic asset purchasing system down last night with a UI layer.

>>144790887
I'm not sure what you mean anon. 4chan doesn't require you to have a static IP.
>>
>>144790714
I can't, I'm not able to work...
Well I have progress but not for a video game, but a classical game....
>>
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>>144790307
Whoops, my bad, forgot the gradient light source.

>>144790739
Wrong.
>>
>>144790985
but people with static ip's use it
so they could use this service
im just spit-balling here and dont know how to implement any of what im talking about
>>
>>144786297
oh hey, you're back! she's a lot cuter now.
>>
>>144791118
The best thing I can think of is some sort of tripcode-like-system where someone can make a collab request and when they do, they give it a password. Then other people can join it if they have that same password. But I don't know.

Shit this would be so much easier if I could just make a site that lets you make a user account and create your own collab page that other people can join but that is the exact opposite of what a 4chan tool site should be.
>>
>>144789703
>I can do it, therefore it sucks
Why do you hate yourself?
>>
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Post good space movies for space jam inspo
>>
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>>144790714
the prog frog coming through.
probably going to upload my game soon, maybe add a few more plants before then. I was going to try and get building working, but I don't want to risk breaking it and run out of time
>>
>>144791753
>He'll never win if I just keep moving the goalposts!
That's enough of that shit, Dan Backslide.
>>
>>144791870
Space Jam (1996)
>>
>>144791870

The Martian.
>>
>>144789718
>keep the site anonymous
Use this:
https://tox.chat/
As contact. Note that it doesn't anonymize your IP, it's just a very neat small client. Which has very disposable ID's. You can use private/public key encryption to secure an owner/guest relationship.

For instance. If I want to submit a request I'd take a Tox ID (or any piece of information that I'm willing to share really). Encrypt it using a public-private key encryption scheme (could be implemented clientside on your site). Publish the public key along the request. This way we have a one way link between the requester-contact info and the people who sign up. Everyone gets the person who requests ID (in the case of Tox you require a 2 way add to establish communication). There can be an anonymous chat where you sign every message using your private key (can be implemented in site) and for reading there's a list of the public keys (with some sort of information behind the key, not everyone needs to ) that have been associated to the current request thread.

This scheme works well because:
There's voluntary contact information sharing (no 'add me on this' shown publicly)
There's an easy way to verify identity in thread ('encrypt this for me if you're X', then you get something back and attempt to decrypt using the matching public-key)
There's no signup process. There's a risk of garbage/spam though. But there's that here on 4chan too.
Negative:
Still no preventing request spam. (though any scheme to prevent request spam can be implemented on top)
Contact info like Tox are pretty important to prevent people from just adding Skype ID's en masse.
People may be a little bit confused if there's no good tutorial.

If you need a better explanation (I suspect you do) just email:[email protected]

I'm not a crypto expert in any way but the properties of a private public key pair is pretty obvious. It's not hard to get. But you may not have thought about it.
>>
>>144791939

>caring about winning

and this is why you lose. not him btw.
>>
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>>144790926

Cool, keep on trucking on. I'm watching you
>>
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>>144791870
Disliking this movie is a violation of federal law
>>
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>>144791870
Earth Girls Are Easy
>>
>>144789432
>gametextures.com
When there's stuff like this.

How do artists even make money?
>>
>>144792240

I havent seen that since I was a kid but I remember being bored shitless.
>>
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Anon, tell me about your game's setting/story.
>>
>>144792153
k.
>>
>>144791870
MOON
>>
>>144791929
this game looks amazing. while i want to play it so dam bad, i also want you to make it have lots of quests, story, whatever to make it amazing
this will be a great game one day. millions will play
im calling this as the next undertale
>>
>>144792390
>Gondor goes to Asia
>>
>>144792390
Mine is a globe trotting adventure through many different cultures and settings.
>>
>>144792390
You're a survivor in the post-apocalypse. Nothing else matters because the main character is a top-shelf waifu, like 9/10 (at the absolute least), so people will buy it and jerk off over it no matter what. Plus, I've left things in the world vague enough to where tumblr will think they're super clever for making connections (which don't actually exist) and make stupid blog posts like "OMFG you GUYS I can't even BREATHE this game is so fucking DEEP it's literally perf."
>>
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Post space jam game ideas ideaguys. Please.
I don't wanna come to the collab empty-handed.
>>
>>144792153
it became pretty clear they were taking this way too seriously when they drew a fucking picture to "prove" their point
>>
>>144790370
Shadows are on the todo list and will be done once I revisit lighting. Although the game certainly suffers visually for it, it's not within my current scope.

>>144792232
Will do.
>>
>>144792707
>I've left things in the world vague enough to where tumblr will think they're super clever for making connections (which don't actually exist) and make stupid blog posts like "OMFG you GUYS I can't even BREATHE this game is so fucking DEEP it's literally perf."

next undertale coming through
>>
>many hours of game dev
>lose interest in project due to [insert reason here]
>kill project and start new one
>repeat ad infintum.

How can I break the cycle?
>>
>>144792784

that was literally what he was asked to do tho?
>>
>>144793029
>Plan atleast the basic mechanics
>Don't get burnout on your project
>Finish
>Update/patch it later
>>
>>144792773
You're an pod-person type assassin on a human space station, you have to kill as much of the population as you can without being caught. If you're discovered you could still try to take everyone on but you will be vastly outnumbered and have no realistic hope of success that way.
>>
>>144793029
Stop quitting? Super easy solution. When you want to quit, don't, and work on your game instead.
>>
>>144793067
give me 1000 dollars
>>
>>144791870
not a movie but this scene is so epic that it will make you orgasm space juice
https://www.youtube.com/watch?v=E6vs3-2gdGc&feature=youtu.be
>>
>>144793029
By lowering your scope to something that you can finish before getting bored. Figure out a project you can finish in a week or so.

Then you can start working your way towards bigger projects.
>>
>>144793234

i don't get the joke
>>
>>144791870
This >>144792519.
>>
>>144793029

https://www.youtube.com/watch?v=tdbORXEmbnk
>>
>>144793386
because you're it
>>
>>144793228
Also some adventure/choices you can make to avoid conversation, and various mini-plots involving the hand-crafted crew instead of them all being NPC copies.

I love ideaguying honestly, not ashamed
>>
>>144793246
>all this hallway walk-and-talk
Did Aaron Sorkin have something to do with this?
>>
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>>144792390

Two hostile dark-age kingdoms and a neutral city-state witness a false flag attack by assassins posing as diplomats, resulting in the regicide of one of the kings. A succession conflict occurs when that kingdom's dukes back a different heir to the throne, and the second kingdom prepares to attack the first during their rival's political weakness.

Meanwhile, there are signs that an empire from a foreign continent has orchestrated various sabotage and acts of instability (including the regicide) as a way to pepper up the two kingdoms and annex them.

The player's role as a mercenary is to wade in all Yojimbo-style, play noble houses off each other, unite them, betray them, and keep your comrades alive over the course of the 7 days this chaos sparks.
>>
>>144793620
Long Live Griffith?
>>
>>144793212
Sounds logical, I try not to burn out but it ends up being obsession of the week for me.

>>144793232
So.... Quit quitting then?

>>144793293
I never realize the size and scope until feature creep starts setting in

>>144793439
Aye.
>>
>>144793386
if you explain a joke it's not funny anymore
>>
>>144792390
There's a ball, and it goes up and down.
And the ball is in a world, and the world story is inexistant.
And there's a goal, which is literally to get to the goal.

I'm really thinking about stopping making that game because I have no idea where it goes, and that makes me awfully sad...
>>
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>>144793849

Hell yeah baby
>>
>>144791929
looks fun, let me play it daddy
>>
>>144794081
I have to say, I enjoy the politics and character interaction of Berserk far more than the monster-slaying.
>>
>>144793927
Yeah. Stop quitting and keep working instead.
>>
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>button and text have the same white color.
>somehow button color is darker

fucking UE4!
>>
>>144794434
Is it under the box or something
>>
>>144794824
nope, it's on the same level as the text.
>>
>>144795007
Check your alpha value. Just set it to fully opaque and see what happens.
>>
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Re purposed the lightning gun thingy to this.
Activate to erect the turret, any enemy in the vicinity (fairly close range) will now be quickly zapped and dealt damage to. Great for offense but can also be used defensively as it targets incoming asteroids and enemy projectiles (the slow ones) as well.
>>
https://www.youtube.com/watch?v=GYwafK4HttY
>>
>>144795007
when it comes to transparent objects the order in which items are rendered can also fuck things up a bit, check if maybe one text get rendered before and the other after the box?
>>
>>144788334
Non-meme answer here :

Avoid the pixel art course. It's not bad per se but it isn't worth $15. I don't find Heartbeast to be a very good artist, his fundies are right but that's it. If you need to learn pixel art there are plenty of tutorials and such out there.

The GameMaker Course is good and I'd recommend it if you're new to GMS or programming as a whole. I'd recommend subscribing to his news letter or whatever FIRST because then you get his spaceship course for free which is also really good, and so then from there you'll be able to know whether you want to learn from him more and support him or not.

I don't know about the movement engine thing. As for the book, the current version is 1.1 but he's said a few days ago he wanted to update his book once more. Perhaps you should wait (I still haven't read it personally).

Also you can find all of these things for free if you're tight on money.
>>
>>144795521
another gorgeous update but can i ask what the gameplay of this game will involve or do you know yet?
>>
>>144778168
way 2 spooky man
>>
trying to get into game dev in my free time, where should I start?
>>
>>144795953
Check out the agdg website in the OP. Pick a tool and get started.
>>
>>144795953
https://www.youtube.com/watch?v=iQ0e3QUADw8
>>
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>>144792145
The extent of my cryptography experience is having to set up salting/hashing of passwords for websites and locking down web APIs with authenticated tokens but I'll definitely check this out when I'm creating the collab system because it sounds promising. I'm going to keep this post and your e-mail for future use. Thanks a lot anon this was really helpful.

I'm not working on it today because I want to practice my art more.

>>144795642
I'm not tight on money so I'd buy buying it. I'm also not new to programming -- I'm just thinking about shifting from using Monogame to using GMS because I've found that I get more bogged down in enginedevving than actually making a game so I'm exploring alternatives. I'll do what you said and check out the GMS course and his free course.

Do you know of any really good pixel art courses / guides / tutorials for an absolute beginner? Because I'm the opposite of an artist (Pic related)
>>
>>144795953
sign up to collab for space jam, info in the OP, make sure to mention you're absolutely new and want to work with others like yourself for the last two weeks in July
>>
>>144795706
Yeah i love talking about my game! The whole game has basically been designed to be a local asymmetrical multiplayer game.
Two players are working together to control the large ship seen in the previous gif, whereas the two other players are controlling their own ships, however they are MUCH smaller in size.
So the gameplay basically boils down to which 2 man teams are the better cooperators. Since a large amount of the arsenal are dependent on the other player you are playing with. For example: the co pilot in the larger ship can't control the movement, but has more crowd control abilities and is the only one who can aim their defensive barrier. The co pilot can also use a warp which lets you teleport to a location and maintain your momentum.
The smaller ships also have defensive capabilities, but they also require teamwork. For example they can project a barrier which absorbs all damage for a period of time, but you can only project them onto each other. Meaning the only one who can save you from a missile broadside is your teammate.
>>
>>144792390
You play as an elf and you cast spells and wear no clothes. I don't know.
>>
>>144792591
thanks anon, I want to make something huge out of it.
>>144794128
you can play whats there in less than 4 hours
>>
>>144795626
will look into that, thanks
>>
>>144796556
i think you have the potential to do so and from an art standpoint as well as mechanics, it looks very stellar
your game looks like something unique for the indie scene ontop of looking like alot of fun
if it plays as fun as it looks, it will be big one day
>>
I'm gonna dock my dick in your nerds space games
>>
>>144792390
I like the idea of a world that was once hi-tech but is currently in a Dark Ages. History has been lost, and people attribute the effects of electricity, radiation, etc. to magic. This fact is not integral to the plot, but is subtly shown in the world and told through item descriptions.
>>
i wanted to collab for a long time and build something with others, the problem is i don't like the space jam.

i really appreciate the collab coordinator, keep doing more stuff like these. i just feel like we should have a more lengthy discussions on what people want to make because basically the jam was decided in 1 day and it completely slipped and i didn't see it
>>
>>144796526
so correct me if im wrong but will the teams but two be like lan or like do you invite your friend and then you two search for another team of two (also can you get randomly matched with a teammate?) this all sounds extremely fun and looks great.
>>
>>144797329
see >>144796205
Eventually there will be a collab system set up on the site. Hopefully this will make it easier for people like you to collab with other anons easily. If you have any ideas on what you'd like to see in a collab system, please let me know.
>>
>>144796205
>I'll do what you said and check out the GMS course and his free course.
Do the free one first (spaceship) then (if you feel like it) the cave boy one. That's how I did back then at least, well both are aimed at extreme beginners anyway but the cave boy one is longer and approaches more complicated topics.

>Do you know of any really good pixel art courses / guides / tutorials for an absolute beginner?
I have a shitload of things bookmarked in that regard yeah, but nothing super secret, so I simply recommend you to search on your own.

Here to get you started though :

http://pixeljoint.com/forum/forum_posts.asp?TID=11299
http://finalbossblues.com/pixel-tutorials/
+ google "pixel art tutorials" and do anything you seem to like. There are a lot of them uploaded over pinterest for example. Don't stick to them too literally though and try to practice drawing your own shits after a while. Good luck.
>>
>>144797339
Online is just so far out of my league at the moment so i'm solely focusing on local multiplayer, with a requirement of at least 3 players to start. I might add a coop 2player only mode later down the line so that you can practice your team coordination with your friend against bots.
Glad to hear you like how it looks! It's what keeps me going.
>>
>>144797329
Yeah I think enough people are into collab that it will be a thing, as soon as we figure out how best to do it.

> i just feel like we should have a more lengthy discussions on what people want to make
I get where you're coming from but that's how we end up with boat/mecha. Like what the fuck is that. You'll never please anyone, and that's why having short jams (this one's just two weeks) works really well imo.
>>
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>>144797329
you can always collab on the space jam, see what your teammates wanna do and maybe collab with them on something else after the jam has ended
its a great idea to learn from devs with diverse skills and make new friends with a shared passion for game development
Im the collab coordinator and frankly, I didn't vote for space (I voted stealth) but I also voted for collab just because the idea of teams of talented anons coming together and jamming it out sounded like a really fun time to me and I wanted to make it happen and see what they would come up with. There wasn't a very lengthy deliberation about the jam topic mostly because it was getting out of hand with people remaking the poll about 200 times and countless meme topics on the polls that were being abused.
I think it would be best if the next poll spans a longer period and is controlled so no one can just add memes: "shit jam" or "come on slam jam". Id encourage you to sign up for the jam even if space isn't your thing as it can still be immensely fun and educational to work with a team on a game. If not then no worries :)
>>
>>144797546
thank you so much.
i think i have your email so ill probably message you soon with some ideas
>>
>>144797836
Thanks anon. Finding good tutorials for art is hard for me because I have literally no experience. At least when I'm searching for coding tutorials or guides I can tell whether something is giving me shitty advice or not. With art, I have literally no baseline of judgement, so I appreciate the nudge in the right direction.

Is hard-drawn art for games a bad idea?
>>
>>144798052
that's p comfy anon
your work?
>>
>>144797857
honestly i think this game has insane potential
you've got a unique idea on your hands and you have the means to craft that into a great game
i think this format has the ability to be insanely fun and I look forward to the day when i can try it out
>>
>>144798052
Absolutely ruined by the gradients and overscaled sun.
>>
Since people get so worked up about the theme of jams and voting on it, maybe we should have some kind of system for that too. Because people get really riled up and dramatic about it, and I don't think they're all trolling.

Like step1: submit ideas, step2: a poll in the OP for a week.

But honestly I think the better thing to correct is the importance of the theme of a jam. It's more fun if it's not exactly a thing you're 100% interested in, anyhow, it forces you to work on something you normally wouldn't. I think it's a little bit of whining honestly.
>>
>>144798191
not my work
just a comfy pixel art scene i found
>>
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Laying down some simple concepts.

Does aggydaggy like low fantasy steampunk?
>>
>>144798423
>memepunk
>>
>>144798423
Nice darksouls clone :^)
>>
>>144798496
>arcanum
>memepunk

Bad taste detected.
>>
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>>144798197
Thanks anon, i really appreciate it!
>>
Why don't you make a new game Gogem?

I know you love RRPS but it hasn't succeeded in like 3 years. It's time to move on I think.
>>
I'm currently going through heartbeast's tutorials and have reached his pause video. In it he ticks of persistence inside the rooms.

Does this mean that the game is constantly holding those rooms in memory?

If that is the case, would this cause the game to bog down if there are too many persistent rooms.

Bonus nub question: Would it be more efficient to create an object that iterates through the room and gather's the state and coords of all objects on pause and then replaces them on un pause?
>>
>>144798774
The way I see it your solution would use the same amount of memory because it still needs to store all the state somewhere, but now you've also added the unnecessary work of iterating through everything.
>>
>>144798543
Joke's on you!
It's a King's Field clone
>>
>>144798907
Sounds reasonable. I didn't even think about that part. thanks anon
>>
are flashback/abes oddysey type platformers meme material now? or is it just that one good one.
>>
Post your favourite gamedev related talks/videos guys
>>
>>144799957
https://www.youtube.com/watch?v=XOC3vixnj_0
>>
>>144799957
https://www.youtube.com/playlist?list=PLc38fcMFcV_s7Lf6xbeRfWYRt7-Vmi_X9
>>
>>144799957
https://www.youtube.com/watch?v=QM1iUe6IofM
>>
>>144799957
https://www.youtube.com/watch?v=IUuIq8w9Nxg
>>
>>144799957
I've watched a shit ton of the GDC ones but only a few are actually useful. My top 4:

https://www.youtube.com/watch?v=Mw0h9WmBlsw

https://www.youtube.com/watch?v=dnGzEn6swqo

https://www.youtube.com/watch?v=072HkIJ_DMs

https://www.youtube.com/watch?v=C7307qRmlMI
>>
>>144800538
that skullgirls one is useful af, thanks breh
>>
HAHAHAHAHAHAHAH
TIME TO DEV
>>
>>144800538
animation basics
are these professionals?
>>
>>144782067
bait
>>
>>144799957
https://www.youtube.com/watch?v=DtMKOIXREJE

Josh Sawyer going pretty detailed on attributes and tuning in Pillars of Eternity, which if you weren't aware, was a game intending to be a modern Infinity-Engine-like (Baldur's Gate, etc). But instead of fucking the dead D&D horse yet again, they made a system from scratch. Pretty interesting and detailed talk.
>>
>>144798073
>Is hard-drawn art for games a bad idea?
Do you mean digital art? Like non-pixel art? I only plan on doing 2D pixel games personally so I can't really answer you specifically but I'd say it depends on what kind of game you're making but I don't see why it'd be bad. We had that maidgame dev a while ago who had vector art for his game and it looked good.

Gotta keep in mind that pixel art is an art medium which means general art fundamentals still apply to pixel art, but depending on what you're aiming for you might not need to go full /ic/ to achieve your goals.
>>
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I'm moving and i can't dev. I just wanna finish that trump game.

Make the progress i cant't everybody.

Pic is the front of the place i was moving from that kind of inspired my christmas game.

Also fuck ipads
>>
>>144799957
https://www.youtube.com/watch?v=QHHg99hwQGY
Somebody linked this here before. It's super interesting and useful imo.
>>
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~~=Weekly Recap=~~
We have a total of 31 games, all of which had better be in Demo Day 9. Eight games have returned from previous recaps!

~~=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 recap appearances. 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!
>>
>>144801631
Pretty
>>
>>144801631
At least you have an excuse. Im just wallowing in self pity and hate and not making any progress.
>>
>>144800538

>watching that first one
>she can't be much older than 21 and she's already a pro
>I'm approaching 30 and picked up game dev and animation a month ago

I hate how much of my life I've wasted on bullshit I didn't care about all because I never believed in myself.

Anyway, it's a great video so far. Thanks for links.
>>
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>>144801419
Yeah just digital non-pixel art. I don't know how to draw but I'd like to learn, and I want to make a game, but I don't know if I should focus on learning how to "draw' proper, or learn how to pixel art.

I'll probably try pixel art. There's no way I'll ever be able to go full /ic/ I'm already too old to practice for years and git good at it.
>>
>>144800538
Everybody here should watch the 4th video.
>>
Okay guys how the fuck in Unity do I add a script as a component if the script is in the standard? I imported them but I just can't get the fucking "Add Component -> Script" to see it and it's infuriating.

Like, it's right fucking there, I can open it in VIsual Studio and everything but I can't actually fucking add it to my object.

Simple Capsule, got it to do WASD movement but I wanna be able to move the view with the mouse and Unity has a script made just for this, MouseLook

And I fucking found it in Standard Assets -> Characters -> Scripts but I can't fucking use it in my project, it doesn't fucking see it.
>>
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Re-did the "Gershwin" enemy's behavior because I already have a hopping enemy. It's aggressive, but dumb, and dies in one hit. Still, to make it easier on the players, it won't attack initially until you get close.

Animations are jerky and need work, but they're serviceable for now.
>>
>tfw 2AM dev
>>
>>144802553
ganbare plokdev
>>
>>144802512
Try just dragging and dropping it from the asset browser onto the gameobject

Make sure it's actually a monobehaviour that you're supposed to add onto a gameobject and not something you're meant to extend or something, though I doubt that's the case.
>>
>>144802512

Shouldn't it be in Component -> Camera-Control, Mouse Look?
>>
>>144801893
>score
It's a nice idea but isn't this rewarding for not finishing a game...?
>>
>>144802553
Is this 1MA'd? I've seen your progress and your assets are always incredible by my standards.
>>
>>144800538
I fucking hate people fucking up presentations, especially women, but that fucking skullgirl animator is so cute I can't hold a grudge.
>>
>>144802787
Also it could become a mark of shame once the numbers get too high.

I like the idea of a score somehow though, but we need to think about the mechanics of agdg: the game
>>
>>144802281
I'm 26, started seriously getting into art at 25. I'm still a beginner but I'm starting to be able to do things that aren't half bad and being confident in making all my art assets by myself now. I don't think you should hold yourself back just because of your age. If you practice every day you'll improve and definitely make it.

Please watch this.
https://www.youtube.com/watch?v=c0mioyFKoFw
And anyone reading my comment who's currently procrastinating should too.
>>
>>144802848
>your progress and your assets are always incredible
looks exactly like pong
>>
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>>144803038
no bullying
>>
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>>144802698
>>144802512
the fuck does this mean
>>
>>144803102
you dont tell me what to do, guy
i'll bully pongdev all i want
>>
>>144803112
the script needs to be a monoBehaviour
>>
>>144803024
thanks anon, I'll watch it. Where do I even start though?
>>
>>144803112
Looking at MouseLook it does not seem to be a component you're supposed to add to an object directly. It looks like you should make your own monobehavior which contains a MouseLook variable, set up the variables in it, then use the functions in it from your own update function.
>>
>Unity calls classes "scripts"
???
>>
>>144803335
>Unity has no concept of separating controllers from pawns
>>
>Unity is not FOSS
???
>>
>>144802848

Yes, but I cheat. A lot of my textures are from Google Images or Substance packs that you can buy from the Asset Store for a couple bucks a pop. Clouds are from a Just Cause 2 mod, water textures are from a Skyrim mod, and the grass models are generated from Unity's cloth simulation. And that is why I can't sell it.

Mods in general are a great way to get high quality assets if you don't plan on actually selling your game.


>>144803298

That can't be it, because I can dragon drop the MouseLook script onto my objects just fine.
>>
>>144803102

He's probably referring to https://plokdev.itch.io/e5y
>>
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>>144803245
>pic

>>144803575
>>144803298
I literally have no fucking idea. My only guess is that it's fucking with two objects at once maybe? The class for X/Z axis and the Y for camera so I gotta do some bullshit for both?

I'm just gonna make it from scratch
>>
>Unity
???
>>
>>144803830
Oh apparently according to the API

>MonoBehaviour is the base class every script derives from.

>Using Javascript every script automatically derives from MonoBehaviour. When using C# or Boo you have to explicitly derive from MonoBehaviour.

WHY THE FUCK DOES THIS ENGINE USE TWO FUCKING LANGUAGES

AND WHY THE FUCK IS IT C# AND JAVASCRIPT
>>
>>144791870
>movie
PSA: Not Event Horizon, this movie is trash.
>>
>>144803264
>Where do I even start though?
Those are books. They're all available over /ic/, ctrl+f book thread.

First do : "(Bert Dodson) Keys to Drawing"
then "(Ernest Norling) Perspective Made Easy"
then "(Scott Robertson) How to Draw"
then for anatomy : Proko / Loomis
then "(Michael Hampton) Figure Drawing - Design and Invention" (very good book). Hampton also has other books.

To do whenever possible : "Dynamic Sketching 1 with Peter Han"

Villpu is also highly regarded, but perhaps not for a beginner.

This is I think a good /ic/-tier route to learn how to draw. Make a CGpeer account.
>>
>>144803575
Are you sure it's the exact same one? The MouseLook script in my standard assets does not inherit from MonoBehaviour. It's just a bunch of variables and one function that takes two transforms.
>>
>>144803830
Wait can't I just add a camera directly to the fucking capsule?

brb googling for 15 mins again
>>
>>144782425
>>144782654

There's a lot of things you need to clean up.
You have a few shitty stray pixels that make things look lumpy and overall, and things seem to be freely drawn.
I feel like you are just drawing how you normally would without paying attention to each pixel.
It's an interesting transition from drawing freely to focusing on how each pixel affects the one next to it.
You can also reduce the number colors to give a more crisp look overall
>>
>>144804173
>>144804098

Don't worry senpai I'm making you a JS version
>>
>>144804173
If you do it that way you still need to take some care when rotating on the Y-axis as your entire character model will tilt over. Using the Y-axis should only modify the camera's transform.
>>
http://shmuplations.com/1994game5/

> think basing your game on advances in new hardware is a poorly conceived idea. To draw an analogy with movies, there are still many people today who make films in the older black and white style. When I look at various games that have just meaninglessly added scaling and sprite rotation and so on, I just end up thinking “what are they doing… this is silly.” (laughs)

- Shigesato Itoi
>>
>>144778449
They're planning to make it customizable though, so at least you can have it display your studios logo as well or something.
>>
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>>144804863
>not wanting to make a bomb-ass game that makes your computer its bitch

low energy
>>
>>144804413

pomf.cat/hrpgfb.js

Just rename the file and disable your antivirus (since Avast thought it was malware).
>>
>>144805019
getting a 404 here lad
>>
>>144805019

Whoops, meant a.pomf.cat/hrpgfb.js
>>
>>144800538
>>144799957
Most GDC videos are pretty awful, it's hard to find the goodies.
This recent Diablo post mortem i thought was very interesting.
https://youtu.be/VscdPA6sUkc
>>
>>144797329
the collab theme is the one that won the polls TWICE

the space theme was forced by the poll creator, the same guy who killed the lewd theme because he didnt like it and chucked a massive salty bitch fit
>>
>>144799957
ill do you on better
an entire movie in 1080p about indie game developers and its quite entertaining

Part1: http://games.dailymotion.com/RKM18/x3qz1jx

Part2:
http://games.dailymotion.com/RKM18/x3qzo2k
>>
>>144805525
DELETE THIS
>>
>>144805525
>pirating IGTM

Jonny is rolling in his grave
>>
>>144802281
>There's no way I'll ever be able to go full /ic/ I'm already too old to practice for years and git good at it.
unless you're 95 you're not too old
i think you shouldn't think of it as practice, just keep doing it and try learning new things sometimes. you'll get better.

also i was into art for a while back and what i can say is: if you do pixel art it'll motivate you more because you can use what you've drawn as assets for your games.
>>
>>144801893
31 games in the recap. Great work everyone.

Is this a return to the glory days of /agdg/?
>>
>>144803575
>And that is why I can't sell it.
I thought you couldn't sell it because you don't own the rights to Plok.

Anyway, awesome work. Plok was a major part of my childhood and this game simultaneously makes me feel nostalgic and gets me hype for something new.
>>
>>144805668
>>144805729
not pirated
its just a link to two dailymotion videos
plus, the movie itself isn't an indie movie, it had a big budget. the game devs in the movie probably made jack shit off this other than exposure
>>
>>144806113
I was joking lad fuck Jonny
>>
>>144803335
No, "scripts" are implementation files. That can contain multiple classes if you want. However it will bitch if the file does not contain a class with a name that matches the file name.

>>144803458
Actually you can use the MVC model if you want to. It just encourages using Monobehaviours since it's easier for less experienced people to understand.
>>
>>144805865

I meant that even if I made him an OC, I would not be able to sell the game.

Forgot to mention 2 other things I do with models: Bake the AO so the lighting on objects appears less flat, and adjust the object's normals to prevent lighting, shadow and SSAO errors. Sometimes it's worth adding a few extra polygons to keep geometric surfaces looking nice. Unfortunately, I'm shit at UV unwrapping and retopology; you could probably do a lot better than me even with my own models.
>>
>>144805525
Watch Rise of the Indies instead. It'll make you want to quit this hobby.
>>
>>144806181
ayyy
>>
>>144805376
Cool drama bro, but pollguy was rooting for underwater.
>>
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itch.io/jam/theme-jam#entries
everyone go play my game. its the frog one and my friends ones I guess if you want to. the idea of the jam was that we each get a random theme from a list made by the 3 of us and we each make a game out of the theme we pulled. Give me some critique pls, I wan't to keep making my game and I want to know what people want from it
>>
>showed a guy from uni the game im working on
>he asked if i have a job
>i said not right now
>he asked me for my cv and passed it to the company he works at
>got me an interview on friday

nobodys been ever that nice to me. shit wasnt even that impressive, just some pathfinding i made for a rts im working on.
>>
>>144806316
you make me not want to watch it and want to watch it at the same time
dam u. is it poorly done or does it just make game-deving look improbable?
>>
>>144805762
There's such a dramatic improvement in /agdg/ when we don't have daily shitposting marathons. Notice how we haven't had one of those episodes in awhile? And how this is a legit awesome general?
>>
>>144806260
I don't recall anything being able to derive from a class except another class.
>>
>>144805376
i don't give a fuck.
it was decided in a day and lots of people missed it
>>
>>144806412
Downloaded. Got some shit I have to do, then I'll try it out and let you know what I think.
>>
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>>144806504
Damn I didn't even notice.

I love you guys
>>
>>144806449
depends on what his company is,
are we talking sex trafficking company, illegal dog meat distributors
it could be anything
baka, the man should have told you
>>
>>144806412
What are you using to make this?
>>
>>144806113
Whoops, I thought it was Rise of the Indies.
It's probably still as bad
>>
>>144806593
I straight up love you too dog
this board can be so pleasant when it wants to be
>>
>>144806605
writing software for hospitals. im up for a c++ position.
>>
>>144806663
game maker studio
>>
>>144806539
Shit, this two week jam could have changed the course of your life bro, I'm so sorry.

But good news, there'll be more jams you whining little titty-baby
>>
>>144803976
>you have to explicitly derive from MonoBehaviour.
You do not. That is only necessary IF you want it to be a component of a GameObject. If every single one of your classes is derived from Monobehaviour then you should probably redesign your code.
>>
>>144806723
its actually decent
jonathan blow is bad
phil has a psychotic episode every two minutes
team meat is very inspiring
watch it, its well made (93 % on rotten tomatoes if reviews mean anything to you)
>>
Does programming knowledge help when using an engine? Like if I use GMS or Unity will I be able to make a better, more depthful game than someone else because I know how to program? Or is what's possible in these engines a low ceiling limited by their own capabilities?
>>
>>144806467
https://www.youtube.com/watch?v=61wbMMwlvQA
>>
>>144807082

yes
>>
>>144807082
It definitely helps, if only because you'll be better at reading API references and knowing how to ask the right questions.
>>
>>144807082
Not necessarily.
The biggest limitation is imagination. You can replicate almost anything a professional can do in Unity in Game Maker, even if it takes them longer.
>>
>>144807082
Just look at how many games are broken pieces of shit locked to 30fps and you'll see that being a competent programmer is always important.
>>
>>144807082
You can't use Unity or Game Maker without knowing how to program.
>>
>>144807230
>The biggest limitation is imagination.
I'm asking if the biggest limitation is the engine or the ability of the dev. I look around and I see hundreds of this shit >>144807260 and I'm wondering if this is because of the engine or the dev. If I want to do something complicated or out of the norm, I don't see a lot of that out of GMS games, and I want to know if that's because of engine limitations or dev limitations.
>>
>you need programming for game development

um hello blueprints would like to speak to you
>>
>>144807407
But there can theoretically be massive diminishing returns on programming ability's effect on the end result if the engine's limitations create obstacles.
>>
>>144807476
Blueprints are only REALLY useful if you have a C++ programmer making base classes that the plebs can use in their blueprints
>>
>>144806860
>the jam theme is space
>have two weeks on your hands
>make a fucking shump

jam are for everyone not just for your cultist steam chat personas
>>
reminder to sign up for a group in this upcoming space jam
email me
http://pastebin.com/NEPv0pPC
>>
>>144807838
>implying I use steam
There's no port for plan9 friendo
>>
Are original RPGMaker games welcome in these threads?

I'm a C++/Unity dev, but I'm really fond of the RPGMaker2k3 system and aesthetic and wanted to try my hand at making my own game with it.
>>
>>144807476
Blueprint is programming.

>>144807723
It allows for interesting control flow that is really ugly in C++.
>>
>>144808535
no, theres an RPGMaker general.
>>
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HARD WORK AND GUTS
LOW POLY IS GOOD POLY
>>
>not developing your own language
>>
>>144806412
Comfy game, I like it!
It's kind of hard to tell when the crops are done growing, at least with the initial wheat looking crop.
>>
>>144808639
It's slow and most people there just complain about how there aren't enough good pre-packaged assets to use.
>>
>>144808535
yes
>>
>>144808925
Post here. No one is going to run you out except people without games.
>>
>still using binary code
>>
>>144809049
It's 2016! Why isn't your code nonbinary genderfluid othercode yet?
>>
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>>144808801
Could we really do better than the current languages? What would need to be changed? Wouldn't it just be reinventing the wheel at this point?
>>144809049
>Not using quantum code
>>
>>144808925
just post here we won't give a shit, RPGs are games, that general is just a containment thread because 99% want to make RPGs
>>
>>144808535
I'd actually like to see more rpgmaker discussions here. Yes I know there's a general but it's dead.

I wish their thread would merge with agdg.
>>
>>144807440
Those problems are absolutely because of the dev.
There's nothing like an fps limit in gamemaker, people are just stupid or lazy
>>
>>144809049
https://www.youtube.com/watch?v=5eMSPtm6u5Y

>>144809347
>Could we really do better than the current languages
Are you serious?
>>
>>144809347
Are there any systems programming languages with:
>dependent types
>linear types
>quotient types
I didn't think so.
>>
>>144809654
It's no longer a systems programming language when you add those
>>
>>144809347
>>144809654
Forgot sized types. That's important, too.
>>
>>144809629
Untill I get a masters in computer science yes I am. But what's wrong with what we have now?
>>144809654
How will those help compared to the current languages though? Is what we have -that- bad?

Genuinely curious about this. If you got some reading to recommend I'd like to give it a lookie.
>>
>>144809804
> Is what we have -that- bad?
Depends on who you ask! But that's the wrong question. The right question is:

>Can we do better?
>>
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http://poal.me/ghebc9
http://poal.me/ghebc9
http://poal.me/ghebc9
http://poal.me/ghebc9
>>
>>144810183
Where is the "why not?" option
>>
>>144810183
>loaded answers
i voted yes anyway
>>
>>144810229
Why not is literally yes.
>>
Where is my game?
>>
>>144810183
They seem really nice the few times I've looked at their general. I think they even do some game-making as a general, which is so damn comfy and something we could never do.
>>
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Working on kind of an off-beat game. It's a little difficult to describe, but basically it's a sort of bizarro post-human world where trans-humans called Snowflakes have unlocked the secret to becoming literally anything before messing up reality in short order and twisting it to fit their image of an ideal world.

You're hitler for some reason, and you have to fix it. It's not nearly as edgy or tryhard as it might sound.
>>
>>144810183
>>144810259

I wonder what they'll say about it.
>>
>>144810229
Vote yes and no simultaneously
>>
>>144810183
Yes.

A Unity game using default assets would be laughed out of here. RPG Maker games are fine if they're not doing the same thing.
>>
>>144810348
Yeah but it's not "Yes, games are games and we could learn from each other. Plus their general is very slow and stall and has to be bumped several times a day to keep it alive. We should welcome them."
>>
Anyone know how to return the camera of the current object in Unity?

Like I got my player and a camera attached to it, along with scripts and other shit for wasd movement etc., how to access THAT camera.

Is there a function to return the camera of the current object I am in so I can set it's values?
>>
>>144810183
>things are fine as they are
>anime girl in flaming house.png
>>
>>144806412
Okay, back. So, things I like:

>comfy as hell
>weird store dude
>music
>basically everything I don't list below

Things I don't like:
>I had no idea how to pick things up at first because it's not listed on the character page where jump and use item are listed.
>there seems to be no use for jumping.
>only one NPC
>the title screen is too big for my monitor
>if I try to alt-enter to make the game into windowed mode, it just starts flashing at me
>>
>>144810183
It's a fucking containment thread no

If you wanna post here about your RPG we don't give a shit but don't fucking merge the fucking threads
>>
>>144809804
All of those are about proving properties of your programs and refining APIs. Benefits:
>even more problems can be caught at compile time instead of requiring unit testing or debugging
>code becomes much more self-documenting
>compiler has more information with which to do optimizations
>>
>>144810484
Even though we have been pretty lacking in the over-the-top shitposting episodes lately, our legacy lives on. They will never want to come here, their general is too comfy.
>>
>>144810719
Yeah I don't know why anyone's even humoring the nodev poll. Posting an rpgmaker game in this thread doesn't mean we need to merge them.
>>
>>144791870
Emmanuelle in Space
>>
>>144810587
fuuuuuuuuuuuck Unity is bullshit, I'm gonna have to have my players named "MainCamera" so I can access it easily
>>
>>144810587
Better idea is probably to have a public Camera variable in your script and then just drag and drop your camera onto that in the editor.
>>
>>144810543
A Unity game using its own art, but nothing but store bought code would still be laughed out of here. That's basically every RPG Maker game.

RPG Maker is not game dev. JRPG's aren't even games.
>>
>>144811081
You don't even make games you nodev faggot.
>>
>>144806412
Try making an invisible "camera" object that the view follows instead of the player, and giving it this code in the step event:

x += (Player.x - x) * .08;
y += (Player.y - y) * .08;

Where "Player" is the name of your player.

This will make the camera follow you, but ease behind you just slightly. Makes it very slightly less jerky, and for a comfy game like this, every little bit of smoothness counts.
>>
>>144810589
>you sitting in flaming house, do you
>a. do nothing
>b. douse yourself in gasoline

hmmmm
>>
>>144810183
>this poll guy trying to force more shit with his shitty fucking polls

fuck off
>>
>>144811081
Why the fuck do people come in here asking if they need to know how to code to make games

fucking hell

>"Do I need to know how to mix paints on my own or can I just go buy every shade of color I need to paint my canvas"

Not that fucking hard to just code. especially considering 99% of them are RPG fags or platformers and the coding is especially easy for those fucking genres.
>>
I say let them come here. It would up our progress posts and we might even convert some of them to proper engines.
>>
>>144811068
I did that... now what exactly does that do? Just let me access it from scripts within my object? Cause that would rock
>>
>>144811527
Yeah in the script where you declared that variable you can access the camera now.
>>
>>144811597
awesome man, that's exactly what I need
>>
>>144777612
Youtube lets you upload podcasts for free. Just chuck a nice image on it.

https://www.youtube.com/watch?v=t5BzsqC0TgY
>>
>>144811439
You just proved a good point made by someone there
>All merging the threads would do is inflate the ego of bunch of shitposters who feel great that they are not using RPGM.

I think they're fine where they are. Best of luck to them.
>>
>>144811218
no. gasoline contains benzene which is known to cause cancer
>>
>>144811439
I wish we had more VNs here
>>
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I think i'm finally set on how the health system will work in sorcerobe

basically you will get oneshot by anything that damages you, but there a couple things to mitigate that. Each powerup you have will give you a free hit in exchange for dropping said powerup kirby style. also, most damage is "soft" damage, by which i mean it can't actually kill you, it can only stun you and cause you to drop powerups. The working examples of that in the game right now are the chargers and falling off the level. the knife guy and other enemies are the only things that can actually finish you off. this feels like a nice middle ground that I think should allow you to be punished for making mistakes without causing you to lose progress on a puzzle/becoming frustrating
>>
>>144812050
Can't say I agree, aside from the fact VNs are not games by definition (Dating sims however are borderline), the focus of VNs is plot/writing, where as this thread is (suppose to be) gameplay focused.
>>
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>BlueprintImplementableEvents should not be virtual. Use BlueprintNativeEvent instead.

>BlueprintNativeEvent functions must be non-virtual.
>>
>>144812285
>VNs are not games by definition
Then why do the rules explicitly allow them in a "Video Game" board?
>>
>>144812285
No, I think the point of these threads is creativity and productivity. People want to see the games other people are making as long as they're original. Only shitty nodevs care petty semantics debates.
>>
show me your porn games
>>
>>144812518
>writing functions with blueprints
>>
>>144812591
Be gone, outlander
>>
>>144812740
I just wanted to leave the door open to extend this class both with blueprints or C++.
>>
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>>144812591
>>
>>144812145
thats so nice but the only fault is the unoriginal character design from final fantasy. it is still passable and everything else looks so nice
>>
>>144812285
when i get started on Detective Game you will see how plot/writing can be gameplay.
>>
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>>144812591
just a little something im working on
>>
>>144813270
now this is real game dev!
>>
>>144813270
>>144812945
>implying

that's old as fuck
>>
>>144813270
I swear to Odin I have seen this webm like 2 years ago.
What's your progress?
>>
>>144812050
I do too. Or stuff like Firewatch, that's basically a VN but a little extra. Obviously without the acting and hopefully with a little better plot, but along those lines.
>>
>Got kind of bored of enginedevving
>Opened up GMS and looked at a few tutorials
>Holy shit I'm making a game
....Woah...
This feels like cheating.
>>
>get a weird bug
>can't find why it happens and can't fix it.
>one hour re-reading the code and thinking about it without any success
>fuck this shit, I0m going to bed
>wake up a few hours later
>I know exactly what's the bug and how to fix it.
Seems sleeping really works.
>>
>>144810437
>you are hitler
what's there to fix?
>>
what should I do today? I probably won't start for a few hours but my options are
- Try to make a base animation class that different skeletal meshes can share somehow
- Add friendly NPC AI to walk around their spawn area
- Add spawn location to save file so enemies remember where to go if you zone out while they're chasing you
- Add shops
>>
>>144813976
GM got real power!
>>
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I have gone beyond enginedev.

I AM LANGUAGEDEV!
>>
>>144815717
how do you start with language dev?
>>
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>>144815717
>mfw The Witness could have been made in one year with a team that size using UE4
>>
>>144815784
http://norvig.com/lispy.html

Translate to your favorite language
>>
>>144813976
>This feels like cheating
I felt the same when I loaded up SFML. Not sure what GM could offer me though.
>>
>>144815784
Just like make language
>>
>>144816132
/aldg/ when?
>>
>>144815892
It'd be a far worse game for it.
Also if you look at interviews with JBlow he says he gets game ideas from implementing engine stuff quite often. A large part of the game is apparently inspired from engine stuff.
>>
>>144816290
>It'd be a far worse game for it.

How so?

And I mean it's obvious to everyone who isn't him that he makes his own engine because he finds it enjoyable, but he keeps trying to play it off as an objectively superior choice in every regard.
>>
>>144816579
>but he keeps trying to play it off as an objectively superior choice in every regard.
UE4 didn't exist when he started that game. If Unity did exist it was probably a total piece of shit at the time considering how it's still not even that great.
>>
>>144816042
Shit this is neat.
>>
will agdg ever stop being salty about enginedevs?
>>
>>144816889
No because most of them are no better than nodevs.
>>
>>144816889
I do some enginedev myself but Jonny and his clique's constant circlejerk about their superiority pisses me off.

Also Jon's language will probably never release because then he'd be confronted with the reality that his software is just as shitty as everyone else's.
>>
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would you a text-based 3D space tactics game?
>>
>>144817060
It'll be a good laugh when you realize he wasted a decade of his life on a meme language
>>
>>144817208
Hahaha wow, yes, I definitely would at least check this out with some curiosity.
>>
>>144817356
How constructive, laughing at people who are creating things you never could when they stumble

what a fulfilling life you must lead
>>
>>144817208
>3D Trigonometry: The Game

make it an educational game
>>
>>144816225
https://www.youtube.com/watch?v=a9xAKttWgP4
>>
>>144817208
I am highly interested anon, tell us more
>>
>>144809754
>linear types
Rust has linear types (or affine types if you're feeling pedantic) and people have written working toy OS kernels with it

>dependent types
Should be fine (at least no worse than Rust) especially if you're willing to compute only with things in the lowest universe. Also, Lean will soon have extraction to C++, though I'm not sure they're planning to provide a way to ditch the managed runtime.

>quotient types
Unfortunately I don't understand what those are yet
>>
>>144817981
i was trying to think of objects to create in C++ to practice OOP night before last so i made a point object that had an x y and z variable and then i made a line object that has 2 points and i realized the output looked kind of like some hardcore hacker game from the 70s or 80s and i expanded on it. current task is movement, which i plan to do by allowing the user to enter a direction and a distance, but i'm not completely sure how it's supposed to be notated. i assume 3 separate degrees for each axis, from 0 to 360. i'll have to read up on some geometry
>>
>>144815717
make a game about languages
>>
>>144817814
GoL jam when
>>
>>144818436
That's bretty nice anon, keep it up
>>
>>144817060
>Jon's language
Does it actually have any interesting features? Only thing I know is it has baked-in support for turning array-of-structs into struct-of-arrays.
>>
>>144818678
ty good friend i will, have a lewd
>>
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Constructive criticism, anyone?
>>
>>144818976
W-what are you doing anon this is a christian imageboard
>>
>>144818914
Yeah that's probably the most interesting feature. It can also run all code at compile time and has a bunch of stuff to let you modify the AST. Otherwise it seems mostly like it's trying to smooth over the warts in C++ but provide basically the same features.
>>
>>144819026
it's ok
>>
>>144819026
needs bigger tits and slightly wider hips
>>
>>144819026
it needs to be more feminine, it looks like a man
>>
>>144819026
You should improve on anatomy, her body looks kinda weird
Other than that gj mate
>>
>>144819026
Way better than before, though much higher resolution which makes it very different.

You colour palate is too severe.The dark shadow grey is too dark. And white shading too bright, bring them both a bit closer.

Thigh is kind of bulgy, knee seems too low. Left wrist is too narrow, arm/shoulders generally seem too scrawny for a warrior. That may be a realistic way for the breasts to look bound like that, but it looks pretty weird. Let them fall together a bit more, not necessarily to cleavage levels just get them out of her armpits.

Forehead should be sloping a bit more, seems a bit too masculine. Make the hips as wide or wider than the shoulders.

Love the hair and loincloth. Sword looks way better than before too.
>>
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I'm the anon who asked where to start, I just woke up from a nap and still want to screw around with a game dev. I have no experience with programming and still want to try. are there any engines where you can make something decent without programming experience?
>>
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>>144819026
>>
>>144819026
her right arm is kinda thin towards the wrist, and her left knee is too.

that is all
>>
>>144819578
GIVE UP NOW
>>
>>144819578
WC3 map editor
>>
>>144819026
you know whats the worst part about art?
that it can't never be perfect
>>
>couldn't work on game because hospital appointments all day today and I was the driver
>shut in NEET dev with no cell phone, so brought my sketchbook with me to draw concepts for my game
>spend hours sitting in corner of the waiting room drawing, never looking up, trying to avoid eye contact at all costs
>try to angle my book away from people so they don't get offended by what I'm drawing or think I'm trying to show off or something
>using pen, so I couldn't really sketch anything like with a pencil, so I was worried my art would look too 'edgy' because of the all the black ink and contrast I was using
>can't help but feel people judging me or thinking I'm showing off, start feeling like shit, maybe I should just close my book and pretend to read one of the sports illustrated magazines, but I don't even play sports
>start getting ink on my hands from smearing/pen leaking, feel even more insecure
>people of all ages walk over to congratulate me/tell me they're proud of me/ask to see what I'm drawing/tell me they wish they could draw like that
>2 of them used different languages I didn't understand then they switched to English
>another one even shook my hand, i hope i didn't smear ink on him, I'm sure i rubbed most of it off on the page first before shaking his hand, maybe I should have used my left hand, but he offered his right hand, so I couldn't avoid it
I felt like a rockstar today but goddamnit it's great to be back home safe from the judging eyes of the outside world. I was so worried they would figure out I was unemployed and then everyone in the waiting room would laugh at me or scold me and tell me to get a real job instead of being a burden on society wasting time drawing pretty pictures. don't worry, when my game gets super famous and makes millions, I'm going to pay taxes for it and stop being a burden on everyone. please be patient, I just need some more time to finish the game.
>>
>>144819606
Is that criticism? You just drew a bunch of red circles.
>>
Is aseprite any good? Anyone use it?
>>
>Trying out game maker: studio
>hidden global variables you have access to in objects but don't really know about
>weird syntax
>slow "intellisense"
>reliant on magic numbers everywhere in code

ehhhhhhhhhhhhhhhhh maybe the tutorial I'm looking at is just shit?
>>
>>144819026
I think it looks really good, it's useless without animation though
good start.
>>
>>144819026
If you can make her hips as wide as her shoulders, you'd be gold. Also wouldn't hurt to soften up her chin too but at that size it should be fine anyway.
>>
>>144819578
yes
you can use UE4 blueprints,blender game engine,construct,rpgmaker,coppercube and more
>>
has anyone tried this? its open source, free and stuff

godotengine.org

its is good for developing full games? or just prototypes?

might try it later if no one has
>>
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>>144819748
>>
>>144819915
I opened the editor and was confused and then I looked at some tutorials and they were all shit

0/10 would not dev
>>
>>144819748
keep going, show us that you are the best
>>
>>144819578
Start out with a map editor. Doom, Timesplitters 2, Starcraft 2, Halo, these games all have map editors.

If you want to make your very own stuff, check out RPG Maker or GameMaker Studio. RPG Maker is easier, but is kind of expensive for something you might not be sure you'll enjoy or use, but there's a free version of GameMaker if you want to try it out first. No programming required for either.

You can sell your games after you've made them in either RPG Maker or GameMaker.
>>
>>144819082
>Yeah that's probably the most interesting feature.
Disappointing, then, since that's not even that interesting of a feature. The other stuff sounds pretty standard for a modern C++ replacement.
>>
>>144820264
I actually used to spend a ton of time in the doom 2 map editor. I fucking loved making maps. Ill take a look at both of rpg maker and game maker.
>>
>>144819915
It's in the OP. I've fooled around with it and I like it. GScript is p easy if you know python. That Cowthing guy who submits to agdg jams seems pretty good with Godot.
>>
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>>144819026
>>144819357
my edit
>>
>>144820479

that must hurt like a bitch
>>
>>144820663
Tis but a flesh wound
>>
>>144820479
that stomach is way too narrow
>>
>>144819813
I wish GameMaker directed everyone to Shaun Spaulding's youtube. He's the damn community manager and has some of the best tutorials, why don't they just feature him or something, might as well.

He spells out everything. And there's some stuff he can't explain right away until later, but he tells you, and then he comes back and reminds you when it comes up so you'll remember. There's other good tutorials out there, but really, Shaun's youtube needs to be the first think you see when the news page pops up when you open GM.

https://www.youtube.com/user/999Greyfox/playlists
>>
>>144820834
I'm used to having absolute control over code it's weird to see all this shit I didn't make and don't understand and sometimes don't necessarily agree with the implementation of am I doomed to just not like game maker?

Fuck it I'll watch the videos.
>>
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What are you working on? I took a break to try out Earthbound, it's pretty fun. Not the kind of game I'd make but it would have been my favorite game "back in the day."

I'm not sure what I feel like working on. I wanted to make bleepy bloops with my synthesizer but I can't find the power cord.
>>
>>144820663
>>144820810
>>144820754
HAES please go
>>
>>144820409
good luck, and don't get discouraged when you get stuck on something. that's going to happen for the rest of the time you learn to game dev. you'll want to make something, have no idea how to start, can't find a tutorial or anything, almost give up, and then one day you finally get it and you make that feature. Then you start on the next feature and do it all over again. Sometimes it sucks, sometimes it's fun, just stick with it or you'll end up like some of these Nodevs.
>>
>>144821094
>tfw no gf with that body
Why even make games
>>
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>>144821207
to shitpost on twitter
>>
>>144821094
>tfw no room for organs

is there a video game about this?
>>
>>144816889
I would if they'd stop misleading newcomers with their shitty advice.

I know some of them are good people but let's be honest, 90% of them are autistic as fuck and pretty toxic.
>>
>>144821207
>make game
>make profit
>get your own golddigger with that body
That's exactly why make game
>>
>>144821390
this
>>
>>144821267

as a person who loves open source (don't necessarily hate propriety software, unless they are use FUD), this triggers me.
>>
>>144821267
>don't you think proprietary software is inherently evil?
Nah, it's just based of silliness like "intellectual property."

It's less that it's evil and more that it's dumb.
>>
>>144819915
>its is good for developing full games? or just prototypes?

Deponia is probably the most high profile Godot release. It's a pretty good engine for 2D, but it's documentation is a little sparse. Having a decently sized community helps make up for it. 3D support is a bit lacking, but people still manage

http://steamcommunity.com/sharedfiles/filedetails/?id=539629193
>>
>>144821390
i think when a noob sees an engiedev talking about how patrician enginedev is and goes to look at what's involved, if he has no business enginedev'ing he will quickly realize it
>>144821486
IP isn't silly, it lets people who create things that aren't material make money off their creations. claiming that a piece of software or a song you made is your property is different than claiming a math equation is your property
>>
>>144820943
One of his biggest things is that he doesn't like not having control over all the code. He even tells you to avoid using gamemaker's magic numbers and create your own rules and variable for everything, including the physics. He sets it up so that you have control over everything.
>>
>>144821864
Oh shit that sounds perfect then.
>>
>>144804863
This guy hasn't done anything good, though.
>>
>>144821753
>i think when a noob sees an engiedev talking about how patrician enginedev is and goes to look at what's involved, if he has no business enginedev'ing he will quickly realize it

This is still toxic and heavily misleading. I often see comments like "GameMaker is ok but you'll want to move on! It limits you! Spend a year learning Python, C, Java and C++ before you decide to gamedev!". I'm not even exaggerating much, if you're a regular here you've seen those. What is newanon supposed to think? Even if someone else comes up to him and tells him GMS is fine it's not like he'll want to discard Mr. autistenginedev's opinion.
>>
>>144822207
the worst is telling people who have never programmed before that unity is a good a choice and they don't really need to know how to program to make a game with a non-GM engine
>>
>>144822207
Why is it ok when people say to spend a year practicing art, but not when people say it about programming"
>>
small progress posts everyday x big progress posts every week

?
>>
>>144804863
just stick to board games then. hell, all you need is a stick and some dirt or sand and you can play tic tac toe, no overheating or frame stutter, and you'll have realistic graphics 24/7 without having to purchase any high-end console or pc hardware. How's that for optimization and replay-ability. Even has built in local multiplayer.
>>
>>144822336
artists are privileged

>>144822376
progress post when you have enough progress to make it worth posting
>>
>>144822207
Learning programming languages != enginedeving. If anything, learning those languages allows you to use a wider variety of feature-rich engines that are completely open souce.
>>
>>144819082
>Yeah that's probably the most interesting feature.
Ignoring the #modify?
I think the #modify is by far the best feature the language has. So much potential. That and the structs where you can pass an argument and make it special and stuff.

I'd move immediately if it was released in a non-buggy state. Just with what he has.

The SOA stuff is just a feature that's a sign of what kind of language it is. It's built to have accessing data not be dependent on how that data is stored pretty much. Refractoring (or whatever he called it. He didn't like the word refractioring) is something I'd appreciate way more than SOA vs AOS.

I don't see why you people have to talk down to the idea. We all know C++ fucking sucks. D is better but it's made to be similar to C++ because people are familiar with it, that doesn't help the language.

I'd imagine it's incredibly hard to not fall in love with the language if you're a C++ dev and you've watched most of the demos.
>>
>>144822376
I imagine your "big progress posts" will mostly get ignored
>>
>>144822584
most posts, big or small, get ignored. so if you post more times, you're more likely to get responses

also bigger progress is hard to fit in a single 3mb webm
>>
>>144822329
I was specifically talking 2D-wise. I don't know about Unity and 3D so I'll refrain from saying anything on this matter - still, my quote referred to 2D talks.

>>144822336
Please, are you really asking this question? Art is one of the most important things in your game, it's going to be your signature, your game's soul, of course you want to practice art. Programming isn't about practice, it's about solving problems, as long as you KNOW what your goal is and KNOW how programming can help you reach that goal then you'll be fine. Your code is behind the doors, your art isn't.

We are here to make GAMES - games are art, programming isn't art.

>>144822453
Engine devs are the ones advocating it.
>>
>>144822376
>>144822584
This. I don't care about some random big progress post of a game I never see posted.

Post progress consistently is the best, that's my opinion.
>>
>>144790590
just use tripcodes
>>
>>144822668
Right that's kinda what I meant.

Unless perhaps you repeat your "big progress post" a few times, it's not really worth the effort.
>>
>>144822207
>Spend a year learning Python, C, Java and C++
How about you learn one language and stick to that? You know what engies recommend.

What I'm sick of is you GM:S morons who think that GM and Unity (and Godot maybe) are the only viable engines.

Fucking look around. There's specialized engines that suit your needs far better if you're in it to create a game.
>but they got so much helpful code
There's no sense in this argument. Because if you can't create your own system you're creating someone else game. If you can't translate something like AABB or other common things you do then why are you even making a game? You should actually learn a language then. Becuase it's clear your proficiency is just on the copy-paste level. And you won't get anywhere with that.
>>
>>144822445
>artists are privileged
90% of artists barely make anything
>>
>>144822752
>Programming isn't about practice, it's about solving problems
Just shut the fuck up, idiot.
>>
I got them general ECS problem blues, feels bad man.

I want to keep components as simple as possible, but when it comes to physics - it's just not possible.
There are 3 basic types of Entities - those that don't move, those that move using whatever "physics" the game employs, and those that move on their own accord.

And of those entities , you can have those you can collide with, and those you can not.
All of these coincidentally revolve around the entities Position component.

To move & calculate the collisions of these entities quickly and efficiently, you'd optimally want them all in a contiguous array, packed against eachother.
So now instead of just having a Position, Velocity, Collider, and CustomMovement component; you have:

{Position} => StaticBody
{Position Collider} =>StaticCollideableBody
{Position Velocity} => MoveBody
{Position Velocity Collider} =>MoveCollideableBody
{Position CustomMovement} =>CustomMoveBody
{Position CustomMovement Collider} CustomMoveCollideableBody

If I wanted to get the position of some entity, I can't just ask for it's position - I have to know ahead of time what "Body" the Entity has. I can tag the Entity with a Body and write some boilerplate specialized template code to fetch the Position component out of these "Body" components based on the Entity tag - but I feel like these is something easier I could do w/r/t developing a generic ECS, rather than a middleman compromise that is described in http://boreal.aggydaggy.com/programming/2016/05/26/entity-safari.html

Any input to my fucked up crazy ramblings??
>>
>>144822847
You sound like a person who'll never make a successful game in his life.
>>
>>144822847
>Because if you can't create your own system you're creating someone else game.
I think this is a dumb sentence but I do think it brings up a good point. I think if you really want to make a good game you need a good understanding of the tools you're using to make it. You should be able to reimplement the engine you're using if you had to - you're just using that engine to save time on something you could do, but is a slow process. If you don't know what most of the features are and how to use them, you're probably going to have a hard time.
>>
>>144823023
?
>>
>>144822847
no.. the reason those engines are better than other is because years of bug fixing and adding features
not to mention all the books and tutoring that's avalible
>>
>>144822445
>artists are privileged
Says the coders getting 90k a year
>>
>>144822438
>muh graphics
But he is right to some degree.
Back in the early 90's seeing sprite scaling and rotating blew everyone's minds, and some devs made games based around that features, it was impressive, but then a lot of games started having that as a common feature, and the novelty died. Now even the shittiest indie game has sprite rotation and scalling effects. Same happened with early 3D games, they were done around the 3D gimmick and where impressive when they were released, but when better 3D games appeared, and everyone started making 3D games, people realized how shitty those games were.
Make a game around a new advance in hardware and as soon as the novelty wears of nobody will lilke it. Wait one or two years and you'll see how people will shit on most VR games that they love now.
>>
>>144823023
You sure showed me.
>>
>>144823078
>There are 3 basic types of Entities
That's not how ECS works. You have to stop thinking about entities like that. There is no entity.

If you're using pure ECS and you need to do different things based on Position + Body Type then can't you just use bitmasking to determine what components it has (Position, Position & Collider, etc?)
>>
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>>144822207
>>
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Just have them all inherit from a class that provides position?

In my engine the position is a part of the entity, not some component
>>
>>144823232
it's almost like programming is harder and more valuable
>>
>>144819915
I've never used it, but I highly recommend it just because it's permissive FOSS, and I think a few popular games use it. I would definitely reocmmend it over GameMaker (which I have also never used)
>>
>>144823475
>>144823078
>>
>>144819748
honestly this sounds like bullshit because of all the humblebragging but if it's even remotely true _______iktfb
>>
>>144822797
>tripcodes
How does this identify anyone? Really?
>>144823104
>You should be able to reimplement the engine you're using if you had to
No I disagree strongly with this. What you need o be able to reimplement is your gameplay code. Maybe not from memory. But just being able to get there given some feasible timeframe is important (could be years if you've made a big game).
>>144823203
>bug fixing
>features
Anon you don't seem to realize just how limited those engines are.
>books and tutoring
This is something. But you're learning an overly complex beast for your simple game. And 99% of games are simple on the engine end. Even AAA games.
>>144823090
You sound like a person who has no argument.
I'm arguing for the most pragmatic approach possible. I don't even see what gets you to say that. I'm not saying 'force yourself not to use GM, Unity/Godot. I'm saying look for alternatives that suit your needs better. There's loads for most of what I see here. At least if as advertised. I haven't made every type of game posted of course.
>>
>>144823476
Nah m8, programming is easy and logical until you get to the really advanced shit.
Art is a fucking pain
>>
>>144823787
>until you get to the really advanced shit.
Like making a fucking video game???
>>
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P R O G R E S S

My .webm recorder only lets me record 15 seconds snippets, so bear with me.

Just looking at my video, other than the inventory screen being placeholder, is there anything that seems like it should be changed?
>>
>>144823290
Agree with this 100%. You can see it too in certain old CGI movies, I can't think of any off the top of my head, but a lot of the supposed entertainment of the movie is featuring this technological wonder. It doesn't age well at all and for me at least, and I suspect others, even the initial hype wears off during the first watch/play, if there's no supporting um, literary mechanics for lack of a better phrase. Engaging plot, story, arc, characters, sound, tone, gameplay, ...

And yes, even a simple mobile tetris-like or whatever has these elements too. How fast the levels change and how the player is informed of the level, the block entities being a kind of "character", etc. It's still all about narrative, juice alone doesn't hold up.
>>
>>144823290
i don't like this argument
some 90's games had amazing spritework that still hold ground to this day, but most of the games at that time looked like shit.
make an indie game today with same art as sword of mana or final fantasy and it would receive well.
same thing with how silent hill 2 looked amazing when most games on ps2 looked awful.
indie devs are just trying to come up with excuses to why their game should have shit art and that they can't spend any money on it.
well guess what, that's how you make business. you bring people to work on your product and you sell it just like anything else
>>
>>144823787
>until you get to the really advanced shit.
Honestly anon. I keep progressing and shit just keeps getting easier.
I've now made mom look better than her college by writing some code for her industrial appliance which I won't name.
And I just keep looking upwards and there's some great people up there but looking downwards I just wonder how people are struggling.
So yeah I agree. Art is fucking hell. In theory it's super easy but when you get into it i just can't. With programming it's the opposite. Just look at a game and imagine the massive amount of different behaviors it has.

Then compare that to how easy it is once you've learned to structure things.
>>
>>144823884
>anything on AGDG
>advanced
Wew
I can count only a handful of games here that are complex
>>
>>144823776
its simple, two ways:

a) anyone can access the submission page, which asks for a password as part of the submit form. Then the edit button is always visible, and you can then edit the contents / choose a new archive to upload, and also you have to re-enter the exact same password in the submit form as what it was created with, otherwise the submit will fail.

b) or the page just scraps 4chan threads and creats a new game entity when it finds a post with a certain format, and if that post has a tripcode it saves what the trip was. if it finds a post with the name that matches a previous, and the first time that was seen it had a trip, and the new post has a matching trip, it updates, otherwise it ignores.

and the post can just have like a download link like media fire or itchio or something and the site just copies the url into a link for the entry.

both of these methods would totally work and dont require any site username / password login

so stop pretending that there isn't anyway to do it without account creation
>>
>>144824174
most of the complex parts of games is the implementation of the art
>>
Where has God Is A Cube dev been? I liked his game.
>>
>>144823321
Blah blah blah, there are no entities, entities are only IDs,etc etc. You're taking what I'm posting too literally and judging by your comment, you stopped reading and commented when you saw,
>3 basic types of Entities
Call them whatever you want - Entity, GameObject, Atom, when you take a random assortment of different components and stick them together, that's what you have.
I could bitmask to determine what I want, but that could be cache friendlier, which is what I want. If I use bitmasking, my arrays are sparse. If I use the idea I was rambling on, where I collect components that rely on eachother into a mega-component ("Body"), everything is nice and compact, but now I have to jump through a hoop to get a Position/Velocity/Collider
>>
>>144824250
You mean the 'time to start a new engine/game' phase right
>>
>>144824239
Hey anon the guy you're replying to isn't me, but I wanted to let you know I'm probably just going to go with a password system with unanswered collab requests getting deleted after 7 days.

That or >>144792145
>>
>>144823997
Download OBS, idiot
>>
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>>144824250
>>
>>144824269
I'm speculating a lot here but I think Unreal roughly works by doing something like:
Every Actor has a root Component, which can have child Components. All Components have positions, and all PrimitiveComponents have collision data. When the game ticks, it loops through all MovementComponents, which updates the root Component's location. Then, it loops through all PrimitiveComponents, and checks for overlaps. The Components have a reference to their parent, so the event generated contains both the overlapping Components and the overlapping Actors.

Or something like that. Maybe.
>>
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Making a shitty attempt at making a bit of the world and refactored how doors work so it should be less of a pain. After trying the wallkicking like this it feels like it might be a bit hard to do but perhaps it is more rewarding this way. Also I fixed the lighting dashes to work with the newer movement system.
>>
>>144824239
Anon the point was that you were going to limit the number of submissions.
I never argued it's impossible without accounts either.

The problem is that people want credit while they want anonymity. So there needs to be some link between the anonymous user and the person claiming to have done something.

Tripcodes are piss easy to break. Username/password is an easy solution but people don't like that idea (personally i don't mind it). So what i proposed (see below) solves the attribution issue if we use computationally safe crypto. Though I have to admit that maybe I'm not understanding the issues people are having here.

The problems I care about with a system like this is:
* Anonymity, at least until we've decided to cooperate on something or whatever
* Not wanting to share contact info randomly to everyone. (i.e how do we have a PM system for anonymous posters?)
* Not being able to tell if I'm in contact with the person who was on the site
* Attribution (i may not want to link to tumblr/whatever to credit myself directly but I want to be able to decide on that later)

So I'm interested what I'm missing if anything. I'd be sortof OK with the site owner knowing who's posting (can't really avoid it because he gets IP's) but I can understand why people don't want actual logins.
>>144824527
Our solutions are incredibly similar, except trip-codes aren't safe at all so I consider your system broken.
>>144825461
>slopes
Do they work?
>>
>>144825461
Your game remains the most exciting portrayal of placeholder boxes ever
>>
>>144825672
Yeah. There is a bit of an issue though with jumping while dashing while on it though if you hit it at a certain angle.

>>144825750
Thanks anon. It gets hard to tell what rectangles are doing sometimes so I have to come up with ways to get more player feedback.
>>
>>144823078

I'm just going to put this out there.

The person who wrote http://boreal.aggydaggy.com/programming/2016/05/26/entity-safari.html doesn't understand ECS very well. It's a strange amalgamation of OOP ideas and ECS, that doesn't actually stick together very well, or will ever optimize very well.
>>
>>144825672
I think the only issue with going through manual, mutual tox contact with anonymity protected is that it massively limits accessibility. Most people are going to be put off by having to understand the process and then having to actually go through it, I think. If it's going to be a successful, useful feature, then it has to be easy to understand and use.

I might just make user accounts and then never display usernames on the site quite honestly.
>>
give me the best ECS tutorial
>>
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>>144826873
Step 1: Don't use enum flags because you'll run out of space in the enum to add more components for masking

Step 2: Everyone has a different idea on how to make an ECS. Just make sure your components are atomic, that your systems aren't coupled, and that you don't write special logic to treat entities differently if they have the same components.
>>
>>144826873
>best.png
>>
>>144825672
>trip-codes aren't safe at all so I consider your system broken.

But also how over-engineered does this need to be? It's a system for saying "Hey, wanna work on something with me?" It shouldn't be considered exceedingly secure, nor does it need to be. I love the math/crypto side of provably secure etc, but I don't think that mentality has a necessary place for this system.
>>
tfw your collab partner hacks your gibson
>>
>>144827192
i think that we can just let it fill up with shit posts and we can just scroll through all the bullshit

we do that anyway in /agdg/
>>
>>144827192
I could make an entire collaborative suite site with real-time group chatting, trello-style backlogs, github integration, and custom aggydaggy subdomains.

But no one would use it, I can't afford to host it, and it would go against the spirit of anonymity :^)
>>
>>144827073
Could you explain that to a shitter that isn't the guy you responded to.
>>
>>144826482
Maybe. But there are easier Tox services to use
https://wiki.tox.chat/users/sharing_ids
And we're not really intent on avoiding MITM right?
I don't really think it's that complicated. All you have to do is make the users aware that both of you have to add each-other. And that's that.

I do think it'd be nice to have Tox be inherently supported in some way (because it's such a light client and I think people would be more put off by having to have multiple Skype accounts for instance) but have options for other platforms. Really the Tox ID stuff is just a string being shared privately. That can be a Skype ID or discord, just whatever. There's also more stuff you can do with public/private key encryption than what I listed because we have avoided MITM. I'm quite convinced it's the best way to go now honestly.
>>144827192
Yeah but we have to meet user requirements. Those points I listed are my requirements (though I'd probably compromise some of them a little). I really don't think it will be that complicated in the end. A lot of the stuff doesn't need to be user visible actually. It can be abstracted away in neat ways mostly or entirely.
>>144827415
This.
>>
>>144827346
Well if he has them expire after a week, that's not a terribly big deal.

>>144827415
Yeah and I mean, that would probably be a cool site, in theory, but it's not at all necessary for agdg.

Throwaway email, throwaway github, a way to host and link to assets. I don't see the big deal besides the initial limp-wristed handshake of "want to work on this?" "ok" being established.

>The problem is that people want credit while they want anonymity.
And keep the system just for collabs credited to /agdg/ generally, or something.
And maybe just tossing this out the window, unless you develop a working relationship and want to exchange tumblrs and gmails and whatever.
>>
>>144827759
>requiring a client thing for collab
Congratulations, you've just dropped potential collabs by half or more.
>>
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rate my player fighter
>>
>>144801893
Hey anon, thanks for doing the recap. My game, Whimp the Bold, was in the recap last week I'm pretty sure, so my score should be two. Not a big deal, but hey, if we're keeping track I'd love it to be accurate. Thanks!
>>
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>>144827986
>requiring a client thing for collab
Well it's not 'required'. You could do all your communication encrypted on the site without any client or anything really. It'd just make the collab page look like shit because every page will have a bunch of messages that are completely unreadable to everyone but the two people talking. But that can be OK too.
I'm not sure what you're expecting. How can you have private communication without a client thing? User accounts? Thought it was pretty clear people didn't like that.
>>
>>144828000
Oh and also, is there a decent way to make a tiled space background? I cant make one that doesnt look awful.
>>
stop all this nodev talk about collab website system and post some game progress
>>
>>144828205
rough but it werks
>>
>woke up
>just had a dream about a beautiful 3D low poly pixel-ish land
>I can clearly remember how it uses both 3D for solids and 2D for things like trees and vegetation
That's fine and all brain but it's not like I have any artistic talent to do it.
>>
>>144828313
BUT I CANT COLLAB
>>
>>144828313
>they'll spend more time setting up the website than working on or even finishing a game
>>
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>>144827751
Sure anon. The way I implemented my ECS was inefficient, naive, and riddled with questionable choices, but here's how I did it:

1. An enum of flags (ulong) -- one entry per component type. This should have been a bitarray.
2. Component Masks which are combinations of those flags for easy reference in code later (ComponentMask.Drawable = Component.POSITION | Component.DISPLAYINFO , etc)

3. An entity class that is simply a Guid and a Component property (which held on to all the flags of components it owned)

4. A container Dictionary for each Component in the level -- the Key of the dictionary was the ID of the entity, and the value was the component struct

5. Static systems that would be called during the update loop that acted on the individual components

>>144827759
Don't get me wrong, I'm super interested in Tox from what I saw and it sounds like a very good system to meet the requirements, but I just need more time to look into it in more depth than I have right now so I'll have to do more this weekend to really get a feel for how best to implement everything.

>>144828313
Here's progress I'm doing a shitty gamemaker tutorial to contrast it with monogame
>>
>>144828213
I don't think the site should host the collab, rather it should connect anons who would be interested in collabing. Something like giving the word "apple" to someone who makes an ad for collabing, and then if someone is interested in collabing on that, it also gives them the word apple. Both can post their throwaway emails with the trip pw apple, and the ad is deleted in 7 days.

I like the idea of crypto stuff and you clearly know a lot! What would be wrong with a simple system like this? I don't think it's a problem that trips are not very secure, because these are short-lived, low-value targets.
>>
just make a simple database that stores text similar to how excel spreadsheet works

no need for complex stuff
>>
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>>144802117
>she can't be much older than 21
You're underestimating Asian genetics. Judging by how long she's been in the industry and when she graduated from college, I'm pretty sure she's approaching 30, too. Anyway, it's never too late to start doing stuff you enjoy, except if you want to be a pro sports player and you're 80 or something.
>>
I'd post progress, but I got an exam today...
don't eat your candies at once devs
>>
>>144802117
>>144829008

Her dad is Randy Cartwright, an animator for Disney. It's in her genes and she was probably taught from when she was a child.
>>
a game like tinder, but for finding dev collabs
>>
>>144806412
I love it so far anon, I guess the only things that I would love would be some basic item description
>>
>>144829337
>It's in her genes
If that had any truth to it, I'd be just as good at math as my parents. ;_;
>>
>>144829337
Proves that talent is not a meme.
>>
>>144829101
What a sophisticated dog.
>>
>>144823997
Judging by that video it's still in a very alpha stage, so I can not really give you a feedback on what should be changed. Other than that, I don't know how you do that, but that reflection looks awesome.
>>
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>>144829651
thanks
>>
>>144823997
that sword animation needs to be way bigger, a big slash across the screen
>>
>>144829987
Ugly as sin
>>
>>144830128
>>
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>>144828649
Well The thing is that it's rather superfluous. The crypto stuff enables this very thing but it does so in what I think is a neater way.
>I don't think it's a problem that trips are not very secure, because these are short-lived, low-value targets.
Yeah but why settle for those?
With a crypto system you can have this (pic related). If you don't wanna be bothered with the details the UI-structure on the left explains everything non-technical.
Yes I'm procrastinating
>>
>>144830128
Borzoi's are pretty sexy, I don't know what you're talking about
>>
>>144830657
No.
>>
>>144830726
>No.
No it doesn't work or no it doesn't look nice?
It's super easy to implement and it fits all the requirements I set up.

Really anything less than this is practically just collab through the /agdg/ thread.
>>
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Finished movement last night.
>>
>>144830657
Should add that the encrypted text can be automatically encrypted because we store the private keys in cookies. If that wasn't obvious.
>>
>>144830964
Nice. Probably get some elevation when walking on the tombs. And the turning is a bit fast.
>>
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>>144830883
>>144831061
You want accounts and PMs? Go to reddit.

>B-but Anon! Muh PGP!
So what? This is the last major forum on the internet that is made of predominantly anonymous users. Every other site is proof that adding accounts and upboats creates a circlejerk environment that ostracizes anyone with a non-majority opinion. Now take off your shitty name and post like a true anon, otherwise you might as well leave.

>>144830964
Looks nice anon.
>>
>>144828649
Another take on this, it could even be less secure and less bother than this by just including the trip pass with the ad. Then you wouldn't even care who's collabing with you, someone could just post a spritesheet they made for the project in the thread with the trip on, or a link to a github or whatever.

>>144830883
>practically just collab through the /agdg/ thread.
Well it's pretty much that or add increasing work and dependence for our friendly webanon who is also making game.
>>
>>144831167
>Probably get some elevation
You do a little bit, but I havent tweaked it. He's always gonna clip a little bit though.

And do you mean turning is to fast when changing directions? or in the middle of movement? The former is a good thing. The latter I cant really do much about without making him stop to change directions. Which goes against good game design. I need to concentrate on speeding up combat in every way I can. Otherwise sine it's a turn based game it might feel like a chore.
>>
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>>144830115
What do you think of this?

Something seems very off to me about it
>>
>>144831332
>Well it's pretty much that or add increasing work and dependence for our friendly webanon who is also making game.
with limited real utility, I should add. Crypto is fine, crypto is fun, crypto is useful and important and all sorts of things. But it's better to keep things as simple as possible, at the expense of a little trolling or difficulty in claiming work.
>>
>>144825461
2 serious questions:

How do you handle the camera for the lightning dash, assuming the dash is a separate object?

What are you using to get those neat effects, like the wavy blue tail on the down air attack?
>>
>>144831545
Lightning dash is still the same object, but the camera is an object that follows the player. The afterimages are another object that takes the sprite of whatever created it and its current frame, is tinted blue, and has a lower alpha. It reduces its alpha by a set amount every frame and then when it reaches 0 it destroys itself.
>>
If you really need all of that shit to get the collab working then it shows that you don't really want to collab in the first place.

People who wants to collab for real just need a first contact, they will take necessary measures from there. The whole tryhard organization screams that nothing will actually work in the end.
>>
>All this collab and webpages talk
You seriously make things way too complicated.
You all could just make a throwaway mail to use only for the collabs, or even better make an collab irc channel, where people just use a random number as nickname to keep being anon.
>>
>>144831760
just make a system that takes the text you write and display it
that's literally it.
and when the jam ends the page restarts itself automatically, that's it
>>
>>144831332
>>144831475
You're severely overestimating the work here.
Assuming our friendly webdev anon was planning to make something similar already all the extra work is:
>pick up some JS crypto library
>generate a private & public key pair
>for each post have the client also send the public key you generated
>store the public-private key pair on the client in a cookie
>when you hit the reply to post button have the crypto library encrypt the post with the public key and send that instead of the normal message.

That's it. You can get fancy with it with those naming and group chat features but it's really no big deal.

Compared to making a forum it's nothing (to my understanding of webdev). I'm confident he's good enough to do something as simple as this.
>>
>>144832105
And it's transparent to the users (users see none of it).
I don't get why you're being so afraid of webdevanon-side complexity which isn't even complex.
Also I told him I'd help.
>>
>>144832008
I don't really understand the point of it. We could already be seeting up the teams, and working on the games. I dunno, all this effort just gives me the same feeling that >>144831754 gets from it too.
Hope we are wrong.
>>
>>144831741
Neat, thanks!
>>
>>144832215
Another issue is dependence on webanon, no matter how friendly and determined and competent, it's best to keep things simple for future needs. The website should be entirely secondary to the general. Anyhow, this is kind of shitting up the thread so I'll stop.
>>
>>144825461
10/10 would bang. keep up the good work!
>>
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>>144830964
looking pretty great

Dungeon Dice Monsters?
>>
>>144832249
It kind of feels like how I approach making a game.
>well, I want to do X, but first I need to do Y
>I can't do Y without writing some code for Z
>I need to do research on A, B, and C before starting on Z
>but is this going to be top-down or side-scrolling, 2D or 3D?
>to get a good handle on unique game mechanics, I should find examples of the games that have similar setups
>the video for Game Q isn't that great, so maybe I should just buy it used and play a little of it to figure out how it works
>but I should finish the other games I own first
Which pretty much explains why I don't have a game, and why this web interface probably won't get finished, or even started on, at all.
>>
W-would anyone like to look at my game's blog? We have a dev audio blog already posted, working on a state of the game youtube video and youtube version of the audio dev blog.

https://remproject.wordpress.com/
>>
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Hey guys how do you handle all those cool ideas for games that pop into your minds during your main project?
I'm having an ideaguy seizures, help.
>>
>>144832924
Ignore them and hammer on with the main concept until its perfect.
>>
>>144832924
Wikidpad.
It's a note-taking program that allows you to use wikiwords ([Word] - Creates a link to a page named word).

It's amazing. You can just type and type and type. Easy to search and everything.

Can also insert images/audio whatever.
>>
>>144833034
What kind of security does it have?
>>
>>144832924
I just stew on them until I can hammer out something resembling a design document. Then I usually come back to it later and cringe at my initial ideas before working them into reasonable ideas.
>>
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>>144829413
>>144811158
>>144810646
>>144808917
Thanks for the feedback guys, I'm probably going to take tomorrow off deving. I've been working on it 24/7 this last week and I'm exhausted. Goodnight hombres.
>>
>>144833113
None whatsoever.
Jesus anon if you think that stuff was about security you're mistaken.
I just took private-public key pairs because it's the only system I know that has the properties needed. It's not really about security.
>>
>>144832924
Have different hobbies you can express your ideas in. /tg/ stuff is a good option. I guess drawing or writing or interpretive dance would work too.
>>
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>tfw you realized nice art is more important that good coding

I should have learned to be an artist and copy pasted stack overflow for the programming part
>>
>>144833224
>
>>
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>>144833224
Be a dev artist and annihilate the universe with money.
>>
>>144791870
Alien
>>
>>144832924
Work them all into a seperate work. Put no effort into thsi work other than getting all the ideas in there. It shouldn't even be a game, more just an outline of a plot with perhaps mechanics or whatever pops into your head worked in.

I've been working on my game for a month and my story already has 9k words, 25 developed character, 2 different video game concepts, and the start of a plot that would be more complex than any single work ever published, if I finished it. This is all because I just vent the ideas instead of putting work into them.
>>
>>144832862
>Dungeon Dice Monsters?
nop
>>
>>144833224
the grass is always greener
>>
I dont want to send messages to a collab partner if they arent encrypted. My game ideas are highly valuable.
>>
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>>144833665
Talk to them.
over teamspeak3
>>
>>144833665
just use discord to tell them to him

if you never write them down they can never be stolen
>>
New thread soon?
>>
Post with trip #spaceroguelike if you want to collab on a space roguelike
>>
>>144833481
I was skeptical that this might be the truth, but I kinda feel like it might be the case.

Recently I see music bros hoping for a game which might have a place for their piece, artists being happy when they see their work in motion. I always thought that they are the unreachable goddesses of game dev who can do whatever they want since there always will be demand for their work while an engine dev can always be replaced with an already existing engine (like men can be replaced with fucking machines), yet now I start to realize that they are just as vulnerable as the rest of the crew, and they just want to make a game.
>>
Post with trip #spacestation if you want to collab on a VN in a space station
>>
>>144834171
#fart
>>
>>144833994
artists in AAA dev are vulnerable because the art is made generic enough that the artists are reduced to replaceable parts.
>>
>>144833982
>>144834171
>>144834295
Actually this method would have the advantage of being pretty easy to scrape team progress, maybe.
>>
>>144833982
>>144834171
Stop.
>>
>>144833982
>tfw no double-trip
>>144834439
Yeah. The proposed system was a bit more deep than simply matching like that. Also less transient.
>>
>>144834494
Post with trip #Stop if you want to collab on a stop shitposting
>>
>everyone were too afraid to collab before there was clear demand for a collab jam
Why are we all such pussies?
>>
>>144834824
I'm not afraid. I just don't want you fucking up my perfect code.
>>
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>>144834824
I wanted some strawberry jam faggot
>>
Post with #rollin for team roll-a-ball in space
>>
>>144833982
>Post with trip #spaceroguelike if you want to collab on a space roguelike
Are you serious?
I think that sounds great.
Assuming it's a roguelite not one of those boring dungeoncrawlers
>>
>>144823776

>dat trip

https://youtu.be/dpWmlRNfLck
>>
>>144835289
I was just proof-of-concepting. But it does sound great doesn't it? Do you think such a collab method could work?
>>
>>144835526
Yeah of course. But as >>144834619 said it was supposed to be a request system too.
>>
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>tfw no one needs animations for their spess games
Well at least I made a box opening for a client I guess.
>>
>>144834824
I'm still scared. What if nobody wants to collab with me? What if they drop out when they see how shit I am?
>>
>>144835526
also people can join in or stop at their leisure with this method.
>>
>>144835805
Then you practice more, get better at your stuff and make people regret for not collabing with you.
>>
>>144835805
Probably won't happen.
>>
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oh god why am I so bad at art and animation

what should I change?
>>
>>144835690
if the moving parts are attached to the lid, what is the wheel for?
>>
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>>144836148
Your attitude
>>
>flashdrive with all games,music,sprites,3d models, I ever made corrupted.
Remember to back up your stuff,
Is there anyway I can save it?
>>
Can someone spoonfeed a retard here?

How do I install and use WebmCam?

I've downloaded the Github .zip, as well as FFmpeg. But I have no idea how to make these actually record webms. And the README file is in a format I can't open. Please help.
>>
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FUCK

Don't be a retard like me, Anons.
If you're going to make a tileset, make the fucking tileset - ALL at once. Don't make parts of the tileset and then try to make the remaining parts later.

It's nigh impossible to merge shit.
>>
>>144836439
I use fraps + webmforretards
>>
>>144828000
loving your spaceship, keep on progress
>>
>>144836439
Download this:
https://github.com/theTarkus/WebMCam/releases/download/210/WebMCamv2.1.0-FFmpeg.zip
(so i know what you're working with)
Unzip.
Doubleclick "WebMCam.exe"
record webm.
>>144836512
This is not sensible. At least do OBS+webmforretards
>>
>>144836556
what's wrong with fraps?
>>
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>>144836170
Because it looks cool I dunno mayne. Maybe the wheel activates the pins somehow.
>>
>>144836510
It looks great though.

How'd you do it? make tutorial
>>
>>144836623
It's bad. That's it.
No obviously whatever works for you is fine. But it's very limited in options and doesn't really record video well. Quality is good though. It's raw. But that's a bit extreme for anything you will ever do.

OBS can do lots of stuff and is not hard to use.
>>
>>144836510
I don't understand how that could even be a problem.
>>
>>144836632
Hey do you have some contact information I can contact you by for project at a later date?
>>
>>144836148
Needs more Chaika.

>>144836439
>>144836556
It would be imposible to get WebMCam working on a Windows XP toaster, right?
>>
you'll regret never collabing with me
>>
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>>144836780
My information is on http://troy.design/ but the best way for you to contact me is probably Steam.

http://steamcommunity.com/id/troyirving
>>
>>144836787
Dunno anon. Don't think so if it's not working for you right now.
http://www.cockos.com/licecap/ Is a good option. Not sure if it works on XP but you could try.
And here's the version of webmcam I'm using:
https://u.pomf.is/lbtdxg.zip
Dunno if that helps or not.
>>
>>144836780
>>144836868
Wait how are you guys collabing without using a public key system
>>
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>>144836556
Thank you so much anon!

Taking a cue from Placeholder dev on this one
>>
>>144836992
They're breaking the rules.
>>
>>144836992
>>144837054
> I can contact you by for project at a later date?
I said nothing about current the jam.
>>144836868
Cool, it may be a while before I contact you though I need to make sure that I can make the mechanics and models for this game.
>>
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Post with trip #rocket to join team rocket

Our game will win Space Jam
>>
>>144836660
Thanks.

>How'd you do it? make tutorial
Was considering making a patreon for tutorials (for survival).
I have developed a lot of techniques for sort of "cheating" when it comes to making graphics, so I'm confident that even non-artist can replicate a lot of it, if I just explain how to do it.
Do you know how Patreon works, and how I should make one?
Should I upload video files, or just make youtube videos (will that just make everyone watch the videos and not bother to subscribe? I don't want to force people to pay me anything, but it would nice to have money for food and internet).

>>144836762
Probably just my dumb workflow.
>>
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>>144837236
>>144837054
>>144836992
This isn't about the jam like he said.

But if someone does needs animations (first person or mechanical like ships or anything like that) for the jam I'm down.
Or some sort of promo like pic related.
>>
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Well that wasn't super difficult.
>>
>>144810183
they shouldn't be "merged". /rpgmg/ should just stop posting there. If they want to make games, the engine doesn't fucking matte.r
>>
>>144837482
What now?
>>
>>144837361
I'm not him, but most artists/streamers/whatevers just usually go on with their basic routine, and let their fans know that you have set up a patreon, where they can give you a donation after every uploaded tutorial (which is still remains free for everyone). You can even have different level of donations, like if someone pays some extra bucks, he can watch you do your stuff on a live stream while he can ask questions and so on. You can even say that top patrons can get private training sessions, or you draw something nice for them. It's really up to you.
>>
What's a good website to host temporary webms that's not 4chan?

There used to be one called uguu.moe or something like that?
>>
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>>144837729
gfycat is alright, but they shit on your quality.
pomf.se is probably what you're thinking of. That shut down, but pomf.cat is the same thing mostly.
>>
>>144837729
https://stream.moe/
>>
>>144837361
>Do you know how Patreon works, and how I should make one?
No I don't but I doubt it's much effort
>Should I upload video files, or just make youtube videos (will that just make everyone watch the videos and not bother to subscribe?
I dunno about the artist crowd and what they'd prefer or how they'd act. But if you sound like you need it I think people are more inclined to pay.
Mentioning the patreon every video would be a good idea I think. At the start and at the end, depending on length. Have it at the end. If you just have it at the start of the video people will forget it exists. Also annotate the video with a patreon link at the end of the video.
I'd certainly pay for it if it could help me get anywhere close to that kind of art. So you got at least 5 bucks a month if you can continue to produce content.

I think most get started by just making free content. But I don't think that's necessarily important. Drawing attention to yourself is most important. Then the donation (or whatever it's called on patreon) incentives can encourage people to pay more. People like to get something in return when they pay. So look at other similar patreons.

>>144837579
Make roads, make rivers, make the AI consider the terrain and build fortifications where adventurous.
Good luck.
>>144837729
pomf.is
>>
>>144837726
Okay. Thanks a lot for the info.
I never quite understood Patreon and how it works.

I'll try making some tutorial videos next month, once I'm back home in Norway (in Japan right now).
>>
>>144837361
Also do what this guy does:
>>144837810
Have links/credits in the video when showing results.
>>
>>144719089
You were right, anon. After countless tries and hours of struggling, I've took a step back, got some rest, and looked at the problem with an open mind. After that, the solution hit me like a hammer. It also took some time to implement, but at least I've got what I wanted. Thank you for your support!

So: don't forget to sleep, anons. You might work less, but you'll work better.
>>
>>144837837
>Mentioning the patreon every video would be a good idea I think. At the start and at the end, depending on length. Have it at the end. If you just have it at the start of the video people will forget it exists. Also annotate the video with a patreon link at the end of the video.
Ah, yeah, that sounds like good advice. Thanks.

>I'd certainly pay for it if it could help me get anywhere close to that kind of art. So you got at least 5 bucks a month if you can continue to produce content.
Really? Thanks man!
I'm sure most of the shit I do can be replicated by pretty much anyone, to be honest.
To be even more honest, I have been putting off making tutorials, because it would make everyone able to make the same type of graphics, and then I'd have an even harder time finding a programmer to work with...
>>
>>144835805
they might drop but it's unlikely that it'd be about you.
>>
>>144837978
>the solution hit me like a hammer
Oh my god are you okay? Should you go to the hospital?
>>
>>144837579
Making the game "know" which tile is at what height so i can have coordinates for units walking over them, and then random seeds and regulated height differences.
>>
>>144838052
>harder time finding a programmer to work with.
Don't worry dude. Exposure is better than keeping secrets.
>>
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>>144837810

>TP access point downward instead of up & over

I'd never hire you, you don't even know how to poop
>>
>>144838052
>I'm sure most of the shit I do can be replicated by pretty much anyone, to be honest.
That's just shows that you're so good at it that you don't even notice. It's like tying your shoes. You've done it so many times, it has become a routine. You don't even remember how much you sucked to learn to do it in the first place. Same with art, and basically with everything else in life. For a complete beginner, believe me, imitating your work takes huge amount of effort.

I hope you don't mind if I ask, but aren't you currently working on a specific project? Posting those logos on your tumblr has given me the feeling that you're part of some sort of indie team.

I don't know how it'll make you feel, but I'm currently trying to create a cemetery with your gravestones and naked angels and skellingtons and walls which you've posted on your tumblr. After some digging I've found some which scale and scroll well. Pls don't sue me. ;_;
>>
>>144792390
3 projects right now.

>the one I'm actually working on
No plot really. I'm working on an infinite platformer with difficulty over time. I know it's been done but it's as an exercise

>the one I should be working on
A series of ~1-2 hour long action games from the perspectives of ten people in this one universe, each one ending with them meeting the protag of the next game and possibly dying.

>the dream
magic_tower.trope
A King uses a magic focus tower to make a wish, and it has terrible consequences. Also magic eating aliens setting up a nest over the entrance to the underworld, and a protagonist with most of his dominant hand destroyed, so he has to actually learn how to use a sword again having to venture to said underworld to retrieve the soul of his brother who was killed before his time by the aforementioned magic eating aliens.
>>
>when you want to make a 3d game in unity but have no idea where to begin.
>don't want to learn programming language
>>
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>>144838879
Look closer anon. It does go over the top.
>>
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>>144838985
>I want to do this
>But I don't want to do this

How do you think these things happen?
>>
>>144838985
>want to program computer to do your bidding
>don't want to learn programming
epik
>>
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>>144838987

Ah shit, it looks ambiguously clippy

I'll trust you for now, pooper. But tomorrow, you might land on my shitlist
>>
>>144838985
Programming isn't even the final step. After you learn to use cycles and arrays, and after you might think you're good for now, you'll learn that all that math which seemed useless back in school is a must, like vectors, trigonometry etc. That's when the real adventure starts.
>>
>>144839046
>>144839075
Its less of not wanting to, and more. not having time to, I'm tired and should have worded that better. where can I learn. id like to know if I can find free time
>>
why doesn't anything work like I thought it would
>>
New

>>144839460
>>144839460
>>144839460
>>
>>144837978
This is a common strategy for me.

I go to sleep right after struggling with a problem, and when I wake up I pretty much know exactly what to do to fix it.

Your brain literally figures shit out for you while you sleep. This works really well with studying too.
>>
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>>144836973
LICEcap works perfectly, I'll be using it a lot. Thanks for the help, anon. I'm retarded and forgot to move the mouse.
>>
>>144838884
Sorry for the late reply!
Was replying to an email from Michiru Yamane's manager! :O

Haha, but no, really - I've figured out a lot of ways to filters and layers and MS Paint brushes to easily produce things in a very mechanical way. I'm sure a lot of it can be done by recipe!

>I hope you don't mind if I ask, but aren't you currently working on a specific project? Posting those logos on your tumblr has given me the feeling that you're part of some sort of indie team.
Yes, trying to make a Castlevania-like (metroidvania). I'm working with just one other guy, but we're setting up a small company and I'm going to try to work full-time on this for at least 6 months. Might fail horribly, but I don't really care about anything else in life, so it's worth it to me.

>I don't know how it'll make you feel, but I'm currently trying to create a cemetery with your gravestones and naked angels and skellingtons and walls which you've posted on your tumblr. After some digging I've found some which scale and scroll well. Pls don't sue me. ;_;
Man, that's just extremely flattering! Please use it for anything (as long as you don't sell it without asking me first).
Would also really like to see what you produce with it!
>>
>>144837810
I only use twitter and I want to use you in the future, please use twitter.
>>
>>144840786
@troyirving
>>
>>144836868
>troyirving

Please do an animation similar to the snark idle animation from half-life 1
>>
>>144838052
You'd gain exposure by doing these things, so I wouldn't worry about people "doing the same as you" and losing worth.
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